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path: root/indra/llrender/llglslshader.h
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2024-05-15Post-merge spaces fixAndrey Lihatskiy
2024-04-19#1139 Fix for world going black/white in some scenes (NaNs) (#1273)RunitaiLinden
* #1139 Fix for world going black/white in some scenes (NaNs) NaNs were coming from normal encode/decode. Take advantage of available gbuffer space to send full normal instead of encoding. * #1139 Cleanup remove now unused encodeNormF.glsl * #1139 Remove final reference to encodeNormF * #1139 Fix for getNormalEnvIntensityFlags referencing wrong sampler for env intensity * Mac build fix
2024-01-24Merge remote-tracking branch 'origin/release/materials_featurette' into ↵Jonathan "Geenz" Goodman
DRTVWR-583
2024-01-19Merge branch 'release/materials_featurette' into DRTVWR-592RunitaiLinden
2023-11-17SL-20611 followup -- remove now unused glsl files. Fix transparent water.RunitaiLinden
2023-10-13DRTVWR-592: (WIP) Triplanar mappingCosmic Linden
2023-06-27Just about got hero reflection maps working.Jonathan "Geenz" Goodman
DRTVWR-583
2023-05-17Add a binary cache for compiled shaders using glProgramBinary (#216)Rye Mutt
* Add a binary cache for compiled shaders using glProgramBinary * Add additional sanity checking to shader binary save and load, hook up cache clear and menu option * Fix default init of shader cache data struct and clear gl errors before glGetError calls --------- Co-authored-by: RunitaiLinden <davep@lindenlab.com>
2023-05-02DRTVWR-559 Optimization pass, make it so profileAvatar can read back GPU ↵RunitaiLinden
timer without a frame stall.
2023-04-14Move mipmap generation into LLRenderTarget.Jonathan "Geenz" Goodman
DRTVWR-583
2023-03-31Move glow extract to be after tonemapping.Jonathan "Geenz" Goodman
SL-19513
2023-02-07SL-18229 Fix for PBR materials on HUDs misbehaving. Incidental decruft.Dave Parks
2023-02-06SL-19148 Decruft followthrough -- fix for crash when running from installer. ↵Dave Parks
Feed fresnel component into PBR alpha. Remove obsolete "shader_hierarchy.txt", remove redundant LL_PROFILE_ZONE_SCOPED, remove unused shader feature flag.
2023-02-03SL-19148 Decruft followthrough -- decruft shader tree and some remaining ↵Dave Parks
forward rendering code.
2023-02-03SL-19148 Decruft some forward shaders and drawpools. Fix HUDs being in ↵Dave Parks
wrong color space.
2023-01-31SL-19015 Balance sun/sky ambiance with punctual light ambiance. Prevent ↵Dave Parks
irradiance maps from being brighter than the environment.
2023-01-24SL-18958 Fix for broken water distortion map and depth buffer. Incidental ↵Dave Parks
decruft.
2023-01-10SL-18869 Optimizations -- Revive "Frame Profile" and GL_DEPTH_CLAMP. Remove ↵Dave Parks
usage of gl_FragDepth from shadow shaders.
2022-11-28Merge remote-tracking branch 'origin/DRTVWR-528' into DRTVWR-559Brad Kittenbrink
2022-11-17SL-18154 Profile guided optimizations -- remove some unneeded operations and ↵Dave Parks
make LLDrawPoolMaterials less branchy.
2022-11-16SL-18154 Profile guided optimizations vs release viewer. Trim some unused ↵Dave Parks
abilities and remove some more fast timers.
2022-11-14Merged in SL-18332 (pull request #1194)Jonathan Goodman
First pass of Screen Space Reflections Approved-by: Dave Parks
2022-10-11SL-18190 Cleanup -- convert some vec4's to vec3's (as they really are), ↵Dave Parks
remove some unused glsl files.
2022-10-06Switch away from std::stringGeenz Linden
API expects const char* anyways.
