Age | Commit message (Collapse) | Author |
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This is so that it doesn't throw a compilation error at runtime
for not defining consistently with float values,
which would be uncastable on some certain other implementation.
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LF, and trim trailing whitespaces as needed
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own passes and unify sky and water haze in forward rendering shaders.
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when probe ambiance is zero.
Hack for desaturating legacy materials has been removed for performance and quality reasons.
Adds a new setting for auto adjusting legacy skies. This is the PBR "opt out" button. If disabled, legacy skies will disable tonemapping, automatic probe ambiance, and HDR/exposure. If enabled, legacy skies will behave as if probe ambiance and HDR scale are 1.0, and ambient will be cut in half.
HDR scale will act as a sky brightener, but will automatically adjust dynamic exposure so the sky will be properly exposed. If you want relatively even exposure all the time, set HDR Scale to 1.0. If you want a high range of exposures between indoor/dark areas and outdoor/bright areas, increase HDR Scale.
Also tuned up SSAO (thanks Rye!).
Reviewed with Brad.
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forward rendering code.
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can be differentiated in nSight while debugging.
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Plug more holes through which env ambient terms were finding their way into lighting calcs for HUDs.
Fix up mismatched indenting (tabs v spaces) on several shaders.
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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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windlight14 which have passed QA (up through r79932).
svn merge -r 80831:80833 svn+ssh://svn.lindenlab.com/svn/linden/branches/merge_windlight14_r80620
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