Commit Graph

10 Commits

Author SHA1 Message Date
Martin Mittring
31924997df integrated from orion CL 2699770
renamed PS WorldPosition to AbsoluteWorldPosition as it's not translated
VS/DS/HS WorldPosition is actually TranslatedWorldPosition - we should change that as well
later we get rid of the AbsoluteWorldPosition where we can (for better precision)

[CL 2699845 by Martin Mittring in Main branch]
2015-09-21 17:20:57 -04:00
Mark Satterthwaite
e824b4c3c0 Merging changes necessary to support layered rendering on platforms where layer specification is done in vertex shader as geometry shaders don't exist.
reviewedby michael.trepka, rolando.caloca, marcus.wassmer, lee.clark

[CL 2672079 by Mark Satterthwaite in Main branch]
2015-08-28 05:31:26 -04:00
Guillaume Abadie
cbeddee7e1 Changes some variable names in the view uniform buffer.
ViewWorldOrigin -> WorldViewOrigin
CameraWorldOrigin -> WorldCameraOrigin
CameraTranslatedWorldOrigin -> TranslatedWorldCameraOrigin
CameraWorldOriginDelta -> WorldCameraMovementSinceLastFrame
PrevCameraWorldOrigin -> PrevWorldCameraOrigin
PrevViewWorldOrigin -> PrevWorldViewOrigin

#code_review: Martin.Mittring

[CL 2666624 by Guillaume Abadie in Main branch]
2015-08-24 16:27:34 -04:00
Guillaume Abadie
5dd619f8f6 Exposes the view space and the camera space in the transform material expressions
#code_review: Daniel.Wright

[CL 2665951 by Guillaume Abadie in Main branch]
2015-08-24 09:53:28 -04:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Brian Karis
6c1ca31258 Fixed double bright lighting
[CL 2239312 by Brian Karis in Main branch]
2014-07-31 22:00:02 -04:00
Brian Karis
1bea1bd9c4 Fixed intensity of translucency lighting.
#codereview daniel.wright

[CL 2230934 by Brian Karis in Main branch]
2014-07-24 20:06:59 -04:00
Daniel Wright
a379b4f3ee Fixed translucency being 16x too bright from inv squared lights
[CL 2126967 by Daniel Wright in Main branch]
2014-07-02 22:15:50 -04:00
Daniel Wright
d0df86000a Static shadowing for translucency
* Each Stationary light gets a static shadow depth map generated by Lightmass, which is then used to shadow during translucent lighting volume injection

[CL 2118133 by Daniel Wright in Main branch]
2014-06-26 12:42:04 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00