Age | Commit message (Collapse) | Author |
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* #975 Add RenderHDRISplitScreen debug setting
* Create hdri_local_preview.md
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* #926 WIP - HDRI import prototype v0
* #926 WIP -- add OpenEXR to autobuild.xml
* #926 WIP -- Add OpenEXR cmake
* #926 WIP -- Attempt at using OpenEXR autobuild package and don't hard code .exr file to load
* #926 Unmangle autobuild.xml and get dll's in the right place (thanks, Caladbolg!)
* implement mac shared libs plumbing for OpenEXR for secondlife/viewer#926
* Fix Xcode/clang compile error regarding new[]/delete[] mismatch
* #926 HDRI Preview finishing touches.
- Full ACES when HDRI is enabled
- Fix for probes getting stuck paused
- Add exposure and rotation controls
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Co-authored-by: Brad Linden <brad@lindenlab.com>
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remove exposure correction from legacy fullbright balance PBR materials against legacy.
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* SL-19538 Remove hacky ambiance scale and take the mittens off probe ambiance values. Fix for sky brightening being done in sRGB space.
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luminance and distance to center of screen, rebalance night, don't rely on blending not clamping R16F.
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to exposure sample.
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hacky HDR sky reflections).
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remove some unused glsl files.
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shader and remove redundant and slow class2 version.
# Conflicts:
# indra/newview/app_settings/shaders/class2/deferred/skyF.glsl
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-- make desired interface but brute force color conversions). Placeholder PBR water and move to deprecate forward rendering shaders.
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Removed some potential div-by-0 NaNs and a mangled clamp.
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Fix glow calcs in sky shaders (not just the not shared enough atmospherics funcs).
Revert 10625 attempted fix as it breaks baggy clothes as much as skipping readbacks does.
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Fix emissives without normal maps clobbering the alpha output in materialF.
Modify glow size calc to get close to pre-EEP sun glow behavior (may require sky vert settings >= mid).
Make bake ignore alpha readback for Intel until we can determine why their drivers now go boom.
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Remove use of distance multiplier from sky shaders (but leave in the atmospherics helpers).
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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).
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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.
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Use color channel for trees instead of shenanigans to get proper diffuse colors to shaders.
Remove fudge factors on density modifier in class1 sky.
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Fix light atten and transmittance calcs breaking ambient color contrib to fog.
Needs to be tested on DRTSIM-415 or better to get legacy viewer settings that match EEP.
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Gave clouds the Bob Ross treatment.
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settings.
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to WL).
Remove all refs to now unused calcFragAtmospherics.
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Fix side-effects of having both sun and moon as potential directional light contributors.
We pass an int to the shader indicating which to prefer instead of making per-pixel decisions
and pass the moonlight color/di independently.
Obsolete llsettingssky fade color which was unused elsewhere and cached for no reason.
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on Intel HD 3000, 10.7.2
* Fixed up shaders to add haze_density and blue_density together correctly as vec4's rather than
relying on the shader compiler to add them together properly.
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enabled on Intel HD 3000, 10.7.2
Refactored WindLight estate settings to use float uniforms in the shaders that
only need it, rather than vec4's for everything.
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using shaders.
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texture rendering based on available hardware.
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GL_ARB_texture_multisample instead.
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