Jeff Hutchinson
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24bf807713
various shadergen fixes.
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4 år sedan |
AzaezelX
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5682bafb29
kills off that second buffer in terrain rendering when in forward mode
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4 år sedan |
Lukas Aldershaab
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481e2a7230
Improve terrain rendering, handle bug with no detail
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4 år sedan |
Lukas Aldershaab
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6f57aa51d2
Add 0.5f term back to contrast calculation
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4 år sedan |
Lukas Aldershaab
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9cac064be8
Avoid negative heights in texture blending
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4 år sedan |
Lukas Aldershaab
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10ed852dd2
Remove baseline component from contrast
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4 år sedan |
Lukas Aldershaab
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3c165b7d45
Update blendContrast, add glsl support
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4 år sedan |
Lukas Aldershaab
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3c8d07a03e
Cleanup and fixes
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4 år sedan |
Lukas Aldershaab
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4f472bf402
New terrain blending
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4 år sedan |
Lukas Aldershaab
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87dd7ffc4a
Implement Singlepass Terrain Render
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4 år sedan |
Lukas Aldershaab
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49a8c0ad36
Fix ORM maps in terrain textures
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4 år sedan |
Lukas Aldershaab
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0594e13e07
OpenGL: Access viewtangent "DX" style for gbNormal in terrain textures
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4 år sedan |
AzaezelX
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0c7811bd1a
shift pbrconfig to ORM
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5 år sedan |
AzaezelX
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4a88d7a4e4
adress #221 crash surpress macromap
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5 år sedan |
AzaezelX
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494049c4f6
typofix in opengl terrain shadergen
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5 år sedan |
AzaezelX
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9beaba0e60
HACKALERT: eat the low bit of the depth map to store off a copy of the blend total for norm|depth layer blending when layers exceed single passes. really should hunt down root causality there...
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5 år sedan |
AzaezelX
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596dcb935d
general cleanup GLSL side for terrain
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5 år sedan |
AzaezelX
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fb67458eaf
fix terrain default values when not applying a pbrConfigMap
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6 år sedan |
Azaezel
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b3805fe778
Merge branch 'terrainNormalNeener' into PBR_PR
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7 år sedan |
Brian Roberts
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6ba442bf07
Update terrFeatureGLSL.cpp
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7 år sedan |
Azaezel
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2c0a57449e
filter out pixel shader normalmap calcs when not in deferred mode.
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7 år sedan |
Areloch
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b19a4b22c8
Implementation of reflection and skylight probes.
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7 år sedan |
Areloch
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b4a1d18f42
Core implementation of Physical Based Rendering.
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7 år sedan |
Azaezel
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2e2e08f32d
terrain file I/O and opengl rendering cleanup
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7 år sedan |
Areloch
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88a94342f8
Merge pull request #2051 from lukaspj/correct-terrain-colors-linear
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8 år sedan |
Areloch
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8c807485b1
Reworks the $Core::commonShaderPath variable usage to be a static variable in ShaderGen for efficiency(only one getVariable when shadergen is initialized), as well as implements the ability to set a default value, and ensures that it tries to set a path even if the pref variable is missing which is important for ported projects from older builds.
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8 år sedan |
Lukas Jørgensen
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0b9aede7a2
Fix for terrain detail color blending post-linearization
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8 år sedan |
Areloch
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25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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8 år sedan |
Areloch
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edd1e0a270
Removes Direct3D9 functionality.
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8 år sedan |
Areloch
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af8fbf0e3a
Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
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8 år sedan |