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path: root/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
AgeCommit message (Expand)Author
2024-06-141736 audit texture image unit usage on os x (#1739)Dave Parks
2024-06-04Merge remote-tracking branch 'origin/release/materials_featurette' into proje...Brad Linden
2024-06-04#1614 Fix for moire pattern in specular highlights. Incidental cleanup.RunitaiLinden
2024-05-29#1530 Increase joint limit for GLTF Assets (#1582)Dave Parks
2024-05-23Merge remote-tracking branch 'origin/DRTVWR-600-maint-A' into brad/merge-main...Brad Linden
2024-05-15Post-merge spaces fixAndrey Lihatskiy
2024-04-29#824 Process source files in bulk: replace tabs with spaces, convert CRLF to ...Andrey Lihatskiy
2024-04-21Fix sampling normals from gbuffer and cleanup redundant gbuffer samples (#1294)Rye Mutt
2024-04-19#1139 Fix for world going black/white in some scenes (NaNs) (#1273)RunitaiLinden
2023-10-02SL-20394 Remove "glare" effect from PBR alpha shaders.RunitaiLinden
2023-06-01DRTVWR-559 Rebalance PBR against Blinn-Phong.RunitaiLinden
2023-05-17SL-19655 Decruft legacy GLSL shaders and now unused build queues.RunitaiLinden
2023-04-14DRTVWR-559 Balance night scenes against release, nudge glow down a smidge, re...RunitaiLinden
2023-04-06SL-19538 Followup -- scrub all possible sources of NaNs, make dynamic exposur...Dave Parks
2023-03-02SL-19281 Post review cleanup.Dave Parks
2023-03-02SL-19281 Unify handling of haze and gamma between fullbright and not and move...Dave Parks
2023-02-24SL-19212 Resurrect glare and apply to PBR materials as well (and fix color mi...Dave Parks
2023-02-07SL-19147 Water quality pass. Remove gl_FragDepth writes from sky rendering (...Dave Parks
2022-11-14Merged in SL-18332 (pull request #1194)Jonathan Goodman
2022-10-13SL-18340: Consolidate shared pbr shading into calcDiffuseSpecular, pbrBaseLightCosmic Linden
2022-10-10SL-18190 Fix alpha not playing nice with water surface by split LLDrawPoolAlp...Dave Parks
2022-10-06SL-18190 Water shader WIP. Better parallax correction for sphere probes. Re...Dave Parks
2022-10-05SL-18190 WIP - Add refraction to water without splitting scene between above ...Dave Parks
2022-09-29SL-18190 End of linear space odyssey -- just eat the conversions in atmospher...Dave Parks
2022-09-28SL-18190 WIP - Linear space atmospherics take 2Dave Parks
2022-09-19SL-18190 Faster better stronger radiance/irradiance mapsDave Parks
2022-09-17Fix for overbright and artifacted radiance maps on NVIDIA hardwareDave Parks
2022-09-17Cleanup more unused functions and fix spotLightF (whoops)Dave Parks
2022-09-17Fix for spotlights in background not matching foreground. Remove some unused...Dave Parks
2022-09-17Adjust radiance maps to better match SubstanceDave Parks
2022-09-17Make sure specular highlights from punctual lights don't fall off of polished...Dave Parks
2022-09-17WIP - switch PBR implementationsDave Parks
2022-09-14SL-17701 Fix coding policyAndrey Kleshchev
2022-09-13SL-17701 WIP -- Cleanup/refactor PBR lighting implementation and get parity b...Dave Parks
2022-08-29Merge branch 'DRTVWR-559' of bitbucket.org:lindenlab/viewer into SL-17967Howard Stearns
2022-08-26DRTVWR-559: Cleanup: Preserve note about legacy dist_atten magic numberPtolemy
2022-08-26DRTVWR-559: PBR: Cleanup debugPtolemy
2022-08-25SL-17967 compiles and runs by avoiding the featuresHoward Stearns
2022-08-24DRTVWR-559: CleanupPtolemy
2022-08-24SL-17702: PBR: Use legacy attenuation for point lightsPtolemy
2022-08-24SL-17702: PBR: Optimize BRDF diffusePtolemy
2022-08-23SL-17766: PBR: Add V_GGX referencesPtolemy
2022-08-23SL-17703: PBR: Clamp roughness to minimum to match Blender, etc.Ptolemy
2022-08-23SL-17703: PBR: Move IOR calcF0() to deferred utilsPtolemy
2022-08-22SL-17975: PBR: Add light debuggingPtolemy
2022-08-10SL-17763: PBR: Add common spotlight ambiance calcs to deferred utilitiesPtolemy
2022-08-02SL-17762: PBR: Fix falloffPtolemy
2022-08-02SL-17762L PBR: Move texture2DLodDiffuse() to defferredUtilPtolemy
2022-08-02SL-17762: PBR: Cleanup code, add clipProjectedLightVars()Ptolemy
2022-07-15SL-17702: PBR: Cleanup light shaders to use calcHalfVectors, remove da alias,...Ptolemy