Age | Commit message (Collapse) | Author |
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busted). WIP on reflection probe/PBR driven water shader.
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Reduce effect of refScale again to eliminate sampling beyond the correct area in the distortion map and getting the water fog color on the shoreline.
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Make class1/environment and class1/deferred water match.
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Fixed downscaling of the refscale passed in from WL in the water shader.
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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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Make terrain underwater shader not try to light said terrain.
Fix colorspace of reflected color in non-ALM shading.
Tweak transparency of water further.
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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.
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Timmy).
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Use a new edge water shader to allow forcing frag depth to avoid z-fighting at back edge of water edge pieces.
This will not work for ALM because forcing the depth breaks the use of the depth to backproject gbuffer position which breaks lighting calcs.
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Prepare for using ifdef to conditionally engage using gl_FragDepth in water shaders
(because GL requires that writing to gl_FragDepth on any path means you need to
write a depth value on every path).
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Force frag depth in water shaders to avoid z-fighting at back edge of water edge pieces.
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Prepend dir names to comments in water shaders to differentiate them in nSight captures.
Fix calc of reflection camera modelview mats to properly reflect the environment.
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for current to next blending.
Modify LLSettingsFoo::buildDefaultFoo to use a static and avoid re-validation of default sky/water/daycycle settings.
Remove all references to gSun/MoonTextureId globals (they should come from sky settings now).
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for texture indices in the data stream. Also rework gl_FragColor overrides to not collide with some odd driver implementations.
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some drivers (prune shader tree of unused shaders while we're at it)
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outputs -- no more deprecation warnings on nvidia
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texture rendering based on available hardware.
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See https://wiki.lindenlab.com/wiki/License_Substitution for details.
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(maint-render-9) and QAR-1236 (dll-msvcrt-2)
svn merge -r 109838:112264 svn+ssh://svn.lindenlab.com/svn/linden/branches/maint-render/maint-render-9-merge-r109833
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merge Branch_1-20-Viewer -r 84060 : 84432 -> release
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merge Branch_1-20-Viewer -r 84060 : 84432 -> release
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QAR-389
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windlight14 which have passed QA (up through r79932).
svn merge -r 80831:80833 svn+ssh://svn.lindenlab.com/svn/linden/branches/merge_windlight14_r80620
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