Age | Commit message (Collapse) | Author |
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move haze back to sRGB color space to stay consistent with sky colors. Also fix broken "roughness" stuck at 0.2.
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SL-19279: LLGLSLShader::bindXXX is not free. Pack the uniforms
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midday, adjust reflections off, and decruft depth buffer error correction shenanigans that are no longer used.
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SL-19265: Fix precision issue with texture transforms, separate texture animations
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underlying texture transform
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matrix calculation into the shader
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mismatch in legacy alpha vs opaque).
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SL-19228: Fix GLTF texture transform rotation + add UV debug
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See textureUtilV.glsl for UV coordinate comments
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"haziness" (and also fix banding in emissive materials)
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Also fix stuck sun/moon and incidental decruft.
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(optimization). Incidental decruft.
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forward rendering code.
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wrong color space.
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Incidental decruft. Do I get a prize for 1000th jira?
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blending. (#63)
* SL-19203 WIP -- Integrate SSR with reflection probes. Decruft LLRenderTarget.
* SL-19203 WIP -- Re-integrate SSR. Incidental decruft.
* SL-19203 WIP -- SSR frame delta correction (still broken for Z)
* SL-19203 WIP -- SSR frame delta Z fix
* SL-19203 WIP -- Make SSR toggleable again and disable SSR in cube snapshots.
* SL-19203 WIP -- Soften sphere probe transitions and fix reflections on void water (make fallback probe a simple terrain+water+sky probe). Remove parallax correction for automatic probes to reduce artifacts.
* SL-19203 Tune probe blending.
* SL-19203 Cleanup.
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decruft.
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and fix non-standard gl_Position z values
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usage of gl_FragDepth from shadow shaders.
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# Conflicts:
# doc/contributions.txt
# indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
# indra/newview/llfloater360capture.cpp
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fixes ultraspace particles).
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SL-18662
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original fix by Beq Janus
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