Age | Commit message (Collapse) | Author | |
---|---|---|---|
2019-06-11 | SL-11370, SL-11372, SL-11337 | Graham 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. | |||
2019-05-03 | SL-11070 | Graham Linden | |
Gave clouds the Bob Ross treatment. | |||
2019-05-03 | SL-11075 | Graham Linden | |
Make alpha shader apply vert color everywhere. | |||
2019-05-02 | Roll 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. | |||
2019-04-02 | SL-10855 | Graham Linden | |
Apply sRGB colorspace to deferred cloud output. | |||
2019-03-21 | SL-10751 | Graham Linden | |
Fix skydome VB generation to cover entire range of phi (give sky pants). Add shader code to fade out clouds to simulate old look at altitude. | |||
2019-01-24 | SL-10276 | Graham 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. | |||
2018-10-16 | SL-1289 take two at providing cloud variance to break up tiling monotony | Graham Linden | |
2018-10-09 | SL-1289 | Graham Linden | |
add cloud_variance control for randomized perturbance of clouds to break up tiling monotony | |||
2018-09-14 | SL-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 | |||
2018-07-10 | Fix star rendering issues in ALM. | Graham Linden | |
2018-06-11 | Make cloud rendering use textures defined in sky settings and add code to ↵ | Graham Linden | |
shaders to lerp between current and next cloud texture. | |||
2018-03-09 | Fix warnings from shaders and include EXTRA_CODE_HERE sentinel in places ↵ | Graham Linden graham@lindenlab.com | |
using DEFINE_GL_FRAGCOLOR for consistency. | |||
2015-11-10 | remove execute permission from many files that should not have it | Oz Linden | |
2013-03-29 | Update Mac and Windows breakpad builds to latest | Graham Madarasz | |
2012-02-14 | SH-2908 More complete GLSL 1.20 compatibility pass. | Dave Parks | |
2012-02-10 | SH-2908 Rework indexed texture rendering to use a uvec4 instead of a float ↵ | Dave Parks | |
for texture indices in the data stream. Also rework gl_FragColor overrides to not collide with some odd driver implementations. | |||
2011-10-21 | SH-2240 Fix for OSX GLSL compiler not liking #ifndef gl_FragData | Dave Parks | |
2011-09-16 | SH-2243 work in progress -- don't use gl_FragColor or gl_FragData for ↵ | Dave Parks | |
outputs -- no more deprecation warnings on nvidia | |||
2011-09-16 | SH-2243 work in progress -- don't use deprecated shader state | Dave Parks | |
2011-08-17 | add proper copyright and license headers | Oz Linden | |
2011-05-31 | SH-1682 Dynamically adjust the number of texture channels to use for indexed ↵ | Dave Parks | |
texture rendering based on available hardware. | |||
2011-05-19 | SH-469 WIP -- get rid of LLMultiSampleBuffer and use ↵ | Dave Parks | |
GL_ARB_texture_multisample instead. |