Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-10-01 | SL-14696 SL-13629 Re-add gradation fix after merging a contribution | Andrey Kleshchev | |
2022-09-30 | Port required changes to render rainbows and sun dogs to class1 deferred sky ↵ | Rye Mutt | |
shader and remove redundant and slow class2 version. # Conflicts: # indra/newview/app_settings/shaders/class2/deferred/skyF.glsl | |||
2019-07-23 | SL-11621 | Graham Linden | |
Remove all references to unused shader var global_gamma. Remove many unused decls for gamma from shaders. Make post-deferred gamma correction use display_gamma. Make setting display_gamma use the correct RenderDeferredDisplayGamma setting. | |||
2019-06-19 | Sky fixes. | Graham Linden | |
Make class1 sky use pre-projection pos to get proper distances for attenuation. Make all sky shaders use the dist_mul again. Revert to using old sky tessellation logic (may regress bugs addressed by new tess code). | |||
2019-06-18 | Fix sky atmospherics in class1 to match class2 and Mid. | Graham Linden | |
2019-06-11 | SL-11370, SL-11372, SL-11337 | Graham Linden | |
Fix culling on Low+ water reflection pass. Make Mid+ / High use class1 deferred sky again (no rainbows, but faster!). Fix setting of cloud color for deferred sky/cloud shaders. Put water reflections back in wrong colorspace for consistency with release. | |||
2019-04-02 | SL-10857 | Graham Linden | |
Juggle forced frag depths for moon/sun/stars/sky to get depth fighting with distant terrain...wait for it...sorted. | |||
2019-02-01 | SL-9996, SL-1130, SL-5546 | Graham Linden | |
Fix bug with setting texture matrix for rigged mesh. Fix z-fighting between sea and sky in ALM by cheating sky, stars, and moon using gl_FragDepth. Fix handling of atmospheric haze glow w.r.t independent sun/moon positioning (we can no longer depend on them being mutex to each other). | |||
2019-02-01 | Roll back attempted fix for 9996 on ALM which has unacceptable knock-on effects. | Graham Linden | |
2019-02-01 | Fix issue with OSX shader compiler not implementing #if correctly (nice job, ↵ | Graham Linden | |
Timmy). | |||
2018-09-14 | SL-9632 add uniform and code to supress atmospherics in all shaders that ↵ | Graham Linden | |
could be used by HUDs Make sky and cloud shaders use common scaleSoftClip implementation in gammaF.glsl | |||
2018-06-11 | Make cloud rendering use textures defined in sky settings and add code to ↵ | Graham Linden | |
shaders to lerp between current and next cloud texture. | |||
2018-04-20 | Move class3 sky/cloud shaders to where they need to be to get picked up by ALM. | Graham Linden graham@lindenlab.com | |
Modify autobuild.xml to use new libatmo w/ state save/restore fixes (addresses font render glitch). Put in nSight debug support. | |||
2018-03-09 | Fix warnings from shaders and include EXTRA_CODE_HERE sentinel in places ↵ | Graham Linden graham@lindenlab.com | |
using DEFINE_GL_FRAGCOLOR for consistency. | |||
2015-11-10 | remove execute permission from many files that should not have it | Oz Linden | |
2013-05-23 | NORSPEC-198, NORSPEC-176, NORSPEC-106 WIP Fix for various fullbright/shiny ↵ | Dave Parks | |
descrepencies. | |||
2013-04-26 | Merge vwr-dev-mat | Graham Madarasz | |
2013-04-25 | Merge 3.5.1 into Materials | Graham Madarasz | |
2013-04-25 | NORSPEC-106 Fix for emissive mask overriding environment mask. | Dave Parks | |
2013-04-09 | Re-added RGB10_A2 normal buffer, this time encoded with a sphere map ↵ | Geenz | |
transform so we can store the environment intensity in the blue channel. | |||
2013-03-29 | Update Mac and Windows breakpad builds to latest | Graham Madarasz | |
2012-02-14 | SH-2908 More complete GLSL 1.20 compatibility pass. | Dave Parks | |
2012-02-10 | SH-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. | |||
2011-10-21 | SH-2240 Fix for OSX GLSL compiler not liking #ifndef gl_FragData | Dave Parks | |
2011-09-16 | SH-2243 work in progress -- don't use gl_FragColor or gl_FragData for ↵ | Dave Parks | |
outputs -- no more deprecation warnings on nvidia | |||
2011-09-16 | SH-2243 work in progress -- don't use deprecated shader state | Dave Parks | |
2011-08-17 | add proper copyright and license headers | Oz Linden | |
2011-05-31 | SH-1682 Dynamically adjust the number of texture channels to use for indexed ↵ | Dave Parks | |
texture rendering based on available hardware. | |||
2011-05-19 | SH-469 WIP -- get rid of LLMultiSampleBuffer and use ↵ | Dave Parks | |
GL_ARB_texture_multisample instead. |