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path: root/indra/llrender/llshadermgr.cpp
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2024-03-08HDRI Local Preview (#953)RunitaiLinden
* #926 WIP - HDRI import prototype v0 * #926 WIP -- add OpenEXR to autobuild.xml * #926 WIP -- Add OpenEXR cmake * #926 WIP -- Attempt at using OpenEXR autobuild package and don't hard code .exr file to load * #926 Unmangle autobuild.xml and get dll's in the right place (thanks, Caladbolg!) * implement mac shared libs plumbing for OpenEXR for secondlife/viewer#926 * Fix Xcode/clang compile error regarding new[]/delete[] mismatch * #926 HDRI Preview finishing touches. - Full ACES when HDRI is enabled - Fix for probes getting stuck paused - Add exposure and rotation controls --------- Co-authored-by: Brad Linden <brad@lindenlab.com>
2024-02-08#671 Setup the viewer to respect the MirrorsEnabled simulator feature.Jonathan "Geenz" Goodman
2024-02-07Merge branch 'release/materials_featurette' into materials_featurette/mirrorsRunitaiLinden
2024-02-02#677 Move PBR mirror radiance mixing to reflectionProbeF so transparent PBR ↵RunitaiLinden
surfaces can be mirrors
2024-02-01#677 WIP -- add mirror clipping to more shadersRunitaiLinden
2024-01-31secondlife/viewer-issues#43: Fix debug normals not rendering for terrainCosmic Linden
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
2023-11-16SL-20611 Make haze effect local lights -- move sky and water haze to their ↵RunitaiLinden
own passes and unify sky and water haze in forward rendering shaders.
2023-10-16Tons of masking changes and tweaks.Jonathan "Geenz" Goodman
We now support masking mirrors in the GBuffer. We also now support the concept of one arbitrary clip plane. DRTVWR-583
2023-10-13Merge branch 'DRTVWR-559' into DRTVWR-592Cosmic Linden
2023-10-13DRTVWR-592: (WIP) Triplanar mappingCosmic Linden
2023-10-13DRTVWR-592: (WIP) (does not run) PBR terrain rendering - more work on ↵Cosmic Linden
shaders, uniforms
2023-10-13DRTVWR-592: (WIP) (does not run) PBR terrain rendering - begin work on ↵Cosmic Linden
shaders, uniforms
2023-09-25Merge branch 'DRTVWR-559' into DRTVWR-583Jonathan "Geenz" Goodman
2023-08-29Add a probe strength uniform for hero probes.Jonathan "Geenz" Goodman
On standard reflection probes this doesn't really do anything. DRTVWR-583
2023-08-22SL-19842 WIP -- Move sky auto adjustment magic numbers to debug settings.RunitaiLinden
2023-07-17Merge branch 'DRTVWR-559' into DRTVWR-583Jonathan "Geenz" Goodman
2023-07-12SL-19567: Add option RenderGlowNoise for low precision glow dithering, ↵Cosmic Linden
enabled by default
2023-06-27Just about got hero reflection maps working.Jonathan "Geenz" Goodman
DRTVWR-583
2023-06-11Merge branch 'DRTVWR-559' into DRTVWR-583-glossy-ssrJonathan "Geenz" Goodman
2023-06-01DRTVWR-559 Revert skies to be very close to release and disable tone mapping ↵RunitaiLinden
when probe ambiance is zero. Hack for desaturating legacy materials has been removed for performance and quality reasons. Adds a new setting for auto adjusting legacy skies. This is the PBR "opt out" button. If disabled, legacy skies will disable tonemapping, automatic probe ambiance, and HDR/exposure. If enabled, legacy skies will behave as if probe ambiance and HDR scale are 1.0, and ambient will be cut in half. HDR scale will act as a sky brightener, but will automatically adjust dynamic exposure so the sky will be properly exposed. If you want relatively even exposure all the time, set HDR Scale to 1.0. If you want a high range of exposures between indoor/dark areas and outdoor/bright areas, increase HDR Scale. Also tuned up SSAO (thanks Rye!). Reviewed with Brad.
