Age | Commit message (Collapse) | Author |
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Make sun disc and moon shaders use sRGB hardware tex sampling.
Remove sun disc shader use of fullbright transport (fogging).
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Remove ambient clamp to keep shadows dark.
Partial fix for class 3 ambient term being wrong.
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Don't ignore far z in culling.
Fix Mid lighting being very dark.
Partial fix for broken projectors with forward rendering.
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the lighting pipe.
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Consistency across class2/3/ALM lighting.
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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.
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Put ambient clamp threshold back for lighter shadows but closer match to release lighting.
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spot behavior.
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we're underwater or not.
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Fix alpha tests in alpha mask shadow shader to not include potentially incorrect vert color alpha in decision.
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Fix handling of 1/light_y when y was tiny but getting even tinier.
Add similar adjustment to shader version of same calc.
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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.
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Fix incorrect discard on fullbrights w/ alpha mask and cutoff > 1.
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Limit influence of refraction scale to avoid pulling in lots of background 'deep blue' pixels never written in the distortion map pass.
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Bias shadow sampling and allow control of how dark shadows are (clamped ambient).
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Fix flicker even in no shadow ALM from pow on final_da.
Shadow acne at Midday still present.
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Modify handling of additive to make extreme range of glow focus/size safe from lens flare artifacts.
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Restore light sum loops to fix broken ambient.
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settings.
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to WL).
Remove all refs to now unused calcFragAtmospherics.
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All paths now use the same atmospheric transport calcs.
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Revert fix for 10901 because knock-on is causing other issues.
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can be differentiated in nSight while debugging.
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Don't re-range density multiplier twice.
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Make fullbright transport look closer to normal transport so fullbright objects reflect distance.
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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).
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Tweak forced frag depths for sun/moon disc images to resolve depth fighting with hills etc.
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Scale down of bloom was off by a factor of 3 or so.
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Fix up shadow sampling and tweak shadow biasing.
Clean up shader decls of unused funcs.
Clean up whitespace diffs from release.
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policy hooks.
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OPEN-340 & OPEN-343 - Consolidate shader atmospheric calcs into a singular utility shader + fix fog on fullbright in deferred
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New fix for 925/926 that doesn't cause 896 again.
Also linearize moon disc tex color.
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--HG--
branch : OPEN-340
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--HG--
branch : OPEN-340
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--HG--
branch : OPEN-340
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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
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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
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Fix falloff on projectors in forward rendering (different falloff calcs than deferred).
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Make projector ambiance unshadowed in both forward and deferred for consistency.
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forward rendering.
Add decls for intermediate lighting values for debug.
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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.
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Fix directionality of da and preserve bumps on completely shadowed areas.
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Clamp ambient to keep shadows dark.
Apply min with shadow value after we've pow'd by light gamma consistently between forward and deferred.
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Clamp ambient contrib to get darker shadows.
New PCF sampling func.
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