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path: root/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
AgeCommit message (Collapse)Author
2023-02-03SL-19148 Decruft followthrough -- decruft shader tree and some remaining ↵Dave Parks
forward rendering code.
2022-09-27SL-18190 WIP -- Take 2 on linear space windlight (more methodical approach ↵Dave Parks
-- make desired interface but brute force color conversions). Placeholder PBR water and move to deprecate forward rendering shaders.
2022-09-26SL-18190 WIP - Windlight to linear space proof of concept, better parity ↵Dave Parks
between release viewer and materials viewer when reflections disabled. Avoid run-away probe ambiance.
2022-09-20SL-18190 Reduce banding (stay in linear space as much as possible, increase ↵Dave Parks
precision of reflection probes). Faster radiance and irradiance map generation.
2022-09-13SL-17701 WIP -- Cleanup/refactor PBR lighting implementation and get parity ↵Dave Parks
between deferred and alpha passes for sunlight and IBL.
2022-04-11SL-17194 Impostor quality pass 2 (and fix for fully transparent rigged ↵Dave Parks
attachments rendering to depth buffer)
2022-04-11SL-17173 Impostor quality pass.Dave Parks
2022-03-24SL-17028 Fix for inconsistent ordering of transparent rigged meshes and ↵Dave Parks
removal of glow-only rigged meshes from depth buffer.
2021-11-12SL-14895, restore previous post-deferred alpha behaviorDave Houlton
2020-03-06Fix for mismatch on angular attenuation between sunlight on opaque and ↵Runitai Linden
transparent objects from last commit.
2020-03-05WIP - Windlight sun lighting should happen in sRGB space, not linear space. ↵Runitai Linden
This keeps ambient from getting overblown and better matches environment lighting with ALM on/off.
2020-03-04WIP - fix various inconsistencies in sRGB vs linear color space. Fix ↵Runitai Linden
inconsistencies between softenLightF.glsl, materialF.glsl, and alphaF.glsl
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.
2019-07-12SL-11588Graham Linden
Make avatar alpha shader ignore vertex color again.
2019-07-10SL-1491Graham Linden
Make sun additive contribition depend on facing the sun (without breaking fog). Put back scaling factor keeping sun contrib from blowing out with new FS param range for glow.
2019-07-02SL-11533Graham Linden
Make alpha shader include vertex color modulation in both srgb and linear flavors.
2019-06-18SL-10829 the 2ndGraham Linden
Made pointLightF use correct colorspace as multiPoint already was.
2019-06-18SL-10969Graham Linden
Remove ambiance handling from alpha and blended materials objects for now. Still too many setups where they get blown out due to attenuation mismatches with deferred.
2019-06-11SL-11370, SL-11372, SL-11337Graham Linden
Fix culling on Low+ water reflection pass. Make Mid+ / High use class1 deferred sky again (no rainbows, but faster!). Fix setting of cloud color for deferred sky/cloud shaders. Put water reflections back in wrong colorspace for consistency with release.
2019-06-10SL-10969, SL-11051Graham Linden
Make fullbright alpha mask with mask cutoff == 0 not generate shadows. Adjust handling of ambient across forward and deferred again.
2019-05-31SL-11337Graham Linden
Fix handling of ambient (was getting reset to 1,1,1,1 unintentionally). Modify shaders to balance ambient across render modes again.
2019-05-29SL-10969Graham Linden
Modify ambient handling and forward projector lighting again to stamp out alpha fires.
2019-05-28SL-10969, SL-11073Graham Linden
Modify forward projector lighting to use falloff like the deferred lights. Make tex cache not evaluate evictions for size during validation passes.
2019-05-23Re-enable projector ambiance for forward alpha objects.Graham Linden
Undo attenuation hacks and balance with deferred path projector lighting.
2019-05-23Add render debug controls for forcing disable of ambient, sun, and local ↵Graham Linden
light contributions (engages AMBIENT_KILL, SUNLIGHT_KILL, and LOCAL_LIGHT_KILL defines in shaders to accomplish those tasks as required by each render mode).
