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path: root/indra/newview/app_settings/shaders/class1/lighting
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2022-05-19SL-17451 Fix for erroneous attempt to apply vertex color alpha to texture ↵Dave Parks
before alpha masking (we don't actually support this and the vertex color alpha is sometimes zero when you think it ought not be).
2022-05-17SL-17421 Fix for fullbright alpha mask shader ignoring vertex alphaDave Parks
2021-11-20SL-16289 Rigged mesh rendering overhaulDave Parks
2021-06-07Merge branch 'master' into DRTVWR-521-maintAndrey Lihatskiy
# Conflicts: # doc/contributions.txt
2020-10-26SL-13560 Water reflections do not reflect everything when ALM is enabledAndrey Kleshchev
Contribution
2020-09-29Merge branch 'master' 6.4.10 into DRTVWR-510Dave Houlton
2020-06-29SL-9632 Cleanup: Add note about potential missing inverse pow() texture_gammaPtolemy
2020-06-29SL-9632 Fix Haze effecting HUD objectsPtolemy
2020-06-29SL-9632 Add note about shiny HUD objects that will be fullbright for both ↵Ptolemy
ALM ON and OFF
2020-06-19SL-9632 Fix HUD objects to not use environment lightingPtolemy
2020-06-18SL-9632 Fix HUD objects to not use environment lightingPtolemy
2020-04-20Merge branch 'master' into DRTVWR-497Andrey Lihatskiy
2020-03-06SL-12574 Fix EEP cubemap not matching non-EEP for both ALM on and offPtolemy
2019-09-25SL-11656 Alpha textures with Alpha mask cutoff of 255 look glitchy while ALM ↵ruslantproductengine
is off.
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.
2019-06-06SL-10969Graham Linden
More tweaking ambient light.
2019-05-30SL-11330Graham Linden
Put back atten for non-ALM lighting that accounts for inverted lin atten setup of yore.
2019-05-28SL-10969, SL-11073Graham Linden
Modify forward projector lighting to use falloff like the deferred lights. Make tex cache not evaluate evictions for size during validation passes.
2019-05-23Add render debug controls for forcing disable of ambient, sun, and local ↵Graham Linden
light contributions (engages AMBIENT_KILL, SUNLIGHT_KILL, and LOCAL_LIGHT_KILL defines in shaders to accomplish those tasks as required by each render mode).
2019-05-21SL-11238Graham Linden
Fix ambient light inputs to the renderer. Fix 3rd sky shader w/ mistaken density mod conversion. Make ambient clamp apply to all modes. Tune ALM ambient clamp to match non-ALM.
2019-05-07SL-11105Graham Linden
2019-04-26Lighting WIPGraham Linden
Consistency across class2/3/ALM lighting.
2019-04-22SL-10856Graham Linden
Restore light sum loops to fix broken ambient.
2019-04-19Add directory names to sentinels in shaders so shaders with same filename ↵Graham Linden
can be differentiated in nSight while debugging.
2019-04-08Make ambient clamping consistent between class1/2 deferred lighting and ↵Graham Linden
forward rendering. Add decls for intermediate lighting values for debug.
2019-03-26More consistent lighting across ALM/non-ALM/deferred/forward rendering.Graham Linden
2019-03-22Fix class1/2 light sum loops to use light_diffuse[0] for sunlight_color too.Graham Linden
Rearrange ordering of scale down of light in class1 as well.
2019-03-20SL-10449Graham Linden
Fix name of attenuation setter used. Fix flipped light vec. Make class3 lights use shadows on projector ambiance too.
2019-03-19SL-10764Graham Linden
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.
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).
2016-12-09MAINT-6551 One of my avatars does not render correctly when ALM is disabled ↵pavelkproductengine
unless basic shaders are also disabled.
2015-11-10remove execute permission from many files that should not have itOz Linden
2013-08-15NORSPEC-352 for non-ALM rendering, make lighting shader with alpha masking ↵Graham Linden
obey vertex alpha
2013-06-03NORSPEC-195 Fix for incorrect alpha blending with deferred rendering enabled.Dave Parks
2013-05-30NORSPEC-216 Fix for some HUD objects not rendering with advanced ↵Dave Parks
lighting/materials enabled.
2013-05-30Fix for some objects not rendering underwater with advanced lighting enabledDave Parks
2013-05-29NORSPEC-198, NORSPEC-176, NORSPEC-106, NORSPEC-202 et al -- Material matrix ↵Dave Parks
testing based overhaul WIP Reviewed by Graham
2013-04-26Merge viewer-dev-mat and fix llvovolume.cpp missed sunshine mergesGraham Madarasz
2013-04-25Merge 3.5.1 into MaterialsGraham Madarasz
2013-04-25NORSPEC-118 Compatibility pass against advanced lighting disabled.Dave Parks
2013-04-19merge changes for DRTVWR-294Oz Linden
2013-04-18This should take care of alpha blended full bright objects and gamma correction.Geenz
2013-03-29Update Mac and Windows breakpad builds to latestGraham Madarasz
2013-03-26NORSPEC-57, NORSPEC-58 Remove sRGB and gamma correction from shaders to ↵Dave Parks
remove banding and not break all shiny objects.
2013-01-11Initial (largely complete) gamma correct rendering implementation.Geenz
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.