slipher
slipher
> An example of complex material using `if` from Doom 3 (taken from `materials/lights.mtr`): I think our engine is able to parse this. It appears to be intended for runtime...
Now reworked to use a stage-level `ifStatic` keyword. Expressions are augmented to recognize `naiveBlending` or `linearBlending` values. For example this shader displays green when using linear blending and red when...
> If we can do that, then a pre-collapsed stage with, for example, 5 textures: a diffuse map, a normal map, a height map, and specular map and a glow...
> * make possible to configure naive/linear blending on a stage and get it applied for the texture even when the blend keyword is written after the texture keyword Yeah...
Works on my machine. You may try the tips from #456 for increased logging.
Recall that the alternative to tone mapping was that everyone uses `r_gamma 2` all the time because there are too many maps where you can't see anything in the dark....
I doubt we would get far trying to use the same settings for every map. Assuming there's no adaptive option, maybe we could let people save a preferred setting on...
We do have a multiplier, `r_toneMappingExposure`. I have suggested making it available also when tone mapping is off in #1628. Yeah that's the main setting that I think would be...
The fog image is pretty pointless, all it really does it calculate `sqrt(x)`. We should just do that in GLSL. I think it only exists because someone ported the code...
> Oh, that's interesting! Would you also know what computation to expect when blending the linear way? Or maybe it should have been `sqrt()` in linear space but the naive...