Age | Commit message (Collapse) | Author |
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screen
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yet used
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own passes and unify sky and water haze in forward rendering shaders.
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featuretable.
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copy/paste for now. Use same draw pool
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Incidental decruft and camera FoV network spam reduction.
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are nearby (#227)
* Fix water fog mismatch between alpha blend and opaque when local light is nearby
* Add PBR underwater alpha blend shader
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for adjusting legacy gamma when probe ambiance is 0 and dynamic exposure when probe ambiance is not zero.
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DRTVWR-583
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* SL-19538 Followup -- fix for dynamic exposure having large gaps in its luminance sampling.
* SL-19538 Followup -- review feedback changes.
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resolution. Improve radiance map anti-aliasing and default to 128x128 everywhere.
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forward rendering code.
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wrong color space.
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and fix non-standard gl_Position z values
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color/depth instead of glCopyTexSubImage or glBlitFrameBuffer
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fixes ultraspace particles).
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First pass of Screen Space Reflections
Approved-by: Dave Parks
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between deferred and alpha passes for sunlight and IBL.
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Make shadowAlphaMask shader ignore vertex alpha before discards iff we're a fullbright object.
Keep llappearance from stuffing dangling pointers into the alpha cache (crash iff you're using nSight debugging and disable readbacks).
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fix diffs between EEP and VR.
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