Age | Commit message (Collapse) | Author |
|
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.
|
|
lighting shaders.
Also fix terrain response to atmospherics shaders (was failing to apply ambient on low end even when atmospherics was on).
|
|
unless basic shaders are also disabled.
|
|
|
|
obey vertex alpha
|
|
|
|
lighting/materials enabled.
|
|
|
|
testing based overhaul WIP
Reviewed by Graham
|
|
|
|
|
|
|
|
|
|
|
|
|
|
remove banding and not break all shiny objects.
|
|
|
|
|
|
|
|
for texture indices in the data stream. Also rework gl_FragColor overrides to not collide with some odd driver implementations.
|
|
"maximum_alpha" for alpha tests in shaders as it was always being set to 1.0 anyway.
|
|
|
|
some drivers (prune shader tree of unused shaders while we're at it)
|
|
some drivers (prune shader tree of unused shaders while we're at it)
|
|
|
|
shaders disabled.
|
|
outputs -- no more deprecation warnings on nvidia
|
|
|
|
are available.
|
|
|
|
|
|
texture rendering based on available hardware.
|
|
|
|
|
|
|
|
|
|
See https://wiki.lindenlab.com/wiki/License_Substitution for details.
|
|
back-out the back-out for this branch. yay.
|
|
Backing out this merge that I pushed (prematurely) to the wrong place.
|
|
again
|
|
again
|
|
|
|
|
|
|
|
|
|
the same shader code.
kill already-nerfed quadratic attenuation which it seems we won't be supporting any decade soon.
|
|
the same shader code.
kill already-nerfed quadratic attenuation which it seems we won't be supporting any decade soon.
|
|
|
|
|
|
far as the shader is concerned.
not complete.
|