2023-05-26Addressing some performance related feedback with SSR getting drastically ↵Jonathan "Geenz" Goodman
slower. DRTVWR-559 DRTVWR-583
2023-05-22Merge branch 'DRTVWR-559' into DRTVWR-583Jonathan "Geenz" Goodman
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>
2023-05-17SL-19655 Clean up some missed "texture2D" vs "texture" (thanks Rye)RunitaiLinden
2023-05-17SL-19655 Decruft legacy GLSL shaders and now unused build queues.RunitaiLinden
2023-05-15SL-19709 Fix for fullbright shiny not factoring out exposure and flickering ↵RunitaiLinden
fullbright alpha. Incidental decruft.
2023-05-11Finally get glossy SSR up.Jonathan "Geenz" Goodman
DRTVWR-583
2023-04-04SL-19538 Remove hacky ambiance scale and take the mittens off probe a… (#151)RunitaiLinden
* SL-19538 Remove hacky ambiance scale and take the mittens off probe ambiance values. Fix for sky brightening being done in sRGB space.
2023-03-28DRTVWR-559 Dynamically adjust exposure.Dave Parks
2023-03-07DRTVWR-559 Nudge Intel HD 3000 shader compilation failureDave Parks
2023-02-27SL-19279: LLGLSLShader::bindXXX is not free. Pack the uniformsCosmic Linden
2023-02-24SL-19265: Fix precision issue with texture transforms by moving transform ↵Cosmic Linden
matrix calculation into the shader
2023-02-23SL-19228: Fix GLTF texture transform rotation and add UV debug (PBR only). ↵Cosmic Linden
See textureUtilV.glsl for UV coordinate comments
2023-02-14SL-18762 Fix for broken local lights on alpha when wearing a HUD attachment. ↵Dave Parks
Also fix stuck sun/moon and incidental decruft.
2023-02-07SL-18229 Fix for PBR materials on HUDs misbehaving. Incidental decruft.Dave Parks
2023-02-07SL-19147 Water quality pass. Remove gl_FragDepth writes from sky rendering ↵Dave Parks
(optimization). Incidental decruft.
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.
2023-02-01SL-18772 Potential fix for failed shader load on Intel HD 3000Dave Parks
2023-01-31SL-18772 Potential fix for failed shader load on Intel HD 3000Dave Parks
2023-01-30SL-19015 Bump probe resolution back to 256 by default (drop to 128 if vram < ↵Dave Parks
2GB), remove irradiance map feedback loop (one bounce, but but more stable and allows for much brighter first bounce), make sky contribution to irradiance not tint the world blue. Make irradiance that appears in radiance maps match world irradiance.
2023-01-27SL-19203 et al -- Integrate SSR with reflection probes, tweak probe ↵RunitaiLinden
blending. (#63) * SL-19203 WIP -- Integrate SSR with reflection probes. Decruft LLRenderTarget. * SL-19203 WIP -- Re-integrate SSR. Incidental decruft. * SL-19203 WIP -- SSR frame delta correction (still broken for Z) * SL-19203 WIP -- SSR frame delta Z fix * SL-19203 WIP -- Make SSR toggleable again and disable SSR in cube snapshots. * SL-19203 WIP -- Soften sphere probe transitions and fix reflections on void water (make fallback probe a simple terrain+water+sky probe). Remove parallax correction for automatic probes to reduce artifacts. * SL-19203 Tune probe blending. * SL-19203 Cleanup.
2023-01-24SL-18772 Potential fix for failed shader load on Intel HD 3000Dave Parks
2023-01-20SL-18869 GL 3 compatibility pass and minor decruft.Dave Parks
2023-01-19Optimizations, decruft, and intel compatibility pass (#53)RunitaiLinden
SL-18869, SL-18772 Overhaul VBO management, restore occlusion culling, intel compatibility pass, etc
2022-11-14Merged in SL-18332 (pull request #1194)Jonathan Goodman
First pass of Screen Space Reflections Approved-by: Dave Parks