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path: root/indra/newview/app_settings/shaders/class1/windlight
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2024-07-28Merge remote-tracking branch 'secondlife/release/2024.06-atlasaurus' into ↵Erik Kundiman
2024.06-atlasaurus
2024-06-12Float operands for float clamp operationErik Kundiman
2024-06-11Clean up line endings that got mangled up during last mergeAnsariel
2024-06-11Merge tag '7.1.8-release'Erik Kundiman
source for viewer 7.1.8.9375512768
2024-06-02More float operands for float operationsErik Kundiman
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.
2024-05-16Merge branch 'release/materials_featurette' into marchcat/x-mf-mergeAndrey Lihatskiy
2024-05-15#1466 Loosen clamp on haze glow to fix skies that want to be bonkers (#1470)Dave Parks
2024-05-15Merge branch 'marchcat/w-whitespace' into marchcat/x-mf-mergeAndrey Lihatskiy
2024-04-29#824 Process source files in bulk: replace tabs with spaces, convert CRLF to ↵Andrey Lihatskiy
LF, and trim trailing whitespaces as needed
2024-03-28#731 Fix for divide by zero when haze density set to zero (#1085)RunitaiLinden
2024-02-26https://github.com/secondlife/jira-archive-internal/issues/71006 Fix for ↵RunitaiLinden
probes going off the rails -- sanity clamp sky glow (#893)
2023-11-16SL-20611 Make haze effect local lights -- move sky and water haze to their ↵RunitaiLinden
own passes and unify sky and water haze in forward rendering shaders.
2023-10-11SL-20440 Fix for projector ambiance destroying PBR shading. Also fix ↵RunitaiLinden
longstanding bug with hard line in projector ambiance lighting. Incidental decruft of legacy_adjust and LOCAL_LIGHT_KILL, etc.
2023-09-11SL-19842 WIP -- Now that probes can override ambient, unroll ambient ↵RunitaiLinden
darkening hacks.
2023-08-22SL-19842 WIP -- Move sky auto adjustment magic numbers to debug settings.RunitaiLinden
2023-06-21SL-19792 Fix for visible gaps in water between region water and void water.RunitaiLinden
2023-06-01DRTVWR-559 Revert skies to be very close to release and disable tone mapping ↵RunitaiLinden
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.
2023-02-03SL-19148 Decruft followthrough -- kill more unused shader filesDave Parks
2023-02-03SL-19148 Decruft followthrough -- decruft shader tree and some remaining ↵Dave Parks
forward rendering code.
2023-02-03SL-19148 Decruft some forward shaders and drawpools. Fix HUDs being in ↵Dave Parks
wrong color space.
2022-11-28Merge remote-tracking branch 'origin/DRTVWR-528' into DRTVWR-559Brad Kittenbrink
2022-10-11SL-18190 Cleanup -- convert some vec4's to vec3's (as they really are), ↵Dave Parks
remove some unused glsl files.
2022-09-30SL-18239 Unify PBR and non-PBR treatment of ambient/SSAO/irradiance. ↵Dave Parks
Restore SSAO to release version.
2022-09-27SL-18190 WIP -- Take 2 on linear space windlight (more methodical approach ↵Dave Parks
-- make desired interface but brute force color conversions). Placeholder PBR water and move to deprecate forward rendering shaders.
2022-07-08SL-17703: PBR: Sun/Moon lighting is in sRGBPtolemy
2021-04-29SL-14113: Merge duplicate shader constant for clarity.Ptolemy
2021-04-29SL-14113: Remove magic numbers. Take advantage of existing shader #defines ↵Ptolemy
injection by extending shader loading to make use of addConstant() instead of hard-coding magic number constants in each GLSL file.
2021-04-29SL-14113 Fix moon hazePtolemy
2021-03-18DRTVWR-528, delete all unreferenced shader files, improve dev QoLDave Houlton
2021-01-29SL-14731: Fix sun gamma -- merge Sovereign Engineer's patch: Fix sun gamma ↵Ptolemy
space for accurate color reproduction of sun textures
2020-09-29Merge branch 'master' 6.4.10 into DRTVWR-510Dave Houlton
2020-09-16DRTVWR-4976 Misc shader cleanup.Dave Houlton
Removed some potential div-by-0 NaNs and a mangled clamp.
2020-09-11SL-13465 Restore Pre-EEP haze effecting moonPtolemy
2020-09-11SL-13465 Remove hack offset of moon when AS is ON to match when AS is OFF.Ptolemy
2020-09-02SL-12978 & SL-13743. Remove abrupt changes in sun intensity calc, preserve ↵Dave Houlton
original fall-off. Had to find a balance in the sunlight intensity calculation that behaves correctly for both these issues.
2020-09-02SL-12978 clang-format shader file (whitespace)Dave Houlton
2020-09-02SL-12978 de-obfuscate, banish the tempsDave Houlton
2020-09-02SL-12978 refactor sunlight intensity calculationDave Houlton
2020-08-21SL-13743 revert part of SL-12978 change that broke low-angle sunlightDave Houlton
2020-08-16SL-13465 Fix local scalar mix masking global mix() function.Ptolemy
2020-08-16SL-13465 Partially restore atmospheric effects for the moon.Ptolemy
2020-07-02SL-13539 Fix a white artifact over the water at certain anglesPtolemy
2020-07-01SL-12978 Add note about similar code in C++ and GLSLPtolemy
2020-07-01SL-12978: CleanupPtolemy
2020-07-01SL-12978: Fix off-axis water dimmingPtolemy
2020-06-16SL-13449, fix link errors for class1 soften shadersDave Houlton
2020-03-16Add missing fullbrightAtmosTransportFrag stub.Runitai Linden
2020-03-05WIP - Windlight sun lighting should happen in sRGB space, not linear space. ↵Runitai Linden
This keeps ambient from getting overblown and better matches environment lighting with ALM on/off.
2019-09-09SL-1144Graham Linden
The un-water-fogged gap area was rendering while we were still above water, but the water surface was being near culled. I've re-enabled preculling water objects (which also fixes issues with water culling vs spinning the camera) and it seems to behave correctly.
2019-07-23SL-11621Graham Linden
Remove all references to unused shader var global_gamma. Remove many unused decls for gamma from shaders. Make post-deferred gamma correction use display_gamma. Make setting display_gamma use the correct RenderDeferredDisplayGamma setting.