Torque3D/Templates/Full/game
Azaezel b31206e468 1) use surface.R(reflection vector), not surface.N(worldspace normal) so we have pov based variation on skylight reflections.
2) use lerp based on the sum contribution of probes for a given pixel as calculated by all non-skylight probes. vs the skylight probe result. (math is currently still wrong, or we wouldn't be needing to use a saturate to get skylights showing)
TODO: find out where the attenuation went for a smooth blend. probably the same thing killing unsaturated skylight display..
2019-03-03 17:27:26 -06:00
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art WIP shader work - not complete! 2018-11-02 09:08:45 +10:00
core won't be needing the flipflop after yesterdays alterations unless we also need to do up a blur pass, at which point the name wouldn't be apropriate anyway. 2019-02-18 17:11:04 -06:00
levels slimmed down level save 2019-03-03 15:59:02 -06:00
scripts Removes Entity/Component stuff from being behind an experimental flag. 2017-10-15 06:03:59 -05:00
shaders 1) use surface.R(reflection vector), not surface.N(worldspace normal) so we have pov based variation on skylight reflections. 2019-03-03 17:27:26 -06:00
tools Corrected the blending logic somewhat, added visualization modes for spec/diffuse probe influences, attenuation and contribution. 2019-02-17 03:47:40 -06:00
web Full Template for ticket #1 2012-09-19 11:54:25 -04:00
Full.torsion Full Template for ticket #1 2012-09-19 11:54:25 -04:00
Full.torsion.opt Move the common shader and postFX stuff to core, and moved the debug visualizers to the world editor, where they're actually used. 2017-02-27 15:29:35 -06:00
main.cs Core implementation of Physical Based Rendering. 2018-09-15 20:19:57 -05:00
main.cs.in fix playJournal instruction in comments 2015-10-28 22:52:16 -04:00
runTests.cs Allow test flags to be specified, so we don't need TEST_STRESS. 2014-08-02 10:21:28 +10:00