2022-10-05Initial pass at adding KHR_debug supportGeenz
This still needs some work - I'm not super satisfied with the overall structure of the code. Will continue to iterate as I add in proper RenderDoc support.
2022-09-01SL-17967 - Git rid of ARB that is in coreHoward Stearns
2022-06-27SL-17274: Document which shader encodesNormal includesPtolemy
2022-05-26Merge branch 'master' v 6.6.1 into DRTVWR-528Dave Houlton
2022-05-19SL-17286 Reflection probe alpha/fullbright support.Dave Parks
2022-05-16SL-17284 Reflection probe tuning and optimization take 1Dave Parks
2022-05-04SL-17283 LLReflectionMapManager prototype. Remove snapshot code related ↵Dave Parks
overhead from reflection map renders. Add parallax correction and support for multiple reflection maps.
2021-11-30SL-16386 remove references to (const true) LLGLSLShader::sNoFixedFunctionDave Houlton
2021-11-20SL-16289 Rigged mesh rendering overhaulDave Parks
2021-10-19SL-16197 Optimize LLEnvironment handling of shader uniforms. Instrument ↵Dave Parks
LLSD. Enable Fast Timers when Tracy is enabled to catch Fast Timer overhead.
2021-04-29SL-14113: Merge duplicate shader constant for clarity.Ptolemy
2021-04-29SL-14113: Remove magic numbers. Take advantage of existing shader #defines ↵Ptolemy
injection by extending shader loading to make use of addConstant() instead of hard-coding magic number constants in each GLSL file.
2019-05-02Roll back sRGB decode changes from contrib for now.Graham Linden
Fix direct light matching across alpha/blended-material/deferred. Get diffuse lighting to match from Low to Ultra.
2019-04-10Separate out vertex program objects from fragment program objects and use it.Geenz
Given that mShaderObjects only ever expects one copy of a given shader object (leading to lots of "shaderV" and "shaderF"), it made having utility shaders a bit more difficult to incorporate. This change makes sure the two are separated. Using this over a multimap largely for readibility. Also, actually, you know, use this functionality. --HG-- branch : OPEN-340
2019-03-30Additional gamma correction work: start moving over to EXT_texture_sRGB_decode.Geenz
2019-03-13Mods to make merge with viewer-release have less whitespace-only change and ↵Graham Linden
fix diffs between EEP and VR.
2019-03-12Tab restoration project.Graham Linden
'warn-on-failure:no-tabs'
2019-03-07Fix tabs.Graham Linden
2019-03-07SL-10618, SL-10698Graham Linden
Fix reflection/distortion map culling planes again. Fix broken handling of shadow disables in ALM forward shaders.
2019-01-30SL-10415, SL-10434Graham Linden
Further tweaking of directional shadow sampling to balance between peter-panning and shadow acne. Move stars to just this side of the sky some to reduce parallax. Remove decodeNormF and uses of decode_normal in favor of unified use of getNorm (try to help the Intel HD x000 compiler learn to link correctly).
2018-12-06De-duplicate deferred gbuffer access for getPosition/getNorm.Graham Linden
De-duplicate ambient occlusion shader code and move to new aoUtil.glsl Split shared shadow tap funcs into shadowUtil.glsl
2018-11-06Move to using a shared deferredUtil object for getting pos/norm from gbuffer.Graham Linden
Eliminate 20+ callsites with copy-paste of getPosition and/or getNorm code. Make pipeline use getShadowTarget/releaseShadowTarget consistently.
2018-06-01Code cleanup and move to using typedefs of S64Seconds/F64Seconds for ease in ↵Graham Linden
sync w/ sim side which has not llunits types.
2018-06-01Merge to 5.1.6Graham Linden
2018-05-31MergeRider Linden
2018-05-18Remove MSVC debug pragmas and comment out code to dump example grids.xml ↵Graham Linden graham@lindenlab.com
file w/ hard-coded grids.