Age | Commit message (Collapse) | Author |
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blocks in several shaders).
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De-duplicate ambient occlusion shader code and move to new aoUtil.glsl
Split shared shadow tap funcs into shadowUtil.glsl
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Eliminate 20+ callsites with copy-paste of getPosition and/or getNorm code.
Make pipeline use getShadowTarget/releaseShadowTarget consistently.
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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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viewer
FIXED
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conversion in one place
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match more closely
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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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Assume that light attenuation wants to be linearized before we apply gamma correction.
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*before* glow and other post processing effects that don't care about being gamma correct.
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transform so we can store the environment intensity in the blue channel.
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approximation in light curves. Fix fresnel math.
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enabled
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terrainF and treeF.
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for texture indices in the data stream. Also rework gl_FragColor overrides to not collide with some odd driver implementations.
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outputs -- no more deprecation warnings on nvidia
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complete, preview renders and debug displays still pending. Also fixed a render glitch and a crash (JIRAs listed).
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texture rendering based on available hardware.
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See https://wiki.lindenlab.com/wiki/License_Substitution for details.
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back-out the back-out for this branch. yay.
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