Age | Commit message (Collapse) | Author |
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water Fresnel
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davep/DRTVWR-440
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materialF and fullbrightShinyF
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SL-11589
Approved-by: Dave Houlton <euclid@lindenlab.com>
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SL-12005 Fix for projectors getting brighter when switching to single light shader.
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shader.
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SL-12233 Fix for disagreement between fullbright implementations with ALM on and off.
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and off.
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component
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transparent objects from last commit.
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for lack of angular attenuation on ambient lighting on triangles facing away from sun.
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deferred. Don't make terrain fullbright under water.
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This keeps ambient from getting overblown and better matches environment lighting with ALM on/off.
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davep/BUG-228263
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inconsistencies between softenLightF.glsl, materialF.glsl, and alphaF.glsl
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This reverts commits 9d9b890 and 5f846e4.
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Adds the 'additive' component of calcAtmosphericVars into the sunlit color to reduce
darkening of sun lighting component, and adds a further magic number gainto boost
final result to rough parity with windlight.
Removes all light calculations on fullbright objects, just passing through the unlit
diffuse color.
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Deferred spotlights were transitioned srdb->linear in commit 653133b
The lights transition between the deferred and (some other) path at fixed camera
distance, causing a distinct light-level pop. Backing out this change to avoid
the pop. Note to the future: pick a light space at the beginning and stick with it.
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