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path: root/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl
AgeCommit message (Collapse)Author
2019-05-02Roll back sRGB decode changes from contrib for now.Graham Linden
Fix direct light matching across alpha/blended-material/deferred. Get diffuse lighting to match from Low to Ultra.
2019-04-30SL-11071Graham Linden
Make sun disc and moon shaders use sRGB hardware tex sampling. Remove sun disc shader use of fullbright transport (fogging).
2019-04-15SL-10968Graham Linden
Tweak forced frag depths for sun/moon disc images to resolve depth fighting with hills etc.
2019-04-02SL-10857Graham Linden
Juggle forced frag depths for moon/sun/stars/sky to get depth fighting with distant terrain...wait for it...sorted.
2019-02-25SL-9806Graham Linden
Remove fade effect on sun disc as it nears horizon (stars poke through).
2019-02-04SL-10459Graham Linden
Use gl_FragDepth on deferred sun disc to fix z-fighting with sky dome and get layering of sky/stars/sun/moon/clouds correct.
2019-01-25SL-10303Graham Linden
Modify sun disc shader to better position itself within the sun glow and to fade as the sun approaches the horizon (to mask where the position difference is greatest).
2018-08-30MAINT-9064Graham Linden
Fix binding of current/next sun/moon textures. Remove redundant code in GLSLShader determination of tex uniform bindings. Unhack mix calls in sun/moon shaders to reverse sense of blending (was working around reversed bindings).
2018-07-19Modify deferred sun disc and moon shaders to write all deferrred gbuffer ↵Graham Linden
channels and fix rendering issue from norm/spec channels during lighting.
2018-07-03MAINT-8838 render a sun disc if the texture(s) are provided by WL settings ↵Graham Linden
(default is no sun disc and just haze) Refactor sky texture optimization to retain building the cubemap used by shiny.