Age | Commit message (Collapse) | Author |
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implementations must not change, but may add "fast" variants where appropriate in the future.
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SL-19293: Use Blinn-Phong texture transform as hint for texture animation direction on PBR materials
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SL-19294: Fix Blinn-Phong texture transforms affecting PBR materials
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direction on PBR materials
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move haze back to sRGB color space to stay consistent with sky colors. Also fix broken "roughness" stuck at 0.2.
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material swatch to "Material"
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brad/drtvwr-559 mac shader and assert fixes
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SL-19279: LLGLSLShader::bindXXX is not free. Pack the uniforms
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water dark after teleport. Never default to having reflections off.
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midday, adjust reflections off, and decruft depth buffer error correction shenanigans that are no longer used.
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SL-19265: Fix precision issue with texture transforms, separate texture animations
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change -- remove LLPipeline::resetVertexBuffers and add a sanity check to how long we wait for a query to be "available".
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SL-18563
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underlying texture transform
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environment intensity.
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matrix calculation into the shader
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mismatch in legacy alpha vs opaque).
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SL-19228: Fix GLTF texture transform rotation + add UV debug
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See textureUtilV.glsl for UV coordinate comments
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resolution. Improve radiance map anti-aliasing and default to 128x128 everywhere.
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neighbors getting sampled (badly).
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for objects close to the camera at some angles and leaks query objects, will follow up.
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"haziness" (and also fix banding in emissive materials)
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