Age | Commit message (Collapse) | Author |
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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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with UI and ReflectionMapManager
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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.
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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
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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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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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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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SL-9973
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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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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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sync w/ sim side which has not llunits types.
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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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libatmosphere integrated in indra/llrender/llatmosphere.cpp
Still working on runtime shaders to use libatmosphere precomputed atmospherics textures
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Up bone cap to 64 for rigged meshes.
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conversion in one place
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deferred (opaque objects)
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descrepencies.
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