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|  | davep/DRTVWR-440 | 
|  | materialF and fullbrightShinyF | 
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|  | SL-11589
Approved-by: Dave Houlton <euclid@lindenlab.com> | 
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|  | SL-12005 Fix for projectors getting brighter when switching to single light shader. | 
|  | shader. | 
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|  | SL-12233 Fix for disagreement between fullbright implementations with ALM on and off. | 
|  | and off. | 
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|  | component | 
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|  | transparent objects from last commit. | 
|  | for lack of angular attenuation on ambient lighting on triangles facing away from sun. | 
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|  | deferred.  Don't make terrain fullbright under water. | 
|  | This keeps ambient from getting overblown and better matches environment lighting with ALM on/off. | 
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|  | davep/BUG-228263 | 
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|  | inconsistencies between softenLightF.glsl, materialF.glsl, and alphaF.glsl | 
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|  | This reverts commits 9d9b890 and 5f846e4. | 
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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 |