Age | Commit message (Collapse) | Author |
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Make shaders use consistent naming and parameter order for transport and atmospheric helpers.
Share transport and gamma correction code where possible.
Add lots of asserts and other validation for when things don't go as planned.
Engage dumpShaderSource to get more source output with shader compilation fail.
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Remove moon_dir related shader code causing sunlight shadow artifacting.
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Make env panel update environment when jumping frame to frame.
Add separate funcs for sun/moon vectors in various coord systems.
Make haze glow only pay attention to sun (i.e. fix sun glow when moon is near horizon in daytime).
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format.
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and unify on using the version that works on OSX.
Add more logging to shader loading about fallbacks and loading succcess.
Add frag shaders for sharing sRGB and normal encode/decode via GL shader linkage.
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as necessary.
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using DEFINE_GL_FRAGCOLOR for consistency.
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alpha/non/ALM/non-ALM
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10.6.8 nV driver issues
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conversion in one place
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match more closely
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deferred (opaque objects)
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issues, alpha-blend objects still missing haze underwater
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dist broken
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no refl, no water dis
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divides from various lighting functions.
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falloff (again).
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rendering WRT to windlight and legacy shininess.
Reviewed by Graham (a little bit).
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and remove haxors
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https://bitbucket.org/lindenlab/viewer-development-materials
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used and glossiness bludgeoning environment intensity.
Reviewed/written by Graham.
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damped by glossiness
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calculator instead of binormal calculator, convert binormal centric code to tangent centric)
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testing based overhaul WIP
Reviewed by Graham
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descrepencies.
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with nV mobile graphics cards
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transform so we can store the environment intensity in the blue channel.
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map alpha.
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