Age | Commit message (Collapse) | Author |
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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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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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Eliminate 20+ callsites with copy-paste of getPosition and/or getNorm code.
Make pipeline use getShadowTarget/releaseShadowTarget consistently.
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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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Make shaders use consistent naming and parameter order for transport and atmospheric helpers.
Share transport and gamma correction code where possible.
Add lots of asserts and other validation for when things don't go as planned.
Engage dumpShaderSource to get more source output with shader compilation fail.
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extraneous GL state management.
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Port over transport, gamma, atmospherics shader stub updates for per-fragment atmospherics.
Fix bindings of current/next noise map when current and next are the same (select only one and force blend factor to 0).
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helper funcs.
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Add optional moon brightness setting
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Tweak position of sun in disc shader to better match the offset applied to the sun glow in atmospherics.
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Fix binding of current/next sun/moon textures.
Remove redundant code in GLSLShader determination of tex uniform bindings.
Unhack mix calls in sun/moon shaders to reverse sense of blending (was working around reversed bindings).
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Make perspective projection consistent between ALM and non-ALM when drawing water (horizon matches).
Make perspective projection consistent between ALM and non-ALM when drawing heavenly bodies (sun disc position matches).
Make gamma correction of sun disc tex consistent between ALM and non-ALM rendering.
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to link the shaders without complaining about unwritten varying vars.
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(default is no sun disc and just haze)
Refactor sky texture optimization to retain building the cubemap used by shiny.
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shading, and fix transposed name of daycycle func.
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Add plumbing facilities to allow current and next moon textures to be passed to moon shader.
Modify moon shader to blend between current and next moon textures by blend factor.
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Add MouseMoon positioning ala MouseSun debug setting and accessors to use it.
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vary_AtmosAttenuation
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atmospheric shaders.
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some drivers (prune shader tree of unused shaders while we're at it)
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index debug setting rebuild shaders to use no flow control when set to 1 or lower
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shaders disabled.
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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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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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