AzaezelX
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0c7811bd1a
shift pbrconfig to ORM
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AzaezelX
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4a88d7a4e4
adress #221 crash surpress macromap
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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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AzaezelX
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29a8d5d36c
backend support for isSRGB and invSmooth flags, general cleanup HLSL side. left GLSL alone for sxs comparrison while we work out the kinks
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AzaezelX
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fb67458eaf
fix terrain default values when not applying a pbrConfigMap
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Azaezel
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b3805fe778
Merge branch 'terrainNormalNeener' into PBR_PR
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Brian Roberts
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4453a4ad4b
Update terrFeatureHLSL.cpp
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Azaezel
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2c0a57449e
filter out pixel shader normalmap calcs when not in deferred mode.
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Areloch
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b19a4b22c8
Implementation of reflection and skylight probes.
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Areloch
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b4a1d18f42
Core implementation of Physical Based Rendering.
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Areloch
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88a94342f8
Merge pull request #2051 from lukaspj/correct-terrain-colors-linear
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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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Lukas Jørgensen
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0b9aede7a2
Fix for terrain detail color blending post-linearization
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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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Areloch
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edd1e0a270
Removes Direct3D9 functionality.
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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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Areloch
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1ed8b05169
Initial implementation of the new Base Game Template and some starting modules.
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Azaezel
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598fb758f3
embeds blendtotal into the low bit for the normal|depth buffer for terrains to support multi-pass blending.
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Azaezel
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a0c0f5766f
adresses #1704: partial reversion to 3.8 specs regarding layer blending.
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rextimmy
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41e5caf22b
Direct3D11 Engine/source changes
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Areloch
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908be4818f
Merge pull request #1519 from Azaezel/deferredShading
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rextimmy
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36daca8d8e
Corrected FeatureSet::getNextFeatureIndex and ShaderFeature::getProcessIndex signed mismatch.
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Azaezel
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196b214eae
engine:
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Azaezel
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ce2964d2d0
diffuse/albedo texture linearization
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Areloch
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b1d2ba8412
Merge pull request #1379 from Azaezel/C4189
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Areloch
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95ab3a33a5
Merge pull request #719 from rextimmy/dxtnm-parallax-fix
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Azaezel
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555610f69f
Addresses roughly half of the C4189 errors though the following methodologies:
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Daniel Buckmaster
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69f2efab8f
Merge remote-tracking branch 'lukaspj/Fuzzy-texture-border-fix' into release-3.7
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LukasPJ
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a3f08df9e3
Fix for fuzzy borders
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LuisAntonRebollo
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dd08fd2e7d
Add OpenGL support.
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