Age | Commit message (Collapse) | Author |
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probes (thanks Rye), remove noiseMap from light shaders (removes speckles), make irradiance maps RGB16F instead of RGBA16. Use actual luminance for sky instead of max color component during irradiance map pass.
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related SL-18684/SL-19206/SL-19173
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DRTVWR-559
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calculation (#118)
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application (#117)
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SL-19330: Fix texture animation in wrong direction when setting material on another side
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another side
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SL-19128: Fix adding material to face sometimes not respecting protections
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This reverts commit baed7a64049901c6756180450da7692891bceb6f.
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material selector, incidental decruft.
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SL-19345: Fix Blinn-Phong faces missing transforms
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on their normal/specular textures
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SL-19293: Use Blinn-Phong texture transform as hint for texture animation direction on PBR materials
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SL-19294: Fix Blinn-Phong texture transforms affecting PBR materials
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direction on PBR materials
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move haze back to sRGB color space to stay consistent with sky colors. Also fix broken "roughness" stuck at 0.2.
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material swatch to "Material"
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brad/drtvwr-559 mac shader and assert fixes
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SL-19279: LLGLSLShader::bindXXX is not free. Pack the uniforms
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water dark after teleport. Never default to having reflections off.
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midday, adjust reflections off, and decruft depth buffer error correction shenanigans that are no longer used.
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