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2010-04-02ssreflection: restore the shadow factor I accidentally removed with the last ↵Tofu Linden
update.
2010-04-02apply ssreflection changes to class2 and class3 too.Tofu Linden
2010-04-02clean-up transplantTofu Linden
2010-04-02ssreflections: perspective reflection for sunlight, planar reflection for ↵Tofu Linden
ssreflection
2010-04-02ssreflections: water reflections strongly imply that the non-perspective ↵Tofu Linden
reflection from eye is the right one.
2010-04-02ssreflections: use the minimum of the lighting dp and the appropriateness. ↵Tofu Linden
not the product.
2010-04-02ssreflections: reflect sunlight direction for reflection. dunno how I feel ↵Tofu Linden
about this yet.
2010-03-31debug ssreflection blur direction. minor.Tofu Linden
2010-03-31debug ssreflection blur direction. minor.Tofu Linden
2010-03-29ss reflections tweakage:Tofu Linden
+ // Offset the guess source a little according to a trivial + // checkerboard dither function and spec.a. + // This is meant to be similar to sampling a blurred version + // of the diffuse map. LOD would be better in that regard. + // The goal of the blur is to soften reflections in surfaces + // with low shinyness, and also to disguise our lameness.
2010-03-28ss reflections: make the guess less far from the source.Tofu Linden
2010-03-26screen-space reflections: remember to unbias the value from the depth map. ↵Tofu Linden
don't use varying version of lightnorm for lighting the reflection-guess-point.
2010-03-22screen-space reflections mk4. generally subtle. very cheap.Tofu Linden
2010-03-20SSAO version of sunLight shaders.Dave Parks
2010-03-19RenderDeferredSSAO works as an independent setting -- decoupled shadows from ↵Dave Parks
SSAO.
2010-03-17CTS-110 Remove soft alpha in deferred pipeline (breaks some content). Will ↵Dave Parks
revisit soft alpha in materials project.
2010-03-17Fix for impostors being fullbright when deferred rendering enabled.Dave Parks
2010-03-07Add a touch of fakey ripple to shadows on the surface of water, as if the ↵Tofu Linden
water has depth. Using 4th component of the normal map to encode a position displacement (along the normal) in the class2 shadow lookup.
2010-03-07Some extra comments to help me get things straight.Tofu Linden
2010-03-07trivial comment typo fix.Tofu Linden
2010-03-07Remove an extraneous normalize() from the water fragment shader - the last ↵Tofu Linden
thing we did to this vector was normalize it anyway.
2010-03-07Remove the class2/class3 water shaders, which aren't materially different ↵Tofu Linden
from class1 except for some minor const tweaks (I've migrated class3's tweaks into class1 on the assumption that this was what davep sees all the time)
2010-03-05Fix for sun specular highlights showing up in shadow when diffuse ambiance ↵Dave Parks
greater than 0.
2010-04-07apply latest ssreflections tweaks to class2 and class3.Tofu Linden
2010-04-07tidy up ssreflections comments and structure a bit.Tofu Linden
2010-04-06extra diffuse sample in ssreflection to decrease aliasing.Tofu Linden
2010-04-02ssreflection: restore the shadow factor I accidentally removed with the last ↵Tofu Linden
update.
2010-04-02apply ssreflection changes to class2 and class3 too.Tofu Linden
2010-04-02clean-up transplantTofu Linden
2010-04-02ssreflections: perspective reflection for sunlight, planar reflection for ↵Tofu Linden
ssreflection
2010-04-02ssreflections: water reflections strongly imply that the non-perspective ↵Tofu Linden
reflection from eye is the right one.
2010-04-02ssreflections: use the minimum of the lighting dp and the appropriateness. ↵Tofu Linden
not the product.
2010-04-02ssreflections: reflect sunlight direction for reflection. dunno how I feel ↵Tofu Linden
about this yet.
2010-03-31debug ssreflection blur direction. minor.Tofu Linden
2010-03-31debug ssreflection blur direction. minor.Tofu Linden
2010-03-29ss reflections tweakage:Tofu Linden
+ // Offset the guess source a little according to a trivial + // checkerboard dither function and spec.a. + // This is meant to be similar to sampling a blurred version + // of the diffuse map. LOD would be better in that regard. + // The goal of the blur is to soften reflections in surfaces + // with low shinyness, and also to disguise our lameness.
2010-03-28ss reflections: make the guess less far from the source.Tofu Linden
2010-03-26screen-space reflections: remember to unbias the value from the depth map. ↵Tofu Linden
don't use varying version of lightnorm for lighting the reflection-guess-point.
2010-03-22screen-space reflections mk4. generally subtle. very cheap.Tofu Linden
2010-03-20SSAO version of sunLight shaders.Dave Parks
2010-03-19RenderDeferredSSAO works as an independent setting -- decoupled shadows from ↵Dave Parks
SSAO.
2010-03-17CTS-110 Remove soft alpha in deferred pipeline (breaks some content). Will ↵Dave Parks
revisit soft alpha in materials project.
2010-03-17Fix for impostors being fullbright when deferred rendering enabled.Dave Parks
2010-03-07Add a touch of fakey ripple to shadows on the surface of water, as if the ↵Tofu Linden
water has depth. Using 4th component of the normal map to encode a position displacement (along the normal) in the class2 shadow lookup.
2010-03-07Some extra comments to help me get things straight.Tofu Linden
2010-03-07trivial comment typo fix.Tofu Linden
2010-03-07Remove an extraneous normalize() from the water fragment shader - the last ↵Tofu Linden
thing we did to this vector was normalize it anyway.
2010-03-07Remove the class2/class3 water shaders, which aren't materially different ↵Tofu Linden
from class1 except for some minor const tweaks (I've migrated class3's tweaks into class1 on the assumption that this was what davep sees all the time)
2010-03-05Fix for sun specular highlights showing up in shadow when diffuse ambiance ↵Dave Parks
greater than 0.
2010-01-29fix a variety of shader errors, mostly due to my confusing glsl with C++... ↵Tofu Linden
again