Age | Commit message (Collapse) | Author |
|
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).
|
|
fix diffs between EEP and VR.
|
|
Also fix ref to removed extra GLSL link module.
'warn-on-failure:no-tabs'
|
|
'warn-on-failure:no-tabs'
|
|
|
|
Fix reflection/distortion map culling planes again.
Fix broken handling of shadow disables in ALM forward shaders.
|
|
|
|
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.
|
|
|
|
|
|
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.
|
|
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.
|
|
|
|
|
|
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.
|
|
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.
|
|
Pass projector ambiance as the .w element of the light_attenuation uniform
so that alpha shader can emulate the behavior of proper spot projectors.
|
|
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).
|
|
|
|
|
|
Timmy).
|
|
Intel HD x000 compiler a fighting chance.
More WIP for edge-specific water shader for 9996.
|
|
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).
|
|
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).
|
|
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.
|
|
|
|
instead of a variable of type decltype(expression).
Using SHGetKnownFolderPath(FOLDERID_Fonts) in LLFontGL::getFontPathSystem()
requires new Windows #include files.
A variable with a constructor can't be declared within the braces of a switch
statement, even outside any of its case clauses.
|
|
Use LLStringUtil::getenv() or getoptenv() whenever we fetch a string that will
be used as a pathname.
Use LLFile::tmpdir() instead of getenv("TEMP").
As an added extra-special bonus, finally clean up $TMP/llcontrol-test-zzzzzz
directories that have been accumulating every time we run a local build!
|
|
De-duplicate ambient occlusion shader code and move to new aoUtil.glsl
Split shared shadow tap funcs into shadowUtil.glsl
|
|
objects (current source of Intel ig4icd driver crash).
|
|
Fix class 1 and 2 transport/gamma funcs and made usage consistent across all shaders.
Fix class1\environment\waterV reverting to old d1/d2 names for wave directions.
|
|
|
|
|
|
|
|
Eliminate 20+ callsites with copy-paste of getPosition and/or getNorm code.
Make pipeline use getShadowTarget/releaseShadowTarget consistently.
|
|
|
|
SL-9973
|
|
Give wave direction uniforms more meaningful names in shaders.
Add comments on glow size/focus conversions for clarity.
|
|
add cloud_variance control for randomized perturbance of clouds to break up tiling monotony
|
|
Add optional moon brightness setting
|
|
More settings for rainbow/halo atmospheric effects, final default asset UUIDs, and shader mods.
|
|
|
|
could be used by HUDs
Make sky and cloud shaders use common scaleSoftClip implementation in gammaF.glsl
|
|
Fix sky depth-testing with advanced atmospherics.
|
|
trying to load while debugging.
|
|
Enable sky density panel to update advanced atmo precomputed textures.
Take wild stab at appropriate ranges for density parameters in edit panel UI.
Clean up debug-only code that isn't necessary anymore.
Point autobuild at latest version of libatmosphere package.
|
|
we were claiming to use in rendering.
First pass at sky shader using libatmosphere sky radiance lookup.
Add atmo density controls to ext daycycle floater tabs.
|
|
|
|
|
|
|