Age | Commit message (Collapse) | Author | |
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2010-05-12 | Fix for fullbright bump not working in deferred render. | Dave Parks | |
Fix for shadow artifacts around split frusta. Tweak for shadow aliasing with projectors. Fix for crash on exit in mesh thread. (transplanted from 6dcf09cd3e524016c8130a0c8af3d9fc95f2d411) | |||
2010-05-11 | add an accidentally-dropped normalize from the bf541483d907 / normpacking-rejig | Tofu Linden | |
2010-05-11 | EXT-7225 Fix for busted projector shadows under certain settings. | Dave Parks | |
(transplanted from 63218c79aa5670331235d3fde25de4a595991460) | |||
2010-05-09 | Rejig deferred normal-map packing a little, to double its accuracy for free. | Tofu Linden | |
2010-05-06 | EXT-6912 FIXED Deferred Rendering - shiny objects look like a projection ↵ | Tofu Linden | |
instead of a reflection Disable screen-space shiny while I chew on it some more. | |||
2010-04-30 | expand EXT-7149 fix to include bumpyshiny. | Tofu Linden | |
2010-04-30 | more tweakery for EXT-7149 objects with white color and varied texture do ↵ | Tofu Linden | |
not appear shiny with deferred rendering | |||
2010-04-30 | EXT-7149 objects with white color and varied texture do not appear shiny ↵ | Tofu Linden | |
with deferred rendering | |||
2010-04-23 | Backed out changeset b379d162769e | Tofu Linden | |
2010-04-23 | Restore a bit of the non-deferred renderer's sun/moon waterglow in deferred ↵ | Tofu Linden | |
rendering. This also adds a slight pinch of glow to shiny sun-spots. So be it. (transplanted from 5a0d9e5b5cfb2ecd96685f0275ab8e999ab86263) (transplanted from 90f0ce75b2d7bb9fc03e84245db27a16508cde63) | |||
2010-04-22 | ssreflections: dampen/blur ssreflections rather more. | Tofu Linden | |
(transplanted from 4c4ae8d8f0795244fda258c157177e2778bfc444) | |||
2010-04-21 | port class1 ssreflections tweaks to class2 and class3 | Tofu Linden | |
(transplanted from 19036fc277d88c364e957019a66b4cdf4cce8b53) | |||
2010-04-21 | ssreflections: if we're going to (pretend to) take 4 diffuse samples, then ↵ | Tofu Linden | |
take them in a diamond pattern instead of all in a line. this also slightly simplifies(?) the shader. (transplanted from 7b334c22ece4e98565c5d182690ab9ca4c2526c6) | |||
2010-04-16 | strengthen the fakey blur in the fakey ssreflections. | Tofu Linden | |
(transplanted from 940e02cbe4fa2f996d11500392e71f3a00e1cfed) (transplanted from 1ee9eaf155ed897a5a7b86369c1f5160455094f0) | |||
2010-04-12 | Tracking down ATI deferred bugs WIP | Dave Parks | |
(transplanted from 76dacfb89b155fd1e6698d7affc81fb13ee4fb33) | |||
2010-04-09 | Tweak bias on projectors. Fix some silly shader mistakes. | Dave Parks | |
2010-04-07 | Shadow aliasing fix WIP | Dave Parks | |
2010-04-07 | apply latest ssreflections tweaks to class2 and class3. | Tofu Linden | |
2010-04-07 | tidy up ssreflections comments and structure a bit. | Tofu Linden | |
2010-04-06 | extra diffuse sample in ssreflection to decrease aliasing. | Tofu Linden | |
2010-04-02 | ssreflection: restore the shadow factor I accidentally removed with the last ↵ | Tofu Linden | |
update. | |||
2010-04-02 | apply ssreflection changes to class2 and class3 too. | Tofu Linden | |
2010-04-02 | clean-up transplant | Tofu Linden | |
2010-04-02 | ssreflections: perspective reflection for sunlight, planar reflection for ↵ | Tofu Linden | |
ssreflection | |||
2010-04-02 | ssreflections: water reflections strongly imply that the non-perspective ↵ | Tofu Linden | |
reflection from eye is the right one. | |||
2010-04-02 | ssreflections: use the minimum of the lighting dp and the appropriateness. ↵ | Tofu Linden | |
not the product. | |||
2010-04-02 | ssreflections: reflect sunlight direction for reflection. dunno how I feel ↵ | Tofu Linden | |
about this yet. | |||
2010-03-31 | debug ssreflection blur direction. minor. | Tofu Linden | |
2010-03-31 | debug ssreflection blur direction. minor. | Tofu Linden | |
2010-03-29 | ss 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. | |||
2010-03-28 | ss reflections: make the guess less far from the source. | Tofu Linden | |
2010-03-26 | screen-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. | |||
2010-03-22 | screen-space reflections mk4. generally subtle. very cheap. | Tofu Linden | |
2010-03-20 | SSAO version of sunLight shaders. | Dave Parks | |
2010-03-19 | RenderDeferredSSAO works as an independent setting -- decoupled shadows from ↵ | Dave Parks | |
SSAO. | |||
2010-03-17 | CTS-110 Remove soft alpha in deferred pipeline (breaks some content). Will ↵ | Dave Parks | |
revisit soft alpha in materials project. | |||
2010-03-17 | Fix for impostors being fullbright when deferred rendering enabled. | Dave Parks | |
2010-03-07 | Add 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. | |||
2010-03-07 | Some extra comments to help me get things straight. | Tofu Linden | |
2010-03-07 | trivial comment typo fix. | Tofu Linden | |
2010-03-07 | Remove an extraneous normalize() from the water fragment shader - the last ↵ | Tofu Linden | |
thing we did to this vector was normalize it anyway. | |||
2010-03-07 | Remove 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) | |||
2010-03-05 | Fix for sun specular highlights showing up in shadow when diffuse ambiance ↵ | Dave Parks | |
greater than 0. | |||
2010-01-29 | fix a variety of shader errors, mostly due to my confusing glsl with C++... ↵ | Tofu Linden | |
again | |||
2010-01-29 | duh, use the proper param name. | Tofu Linden | |
2010-01-29 | Don't scale windlight lights up just to scale them down again later. avoid ↵ | Tofu Linden | |
this with rearrangement. not tested. | |||
2010-01-29 | spot-aware light func usage in ALL shaders. | Tofu Linden | |
2010-01-28 | cheap no-branch goodness for rendering both spotlights and pointlights with ↵ | Tofu Linden | |
the same shader code. kill already-nerfed quadratic attenuation which it seems we won't be supporting any decade soon. | |||
2010-01-28 | cheaper, cuter way to deal with spot vs point in the shader | Tofu Linden | |
2010-01-28 | getting closer to point/spot interchangability | Tofu Linden | |