Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-11-14 | Merged in SL-18332 (pull request #1194) | Jonathan Goodman | |
First pass of Screen Space Reflections Approved-by: Dave Parks | |||
2022-10-13 | SL-18340: Consolidate shared pbr shading into calcDiffuseSpecular, pbrBaseLight | Cosmic Linden | |
2022-10-10 | SL-18190 Fix alpha not playing nice with water surface by split ↵ | Dave Parks | |
LLDrawPoolAlpha into two passes, one above water, one below water, and clip against water plane. Currently brute forces two complete alpha passes, still need to cull against water plane and add support for fullbright shaders. | |||
2022-10-06 | SL-18190 Water shader WIP. Better parallax correction for sphere probes. ↵ | Dave Parks | |
Reduce probe memory footprint. Remove framebuffer copies and move to deprecate stencil buffer usage. | |||
2022-10-05 | SL-18190 WIP - Add refraction to water without splitting scene between above ↵ | Dave Parks | |
and below water | |||
2022-09-29 | SL-18190 End of linear space odyssey -- just eat the conversions in ↵ | Dave Parks | |
atmosphericsFuncsF for sunlight and additive, but leave linear ambient in tact. | |||
2022-09-28 | SL-18190 WIP - Linear space atmospherics take 2 | Dave Parks | |
2022-09-19 | SL-18190 Faster better stronger radiance/irradiance maps | Dave Parks | |
2022-09-17 | Fix for overbright and artifacted radiance maps on NVIDIA hardware | Dave Parks | |
2022-09-17 | Cleanup more unused functions and fix spotLightF (whoops) | Dave Parks | |
2022-09-17 | Fix for spotlights in background not matching foreground. Remove some ↵ | Dave Parks | |
unused functions. | |||
2022-09-17 | Adjust radiance maps to better match Substance | Dave Parks | |
2022-09-17 | Make sure specular highlights from punctual lights don't fall off of ↵ | Dave Parks | |
polished surfaces | |||
2022-09-17 | WIP - switch PBR implementations | Dave Parks | |
2022-09-14 | SL-17701 Fix coding policy | Andrey Kleshchev | |
2022-09-13 | SL-17701 WIP -- Cleanup/refactor PBR lighting implementation and get parity ↵ | Dave Parks | |
between deferred and alpha passes for sunlight and IBL. | |||
2022-08-29 | Merge branch 'DRTVWR-559' of bitbucket.org:lindenlab/viewer into SL-17967 | Howard Stearns | |
2022-08-26 | DRTVWR-559: Cleanup: Preserve note about legacy dist_atten magic number | Ptolemy | |
2022-08-26 | DRTVWR-559: PBR: Cleanup debug | Ptolemy | |
2022-08-25 | SL-17967 compiles and runs by avoiding the features | Howard Stearns | |
2022-08-24 | DRTVWR-559: Cleanup | Ptolemy | |
2022-08-24 | SL-17702: PBR: Use legacy attenuation for point lights | Ptolemy | |
2022-08-24 | SL-17702: PBR: Optimize BRDF diffuse | Ptolemy | |
2022-08-23 | SL-17766: PBR: Add V_GGX references | Ptolemy | |
2022-08-23 | SL-17703: PBR: Clamp roughness to minimum to match Blender, etc. | Ptolemy | |
2022-08-23 | SL-17703: PBR: Move IOR calcF0() to deferred utils | Ptolemy | |
2022-08-22 | SL-17975: PBR: Add light debugging | Ptolemy | |
2022-08-10 | SL-17763: PBR: Add common spotlight ambiance calcs to deferred utilities | Ptolemy | |
2022-08-02 | SL-17762: PBR: Fix falloff | Ptolemy | |
2022-08-02 | SL-17762L PBR: Move texture2DLodDiffuse() to defferredUtil | Ptolemy | |
2022-08-02 | SL-17762: PBR: Cleanup code, add clipProjectedLightVars() | Ptolemy | |
2022-07-15 | SL-17702: PBR: Cleanup light shaders to use calcHalfVectors, remove da ↵ | Ptolemy | |
alias, and unused sa | |||
2022-07-15 | SL-17702: PBR: Stub in light attenuation | Ptolemy | |
2022-07-14 | SL-17702: PBR: First pass point lights | Ptolemy | |
2022-07-14 | SL-17764: PBR: Add light shaders to class 3 deferred | Ptolemy | |
2019-01-30 | SL-10415, SL-10434 | Graham Linden | |
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). | |||
2018-12-06 | De-duplicate deferred gbuffer access for getPosition/getNorm. | Graham Linden | |
De-duplicate ambient occlusion shader code and move to new aoUtil.glsl Split shared shadow tap funcs into shadowUtil.glsl | |||
2018-12-03 | SL-10055 | Graham Linden | |
Modify handling of directional light to prefer sun when it is up but use moon dir/color when it is alone in the sky. Modify handling of shader in shaders to get some shadowing of ambient and nighttime shadowing. | |||
2018-11-14 | Work around broken deps on atmospheric vars in the frag-based deferred ↵ | Graham Linden | |
lighting pipe. | |||
2018-11-09 | Add missing new shader files. | Graham Linden | |