Age | Commit message (Collapse) | Author |
|
Use clamp on dot product of view and light norm to eliminate 2nd halo.
|
|
Use clamping on dot product to determine halo TCs to fix abrupt cutoff at dot == 0.
Ifdef around engaging advanced atmo which is not ready for primetime yet.
|
|
Fix OSX shader compile bug from use of #if FOO instead of #ifdef FOO or #if defined(FOO)
preventing atmospherics (and thus ALM) from working on OSX.
|
|
Fix handling of backfaces in shared shadow sampling broken during de-duplication.
|
|
SL-10355
|
|
Modify distortion vec calc in shader to account for modified range of reflection scale above/below.
|
|
|
|
Clean up deferred\alpha shader to allow re-entrant graphics switching (link error on 2nd compile/link of deferred shaders).
Clean up some uses of pragma(optimize,...).
|
|
|
|
non-ALM lighting.
|
|
|
|
next textures are identical.
|
|
blocks in several shaders).
|
|
Add new class3 shadow shaders for VSM shadows.
Add disabled shadow pass in WLSky for using above.
|
|
atten args.
|
|
|
|
De-duplicate ambient occlusion shader code and move to new aoUtil.glsl
Split shared shadow tap funcs into shadowUtil.glsl
|
|
|
|
Modify handling of directional light to prefer sun when it is up but use moon dir/color when it is alone in the sky.
Modify handling of shader in shaders to get some shadowing of ambient and nighttime shadowing.
|
|
Plug more holes through which env ambient terms were finding their way into lighting calcs for HUDs.
Fix up mismatched indenting (tabs v spaces) on several shaders.
|
|
Fix fullbright transport transposed args and use display gamma for post-deferred gamma correction.
|
|
lighting pipe.
|
|
Fix class 1 and 2 transport/gamma funcs and made usage consistent across all shaders.
Fix class1\environment\waterV reverting to old d1/d2 names for wave directions.
|
|
|
|
|
|
|
|
|
|
Eliminate 20+ callsites with copy-paste of getPosition and/or getNorm code.
Make pipeline use getShadowTarget/releaseShadowTarget consistently.
|
|
lighting shaders.
Also fix terrain response to atmospherics shaders (was failing to apply ambient on low end even when atmospherics was on).
|
|
Make shaders use consistent naming and parameter order for transport and atmospheric helpers.
Share transport and gamma correction code where possible.
Add lots of asserts and other validation for when things don't go as planned.
Engage dumpShaderSource to get more source output with shader compilation fail.
|
|
|
|
|
|
extraneous GL state management.
|
|
Port over transport, gamma, atmospherics shader stub updates for per-fragment atmospherics.
Fix bindings of current/next noise map when current and next are the same (select only one and force blend factor to 0).
|
|
Get dome rendering to not assert the depth test state behind deferred render's back.
Make clouds write and test depth to give stars something to depth test against.
Add z-bias in star vert shader to force some depth testing of stars against clouds.
|
|
De-hackify WL additive to get better match between ALM and non-ALM rendering
without bringing back SL-1491 lens flare bug.
|
|
|
|
|
|
helper funcs.
|
|
Give wave direction uniforms more meaningful names in shaders.
Add comments on glow size/focus conversions for clarity.
|
|
density tab.
Make frag shader version of vert WL shader to include rainbow/halo effect in non-advanced WL sky.
|
|
add cloud_variance control for randomized perturbance of clouds to break up tiling monotony
|
|
Add optional moon brightness setting
|
|
More settings for rainbow/halo atmospheric effects, final default asset UUIDs, and shader mods.
|
|
between maintaining old look of WL settings and fixing SL1491 lens flare bug
|
|
Prepend dir names to comments in water shaders to differentiate them in nSight captures.
Fix calc of reflection camera modelview mats to properly reflect the environment.
|
|
Make stars use higher alpha and brighten reflected color before mixing to get stars to show up in reflections on water.
|
|
Tweak position of sun in disc shader to better match the offset applied to the sun glow in atmospherics.
|
|
Remove extraneous linear to sRGB conversion causing underwater refracted screen tex to be brighter than it should be.
|
|
Modulate class1 softenLight atmospheric additive by specular.a (same fix as for class2).
Clamp additive color to <= vec3(0.2) to avoid similar artifacts in non-deferred render path.
|