<feed xmlns='http://www.w3.org/2005/Atom'>
<title>viewer.git/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl, branch 26.4</title>
<subtitle>Megapahit's fork of the Second Life viewer.
</subtitle>
<id>https://megapahit.org/viewer.git/atom?h=26.4</id>
<link rel='self' href='https://megapahit.org/viewer.git/atom?h=26.4'/>
<link rel='alternate' type='text/html' href='https://megapahit.org/viewer.git/'/>
<updated>2025-09-08T23:07:09Z</updated>
<entry>
<title>Performance Optimisations, Bloom effect, Visuals Panel</title>
<updated>2025-09-08T23:07:09Z</updated>
<author>
<name>mobserveur</name>
<email>mobserveur@gmail.com</email>
</author>
<published>2025-08-29T23:59:43Z</published>
<link rel='alternate' type='text/html' href='https://megapahit.org/viewer.git/commit/?id=317dcdea1ca8d1f540187af47fc23a36ad8232aa'/>
<id>urn:sha1:317dcdea1ca8d1f540187af47fc23a36ad8232aa</id>
<content type='text'>
This commit contains performance optimisations in the the pipeline,
framebuffer, vertexbuffer, reflection probes, shadows. It also fixes
many opengl errors, modifies the opengl debugging, and adds
a visuals effects panel.
</content>
</entry>
<entry>
<title>1736 audit texture image unit usage on os x (#1739)</title>
<updated>2024-06-14T22:06:07Z</updated>
<author>
<name>Dave Parks</name>
<email>davep@lindenlab.com</email>
</author>
<published>2024-06-14T22:06:07Z</published>
<link rel='alternate' type='text/html' href='https://megapahit.org/viewer.git/commit/?id=375555012f92c1b836f2d122754f9facd050be62'/>
<id>urn:sha1:375555012f92c1b836f2d122754f9facd050be62</id>
<content type='text'>
* #1736 Remove some unused samplers from glsl files and refactor shader manager to assume 16 texture image units and 4 indexed texture units all the time.</content>
</entry>
<entry>
<title>#824 Process source files in bulk: replace tabs with spaces, convert CRLF to LF, and trim trailing whitespaces as needed</title>
<updated>2024-04-29T04:56:09Z</updated>
<author>
<name>Andrey Lihatskiy</name>
<email>alihatskiy@productengine.com</email>
</author>
<published>2024-04-29T04:43:28Z</published>
<link rel='alternate' type='text/html' href='https://megapahit.org/viewer.git/commit/?id=1b68f71348ecf3983b76b40d7940da8377f049b7'/>
<id>urn:sha1:1b68f71348ecf3983b76b40d7940da8377f049b7</id>
<content type='text'>
</content>
</entry>
<entry>
<title>SL-19655 Decruft legacy GLSL shaders and now unused build queues.</title>
<updated>2023-05-17T23:09:36Z</updated>
<author>
<name>RunitaiLinden</name>
<email>davep@lindenlab.com</email>
</author>
<published>2023-05-17T23:09:36Z</published>
<link rel='alternate' type='text/html' href='https://megapahit.org/viewer.git/commit/?id=c827d32ebedeaa46ed75a91ae779f6547fc0d090'/>
<id>urn:sha1:c827d32ebedeaa46ed75a91ae779f6547fc0d090</id>
<content type='text'>
</content>
</entry>
<entry>
<title>SL-19644: Entirely separate files for GLTF alpha shadows</title>
<updated>2023-04-28T17:36:29Z</updated>
<author>
<name>Cosmic Linden</name>
<email>cosmic@lindenlab.com</email>
</author>
<published>2023-04-28T16:44:05Z</published>
<link rel='alternate' type='text/html' href='https://megapahit.org/viewer.git/commit/?id=0fedb22d77bc67cd5c619537d985b905fe57e385'/>
<id>urn:sha1:0fedb22d77bc67cd5c619537d985b905fe57e385</id>
<content type='text'>
</content>
</entry>
<entry>
<title>SL-19606: Fix missing GLTF texture transforms in PBR alpha mask/alpha blend shadows</title>
<updated>2023-04-21T22:10:05Z</updated>
<author>
<name>Cosmic Linden</name>
<email>cosmic@lindenlab.com</email>
</author>
<published>2023-04-21T20:26:24Z</published>
<link rel='alternate' type='text/html' href='https://megapahit.org/viewer.git/commit/?id=005a5fa207d158995217cb9ecf5c214c8b2354cc'/>
<id>urn:sha1:005a5fa207d158995217cb9ecf5c214c8b2354cc</id>
<content type='text'>
</content>
</entry>
<entry>
<title>SL-18869 Optimizations -- Revive "Frame Profile" and GL_DEPTH_CLAMP.  Remove usage of gl_FragDepth from shadow shaders.</title>
<updated>2023-01-11T01:49:18Z</updated>
<author>
<name>Dave Parks</name>
<email>davep@lindenlab.com</email>
</author>
<published>2023-01-11T01:49:18Z</published>
<link rel='alternate' type='text/html' href='https://megapahit.org/viewer.git/commit/?id=493d501cde13abf1ac4164cd77286f068da3a62c'/>
<id>urn:sha1:493d501cde13abf1ac4164cd77286f068da3a62c</id>
<content type='text'>
</content>
</entry>
<entry>
<title>SL-18851 Fix for PBR materials sometimes not casting shadows when they should.</title>
<updated>2022-12-16T14:59:02Z</updated>
<author>
<name>Dave Parks</name>
<email>davep@lindenlab.com</email>
</author>
<published>2022-12-16T14:59:02Z</published>
<link rel='alternate' type='text/html' href='https://megapahit.org/viewer.git/commit/?id=57c54ec4b75aac8ba2a4235f88760bd8534f2c7a'/>
<id>urn:sha1:57c54ec4b75aac8ba2a4235f88760bd8534f2c7a</id>
<content type='text'>
</content>
</entry>
<entry>
<title>SL-18790 Fix for transparent objects casting shadows when they ought not.</title>
<updated>2022-12-12T21:35:52Z</updated>
<author>
<name>Dave Parks</name>
<email>davep@lindenlab.com</email>
</author>
<published>2022-12-12T21:35:52Z</published>
<link rel='alternate' type='text/html' href='https://megapahit.org/viewer.git/commit/?id=fe37ea5b3f6e5d0b222441496105072a276e2926'/>
<id>urn:sha1:fe37ea5b3f6e5d0b222441496105072a276e2926</id>
<content type='text'>
</content>
</entry>
<entry>
<title>SL-18453 WIP -- Use GLTF draw pool to render shadows.  Still need a GLTF specific shadow shader to multiply alpha.</title>
<updated>2022-10-28T16:19:43Z</updated>
<author>
<name>Dave Parks</name>
<email>davep@lindenlab.com</email>
</author>
<published>2022-10-28T16:19:43Z</published>
<link rel='alternate' type='text/html' href='https://megapahit.org/viewer.git/commit/?id=81553613551ffc7c8253d67a3fb3a24137d19d51'/>
<id>urn:sha1:81553613551ffc7c8253d67a3fb3a24137d19d51</id>
<content type='text'>
</content>
</entry>
</feed>
