Age | Commit message (Collapse) | Author |
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Reduce effect of refScale again to eliminate sampling beyond the correct area in the distortion map and getting the water fog color on the shoreline.
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Revert attempted fix for 10625.
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Remove all references to unused shader var global_gamma.
Remove many unused decls for gamma from shaders.
Make post-deferred gamma correction use display_gamma.
Make setting display_gamma use the correct RenderDeferredDisplayGamma setting.
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Give bake its own RT to avoid issues with sharing the water distortion map.
Use glFinish to insure RTs will be complete.
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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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Prevent Low/Low-mid from including things in the distortion map render it should not.
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Make refraction map include objects for all reflection detail levels.
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Made pointLightF use correct colorspace as multiPoint already was.
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Remove ambiance handling from alpha and blended materials objects for now.
Still too many setups where they get blown out due to attenuation mismatches with deferred.
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Take another pass at fixing up refraction map culling across render modes.
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Modify culling logic to exclude objects correctly in < Mid graphics.
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Make culling ignore the geo from the spotlight rendering a shadowmap.
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Fix handling of ambient (was getting reset to 1,1,1,1 unintentionally).
Modify shaders to balance ambient across render modes again.
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Limit banding from atmo exp falloff calc.
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Modify forward projector lighting to use falloff like the deferred lights.
Make tex cache not evaluate evictions for size during validation passes.
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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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