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path: root/indra/newview/app_settings/shaders/class1/deferred
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2024-05-15Post-merge spaces fixAndrey Lihatskiy
2024-05-15Merge branch 'marchcat/w-whitespace' into marchcat/x-mf-mergeAndrey Lihatskiy
2024-04-30Fix for black moon. (#1369)RunitaiLinden
2024-04-29#824 Process source files in bulk: replace tabs with spaces, convert CRLF to ↵Andrey Lihatskiy
LF, and trim trailing whitespaces as needed
2024-04-21Fix sampling normals from gbuffer and cleanup redundant gbuffer samples (#1294)Rye Mutt
* Fix sampling normals from gbuffer and cleanup redundant gbuffer samples * Allow negative normals in gbuffer to fix broken material rendering
2024-04-19#1139 Fix for world going black/white in some scenes (NaNs) (#1273)RunitaiLinden
* #1139 Fix for world going black/white in some scenes (NaNs) NaNs were coming from normal encode/decode. Take advantage of available gbuffer space to send full normal instead of encoding. * #1139 Cleanup remove now unused encodeNormF.glsl * #1139 Remove final reference to encodeNormF * #1139 Fix for getNormalEnvIntensityFlags referencing wrong sampler for env intensity * Mac build fix
2024-03-28#731 Fix for divide by zero when haze density set to zero (#1085)RunitaiLinden
2024-03-28#1046 Tweak auto-exposure to not underexpose bright scenes (#1084)RunitaiLinden
2024-03-13#975 Add RenderHDRISplitScreen debug setting (#976)RunitaiLinden
* #975 Add RenderHDRISplitScreen debug setting * Create hdri_local_preview.md
2024-03-12#965 Fix for EEP skies being too brightRunitaiLinden
2024-03-08HDRI Local Preview (#953)RunitaiLinden
* #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 --------- Co-authored-by: Brad Linden <brad@lindenlab.com>
2024-03-06#681 Add probe blending for mirrors.Jonathan "Geenz" Goodman
2024-02-23Fix for deferred avatar eyes shader failing to link on Intel GPU.Brad Linden
2024-02-21secondlife/viewer-issues#72: Fix material preview affecting exposure on main ↵Cosmic Linden
screen
2024-02-08Merge branch 'release/materials_featurette' into materials_featurette/mirrorsRunitaiLinden
2024-02-07secondlife/viewer#711: Reduce PBR terrain textures at low graphics settingsCosmic Linden
2024-02-07secondlife/viewer#711: Add more options to drop textures from terrain, not ↵Cosmic Linden
yet used
2024-02-05#677 Add mirror clipping to rigged shadersRunitaiLinden
2024-02-05#677 Add clipping to trees and alpha masked blinn-phongRunitaiLinden
2024-02-02#677 Fix terrain clipping and tweak hero probe mixing with radianceRunitaiLinden
2024-02-01#677 More clipping fixes.Jonathan "Geenz" Goodman
2024-02-01#677 WIP -- fix PBR and avatar mirror clipping.RunitaiLinden
2024-02-01#677 WIP -- Add clipping to alpha and pbr (not working on PBR for some reason)RunitaiLinden
2024-02-01#677 WIP -- add mirror clipping to more shadersRunitaiLinden
2024-01-31#677 Some clipping WIPJonathan "Geenz" Goodman
2024-01-24Merge remote-tracking branch 'origin/release/materials_featurette' into ↵Jonathan "Geenz" Goodman
DRTVWR-583
2024-01-19Merge branch 'release/materials_featurette' into DRTVWR-592RunitaiLinden
2023-12-14Merge branch 'DRTVWR-601' of github.com:secondlife/viewer into DRTVWR-601RunitaiLinden
2023-12-14SL-20730 Patch another potential source of NaNsRunitaiLinden
2023-12-12Fix for semi-transparent HUDs rendering opaqueHenri Beauchamp
This commit fixes a bug introduced with commit 6472b75bcd70470fe5775d1cf6eb70a75b3d76e5 where the fullbrightF.glsl shader fails to set color.a to final_alpha for HUDs.
2023-12-05SL-20654 Fix for box probes sometimes glitching out at the corners. ↵RunitaiLinden
Incidental fix for crash when mWaterPool is null.
2023-12-04SL-20611 Followup -- fix edge cases with transparent objects around ↵RunitaiLinden
eye/object above/below water.
2023-11-30SL-20611 Incorporate water haze into new post effect atmospherics goodnessRunitaiLinden
2023-11-16SL-20611 Make haze effect local lights -- move sky and water haze to their ↵RunitaiLinden
own passes and unify sky and water haze in forward rendering shaders.
2023-10-17Fix for SL-19283Jonathan "Geenz" Goodman
2023-10-16Merge branch 'DRTVWR-559' into DRTVWR-583Jonathan "Geenz" Goodman
2023-10-16Tons of masking changes and tweaks.Jonathan "Geenz" Goodman
We now support masking mirrors in the GBuffer. We also now support the concept of one arbitrary clip plane. DRTVWR-583
2023-10-13Merge branch 'DRTVWR-559' into DRTVWR-592Cosmic Linden
2023-10-13DRTVWR-592: Fix PBR terrain shader compile crash when emissive textures are ↵Cosmic Linden
disabled
2023-10-13DRTVWR-592: EXTRA_CODE_HERE is actually important - bring that backCosmic Linden
2023-10-13DRTVWR-592: Clean upCosmic Linden
2023-10-13DRTVWR-592: Fix non-triplanar being slower somehow in some cases.Cosmic Linden
2023-10-13DRTVWR-592: Add missing branching for terrain sampling. Jury is still out on ↵Cosmic Linden
which version is faster
2023-10-13DRTVWR-592: Implement reduced branching terrain shaderCosmic Linden
2023-10-13DRTVWR-592: (WIP) (has debug) Add new functions for mixing PBR materials. ↵Cosmic Linden
Not yet used.
2023-10-13DRTVWR-592: Disable (but do not remove) shader debugCosmic Linden
2023-10-13DRTVWR-592: (WIP) (has debug) Fix PBR terrain material mixing and triplanar ↵Cosmic Linden
mapping using wrong mix, causing bright spots
2023-10-13DRTVWR-592: (WIP) (has debug) Apply triplanar optimization technique to PBR ↵Cosmic Linden
material sampling. Use slightly different alpha ramp to hide unused materials
2023-10-13DRTVWR-592: Remove shader cruftCosmic Linden
2023-10-13DRTVWR-592: Don't read UVs for PBR terrain in single-plane case - works out ↵Cosmic Linden
to be more expensive than triplanar in some cases, and UVs are already trivial