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