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path: root/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
AgeCommit message (Collapse)Author
2019-07-12SL-11109Graham Linden
Make shadowAlphaMask shader ignore vertex alpha before discards iff we're a fullbright object. Keep llappearance from stuffing dangling pointers into the alpha cache (crash iff you're using nSight debugging and disable readbacks).
2019-06-18SL-11051Graham Linden
Make genDrawInfo pay more attention to faces with 100% transparency that are not invisiprims.
2019-06-18SL-11109Graham Linden
Move vert alpha multiply back before discard tests to fix object transparency only object shadow casting. Very likely re-breaks SL_11051 making fullbright alpha mask objects not cast when they should (due to broken vertex alpha...).
2019-06-10SL-10969, SL-11051Graham Linden
Make fullbright alpha mask with mask cutoff == 0 not generate shadows. Adjust handling of ambient across forward and deferred again.
2019-06-05SL-11109, SL-11342, SL-11051Graham Linden
Fix handling of objects with object transparency by diffuse alpha mode none and replace discard test to allow diffuse mode alpha blend objects to not falsely cast shadows.
2019-05-31SL-11051Graham Linden
Make shadow alpha mask shader ignore vert alpha (if it mattered, it'd be blended anyway). Modify deferred fullbrightF to use same handling of alpha masking as shadows for consistency (esp when mask cutoff == 0).
2019-05-09SL-11109Graham Linden
Fix alpha mask shadows to mult vert alpha prior to discard tests and obey min alpha settings. Make shadow/shadowAlphaMask use consistent varying and output. Also fixes bug with 0% and 1% transparency providing varying different visual results.
2019-04-25SL-11051Graham Linden
Fix alpha tests in alpha mask shadow shader to not include potentially incorrect vert color alpha in decision.
2019-01-17SL-10368Graham Linden
Fix OSX shader compile bug from use of #if FOO instead of #ifdef FOO or #if defined(FOO) preventing atmospherics (and thus ALM) from working on OSX.
2018-03-09Fix warnings from shaders and include EXTRA_CODE_HERE sentinel in places ↵Graham Linden graham@lindenlab.com
using DEFINE_GL_FRAGCOLOR for consistency.
2015-11-10remove execute permission from many files that should not have itOz Linden
2013-04-25Merge 3.5.1 into MaterialsGraham Madarasz
2013-04-15NORSPEC-49 Add shader profiler, add support for ARB_depth_clamp where availableDave Parks
2013-03-29Update Mac and Windows breakpad builds to latestGraham Madarasz
2012-04-22remove a now-unused uniform.Adam Moss
2012-04-21STORM-1819: Ternary/graded shadow supportAdam Moss
a bunch of trivial clean-ups and commentary.
2012-04-21STORM-1819: Ternary/graded shadow supportAdam Moss
Coalesced patchset.
2012-02-13SH-2908 Fix for shaders failing to compile when using GLSL 1.20 or 1.10 profile.Dave Parks
2012-02-10SH-2908 Rework indexed texture rendering to use a uvec4 instead of a float ↵Dave Parks
for texture indices in the data stream. Also rework gl_FragColor overrides to not collide with some odd driver implementations.
2011-11-21SH-2708 Fix for broken shadows on alpha objectsDave Parks
2011-11-02SH-2541 Fix for speckles on avatar on some cards -- don't use ↵Dave Parks
"maximum_alpha" for alpha tests in shaders as it was always being set to 1.0 anyway.
2011-09-24SH-2244 Fix for shaders not compiling on pre-GL-3.0 ATI driversDave Parks
2011-09-16SH-2243 work in progress -- don't use gl_FragColor or gl_FragData for ↵Dave Parks
outputs -- no more deprecation warnings on nvidia
2011-09-16SH-2243 work in progress -- don't use deprecated shader stateDave Parks
2011-08-19correct coding policy problemsOz Linden
2011-07-29SH-2181 Fix for alpha flickering when basic shaders enabled (don't use ↵Dave Parks
glAlphaFunc when shaders are available). Reviewed by Leslie