| Age | Commit message (Collapse) | Author |
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Rearrange ordering of scale down of light in class1 as well.
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Fix name of attenuation setter used.
Fix flipped light vec.
Make class3 lights use shadows on projector ambiance too.
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Fix lighting issues when using shaders, but not ALM.
Shader code cleanup (remove do nothing functions only in one file).
Fix obsolete comment to refer to correct storage for projector ambiance.
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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.
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lighting shaders.
Also fix terrain response to atmospherics shaders (was failing to apply ambient on low end even when atmospherics was on).
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unless basic shaders are also disabled.
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obey vertex alpha
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lighting/materials enabled.
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testing based overhaul WIP
Reviewed by Graham
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remove banding and not break all shiny objects.
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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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"maximum_alpha" for alpha tests in shaders as it was always being set to 1.0 anyway.
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some drivers (prune shader tree of unused shaders while we're at it)
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some drivers (prune shader tree of unused shaders while we're at it)
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shaders disabled.
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outputs -- no more deprecation warnings on nvidia
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are available.
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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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back-out the back-out for this branch. yay.
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Backing out this merge that I pushed (prematurely) to the wrong place.
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again
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again
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the same shader code.
kill already-nerfed quadratic attenuation which it seems we won't be supporting any decade soon.
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