Commit graph

13 commits

Author SHA1 Message Date
Areloch
2be32ad737 Implementation of reflection and skylight probes.
Moves lighting math to the diffuse/specular two-channel logic.
2018-09-16 22:15:07 -05:00
Areloch
ef5e3a5271 Core implementation of Physical Based Rendering. 2018-09-15 20:19:57 -05:00
Areloch
0801a3cca8 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 2017-06-23 11:36:20 -05:00
Areloch
90e7976496 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. 2017-05-08 18:33:14 -05:00
Areloch
97ac826e44 Corrects the specular handling as per Richard's suggestion in #1783 2016-11-09 00:12:35 -06:00
rextimmy
3a9b50f702 Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
Areloch
c0e29d4a22 Correction for 2 of the render bin settings, as well as correcting the water shader over-exposing it's reflections. 2016-02-27 13:13:12 -06:00
Azaezel
ce2964d2d0 diffuse/albedo texture linearization
http://http.developer.nvidia.com/GPUGems3/gpugems3_ch24.html
2015-11-11 13:52:46 -06:00
rextimmy
9c6ff1775b Removed unused vertex colors from GFXWaterVertex 2015-10-22 21:54:35 +10:00
LuisAntonRebollo
049de72cc5 Fix waterBasicP.glsl for HDR. 2015-03-08 12:56:24 +01:00
LuisAntonRebollo
ed0febea39 Clean GLSL fragment shader out. 2014-11-30 23:00:18 +01:00
LuisAntonRebollo
6aea37b407 Changes to GLSL files for OpenGL 2014-04-13 19:55:45 +02:00
DavidWyand-GG
f439dc8dcd Full Template for ticket #1 2012-09-19 11:54:25 -04:00