Age | Commit message (Collapse) | Author |
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Adds the 'additive' component of calcAtmosphericVars into the sunlit color to reduce
darkening of sun lighting component, and adds a further magic number gainto boost
final result to rough parity with windlight.
Removes all light calculations on fullbright objects, just passing through the unlit
diffuse color.
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Deferred spotlights were transitioned srdb->linear in commit 653133b
The lights transition between the deferred and (some other) path at fixed camera
distance, causing a distinct light-level pop. Backing out this change to avoid
the pop. Note to the future: pick a light space at the beginning and stick with it.
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SL-12006 Fixes
Approved-by: Dave Houlton <euclid@lindenlab.com>
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Diffuse for Alpha Mode Blend
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is off.
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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.
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Fix faullbright/emissive problems.
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Fix diffuse boost when water fog is enabled and make deferred underwater shader participate in EEP/WL param updates by marking it as a water shader.
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Restore code to stomp emissive in the absence of a normal map (to avoid fullbright implying full emissive).
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Modify altitude blend factor in cloud shaders to fade more aggressively and fix cloud rendering artifacts when at altitude.
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Reduce effect of refScale again to eliminate sampling beyond the correct area in the distortion map and getting the water fog color on the shoreline.
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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.
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Make fullbright rigged objects with alpha mode none use fullbright shader instead of incorrectly using the material shader.
Increase effect of variance in cloud shaders.
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Modified windlight shader to remove adjustment to glow.z
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Make avatar alpha shader ignore vertex color again.
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Make shadowAlphaMask shader ignore vertex alpha before discards iff we're a fullbright object.
Keep llappearance from stuffing dangling pointers into the alpha cache (crash iff you're using nSight debugging and disable readbacks).
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Fix glow calcs in sky shaders (not just the not shared enough atmospherics funcs).
Revert 10625 attempted fix as it breaks baggy clothes as much as skipping readbacks does.
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Make sun additive contribition depend on facing the sun (without breaking fog).
Put back scaling factor keeping sun contrib from blowing out with new FS param range for glow.
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Make class1/environment and class1/deferred water match.
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Fix materialF including debug force to linear color and re-add logic
to stomp emissiveness when normals are not present unless explicitly requested via diffuse alpha mode.
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Fix emissives without normal maps clobbering the alpha output in materialF.
Modify glow size calc to get close to pre-EEP sun glow behavior (may require sky vert settings >= mid).
Make bake ignore alpha readback for Intel until we can determine why their drivers now go boom.
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Make alpha shader include vertex color modulation in both srgb and linear flavors.
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Fixed downscaling of the refscale passed in from WL in the water shader.
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Make fullbright alpha test use correct handling when mask cutoff == 0.
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like non-ALM.
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Take out angular atten on additive too.
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Remove spec killing additive fix for 1491 to unbreak fog.
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Modify method for nerfing additive on terrain so it doesn't trip up deferred lighting and make light artifacts.
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Make ALM use of non-ALM water rendering for refraction map light differently than non-ALM use of same.
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Make underwater terrain shader mult vert lighting.
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Remove update threshold logic causing hiccups and rework sky updates.
Make deferred water do double transport again to match non-ALM rendering more closely.
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