2019-05-22SL-10969Graham Linden
Fix linear attenuation on forward projector lighting. Revert setup of falloff to prev code. Revert deferred water spec and tweak refl/refr blend.
2019-05-21SL-11238Graham Linden
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.
2019-05-13SL-10856Graham Linden
Modify calc of sunlight to avoid clipping in gamma correct on values outside 0-1 range. Modify shaders to put back ambient clamp tuned to be close to ambient contrib in low/mid lighting.
2019-05-06SL-11102, SL-11103Graham Linden
Fix diffuse boost in deferred lighting to match non-deferred. Make class2 soften not clamp shadow color to incoming alpha (make shadows appear on terrain underwater).
2019-05-06Fix missin atten and atten only applied when da > 0 in material and alpha ↵Graham Linden
shaders resp.
2019-05-03SL-11085Graham Linden
Remove ambient term clamping to get less dark shadows where we want less dark shadows in ALM.
2019-05-03SL-11075Graham Linden
Make alpha shader apply vert color everywhere.
2019-05-03SL-11087, SL-11086, SL-11092Graham Linden
Fix sun/moon glow factor bustage. Make darkness an option. Fix moon fade shader logic getting confused when sun was below horizon.
2019-05-02Roll back sRGB decode changes from contrib for now.Graham Linden
Fix direct light matching across alpha/blended-material/deferred. Get diffuse lighting to match from Low to Ultra.
2019-04-30SL-10856Graham Linden
Remove ambient clamp to keep shadows dark. Partial fix for class 3 ambient term being wrong.
2019-04-29SL-10956, SL-10969Graham Linden
Don't ignore far z in culling. Fix Mid lighting being very dark. Partial fix for broken projectors with forward rendering.
2019-04-29Remove hack mul of sunlight in alpha shader and add some taps for debugging ↵Graham Linden
the lighting pipe.
2019-04-26Lighting WIPGraham Linden
Consistency across class2/3/ALM lighting.
2019-04-26Make alpha projectors do projector clip test for consistency with deferred ↵Graham Linden
spot behavior.
2019-04-26Add projector light within da gtz test.Graham Linden
2019-04-25SL-10904, SL-10998, SL-11018Graham Linden
Fix handling of 1/light_y when y was tiny but getting even tinier. Add similar adjustment to shader version of same calc.
2019-04-25Fix dark ALM and strangeness at Mid lighting (class 3 but with a darkness ↵Graham Linden
about it). Make a distinct class3/lighting/lightV which boosts to WL levels (* 2.0) and make lighting without WL atmo enabled use class 2 or below. Make forward shaders (alpha and materialF with alpha-blend mode on) more consistent with deferred lighting.
2019-04-23SL-10901Graham Linden
Bias shadow sampling and allow control of how dark shadows are (clamped ambient).
2019-04-10SL-10901Graham Linden
Fix up shadow sampling and tweak shadow biasing. Clean up shader decls of unused funcs. Clean up whitespace diffs from release.
2019-04-10Fullbright + elimination of all references to calcFragAtmospherics.Geenz
--HG-- branch : OPEN-340
2019-04-09SL-5186Graham Linden
Fix falloff on projectors in forward rendering (different falloff calcs than deferred).
2019-04-08SL-5186Graham Linden
Make projector ambiance unshadowed in both forward and deferred for consistency.
2019-04-08Make ambient clamping consistent between class1/2 deferred lighting and ↵Graham Linden
forward rendering. Add decls for intermediate lighting values for debug.
2019-04-05SL-10896Graham Linden
Fix deferred water soften prog lightnorm getting stomped with rotated lightnorm, because it's a water shader and needs water atmo uniform values, but it's a deferred lighting shader that needs not-so-rotated lightnorms. Make sunlight_color not get auto-updated so we can get the correct value from mSunDiffuse. Remove mix to preserve bumps as it was washing out shadows.
2019-04-05SL-10821Graham Linden
Fix directionality of da and preserve bumps on completely shadowed areas.