Areloch
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2be32ad737
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Implementation of reflection and skylight probes.
Moves lighting math to the diffuse/specular two-channel logic.
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2018-09-16 22:15:07 -05:00 |
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Areloch
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ef5e3a5271
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Core implementation of Physical Based Rendering.
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2018-09-15 20:19:57 -05:00 |
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Areloch
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0801a3cca8
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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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2017-06-23 11:36:20 -05:00 |
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Areloch
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90e7976496
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Does the prepass->deferred rename for the full template as well to make it play nice while we prep for the swap over to the BaseGame template.
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2017-05-08 18:33:14 -05:00 |
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Areloch
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97ac826e44
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Corrects the specular handling as per Richard's suggestion in #1783
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2016-11-09 00:12:35 -06:00 |
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rextimmy
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3a9b50f702
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Direct3D11 common shader changes.
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2016-03-20 21:50:21 +10:00 |
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Areloch
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c0e29d4a22
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Correction for 2 of the render bin settings, as well as correcting the water shader over-exposing it's reflections.
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2016-02-27 13:13:12 -06:00 |
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Azaezel
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ce2964d2d0
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diffuse/albedo texture linearization
http://http.developer.nvidia.com/GPUGems3/gpugems3_ch24.html
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2015-11-11 13:52:46 -06:00 |
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rextimmy
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9c6ff1775b
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Removed unused vertex colors from GFXWaterVertex
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2015-10-22 21:54:35 +10:00 |
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LuisAntonRebollo
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049de72cc5
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Fix waterBasicP.glsl for HDR.
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2015-03-08 12:56:24 +01:00 |
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LuisAntonRebollo
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ed0febea39
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Clean GLSL fragment shader out.
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2014-11-30 23:00:18 +01:00 |
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LuisAntonRebollo
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6aea37b407
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Changes to GLSL files for OpenGL
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2014-04-13 19:55:45 +02:00 |
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DavidWyand-GG
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f439dc8dcd
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Full Template for ticket #1
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2012-09-19 11:54:25 -04:00 |
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