Age | Commit message (Collapse) | Author |
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incidental decruft.
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shadow draw distance in probes.
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probes (thanks Rye), remove noiseMap from light shaders (removes speckles), make irradiance maps RGB16F instead of RGBA16. Use actual luminance for sky instead of max color component during irradiance map pass.
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DRTVWR-559
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calculation (#118)
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application (#117)
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move haze back to sRGB color space to stay consistent with sky colors. Also fix broken "roughness" stuck at 0.2.
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Disable NvAPI by default
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added missing app setting
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brad/drtvwr-559 mac shader and assert fixes
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SL-19279: LLGLSLShader::bindXXX is not free. Pack the uniforms
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midday, adjust reflections off, and decruft depth buffer error correction shenanigans that are no longer used.
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SL-19265: Fix precision issue with texture transforms, separate texture animations
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SL-18563
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underlying texture transform
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environment intensity.
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matrix calculation into the shader
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mismatch in legacy alpha vs opaque).
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SL-19228: Fix GLTF texture transform rotation + add UV debug
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See textureUtilV.glsl for UV coordinate comments
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resolution. Improve radiance map anti-aliasing and default to 128x128 everywhere.
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"haziness" (and also fix banding in emissive materials)
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Also fix stuck sun/moon and incidental decruft.
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