| Age | Commit message (Collapse) | Author | 
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dim in EEP
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Removed some potential div-by-0 NaNs and a mangled clamp.
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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
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Cloud Image and direction to match Cloud Scroll
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Cloud Image and direction to match Cloud Scroll
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SL-11589
Approved-by: Dave Houlton <euclid@lindenlab.com>
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Modify altitude blend factor in cloud shaders to fade more aggressively and fix cloud rendering artifacts when at altitude.
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Fix class2/windlight clouds.
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Use color channel for trees instead of shenanigans to get proper diffuse colors to shaders.
Remove fudge factors on density modifier in class1 sky.
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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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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.
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Gave clouds the Bob Ross treatment.
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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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settings.
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to WL).
Remove all refs to now unused calcFragAtmospherics.
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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.
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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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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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Fix positioning of sun/moon discs w.r.t atmo haze glow.
Disable killing glow when sun is not up.
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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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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.
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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.
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using shaders.
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texture rendering based on available hardware.
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GL_ARB_texture_multisample instead.
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