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path: root/indra/newview/app_settings/shaders/class1/objects
AgeCommit message (Expand)Author
2018-09-14SL-9632 add uniform and code to supress atmospherics in all shaders that coul...Graham Linden
2015-11-10remove execute permission from many files that should not have itOz Linden
2013-05-02Merged lindenlab/viewer-development-materials into defaultgraham linden
2013-05-01NORSPEC-145 Fix for improper rendering of glow pass for rigged meshes.Dave Parks
2013-05-01Merge vwr-dev-matGraham Madarasz
2013-05-01Fix up specular highlights and gamma correction for projectors.Dave Parks
2013-03-29Update Mac and Windows breakpad builds to latestGraham Madarasz
2013-01-16MAINT-2242 Fix for shader compilation errors on Intel HD graphics chips.Dave Parks
2012-10-23MAINT-1579 Fix for diffuse color being ignored in mesh import preview render.Dave Parks
2012-10-17MAINT-643 Cleanup some shader compilation errors when atmospheric shaders are...Dave Parks
2012-10-16MAINT-643 Fix for incorrect lighting and colors in preview displays.Dave Parks
2012-07-11MAINT-794 Fix for assert on loading some types of objects before their parents.Dave Parks
2012-02-14SH-2908 More complete GLSL 1.20 compatibility pass.Dave Parks
2012-02-13SH-2908 Fix for shaders failing to compile when using GLSL 1.20 or 1.10 profile.Dave Parks
2012-02-13SH-2964 Fix for shader compilation error on some older NVIDIA cards.Dave Parks
2012-02-10SH-2908 Rework indexed texture rendering to use a uvec4 instead of a float fo...Dave Parks
2011-11-02SH-2541 Fix for speckles on avatar on some cards -- don't use "maximum_alpha"...Dave Parks
2011-10-28SH-2633 Fix for avatar hair turning white when editing appearanceDave Parks
2011-10-24F ?Dave Parks
2011-10-21SH-2240 Fix for OSX GLSL compiler not liking #ifndef gl_FragDataDave Parks
2011-10-20SH-2600 Fix for busted texture animation on bump mapped objects.Dave Parks
2011-10-11SH-2545 Fix for transparent water option doing nothing when shaders are enabled.Dave Parks
2011-09-29SH-2507 Potential fix for basic shaders causing objects to disappear with som...Dave Parks
2011-09-29SH-2507 Potential fix for basic shaders causing objects to disappear with som...Dave Parks
2011-09-28SH-2453 Fix for horizontal line when max altitude set to 0Dave Parks
2011-09-28SH-2507 Shave some unused/redundant varying state and make the max texture in...Dave Parks
2011-09-27SH-2244 Make emissive attribute match actual number of components coming inDave Parks
2011-09-24SH-2244 Fix for shaders not compiling on pre-GL-3.0 ATI driversDave Parks
2011-09-23SH-2244 Better VAO support -- still slower than non-VAO implementation for so...Dave Parks
2011-09-16SH-2243 work in progress -- don't use gl_FragColor or gl_FragData for outputs...Dave Parks
2011-09-16SH-2243 work in progress -- don't use deprecated shader stateDave Parks
2011-09-15SH-2243 work in progress -- no more deprecated built-in matrix state when usi...Dave Parks
2011-08-27SH-2242 Physics shape display works again, added asserts to flush out areas w...Dave Parks
2011-08-21mergeDave Parks
2011-08-19mergeDave Parks
2011-08-19merge changes for storm-1564Oz Linden
2011-08-19correct coding policy problemsOz Linden
2011-08-19mergeDave Parks
2011-08-17add proper license headers to files that did not have themOz Linden
2011-08-17add proper copyright and license headersOz Linden
2011-08-11SH-2242 FXAA support instead of unreliable multisample textures (done here be...Dave Parks
2011-08-11SH-2181 Fix for occlusion culling going bonkers when ban lines are present.Dave Parks
2011-08-10Merge cleanup.Dave Parks
2011-08-10mergeDave Parks
2011-08-10SH-2265 Fix for impostor alpha masking being broken.Dave Parks
2011-08-10SH-2238, SH-2223, SH-SH-2242 glVertexAttrib throughout main render pipeline c...Dave Parks
2011-08-08SH-2242 Work in progress migrating to glVertexAttrib everywhereDave Parks
2011-07-29SH-2200 Fix for BSOD on 7800 Go on Vista when setting graphics detail to "High"Dave Parks
2011-07-17SH-2031 High risk changeset, but potentially high reward. Addresses frame st...Dave Parks
2011-05-31SH-1682 Dynamically adjust the number of texture channels to use for indexed ...Dave Parks