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path: root/indra/newview/app_settings/shaders/class1/deferred
AgeCommit message (Collapse)Author
2019-06-18SL-11372Graham Linden
Fix incorrect diffuse handling in class1 softenLight from contrib.
2019-06-18Fix sky atmospherics in class1 to match class2 and Mid.Graham Linden
2019-06-11SL-11370, SL-11372, SL-11337Graham 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.
2019-06-10SL-11370Graham Linden
Modify culling logic to exclude objects correctly in < Mid graphics.
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.
2019-06-06SL-10969Graham Linden
More tweaking ambient light.
2019-06-06SL-11374Graham Linden
Use color channel for trees instead of shenanigans to get proper diffuse colors to shaders. Remove fudge factors on density modifier in class1 sky.
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.
2019-06-03SL-10966Graham Linden
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.
2019-06-03SL-11238, SL-11337Graham Linden
Tweak application of ambient in deferred soften light for class1/2
2019-05-31SL-11343Graham Linden
Make materials apply vertex color to both linear and srgb versions of diffuse color.
2019-05-31SL-11337Graham Linden
Fix handling of ambient (was getting reset to 1,1,1,1 unintentionally). Modify shaders to balance ambient across render modes again.
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).
2019-05-29SL-10969Graham Linden
Modify ambient handling and forward projector lighting again to stamp out alpha fires.
2019-05-28SL-10969, SL-11073Graham Linden
Modify forward projector lighting to use falloff like the deferred lights. Make tex cache not evaluate evictions for size during validation passes.
2019-05-23Re-enable projector ambiance for forward alpha objects.Graham Linden
Undo attenuation hacks and balance with deferred path projector lighting.
2019-05-23Add render debug controls for forcing disable of ambient, sun, and local ↵Graham Linden
light contributions (engages AMBIENT_KILL, SUNLIGHT_KILL, and LOCAL_LIGHT_KILL defines in shaders to accomplish those tasks as required by each render mode).
2019-05-22SL-11260Graham Linden
Make terrain underwater shader not try to light said terrain. Fix colorspace of reflected color in non-ALM shading. Tweak transparency of water further.
2019-05-22SL-10969Graham Linden
Fix linear attenuation on forward projector lighting. Revert setup of falloff to prev code. Revert deferred water spec and tweak refl/refr blend.
2019-05-21SL-11238Graham Linden
Fix ambient light inputs to the renderer. Fix 3rd sky shader w/ mistaken density mod conversion. Make ambient clamp apply to all modes. Tune ALM ambient clamp to match non-ALM.
2019-05-17SL-11112Graham Linden
Fix blend between reflected/refracted water maps (make less transparent) and fix setting of water fog color alpha on low end to better match prev behavior of setting the internal control value in that case.
2019-05-16SL-11085Graham Linden
Modify new spec response to better match old gloss response curve. Tuned at 255, 192, 160, 128, 64, and 32 glossiness.
2019-05-14SL-11085Graham Linden
Reduce spec bloom further.
2019-05-13SL-10856Graham Linden
Modify calc of sunlight to avoid clipping in gamma correct on values outside 0-1 range. Modify shaders to put back ambient clamp tuned to be close to ambient contrib in low/mid lighting.
2019-05-13SL-11107Graham Linden
2019-05-13SL-10996Graham Linden
Restore old sun matrix gen code. Make sky use correct colorspace. Make sunlight color the CPU-generated WL color when not using atmo shaders or deferred (helps 11107).
2019-05-09SL-11149Graham Linden
Fix fullbright colorspace handling and atmo transport.
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.
2019-05-07SL-11108Graham Linden
Remove tweaks to combine cascade results.
2019-05-07SL-11086Graham Linden
Re-fix sun/moon glow factor and make it depend on moon brightness. Make cloud shaders use sunlight color exclusively for consistency when moon is up or down.
2019-05-07Fix diffuse boost which we don't want underwater, but do want in other cases.Graham Linden
2019-05-06SL-11102, SL-11103Graham Linden
Fix diffuse boost in deferred lighting to match non-deferred. Make class2 soften not clamp shadow color to incoming alpha (make shadows appear on terrain underwater).
2019-05-06Make underwater shader output linear (refracted image was in wrong colorspace).Graham Linden
2019-05-06Fix missin atten and atten only applied when da > 0 in material and alpha ↵Graham Linden
shaders resp.
2019-05-04SL-11080Graham Linden
2019-05-04Fix broken water reflection/refraction mix.Graham Linden
Restore 1.0 alpha to prevent atmo being applied directly to water. Fix broken shadow frust generation.
2019-05-03SL-11085Graham Linden
Remove ambient term clamping to get less dark shadows where we want less dark shadows in ALM.
2019-05-03SL-11090Graham Linden
Tamp down bloom so we don't have to redo ten thousand gloss maps.
2019-05-03SL-11070Graham Linden
Gave clouds the Bob Ross treatment.
2019-05-03SL-11075Graham Linden
Make alpha shader apply vert color everywhere.
2019-05-03SL-11087, SL-11086, SL-11092Graham Linden
Fix sun/moon glow factor bustage. Make darkness an option. Fix moon fade shader logic getting confused when sun was below horizon.
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).
2019-04-30SL-10856Graham Linden
Remove ambient clamp to keep shadows dark. Partial fix for class 3 ambient term being wrong.
2019-04-29SL-10956, SL-10969Graham Linden
Don't ignore far z in culling. Fix Mid lighting being very dark. Partial fix for broken projectors with forward rendering.
2019-04-29Remove hack mul of sunlight in alpha shader and add some taps for debugging ↵Graham Linden
the lighting pipe.
2019-04-26Lighting WIPGraham Linden
Consistency across class2/3/ALM lighting.
2019-04-26Make alpha projectors do projector clip test for consistency with deferred ↵Graham Linden
spot behavior.
2019-04-26Make terrain shader decide to include atmo effects or not based on whether ↵Graham Linden
we're underwater or not.
2019-04-26Add projector light within da gtz test.Graham Linden