14 Commits over 0 Days - ∞cph!
Use HDR fog clipmaps
https://i.imgur.com/0HtWKID.png
Clamp L of rect and sphere so that it can intersect ground
Only light the front of the light_rect on vrad
Separate diffuse and specular rays for rects, get it working nicely on volumetric fog too
Remove old now-unused ComputeDirectLighting_SingleLightFastPath and refactor DoLightShape, changes on dynamic volumetric fog
Rectangular lights, cleanup
More cleanup, keep both disc and rect paths, baked light support for rects
Area light dynamic volumetric fog support
added light rect editor icon
https://files.facepunch.com/louie/1b1611b1/sbox-dev_txMYDqSXVV.png
Fix bounds of baked lights and don't cast rasterized shadows if light is an area light
light_capsule editor model
Indexed baked light support for area lights
Add CapsuleLightEntity, pass extra light parameters properly
Do custom NdotL computation for capsule lights
Volumetric light for vrad
Cleanup
Sphere light prototype
Tube light prototype
Data structures for light shapes