Age | Commit message (Collapse) | Author |
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Fix broken throttling of sky/envmap updates.
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Add code to force a usage hint when VBOs are disabled and make useBVOs reflect that as well.
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Make shadowAlphaMask shader ignore vertex alpha before discards iff we're a fullbright object.
Keep llappearance from stuffing dangling pointers into the alpha cache (crash iff you're using nSight debugging and disable readbacks).
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Convince Geenzo code to get a little DeMorgan in it.
Trophy Unlocked: make all alpha textures partcipate in picking.
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Fix light atten and transmittance calcs breaking ambient color contrib to fog.
Needs to be tested on DRTSIM-415 or better to get legacy viewer settings that match EEP.
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Fix ambient light inputs to the renderer.
Fix 3rd sky shader w/ mistaken density mod conversion.
Make ambient clamp apply to all modes.
Tune ALM ambient clamp to match non-ALM.
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Make OpenGL 3.3 cards not false alarm on version 140 shader reqs.
Makes deferred rendering work on low-end GPUs more often.
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Make haze look more like WL.
Make lack of sun and moon mean black and fixed dir to prevent spooky underlighting.
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Fix direct light matching across alpha/blended-material/deferred.
Get diffuse lighting to match from Low to Ultra.
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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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Still some work to go here. Largely related to how certain values (i.e., SSAO mix values) are supplied. But so far, so good.
--HG--
branch : OPEN-340
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sRGB decode support.
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opt-in.
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Will wait for a response from @graham_linden regarding moving the sRGB conversion functions in llmath.h to llrender.
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Make sure lights are in the correct color space.
Bonus: cache the sRGB color in setLightColor on point and spot lights. Frees up a pow and some multiplies on the CPU every frame.
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Thou shall always read the sky cubemap as sRGB using hardware sampling.
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can set uniforms for shaders along with other light params.
Fix atten calcs to not use abs val.
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Don't step on SUNLIGHT_COLOR uniform w/ syncLightState competing set.
Put drawpool alpha render loop lighting setup changes as they were
(this will give back some performance and possibly require reopening 10566).
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fix diffs between EEP and VR.
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Also fix ref to removed extra GLSL link module.
'warn-on-failure:no-tabs'
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'warn-on-failure:no-tabs'
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Fix reflection/distortion map culling planes again.
Fix broken handling of shadow disables in ALM forward shaders.
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Disable pre-cull of water causing refraction/reflection map generation more than is necessary.
Re-org alpha draws to limit state changes based on render type.
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Fix broken matrix management code causing modelview mats to be used as tex anim mats
(do not depend on default matrix mode already being set).
Give the deferred terrain shader a name.
Make LLRender use the eMatrixMode enum instead of ints.
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Fix distortion map rendering in deferred mode not including underwater fog effects.
Fix distortion map rendering not including post-deferred content at all.
Fix distortion map rendering not including anything but sky when camera is underwater.
Update sun_up_factor/sunmoon_glow_factor uniforms even when sun disc isn't in use.
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Make moon texture from default daycycle the default moon texture id and use it for the default and blank assets in the picker.
Fix handling of MM_TEXTURE to correctly detect when texture units outside the range 0-3
are used with texture matrix ops to prevent mem overwrite bug and/or asserts.
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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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Pass projector ambiance as the .w element of the light_attenuation uniform
so that alpha shader can emulate the behavior of proper spot projectors.
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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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Timmy).
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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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