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path: root/indra/llrender/llshadermgr.h
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2022-06-28Add emissiveRect to softenLightF.glslDave Parks
2022-06-24SL-17274 Hook up emissive map and non-texture parameters to pbropaqueF.glslDave Parks
2022-06-23Merged DRTVWR-559 into SL-17274_view_dirMichael Pohoreski
2022-06-22SL-17600 Proper irradiance probes.Dave Parks
2022-06-21SL-17274: Add view_dir uniformPtolemy
2022-06-10SL-17523 Add reflection probe ambiance to windlight settings and integrate ↵Dave Parks
with UI and ReflectionMapManager
2022-05-16SL-17284 Reflection probe tuning and optimization take 1Dave Parks
2022-04-29SL-17282 prototype mixing of reflection map into legacy materialsDave Parks
2021-11-20SL-16289 Rigged mesh rendering overhaulDave Parks
2021-02-04DRTVWR-525, improve dev's quality-of-lifeDave Houlton
2019-07-23SL-11621Graham Linden
Remove all references to unused shader var global_gamma. Remove many unused decls for gamma from shaders. Make post-deferred gamma correction use display_gamma. Make setting display_gamma use the correct RenderDeferredDisplayGamma setting.
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
2019-03-02SL-10664Graham Linden
2019-02-06SL-10478Graham Linden
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.
2019-02-01SL-9996, SL-1130, SL-5546Graham Linden
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).
2019-01-30WIP for 10374 (reduce number of shaders linking against deferredUtil).Graham Linden
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).
2019-01-24SL-10276Graham Linden
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.
2018-10-29SL-9977Graham Linden
SL-9973
2018-10-09SL-1289Graham Linden
add cloud_variance control for randomized perturbance of clouds to break up tiling monotony
2018-10-08SL-9751Graham Linden
Add optional moon brightness setting
2018-10-05SL-1925Graham Linden
More settings for rainbow/halo atmospheric effects, final default asset UUIDs, and shader mods.
2018-09-14SL-9632 add uniform and code to supress atmospherics in all shaders that ↵Graham Linden
could be used by HUDs Make sky and cloud shaders use common scaleSoftClip implementation in gammaF.glsl
2018-06-13Mods to hook up water settings to water normals for rendering with support ↵Graham Linden
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).
2018-06-12Fix env panel forward action.Graham Linden
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).
2018-06-11Make cloud rendering use textures defined in sky settings and add code to ↵Graham Linden
shaders to lerp between current and next cloud texture.
2018-06-11Fix water fog consolidation in underwater shaders.Graham Linden
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.
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.
2018-05-01Le MergeGraham Linden graham@lindenlab.com
2018-04-20Move class3 sky/cloud shaders to where they need to be to get picked up by ALM.Graham Linden graham@lindenlab.com
Modify autobuild.xml to use new libatmo w/ state save/restore fixes (addresses font render glitch). Put in nSight debug support.
2018-02-18Atmospherics WIPGraham Linden graham@lindenlab.com
libatmosphere integrated in indra/llrender/llatmosphere.cpp Still working on runtime shaders to use libatmosphere precomputed atmospherics textures
2017-10-05Skys settings object active.Rider Linden
2015-11-10remove execute permission from many files that should not have itOz Linden
2013-10-10Quite down log spam from loading shaders.Dave Parks
Up bone cap to 64 for rigged meshes.
2013-09-18The unbearable lightness of being norspecGraham Linden
2013-07-25NORSPEC-325 WIP restore gamma (uncorrected) attenuation and unify sRGB ↵Graham Linden
conversion in one place
2013-07-24NORSPEC-311 make post deferred (alpha objects) respect same gamma ramp as ↵Graham Linden
deferred (opaque objects)
2013-06-21Automated merge with file:///F:%5Cviewer-bearDave Parks
2013-05-23NORSPEC-198, NORSPEC-176, NORSPEC-106 WIP Fix for various fullbright/shiny ↵Dave Parks
descrepencies.
2013-05-09Merge downstream code and viewer-betasimon
2013-04-26Provide LLGLSLShader backwards compat so as not to break the appearance utilityGraham Madarasz
2013-04-25Merge 3.5.1 into MaterialsGraham Madarasz
2013-03-29Update Mac and Windows breakpad builds to latestGraham Madarasz
2013-03-04MAINT-2371 More optimizations.Dave Parks
Reviewed by Graham
2013-01-30Specular map support. This is the vast majority of the material parameters ↵Geenz
implemented at this point for opaque geometry.
2013-01-25Trying to set materials up for rendering! Yay!Geenz
2013-01-11Initial (largely complete) gamma correct rendering implementation.Geenz
2012-08-29Use an unordered map for custom #defines instead of a map. Lookups are ↵Jonathan Goodman
faster, and we don't really care about any particular order anyways for these.
2012-08-28Added support for adding custom preprocessor definitions (for shader ↵Jonathan Goodman
permutations)
2012-06-22mergeDave Parks
2012-05-25MAINT-616 Faster issuance of occlusion queries.Dave Parks