Age | Commit message (Collapse) | Author |
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Fix linear attenuation on forward projector lighting.
Revert setup of falloff to prev code.
Revert deferred water spec and tweak refl/refr blend.
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Fix ambient light inputs to the renderer.
Fix 3rd sky shader w/ mistaken density mod conversion.
Make ambient clamp apply to all modes.
Tune ALM ambient clamp to match non-ALM.
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Don't short-circuit getVisibleExtents as its side-effects are relevant.
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Restore old sun matrix gen code.
Make sky use correct colorspace.
Make sunlight color the CPU-generated WL color when not using atmo shaders or deferred (helps 11107).
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Make haze look more like WL.
Make lack of sun and moon mean black and fixed dir to prevent spooky underlighting.
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Fix diffuse boost in deferred lighting to match non-deferred.
Make class2 soften not clamp shadow color to incoming alpha (make shadows appear on terrain underwater).
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Tweak DistortionWaterClipPlaneMargin (1.0001 -> 1.0125) to mask edges of objects in water disortion map.
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Restore 1.0 alpha to prevent atmo being applied directly to water.
Fix broken shadow frust generation.
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Remove ambient term clamping to get less dark shadows where we want less dark shadows in ALM.
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Fix direct light matching across alpha/blended-material/deferred.
Get diffuse lighting to match from Low to Ultra.
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Modify is sun up logic to exclude condition of moon.
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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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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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Fix falloff on projectors in forward rendering (different falloff calcs than deferred).
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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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Clamp far_clip for sun shadows to >= 256.0 to prevent issues when draw distance < ~100m.
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Disable occlusion culling when rendering water reflection/refraction maps again (still getting probabalistic results for reflection map contents). :/
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Render sun/moon beacons in non-ALM mode too.
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Fix edge cases in determining when we can skip doing shadow rendering work.
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opt-in.
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Will wait for a response from @graham_linden regarding moving the sRGB conversion functions in llmath.h to llrender.
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Make sure lights are in the correct color space.
Bonus: cache the sRGB color in setLightColor on point and spot lights. Frees up a pow and some multiplies on the CPU every frame.
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Replace old spot prio calc.
Replace fudge factors on light radius and falloff for deferred lights.
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Make moonlight darker and slightly bluish for scotopic feel when moon is primary.
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can set uniforms for shaders along with other light params.
Fix atten calcs to not use abs val.
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The fix caused SL-10357
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Fix lighting issues when using shaders, but not ALM.
Shader code cleanup (remove do nothing functions only in one file).
Fix obsolete comment to refer to correct storage for projector ambiance.
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fix diffs between EEP and VR.
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'warn-on-failure:no-tabs'
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Fix reflection/distortion map culling planes again.
Fix broken handling of shadow disables in ALM forward shaders.
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Add many more fast timer blocks to differentiate where time goes in UI and Shadow rendering.
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Use (Restore)TexSetup for tex binding (should be equivalent now).
Simplify uniform management in alpha drawpool loop.
Fix wrong modelview mat being used for distortion map gen.
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Disable pre-cull of water causing refraction/reflection map generation more than is necessary.
Re-org alpha draws to limit state changes based on render type.
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Fix up culling issues from perf work and fix Depth of Field rendering to get depth values properly.
Baseline for performance work.
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Mods to improve alpha obj render performance.
Removes hacky fix for HUD elements getting atmospherics.
Re-orders rendering of glow to remove ~10ms/frame of shader re-re-rebinding.
Fix up default classes and basic shader loading (remove unused shared modules).
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Fix water rendering causing distortion map update very frame.
Reduce binds in alpha draw pool for HUD atmo suppression (may regress HUD lighting weirdness).
Add ability to retrieve current user clip plane so it can be saved/restored around water map gen.
Leave render type masks as is after reflection map render to get detail filtering applied to distortion map again.
Re-enable occlusion in distortion map rendering.
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Re-enable occlusion for the refracted object culling for the distortion map
(was bloating scene by 3k draw calls when disabled for that pass).
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Tie using deferred rendering in water reflection/distortion map generation to debug var again
(claw back some performance lost to doing post-deferred in water map generation).
Edit softenLightF for class1/class2 to make them comparable again.
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