| Age | Commit message (Collapse) | Author | 
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|  | the featurettes branch, and reflection probes being "hazy" | 
|  | debug setting. | 
|  | DRTVWR-583 | 
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|  | atmospherics effect sun/moon/clouds | 
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|  | Fix for semi-transparent HUDs rendering opaque | 
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|  | This commit fixes a bug introduced with commit 6472b75bcd70470fe5775d1cf6eb70a75b3d76e5
where the fullbrightF.glsl shader fails to set color.a to final_alpha for HUDs. | 
|  | like to read from a depth buffer that is bound for writing | 
|  | Incidental fix for crash when mWaterPool is null. | 
|  | eye/object above/below water. | 
|  | eye/object above/below water. | 
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|  | own passes and unify sky and water haze in forward rendering shaders. | 
|  | SL-20065: Hack to reduce black spots on shiny water | 
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|  | We now support masking mirrors in the GBuffer.
We also now support the concept of one arbitrary clip plane.
DRTVWR-583 | 
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|  | disabled | 
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|  | which version is faster | 
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|  | Not yet used. | 
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|  | mapping using wrong mix, causing bright spots | 
|  | material sampling. Use slightly different alpha ramp to hide unused materials | 
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|  | to be more expensive than triplanar in some cases, and UVs are already trivial | 
|  | whitespace | 
|  | triplanar that avoids possible case where 1 = 0.9999, which gets rounded down to 0 on int cast | 
|  | during zero check, add another zero check | 
|  | multiple texture lookups in a switch..case block | 
|  | reproducing the bug | 
|  | switch..case blocks | 
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|  | blending. General refactor. | 
|  | Also decrease threshold to (hopefully) reasonable level | 
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|  | maps for triplanar mapping, minor cleanup |