Closed donnierussellii closed 5 years ago
Already-pulled gamma factor commit included here for some reason.
Have a before / after screenshots of how this changes rendering? The OpenGL flow is borked on my dev laptop thanks to Apple, can't link with the 32bit Opengl anymore.
I moved the light squaring to the shader.
float light = max(Light * Light, emissive); vs float light = max(Light, emissive);
Another set of screenshots.
float light = max(Light * Light, emissive); vs float light = max(Light, emissive);
Screenshot of invisible mutant in OpenGL.
Looks nice! I'm not a fan of how single purpose that mutant
value in the shader is, usually like shader values to be more general and multi purpose, but until we have a good use case for something else it's probably fine.
Fix software invisible mutant disappears when near; see commit comment.
Square light intensity to make dark areas dark.
Add shader code to make OpenGL invisible mutants translucent.