Age | Commit message (Collapse) | Author |
|
with spec color picker
|
|
|
|
|
|
|
|
|
|
https://bitbucket.org/lindenlab/viewer-development-materials
|
|
|
|
alpha mask pool.
|
|
selected faces correctly
|
|
stomped with inappropriate material prog sans skinning
|
|
|
|
|
|
https://bitbucket.org/lindenlab/viewer-development-materials
|
|
|
|
|
|
|
|
distance attenuation
|
|
|
|
|
|
intensity to match pre-gamma correction results, and also mask spotlight specular by the projected texture.
|
|
https://bitbucket.org/lindenlab/viewer-development-materials
|
|
|
|
normal map texture coordinates.
|
|
|
|
|
|
open
|
|
|
|
|
|
|
|
|
|
|
|
|
|
with nV mobile graphics cards
|
|
surface color in the vertex shader before passing it to the fragment shader.
|
|
|
|
|
|
attachments.
|
|
spotlight lighting
|
|
|
|
applied.
|
|
|
|
Assume that light attenuation wants to be linearized before we apply gamma correction.
|
|
|
|
|
|
|
|
*before* glow and other post processing effects that don't care about being gamma correct.
|
|
|
|
|
|
|
|
https://bitbucket.org/lindenlab/viewer-development-materials
|