Age | Commit message (Collapse) | Author |
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(transplanted from 19036fc277d88c364e957019a66b4cdf4cce8b53)
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take them in a diamond pattern instead of all in a line. this also slightly simplifies(?) the shader.
(transplanted from 7b334c22ece4e98565c5d182690ab9ca4c2526c6)
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take them in a diamond pattern instead of all in a line. this also slightly simplifies(?) the shader.
(transplanted from 7b334c22ece4e98565c5d182690ab9ca4c2526c6)
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(transplanted from 940e02cbe4fa2f996d11500392e71f3a00e1cfed)
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(transplanted from 940e02cbe4fa2f996d11500392e71f3a00e1cfed)
(transplanted from 1ee9eaf155ed897a5a7b86369c1f5160455094f0)
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(transplanted from 76dacfb89b155fd1e6698d7affc81fb13ee4fb33)
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update.
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ssreflection
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reflection from eye is the right one.
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not the product.
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about this yet.
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+ // 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.
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don't use varying version of lightnorm for lighting the reflection-guess-point.
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SSAO.
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revisit soft alpha in materials project.
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water has depth. Using 4th component of the normal map to encode a position displacement (along the normal) in the class2 shadow lookup.
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thing we did to this vector was normalize it anyway.
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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)
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greater than 0.
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update.
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ssreflection
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reflection from eye is the right one.
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not the product.
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about this yet.
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