Age | Commit message (Collapse) | Author |
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Fix side-effects of having both sun and moon as potential directional light contributors.
We pass an int to the shader indicating which to prefer instead of making per-pixel decisions
and pass the moonlight color/di independently.
Obsolete llsettingssky fade color which was unused elsewhere and cached for no reason.
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Fix bug with setting texture matrix for rigged mesh.
Fix z-fighting between sea and sky in ALM by cheating sky, stars, and moon using gl_FragDepth.
Fix handling of atmospheric haze glow w.r.t independent sun/moon positioning
(we can no longer depend on them being mutex to each other).
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Intel HD x000 compiler a fighting chance.
More WIP for edge-specific water shader for 9996.
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Prepare for using ifdef to conditionally engage using gl_FragDepth in water shaders
(because GL requires that writing to gl_FragDepth on any path means you need to
write a depth value on every path).
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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).
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SL-9851
Fix cloud shaders to ignore clouds when cloud_scale is 0.
Fix creation of heavenly body geo to avoid degenerate vector math
and not randomly flip orientation when crossing zenith.
Add sun_up_factor to eliminate sun glow around moon when sun is down.
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De-duplicate ambient occlusion shader code and move to new aoUtil.glsl
Split shared shadow tap funcs into shadowUtil.glsl
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objects (current source of Intel ig4icd driver crash).
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Eliminate 20+ callsites with copy-paste of getPosition and/or getNorm code.
Make pipeline use getShadowTarget/releaseShadowTarget consistently.
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SL-9973
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Give wave direction uniforms more meaningful names in shaders.
Add comments on glow size/focus conversions for clarity.
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add cloud_variance control for randomized perturbance of clouds to break up tiling monotony
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Add optional moon brightness setting
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More settings for rainbow/halo atmospheric effects, final default asset UUIDs, and shader mods.
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could be used by HUDs
Make sky and cloud shaders use common scaleSoftClip implementation in gammaF.glsl
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Make shader loading debug logging of uniforms use ShaderUniform to make supression simpler.
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automatically linked feature shaders.
Add LL_RELEASE_FOR_DOWNLOAD ifdef around launcher nag.
Fix OSX 10.14 SDK compile issue from unused var in scroll list.
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for current to next blending.
Modify LLSettingsFoo::buildDefaultFoo to use a static and avoid re-validation of default sky/water/daycycle settings.
Remove all references to gSun/MoonTextureId globals (they should come from sky settings now).
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Make env panel update environment when jumping frame to frame.
Add separate funcs for sun/moon vectors in various coord systems.
Make haze glow only pay attention to sun (i.e. fix sun glow when moon is near horizon in daytime).
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shaders to lerp between current and next cloud texture.
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Add plumbing facilities to allow current and next moon textures to be passed to moon shader.
Modify moon shader to blend between current and next moon textures by blend factor.
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Add MouseMoon positioning ala MouseSun debug setting and accessors to use it.
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sync w/ sim side which has not llunits types.
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coord systems in use.
Fix class2 softenLightF shader.
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file w/ hard-coded grids.
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to Clang.
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Modify autobuild.xml to use new libatmo w/ state save/restore fixes (addresses font render glitch).
Put in nSight debug support.
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format.
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and unify on using the version that works on OSX.
Add more logging to shader loading about fallbacks and loading succcess.
Add frag shaders for sharing sRGB and normal encode/decode via GL shader linkage.
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libatmosphere integrated in indra/llrender/llatmosphere.cpp
Still working on runtime shaders to use libatmosphere precomputed atmospherics textures
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starts before 2D login screen is cleared.
FIXED
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viewer
FIXED
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