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totallytubular

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  1. v 0.75 cubic / non-cubic branching added back to common/direct lighting (guess I removed it when sorting out diffuse vs specular light color.. realized it was broken when playing a level and the tiffany-style desk lamps made the room super bright) called rimlight boost "rimshine" (rimlight is the soft fresnel while rimshine is the bright, crisp edgy part) added rimshine to ambient lighting, but there it enhances all not just following specular trail up wall (had to make it enhance more than just the specular trail, b/c the specular trail going straight up becomes too over-p
  2. Just noticed some surfaces have specular light color set (params[var_DrawId].specularColor.rgb), but don't have a specular texture. In default TDM shaders: ambient does a specular texture pull regardless vec3 matSpecular = textureSpecular( var_TexSpecular ).rgb; .. but, common checks if specular light color is pitch-black first.. if it's not, then it does the specular texture pull if (dot(params[var_DrawId].specularColor, params[var_DrawId].specularColor) > 0.0) specular = textureSpecular(var_TexSpecular).rgb; While messing with specular, I noticed this on
  3. v 0.71 fake spec diffuse light enhancement boosted a bit to be more noticeable added the direct light rimlight boost back in Fake Spec Boost Fake Specs enhance diffuse lighting overall, creating subtle specular shines on things that don't normally have specs, and enhancing stuff that does. When I'm working on them, I'm hyper-focused on them, and notice very subtle amounts. But, regular players are going to be blowing through areas, and won't notice anything that is barely noticeable by me when I'm hyper-focused on them. So, I boosted the amount a bit. The idea isn't fo
  4. Interaction shaders were designed with alternate fallback methods in case certain things weren't set. EG: if a surface is missing specular texture, then it would apply a minor amount as fallback. But, it was multiplying all speculars by specular light color params. Surfaces w/o specular had their specular light color set to 0 rgb (pitch-black), which negated any fallback specular amount being applied. The fallback methods basically act as crutches in case something isn't set for whatever reason... a likely scenario is because it would take more effort to do it "right" than it's worth
  5. Is there a way to tell the light sources apart? I was looking over the default TDM shaders again (now that I have a better understanding of what's doing what), and there's a variable called "R2f" in interaction.common.fs that shapes light to make it seem like lamps cast more light downwards than upwards (b/c their glass / metal hoods block some light). But, it looks odd on torches, candles, sconces, etc that would shoot more light upwards and less down due to their implement blocking light downwards. I can use modify the R2f function to make it shoot upwards or downwards.. that was e
  6. Here's a gif of the NdotL vs. Half-Lambert, so you get an idea of the difference. The NdotL seems stark around the bottom of boxes, but when you have SSAO on, it blends them into the ground. NdotL is more true to math / scene, but half-lambert is a crutch technique to help with blending. Again, this is only done on ambient lighting shader. Direct/Common lighting shader does NdotL to provide a stark contrast between light and "not light" (IE: opposite sides of light where AO from lightdot being 0 sets in)
  7. v 0.69 .. (nice) added cap to ambient rimlight, so brighter/lighter surfaces (eg white sheet-covered furniture, status/busts, etc) don't stick out like a sore thumb in the dark added direct light boost option to compensate if ambient light darkening is on everything has fake spec enhancing light dot to act as base layer of specular; real spec maps get layered on top as extra spec enhancement for things that have it. in "interactions.funcs.glsl", added #define AMBIENT_HALF_LAMBERT to swap ambient light dot between doing valve-style half-lambert vs. full NdotL Rim
  8. v 0.65 added two #define's in "interactions.funcs.glsl" to adjust overall ambient light level (one to switch override on, and one to set override amount) While messing with the speculars today, I tried to use ambient diffuse luminance to cull and blend things more. Then I decided to apply it to overall ambient light.. and it darkened shadows a lot. But, it was really cool for the level I was testing it on (Alberic's Curse).. so, decided to add the option to let player darken shadows as they wish. Interactions.funcs.glsl has two more #defines now... AMBIENT_LIGHT_DARK
  9. v 0.64 ... more ambient specular changes ambient now has double specular ... spec 1 shining from sky to floor (the one we've had), and now spec 2 is shining up from the floor to the ceiling. I did this to help add continuity to surfaces with specular in ambient lighting. ambient ceiling / floor specs use Phong (that uses reflection), b/c it makes a nice spotlight shine while walls and such use Blinn-Phong (which uses half direction) b/c it's nicer ambient real spec maps create too much shine on floors (spotlight under foot or overhead). Been struggling with a way to kill th
  10. Good that it's working. Bad that we're not sure what changed to fix it. I try to document what changes can bork up things, so I know not to do things that way going forward. Without knowing how this bug got fixed, I could inadvertently introduce it again later. I'll mess around a bit more to see if I see anything.
  11. v 0.62 cleaned up code a bit before screwing around some more fake spec maps no longer multiply by diffuse light color, b/c they're a light dot enhancement, not an actual spec light ... so, torches and direct light should no longer seem super-bright / color-saturated created NdotL curves in ambient lighting to tone down rimlight & specular on floors & undersides of things a bit more elegantly, so there's no glowing specular floors or rimlight showing up on the underside of canvase bundles... then spent hours tweaking specular & rimlight to look decent with it (P
  12. I'll need time to dig into this, but it gives me a place to start. I've run all around Training Mission, and haven't noticed anything. But, I have my grx options set to minimal due to running on an intel integrated gfx chip. What in-game gfx options do you have switched on? IE: SSAO, Bloom, etc? If you can give me a run-down, then I can go in and switch each on to see if the squares show up for me. Also, have you tweaked a graphics control panel for TDM? IE: Nvidia & AMD control panels often let you select a specific program to adjust adaptive vsync, better anti-aliasing for
  13. One thing you can try...disable the NORMAL_INTENSITY It's applied to normal maps before they multiply by TBN matrix in pixel/frag shader. go into the "interaction.funcs.glsl" go to textureNormalCompressed function comment out the "normalSample.xy *= NORMAL_INTENSITY;" line (or set NORMAL_INTENSITY to 1.0) Maybe the change to RawN.xy before it muls by TBN is causing an issue?
  14. Also, can you point out a specific map & location you're seeing the squares? Last time I saw them practically every where (eg: on Training Mission, in the stealth area, the light over the desk in the hall, the light in the warehouse by the metal wall...). Maybe you're seeing them in some specific place I'm not looking.
  15. Ok, dug through forum. Pg 5 shows the discussion on it. The black squares were caused by me adding normalization to the TBN values in the common / ambient vertex shaders before they went into the TBN matrix to pass to pixel/frag shaders. Ever since we found that out, I rid of that normalization in the vertex shaders, and left a comment in the shaders not to do it b/c of that issue. I just tested 64-bit + bloom, and I'm not getting black squares on my end. I'm using an Intel integrated HD 4600. I included all my "interaction" folder shaders in the .zip. Did you dump all of t
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