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path: root/indra/newview/app_settings/shaders/class1
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2019-05-23SL-11260 part deuxGraham Linden
Tamp down more view-dependent refraction map fail.
2019-05-23Re-enable projector ambiance for forward alpha objects.Graham Linden
Undo attenuation hacks and balance with deferred path projector lighting.
2019-05-23Add render debug controls for forcing disable of ambient, sun, and local ↵Graham Linden
light contributions (engages AMBIENT_KILL, SUNLIGHT_KILL, and LOCAL_LIGHT_KILL defines in shaders to accomplish those tasks as required by each render mode).
2019-05-22SL-11260Graham Linden
Make terrain underwater shader not try to light said terrain. Fix colorspace of reflected color in non-ALM shading. Tweak transparency of water further.
2019-05-22SL-10969Graham Linden
Fix linear attenuation on forward projector lighting. Revert setup of falloff to prev code. Revert deferred water spec and tweak refl/refr blend.
2019-05-21SL-11238Graham Linden
Fix ambient light inputs to the renderer. Fix 3rd sky shader w/ mistaken density mod conversion. Make ambient clamp apply to all modes. Tune ALM ambient clamp to match non-ALM.
2019-05-17SL-11112Graham Linden
Fix blend between reflected/refracted water maps (make less transparent) and fix setting of water fog color alpha on low end to better match prev behavior of setting the internal control value in that case.
2019-05-16Revert lighting changes for 10856 causing knock-on.Graham Linden
2019-05-16SL-11085Graham Linden
Modify new spec response to better match old gloss response curve. Tuned at 255, 192, 160, 128, 64, and 32 glossiness.
2019-05-16SL-11195Graham Linden
Adjust ambient clamp up to get closer match to release viewer for existing content.
2019-05-14SL-11085Graham Linden
Reduce spec bloom further.
2019-05-13SL-10856Graham Linden
Modify calc of sunlight to avoid clipping in gamma correct on values outside 0-1 range. Modify shaders to put back ambient clamp tuned to be close to ambient contrib in low/mid lighting.
2019-05-13SL-11107Graham Linden
2019-05-13SL-10996Graham Linden
Restore old sun matrix gen code. Make sky use correct colorspace. Make sunlight color the CPU-generated WL color when not using atmo shaders or deferred (helps 11107).
2019-05-09SL-11149Graham Linden
Fix fullbright colorspace handling and atmo transport.
2019-05-09SL-11109Graham Linden
Fix alpha mask shadows to mult vert alpha prior to discard tests and obey min alpha settings. Make shadow/shadowAlphaMask use consistent varying and output. Also fixes bug with 0% and 1% transparency providing varying different visual results.
2019-05-07SL-11108Graham Linden
Remove tweaks to combine cascade results.
2019-05-07SL-11086Graham Linden
Re-fix sun/moon glow factor and make it depend on moon brightness. Make cloud shaders use sunlight color exclusively for consistency when moon is up or down.
2019-05-07SL-11105Graham Linden
2019-05-07SL-11055, SL-10966, SL-11087Graham Linden
Make haze look more like WL. Make lack of sun and moon mean black and fixed dir to prevent spooky underlighting.
2019-05-07Fix diffuse boost which we don't want underwater, but do want in other cases.Graham Linden
2019-05-06SL-11102, SL-11103Graham Linden
Fix diffuse boost in deferred lighting to match non-deferred. Make class2 soften not clamp shadow color to incoming alpha (make shadows appear on terrain underwater).
2019-05-06Make underwater shader output linear (refracted image was in wrong colorspace).Graham Linden
2019-05-06Fix missin atten and atten only applied when da > 0 in material and alpha ↵Graham Linden
shaders resp.
2019-05-04SL-11080Graham Linden
2019-05-04Fix broken water reflection/refraction mix.Graham Linden
Restore 1.0 alpha to prevent atmo being applied directly to water. Fix broken shadow frust generation.
2019-05-03SL-11085Graham Linden
Remove ambient term clamping to get less dark shadows where we want less dark shadows in ALM.
2019-05-03SL-11090Graham Linden
Tamp down bloom so we don't have to redo ten thousand gloss maps.
2019-05-03SL-11070Graham Linden
Gave clouds the Bob Ross treatment.
2019-05-03SL-11075Graham Linden
Make alpha shader apply vert color everywhere.
2019-05-03SL-11087, SL-11086, SL-11092Graham Linden
Fix sun/moon glow factor bustage. Make darkness an option. Fix moon fade shader logic getting confused when sun was below horizon.
2019-05-02Roll back sRGB decode changes from contrib for now.Graham Linden
Fix direct light matching across alpha/blended-material/deferred. Get diffuse lighting to match from Low to Ultra.
2019-04-30SL-11071Graham Linden
Make sun disc and moon shaders use sRGB hardware tex sampling. Remove sun disc shader use of fullbright transport (fogging).
2019-04-30SL-10856Graham Linden
Remove ambient clamp to keep shadows dark. Partial fix for class 3 ambient term being wrong.
2019-04-29SL-10956, SL-10969Graham Linden
Don't ignore far z in culling. Fix Mid lighting being very dark. Partial fix for broken projectors with forward rendering.
2019-04-29Remove hack mul of sunlight in alpha shader and add some taps for debugging ↵Graham Linden
the lighting pipe.
2019-04-26Lighting WIPGraham Linden
Consistency across class2/3/ALM lighting.
2019-04-26SL-11041Graham Linden
Put ambient clamp threshold back for lighter shadows but closer match to release lighting.
2019-04-26Make alpha projectors do projector clip test for consistency with deferred ↵Graham Linden
spot behavior.
2019-04-26Make terrain shader decide to include atmo effects or not based on whether ↵Graham Linden
we're underwater or not.
2019-04-26Add projector light within da gtz test.Graham Linden
2019-04-25SL-11051Graham Linden
Fix alpha tests in alpha mask shadow shader to not include potentially incorrect vert color alpha in decision.
2019-04-25SL-10904, SL-10998, SL-11018Graham Linden
Fix handling of 1/light_y when y was tiny but getting even tinier. Add similar adjustment to shader version of same calc.
2019-04-25Fix dark ALM and strangeness at Mid lighting (class 3 but with a darkness ↵Graham Linden
about it). Make a distinct class3/lighting/lightV which boosts to WL levels (* 2.0) and make lighting without WL atmo enabled use class 2 or below. Make forward shaders (alpha and materialF with alpha-blend mode on) more consistent with deferred lighting.
2019-04-24SL-11027Graham Linden
Fix incorrect discard on fullbrights w/ alpha mask and cutoff > 1.
2019-04-23SL-10946Graham Linden
Limit influence of refraction scale to avoid pulling in lots of background 'deep blue' pixels never written in the distortion map pass.
2019-04-23SL-10901Graham Linden
Bias shadow sampling and allow control of how dark shadows are (clamped ambient).
2019-04-23SL-10901 part 1Graham Linden
Fix flicker even in no shadow ALM from pow on final_da. Shadow acne at Midday still present.
2019-04-23SL-1491Graham Linden
Modify handling of additive to make extreme range of glow focus/size safe from lens flare artifacts.
2019-04-22SL-10856Graham Linden
Restore light sum loops to fix broken ambient.