8dd80c4d2e
Even out the fog cells with their neighbours and stagger the points next to lamps
2026-10-17 00:37:58 +02:00
d07204db5c
Take the light of a lamp in the fog along four rays in the cells next to it
2026-10-17 00:31:59 +02:00
f1c12ca651
Spread the light of a lamp in the fog over the size of a cell next to the lamp
2026-10-17 00:27:28 +02:00
e31a49f917
Sample the fog cells across their whole size and take their lamps from fixed clusters
2026-10-17 00:22:29 +02:00
e8dbaf70a9
Sample the fog cells in their middle across the view and dither the output
2026-10-17 00:11:27 +02:00
aa522d7376
Integrate the light of lamps across the fog cells instead of one point sample
2026-10-16 23:52:17 +02:00
6ee628aaa5
Steady the volumetric fog and add a switch for the old headlight beams
2026-10-16 23:23:51 +02:00
8b929fc1da
Give the volumetric clouds lumps, sky and ground light and a fog colour by the angle from the sun
2026-10-16 22:25:11 +02:00
2be85410ce
Draw volumetric clouds, their shadows, a volumetric fog and catalogue stars from a new weather system in the GL 4.6 renderer
2026-10-16 21:44:47 +02:00
d509775269
Cast shadows of vehicle headlights from the scene in their beam in the GL 4.6 renderer
2026-10-16 14:13:36 +02:00
466cb5339e
Draw instances from the GPU culling with indirect draws, occlusion culling and a depth prepass
2026-10-16 12:54:52 +02:00
2f0a06b98e
Cast shadows of scenery lamps from the scenery, nearby vehicles and the cab in the GL 4.6 renderer
2026-10-16 11:32:45 +02:00
06d7b9e9f0
Cast shadows of the cab lamp from the cab in the GL 4.6 renderer
2026-10-16 02:43:27 +02:00
4d3a401aae
Cull and assign LOD to instances in a compute pass
2026-10-16 01:08:44 +02:00
fd98d4eea5
Light the scene with lamps of models, vehicle compartments and the cab lamp in the GL 4.6 renderer
2026-10-16 00:07:08 +02:00
5f365a00c5
Fix the screen space ambient occlusion and add ground truth ambient occlusion to the GL 4.6 renderer
2026-10-15 23:03:50 +02:00
ce725c3d62
Add sky light, physical atmosphere, auto exposure and bloom to the GL 4.6 renderer
2026-10-15 22:16:41 +02:00
624c7f4f0b
Do not cap the reach of a light at 1 km in the cluster culling
2026-10-15 20:25:51 +02:00
9f2ae071a6
Use clustered light lists in forward shading
2026-10-15 16:16:53 +02:00
6aa6e505e8
Cull lights into clusters in a compute pass
2026-10-15 15:21:21 +02:00
f85cf5fe52
Build view-space light cluster grid in a compute pass
2026-10-15 14:16:55 +02:00
39d5df2ef3
Remove unused f_light_pos vertex shader output
2026-10-15 10:35:18 +02:00
9e64244ebd
Require OpenGL 4.6 core context and regenerate glad
2026-10-15 01:39:32 +02:00
0e10ce4d0b
Remove OpenGL ES / ANGLE render path
2026-10-15 00:53:28 +02:00
7b9eaf1ccb
Editor terrain: area fill with blurred or sharp edge, texture rotation
2026-10-10 17:35:52 +02:00
35bda3778c
Heightmap terrain: .tch chunk packs, streaming with LOD, terrain painting, water and modifiers - terrain/<name>/terrain.yaml + <px>_<pz>.tch packs of 16x16 chunks (250 m, 0.5/1/2/5 m spacing), slices with crc-32 and optional zstd (vendored zstd 1.5.6 in ref/zstd) - heightmap_terrain [name] endheightmap_terrain directive replaces editorterrain - streamer: worker threads, camera + look-ahead loading, geomipmap LOD with skirts, pooled geometry - mat_terrain shader: up to 8 painted layer materials per chunk via texture arrays (opengl33); other renderers fall back to the dominant material - water bodies (outline + level), terrain modifiers (vertical profile shaping kept non-destructive) - F11 Terrain work mode rebuilt: chunks, sculpt, smooth, paint, point spacing, water tools
2026-10-09 21:02:25 +02:00
1d9c608396
light_common: add normal offset to shadow lookups
2026-09-19 21:56:02 +02:00
cb6b97b904
light_common: weight textureGather shadow PCF by sub-texel position
2026-09-19 21:15:49 +02:00
306c7eaf26
Adjust param values
2026-09-19 17:09:58 +02:00
468ea1d747
Add shader diffuse multiply
2026-09-19 16:56:39 +02:00
8df81eb46d
Improve skybox
2026-09-14 21:11:08 +02:00
766a957527
Fix relfections on default shader and tonemapping
2026-09-01 20:41:06 +02:00
3b4df9bb6d
Fix default shader reflection
2026-08-17 18:51:36 +02:00
Sebastian Krzyszkowiak
b323d78c34
light_common: Adjust ambient and sun diffuse scale
...
Sun needs some oomph.
2026-06-30 01:37:47 +02:00
Sebastian Krzyszkowiak
473eae53d2
tonemapping: Reduce saturation boost in AgX
...
1.4 is quite extreme with our textures. Boost it up, but not as much.
2026-06-30 00:21:40 +02:00
Sebastian Krzyszkowiak
321edfcf10
tonemapping: Fix up AgX application
...
We're supposed to output linear values there, as sRGB transfer function
gets applied either by GL framebuffer or FBOUT later on.
min_ev and max_ev also need to be adjusted, as they're tweaked for
a pipeline with exposure compensation. The current values lead to a very
washed-out image, which was "hidden" by subsequently applying gamma twice.
It may make sense to revisit these values in the future to better match
the rendering pipeline.
2026-06-30 00:20:38 +02:00
c88a9b870c
Improved specular and glosiness
2026-06-27 14:41:10 +02:00
d21cd54f89
AGX tonemapping
2026-06-27 14:39:33 +02:00
426ee0baac
use textureGather for shadow PCF
2026-05-26 22:08:06 +02:00
ee8ee0dafc
Switch normalization from Blinn-Phong to GGX
2026-05-14 15:35:52 +02:00
587077629f
Enable instancing
2026-05-09 23:29:20 +02:00
ff258e3d3c
Sanitize NaN/Inf in env cubemap and tonemap to stop one-frame black flashes
2026-05-01 17:20:43 +02:00
7923f7d857
improve shaders once more
2026-04-26 00:49:45 +02:00
76effe72df
shaders correction for burnt colors
2026-04-26 00:18:02 +02:00
bc0e4a9e62
Specgloss shaders improvements + experimental SSAO (debug only)
2026-04-21 00:25:29 +02:00
323b04f542
Wiper shader improvements
2025-12-23 21:01:29 +01:00
7a2bfcb34a
improve chromatic abberation shader
2025-12-05 22:42:17 +01:00
f68c7bc927
improve rain shader for opengl renderer
2025-12-05 22:41:37 +01:00
Wls50
ac62f23f0f
apply lighting to droplets
2025-11-22 18:53:31 +01:00
Wls50
d090b62669
improve random behaviour; dropled size scaled by grid
2025-11-22 13:10:37 +01:00