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path: root/indra/newview/app_settings/shaders/class1/environment
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2021-04-29SL-14113 Fix moon hazePtolemy
2020-06-29DRTVWR-497: Cleanup: Document algorithm name for normal packing/unpacking.Ptolemy
2020-04-03SL-12852 Cleanup for readabilityPtolemy
2020-03-20WIP - Make EEP match production.Runitai Linden
2019-07-24SL-10698Graham Linden
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.
2019-07-08SL-11540Graham Linden
Make class1/environment and class1/deferred water match.
2019-07-03SL-11545, SL-11543, SL-10625Graham Linden
Fix emissives without normal maps clobbering the alpha output in materialF. Modify glow size calc to get close to pre-EEP sun glow behavior (may require sky vert settings >= mid). Make bake ignore alpha readback for Intel until we can determine why their drivers now go boom.
2019-07-01SL-11427Graham Linden
Fixed downscaling of the refscale passed in from WL in the water shader.
2019-06-27SL-11503 take twoGraham Linden
Make ALM use of non-ALM water rendering for refraction map light differently than non-ALM use of same.
2019-06-27SL-11503Graham Linden
Make underwater terrain shader mult vert lighting.
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.
2019-05-23SL-11260 part deuxGraham Linden
Tamp down more view-dependent refraction map fail.
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.
2019-05-17SL-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.
2019-04-26Lighting WIPGraham Linden
Consistency across class2/3/ALM lighting.
2019-04-26Add projector light within da gtz test.Graham Linden
2019-04-19Add directory names to sentinels in shaders so shaders with same filename ↵Graham Linden
can be differentiated in nSight while debugging.
2019-02-13SL-10181, SL-10546Graham Linden
Fix distortion map rendering in deferred mode not including underwater fog effects. Fix distortion map rendering not including post-deferred content at all. Fix distortion map rendering not including anything but sky when camera is underwater. Update sun_up_factor/sunmoon_glow_factor uniforms even when sun disc isn't in use.
2019-02-01Fix issue with OSX shader compiler not implementing #if correctly (nice job, ↵Graham Linden
Timmy).
2019-01-31Remove (now) unused decodeNormF GLSL shader.Graham Linden
2019-01-319996 partial fix (works for non-ALM rendering only)Graham Linden
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.
2019-01-30WIP for 10374 (reduce number of shaders linking against deferredUtil).Graham Linden
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).
2019-01-30SL-9996Graham Linden
Force frag depth in water shaders to avoid z-fighting at back edge of water edge pieces.
2018-12-05Shader cleanup and consolidation of use of sRGB conversion funcs.Graham Linden
2018-11-12SL-10044 SL-10045Graham Linden
Fix class 1 and 2 transport/gamma funcs and made usage consistent across all shaders. Fix class1\environment\waterV reverting to old d1/d2 names for wave directions.
2018-11-06Remove scaleDownLight funcs and eliminate unused copy-pasted funcs in ↵Graham Linden
lighting shaders. Also fix terrain response to atmospherics shaders (was failing to apply ambient on low end even when atmospherics was on).
2018-11-01SL-9994Graham Linden
Make shaders use consistent naming and parameter order for transport and atmospheric helpers. Share transport and gamma correction code where possible. Add lots of asserts and other validation for when things don't go as planned. Engage dumpShaderSource to get more source output with shader compilation fail.
2018-10-10Fix names of WATER_BLUR_MULTIPILER.Graham Linden
Give wave direction uniforms more meaningful names in shaders. Add comments on glow size/focus conversions for clarity.
2018-09-19SL-1505Graham Linden
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.
2018-06-13Mods to hook up water settings to water normals for rendering with support ↵Graham Linden
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).
2018-06-12Fix env panel forward action.Graham Linden
Make env panel update environment when jumping frame to frame. Add separate funcs for sun/moon vectors in various coord systems. Make haze glow only pay attention to sun (i.e. fix sun glow when moon is near horizon in daytime).
2018-06-11Fix water fog consolidation in underwater shaders.Graham Linden
Add plumbing facilities to allow current and next moon textures to be passed to moon shader. Modify moon shader to blend between current and next moon textures by blend factor.
2018-06-07Validation fixes.Rider Linden
2018-03-12De-duplicate shader code for encoding and decoding normals to/from gbuffer ↵Graham Linden graham@lindenlab.com
format.
2018-03-12De-duplicate sRGB conversion funcs from many shadersGraham Linden graham@lindenlab.com
and unify on using the version that works on OSX. Add more logging to shader loading about fallbacks and loading succcess. Add frag shaders for sharing sRGB and normal encode/decode via GL shader linkage.
2018-03-09De-duplicate water fog code and modify programs to include the shared object ↵Graham Linden graham@lindenlab.com
as necessary.
2015-11-10remove execute permission from many files that should not have itOz Linden
2013-05-11Merge viewer-dev-materials and bugfix in LLPanelFace::getState using ↵Graham Madarasz
material instead of mMaterial
2013-05-01Merge vwr-dev-matGraham Madarasz
2013-04-30Merge 3.5.1 into MaterialsGraham Madarasz
2013-03-29Update Mac and Windows breakpad builds to latestGraham Madarasz
2013-02-12For MAINT-576 fix water shader visual issues in non-deferred Review: DavePGraham Madarasz (Graham)
2013-02-07For MAINT-1255 Code Review: DavePGraham Madarasz
2012-02-13SH-2908 Fix for shaders failing to compile when using GLSL 1.20 or 1.10 profile.Dave Parks
2012-02-10SH-2908 Rework indexed texture rendering to use a uvec4 instead of a float ↵Dave Parks
for texture indices in the data stream. Also rework gl_FragColor overrides to not collide with some odd driver implementations.
2011-10-26SH-2546 Don't feed vertex color to terrain vertex buffers.Dave Parks
2011-09-29SH-2507 Potential fix for basic shaders causing objects to disappear with ↵Dave Parks
some drivers (prune shader tree of unused shaders while we're at it)
2011-09-28SH-2507 Shave some unused/redundant varying state and make the max texture ↵Dave Parks
index debug setting rebuild shaders to use no flow control when set to 1 or lower
2011-09-26SH-2244 changes to run in a core context on AMD hardware without generating ↵Dave Parks
deprecation or performance warnings
2011-09-24SH-2244 Fix for shaders not compiling on pre-GL-3.0 ATI driversDave Parks