Age | Commit message (Collapse) | Author |
|
Make alpha shader apply vert color everywhere.
|
|
Fix sun/moon glow factor bustage.
Make darkness an option.
Fix moon fade shader logic getting confused when sun was below horizon.
|
|
Fix direct light matching across alpha/blended-material/deferred.
Get diffuse lighting to match from Low to Ultra.
|
|
Make sun disc and moon shaders use sRGB hardware tex sampling.
Remove sun disc shader use of fullbright transport (fogging).
|
|
Remove ambient clamp to keep shadows dark.
Partial fix for class 3 ambient term being wrong.
|
|
Don't ignore far z in culling.
Fix Mid lighting being very dark.
Partial fix for broken projectors with forward rendering.
|
|
the lighting pipe.
|
|
Consistency across class2/3/ALM lighting.
|
|
Remove shader change to reduce additive to combat SL1491 as it also kills additive from foggy settings.
Zero out all cached hardware light colors causing uninit fun with class3 lighting.
|
|
Put ambient clamp threshold back for lighter shadows but closer match to release lighting.
|
|
spot behavior.
|
|
we're underwater or not.
|
|
|
|
Fix alpha tests in alpha mask shadow shader to not include potentially incorrect vert color alpha in decision.
|
|
Fix handling of 1/light_y when y was tiny but getting even tinier.
Add similar adjustment to shader version of same calc.
|
|
about it).
Make a distinct class3/lighting/lightV which boosts to WL levels (* 2.0)
and make lighting without WL atmo enabled use class 2 or below.
Make forward shaders (alpha and materialF with alpha-blend mode on) more consistent with deferred lighting.
|
|
Fix incorrect discard on fullbrights w/ alpha mask and cutoff > 1.
|
|
Limit influence of refraction scale to avoid pulling in lots of background 'deep blue' pixels never written in the distortion map pass.
|
|
Bias shadow sampling and allow control of how dark shadows are (clamped ambient).
|
|
Fix flicker even in no shadow ALM from pow on final_da.
Shadow acne at Midday still present.
|
|
Modify handling of additive to make extreme range of glow focus/size safe from lens flare artifacts.
|
|
Restore light sum loops to fix broken ambient.
|
|
settings.
|
|
to WL).
Remove all refs to now unused calcFragAtmospherics.
|
|
All paths now use the same atmospheric transport calcs.
|
|
Revert fix for 10901 because knock-on is causing other issues.
|
|
can be differentiated in nSight while debugging.
|
|
Don't re-range density multiplier twice.
|
|
Make fullbright transport look closer to normal transport so fullbright objects reflect distance.
|
|
Fix use of density and distance multipliers in atmospherics to use original pre-EEP range instead of FS expanded range.
Modify additive calc to restore old behavior (probably reverts fix for "lens flare" bug).
|
|
|
|
Tweak forced frag depths for sun/moon disc images to resolve depth fighting with hills etc.
|
|
Scale down of bloom was off by a factor of 3 or so.
|
|
|
|
Fix up shadow sampling and tweak shadow biasing.
Clean up shader decls of unused funcs.
Clean up whitespace diffs from release.
|
|
policy hooks.
|
|
OPEN-340 & OPEN-343 - Consolidate shader atmospheric calcs into a singular utility shader + fix fog on fullbright in deferred
|
|
New fix for 925/926 that doesn't cause 896 again.
Also linearize moon disc tex color.
|
|
--HG--
branch : OPEN-340
|
|
--HG--
branch : OPEN-340
|
|
--HG--
branch : OPEN-340
|
|
Given that mShaderObjects only ever expects one copy of a given shader object (leading to lots of "shaderV" and "shaderF"), it made having utility shaders a bit more difficult to incorporate.
This change makes sure the two are separated. Using this over a multimap largely for readibility.
Also, actually, you know, use this functionality.
--HG--
branch : OPEN-340
|
|
Still some work to go here. Largely related to how certain values (i.e., SSAO mix values) are supplied. But so far, so good.
--HG--
branch : OPEN-340
|
|
Fix falloff on projectors in forward rendering (different falloff calcs than deferred).
|
|
Make projector ambiance unshadowed in both forward and deferred for consistency.
|
|
forward rendering.
Add decls for intermediate lighting values for debug.
|
|
Fix deferred water soften prog lightnorm getting stomped with rotated lightnorm,
because it's a water shader and needs water atmo uniform values,
but it's a deferred lighting shader that needs not-so-rotated lightnorms.
Make sunlight_color not get auto-updated so we can get the correct value from mSunDiffuse.
Remove mix to preserve bumps as it was washing out shadows.
|
|
Fix directionality of da and preserve bumps on completely shadowed areas.
|
|
|
|
Clamp ambient to keep shadows dark.
Apply min with shadow value after we've pow'd by light gamma consistently between forward and deferred.
|