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path: root/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
AgeCommit message (Collapse)Author
2023-05-17SL-19655 Decruft legacy GLSL shaders and now unused build queues.RunitaiLinden
2023-04-06SL-19538 Back off on sun brightening a bit, remove errant brightening of ↵Dave Parks
clouds, and update midday to not be red shifted.
2023-03-28DRTVWR-559 Dynamic exposure followup -- balance moon brightness and add glow ↵Dave Parks
to exposure sample.
2022-10-11SL-18190 Cleanup -- convert some vec4's to vec3's (as they really are), ↵Dave Parks
remove some unused glsl files.
2021-01-22SL-14707: Merge Sovereign Engineer's fix for clouds: Clouds are unusually ↵Ptolemy
dim in EEP
2020-09-29Merge branch 'master' 6.4.10 into DRTVWR-510Dave Houlton
2020-09-16DRTVWR-4976 Misc shader cleanup.Dave Houlton
Removed some potential div-by-0 NaNs and a mangled clamp.
2020-08-28SL-13768 clang-format shader files (whitespace)Dave Houlton
2020-08-28SL-13768 de-obfuscate cloud/sky vertex shadersDave Houlton
2020-08-28SL-13768 remove moon glow from sky and cloudsDave Houlton
2020-06-13SL-13084 Combined commit for the EEP specular color fixDave Houlton
SL-13084: Fix clouds flipped along East/West axis to match texture preview Cloud Image and direction to match Cloud Scroll SL-13804: Fix clouds flipped along East/West axis to match texture preview Cloud Image and direction to match Cloud Scroll SL-13084: Fix inverted cloud scroll with ALM is off SL-13084: Move texture coords section to top in class2/windlight/cloudsV to match class1/deffered/cloudsV SL-13084: Add references to other common files
2020-06-05SL-13084: Add references to other common filesPtolemy
2020-06-05SL-13804: Fix clouds flipped along East/West axis to match texture preview ↵Ptolemy
Cloud Image and direction to match Cloud Scroll
2020-06-05SL-13084: Fix clouds flipped along East/West axis to match texture preview ↵Ptolemy
Cloud Image and direction to match Cloud Scroll
2020-03-19Merged in SL-11589 (pull request #44)Michael Pohoreski
SL-11589 Approved-by: Dave Houlton <euclid@lindenlab.com>
2020-03-19SL-11589 Remove redundant setting vary_texcoord0, cleanup groupingPtolemy
2020-03-19SL-11589 Fix clouds drooping below horizonPtolemy
2020-03-18SL-12574 Add note about duplicated procedurally generated sky texturePtolemy
2019-08-13SL-11589Graham Linden
Modify altitude blend factor in cloud shaders to fade more aggressively and fix cloud rendering artifacts when at altitude.
2019-06-20SL-11373Graham Linden
Fix class2/windlight clouds.
2019-06-06SL-11374Graham Linden
Use color channel for trees instead of shenanigans to get proper diffuse colors to shaders. Remove fudge factors on density modifier in class1 sky.
2019-06-03SL-10966Graham Linden
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.
2019-05-07SL-11086Graham Linden
Re-fix sun/moon glow factor and make it depend on moon brightness. Make cloud shaders use sunlight color exclusively for consistency when moon is up or down.
2019-05-03SL-11070Graham Linden
Gave clouds the Bob Ross treatment.
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.
2019-04-22Fix mismatch between release and EEP in sunlight and ambient color from ↵Graham Linden
settings.
2019-04-19Fix sky and cloud shader usage of density_multiplier (not re-ranged from FS ↵Graham Linden
to WL). Remove all refs to now unused calcFragAtmospherics.
2019-03-21SL-10751Graham 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.
2019-02-06SL-10478Graham Linden
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.
2019-02-01SL-9996, SL-1130, SL-5546Graham Linden
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).
2019-01-25SL-10303, SL-10414Graham Linden
Fix positioning of sun/moon discs w.r.t atmo haze glow. Disable killing glow when sun is not up.
2019-01-24SL-10276Graham 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.
2015-11-10remove execute permission from many files that should not have itOz Linden
2013-03-29Update Mac and Windows breakpad builds to latestGraham Madarasz
2012-01-30EXP-2592 FIX -- (OS X Lion) Graphics issues with Atmospheric Shaders enabled ↵Leslie Linden
on Intel HD 3000, 10.7.2 * Fixed up shaders to add haze_density and blue_density together correctly as vec4's rather than relying on the shader compiler to add them together properly.
2012-01-30SH-2592 PROGRESS -- (OS X Lion) Graphics issues with Atmospheric Shaders ↵Leslie Linden
enabled on Intel HD 3000, 10.7.2 Refactored WindLight estate settings to use float uniforms in the shaders that only need it, rather than vec4's for everything.
2011-09-16SH-2243 work in progress -- don't use deprecated shader stateDave Parks
2011-09-15SH-2243 work in progress -- no more deprecated built-in matrix state when ↵Dave Parks
using shaders.
2011-08-19mergeDave Parks
2011-08-17add proper copyright and license headersOz Linden
2011-08-08SH-2242 Work in progress migrating to glVertexAttrib everywhereDave Parks
2011-05-31SH-1682 Dynamically adjust the number of texture channels to use for indexed ↵Dave Parks
texture rendering based on available hardware.
2011-05-19SH-469 WIP -- get rid of LLMultiSampleBuffer and use ↵Dave Parks
GL_ARB_texture_multisample instead.