Age | Commit message (Collapse) | Author |
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Eliminate 20+ callsites with copy-paste of getPosition and/or getNorm code.
Make pipeline use getShadowTarget/releaseShadowTarget consistently.
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lighting shaders.
Also fix terrain response to atmospherics shaders (was failing to apply ambient on low end even when atmospherics was on).
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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.
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extraneous GL state management.
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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).
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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.
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De-hackify WL additive to get better match between ALM and non-ALM rendering
without bringing back SL-1491 lens flare bug.
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helper funcs.
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Give wave direction uniforms more meaningful names in shaders.
Add comments on glow size/focus conversions for clarity.
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density tab.
Make frag shader version of vert WL shader to include rainbow/halo effect in non-advanced WL sky.
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add cloud_variance control for randomized perturbance of clouds to break up tiling monotony
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Add optional moon brightness setting
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More settings for rainbow/halo atmospheric effects, final default asset UUIDs, and shader mods.
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between maintaining old look of WL settings and fixing SL1491 lens flare bug
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bulk perms floater
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settings
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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.
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Make stars use higher alpha and brighten reflected color before mixing to get stars to show up in reflections on water.
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Tweak position of sun in disc shader to better match the offset applied to the sun glow in atmospherics.
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Remove extraneous linear to sRGB conversion causing underwater refracted screen tex to be brighter than it should be.
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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.
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could be used by HUDs
Make sky and cloud shaders use common scaleSoftClip implementation in gammaF.glsl
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Fix name at top of the 3 softenLight shaders so we can differentiate which is in use when using nSight debug.
Made class2 softenLightF shader modulate the atmospherics additive to only specular shading to fix lens flare on terrain etc.
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incompatible with nSight debugging)
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Enable advanced atmo by default.
Disable nSight in settings.xml
Remove MSVC debug pragmas.
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Fix sky depth-testing with advanced atmospherics.
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Enable sky density panel to update advanced atmo precomputed textures.
Take wild stab at appropriate ranges for density parameters in edit panel UI.
Clean up debug-only code that isn't necessary anymore.
Point autobuild at latest version of libatmosphere package.
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we were claiming to use in rendering.
First pass at sky shader using libatmosphere sky radiance lookup.
Add atmo density controls to ext daycycle floater tabs.
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Make brightness scale in shader more linear and fix twinkling.
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the ground
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Fix binding of current/next sun/moon textures.
Remove redundant code in GLSLShader determination of tex uniform bindings.
Unhack mix calls in sun/moon shaders to reverse sense of blending (was working around reversed bindings).
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MAINT-8991: only escape log message characters once, add unit test
remove extra log line created by LL_ERRS
document that tags may not contain spaces
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Make perspective projection consistent between ALM and non-ALM when drawing water (horizon matches).
Make perspective projection consistent between ALM and non-ALM when drawing heavenly bodies (sun disc position matches).
Make gamma correction of sun disc tex consistent between ALM and non-ALM rendering.
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