Age | Commit message (Collapse) | Author |
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Add SMAA buffer generation passes
Add quality levels for both FXAA and SMAA
Separate gamma correction and tonemapping for effects that require linear-but-tonemapped inputs
Move application of noise to final render pass to screen to avoid damaging other post process effects
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#1814 and #1517 Fix mirror update rate and occlusion culling
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* Fix for GLTF MeshPrimitiveModes test
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* Disable unloading of objects in background.
* Add unlit GLTF shader variant
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* Migrate GLTF scene rendering to its own shaders
* Add support for ambient occlusion map separate from metallic roughness map (or absent)
* Use UBO's for GLTF joints
* Better error handling of downloading GLTF assets
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brad/merge-maint-a-to-dev
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# Conflicts:
# autobuild.xml
# indra/cmake/CMakeLists.txt
# indra/cmake/GoogleMock.cmake
# indra/llaudio/llaudioengine_fmodstudio.cpp
# indra/llaudio/llaudioengine_fmodstudio.h
# indra/llaudio/lllistener_fmodstudio.cpp
# indra/llaudio/lllistener_fmodstudio.h
# indra/llaudio/llstreamingaudio_fmodstudio.cpp
# indra/llaudio/llstreamingaudio_fmodstudio.h
# indra/llcharacter/llmultigesture.cpp
# indra/llcharacter/llmultigesture.h
# indra/llimage/llimage.cpp
# indra/llimage/llimagepng.cpp
# indra/llimage/llimageworker.cpp
# indra/llimage/tests/llimageworker_test.cpp
# indra/llmessage/tests/llmockhttpclient.h
# indra/llprimitive/llgltfmaterial.h
# indra/llrender/llfontfreetype.cpp
# indra/llui/llcombobox.cpp
# indra/llui/llfolderview.cpp
# indra/llui/llfolderviewmodel.h
# indra/llui/lllineeditor.cpp
# indra/llui/lllineeditor.h
# indra/llui/lltextbase.cpp
# indra/llui/lltextbase.h
# indra/llui/lltexteditor.cpp
# indra/llui/lltextvalidate.cpp
# indra/llui/lltextvalidate.h
# indra/llui/lluictrl.h
# indra/llui/llview.cpp
# indra/llwindow/llwindowmacosx.cpp
# indra/newview/app_settings/settings.xml
# indra/newview/llappearancemgr.cpp
# indra/newview/llappearancemgr.h
# indra/newview/llavatarpropertiesprocessor.cpp
# indra/newview/llavatarpropertiesprocessor.h
# indra/newview/llbreadcrumbview.cpp
# indra/newview/llbreadcrumbview.h
# indra/newview/llbreastmotion.cpp
# indra/newview/llbreastmotion.h
# indra/newview/llconversationmodel.h
# indra/newview/lldensityctrl.cpp
# indra/newview/lldensityctrl.h
# indra/newview/llface.inl
# indra/newview/llfloatereditsky.cpp
# indra/newview/llfloatereditwater.cpp
# indra/newview/llfloateremojipicker.h
# indra/newview/llfloaterimsessiontab.cpp
# indra/newview/llfloaterprofiletexture.cpp
# indra/newview/llfloaterprofiletexture.h
# indra/newview/llgesturemgr.cpp
# indra/newview/llgesturemgr.h
# indra/newview/llimpanel.cpp
# indra/newview/llimpanel.h
# indra/newview/llinventorybridge.cpp
# indra/newview/llinventorybridge.h
# indra/newview/llinventoryclipboard.cpp
# indra/newview/llinventoryclipboard.h
# indra/newview/llinventoryfunctions.cpp
# indra/newview/llinventoryfunctions.h
# indra/newview/llinventorygallery.cpp
# indra/newview/lllistbrowser.cpp
# indra/newview/lllistbrowser.h
# indra/newview/llpanelobjectinventory.cpp
# indra/newview/llpanelprofile.cpp
# indra/newview/llpanelprofile.h
# indra/newview/llpreviewgesture.cpp
# indra/newview/llsavedsettingsglue.cpp
# indra/newview/llsavedsettingsglue.h
# indra/newview/lltooldraganddrop.cpp
# indra/newview/llurllineeditorctrl.cpp
# indra/newview/llvectorperfoptions.cpp
# indra/newview/llvectorperfoptions.h
# indra/newview/llviewerparceloverlay.cpp
# indra/newview/llviewertexlayer.cpp
# indra/newview/llviewertexturelist.cpp
# indra/newview/macmain.h
# indra/test/test.cpp
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gltf-dev-maint-a-merge
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LF, and trim trailing whitespaces as needed
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surfaces can be mirrors
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DRTVWR-583
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We now support masking mirrors in the GBuffer.
We also now support the concept of one arbitrary clip plane.
DRTVWR-583
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shaders, uniforms
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shaders, uniforms
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On standard reflection probes this doesn't really do anything.
DRTVWR-583
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enabled by default
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DRTVWR-583
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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.
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slower.
DRTVWR-559
DRTVWR-583
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* 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
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Co-authored-by: RunitaiLinden <davep@lindenlab.com>
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DRTVWR-583
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matrix calculation into the shader
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wrong color space.
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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.
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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.
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First pass of Screen Space Reflections
Approved-by: Dave Parks
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approprate texture transforms
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"Transparent Water" checkbox.
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-- make desired interface but brute force color conversions). Placeholder PBR water and move to deprecate forward rendering shaders.
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materials
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