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path: root/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl
AgeCommit message (Collapse)Author
2023-02-07SL-18229 Fix for PBR materials on HUDs misbehaving. Incidental decruft.Dave Parks
2020-10-26SL-13560 Water reflections do not reflect everything when ALM is enabledAndrey Kleshchev
Contribution
2019-04-19Add directory names to sentinels in shaders so shaders with same filename ↵Graham Linden
can be differentiated in nSight while debugging.
2015-11-10remove execute permission from many files that should not have itOz Linden
2013-05-30Fix for some objects not rendering underwater with advanced lighting enabledDave Parks
2013-04-19merge changes for DRTVWR-294Oz Linden
2013-03-29Update Mac and Windows breakpad builds to latestGraham Madarasz
2012-12-14Updating shaders to not crash when compiled in llvmDon Kjer
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.
2011-11-02SH-2541 Fix for speckles on avatar on some cards -- don't use ↵Dave Parks
"maximum_alpha" for alpha tests in shaders as it was always being set to 1.0 anyway.
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)