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path: root/indra/newview/app_settings/shaders/class1/environment
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2024-06-10#1654 generate normals and tangents according to gltf specification (#1662)Dave Parks
* Disable unloading of objects in background. * Add unlit GLTF shader variant
2024-05-23Merge remote-tracking branch 'origin/DRTVWR-600-maint-A' into ↵Brad Linden
brad/merge-maint-a-to-dev
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
2024-04-19#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
2023-12-04SL-20611 Followup -- fix edge cases with transparent objects around ↵RunitaiLinden
eye/object above/below water.
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.
2023-10-11SL-20440 Fix for projector ambiance destroying PBR shading. Also fix ↵RunitaiLinden
longstanding bug with hard line in projector ambiance lighting. Incidental decruft of legacy_adjust and LOCAL_LIGHT_KILL, etc.
2023-06-01DRTVWR-559 Revert skies to be very close to release and disable tone mapping ↵RunitaiLinden
when probe ambiance is zero. Hack for desaturating legacy materials has been removed for performance and quality reasons. Adds a new setting for auto adjusting legacy skies. This is the PBR "opt out" button. If disabled, legacy skies will disable tonemapping, automatic probe ambiance, and HDR/exposure. If enabled, legacy skies will behave as if probe ambiance and HDR scale are 1.0, and ambient will be cut in half. HDR scale will act as a sky brightener, but will automatically adjust dynamic exposure so the sky will be properly exposed. If you want relatively even exposure all the time, set HDR Scale to 1.0. If you want a high range of exposures between indoor/dark areas and outdoor/bright areas, increase HDR Scale. Also tuned up SSAO (thanks Rye!). Reviewed with Brad.
2023-05-25DRTVWR-559 Fix for off-color fullbright alpha blinn-phong materials. Scrub ↵RunitaiLinden
some NaNs.
2023-05-17SL-19655 Decruft legacy GLSL shaders and now unused build queues.RunitaiLinden
2023-05-15SL-19709 Fix for fullbright shiny not factoring out exposure and flickering ↵RunitaiLinden
fullbright alpha. Incidental decruft.
2023-04-26DRTVWR-559 Add "No Post" mode and refactor "Scene Gamma" into "Brightness" ↵RunitaiLinden
for adjusting legacy gamma when probe ambiance is 0 and dynamic exposure when probe ambiance is not zero.
2023-04-14DRTVWR-559 Balance night scenes against release, nudge glow down a smidge, ↵RunitaiLinden
remove exposure correction from legacy fullbright balance PBR materials against legacy.
2023-04-12DRTVWR-559 Fix for burn-in on legacy gloss materials.Dave Parks
2023-04-11SL-19564 Rebalance exposure and sky. Hack legacy diffuse map saturation and ↵RunitaiLinden
brightness to allow ACES Hill all the time.
2023-04-06SL-19543: Fix blinn phong prims with alpha blending not blending (#158)cosmic-linden
2023-03-02SL-19281 Post review cleanup.Dave Parks
2023-03-02SL-19281 Unify handling of haze and gamma between fullbright and not and ↵Dave Parks
move haze back to sRGB color space to stay consistent with sky colors. Also fix broken "roughness" stuck at 0.2.
2023-02-10SL-18671 Adjust fog density to more closely match sRGB space results.Dave Parks
2023-02-07SL-19147 Water quality pass. Remove gl_FragDepth writes from sky rendering ↵Dave Parks
(optimization). Incidental decruft.
2023-02-03SL-19148 Decruft followthrough -- kill more unused shader filesDave Parks
2023-02-03SL-19148 Decruft followthrough -- decruft shader tree and some remaining ↵Dave Parks
forward rendering code.
2022-12-19SL-18779 Fix for water fog staying bright when sun is dark.Dave Parks
2022-11-29Fix environment/moonV.glsl attribute usage after DRTVWR-528 mergeBrad Kittenbrink
2022-11-28Merge remote-tracking branch 'origin/DRTVWR-528' into DRTVWR-559Brad Kittenbrink
2022-11-11SL-18566 Fix for legacy transparency being opaque under water.Dave Parks
2022-10-07SL-18190 Move water shaders to class 3, add debug stub for underWaterF.glsl, ↵Dave Parks
make underWaterF and softenLightF apply water fog in linear space.
2022-10-05SL-18190 WIP - Add refraction to water without splitting scene between above ↵Dave Parks
and below water
2022-10-04SL-18293, SL-18190 -- Fix for debug displays not showing up (wireframe still ↵Dave Parks
busted). WIP on reflection probe/PBR driven water shader.
2021-06-25SL-11589: Fix horizon being U shaped bent in Low+ qualityPtolemy
2021-04-29SL-14113: Merge duplicate shader constant for clarity.Ptolemy
2021-04-29SL-14113: Remove magic numbers. Take advantage of existing shader #defines ↵Ptolemy
injection by extending shader loading to make use of addConstant() instead of hard-coding magic number constants in each GLSL file.
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.