Age | Commit message (Collapse) | Author |
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indexed texture channels instead of allowing it to vary from one shader to the next.
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DRTVWR-559
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DRTVWR-559
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"Transparent Water" checkbox.
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remove some unused glsl files.
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probes. Add one probe to rule them all as a fallback for pixels that aren't inside any influence volume.
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DRTVWR-559
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LLDrawPoolAlpha into two passes, one above water, one below water, and clip against water plane. Currently brute forces two complete alpha passes, still need to cull against water plane and add support for fullbright shaders.
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of creating a new one.
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DRTVWR-559
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(revisit for general use later).
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DRTVWR-559
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make underWaterF and softenLightF apply water fog in linear space.
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with depth buffer management changes.
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Reduce probe memory footprint. Remove framebuffer copies and move to deprecate stencil buffer usage.
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API expects const char* anyways.
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This still needs some work - I'm not super satisfied with the overall structure of the code. Will continue to iterate as I add in proper RenderDoc support.
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DRTVWR-559
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and below water
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busted). WIP on reflection probe/PBR driven water shader.
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Restore SSAO to release version.
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DRTVWR-559
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atmosphericsFuncsF for sunlight and additive, but leave linear ambient in tact.
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