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path: root/indra/newview/app_settings/shaders/class1
AgeCommit message (Collapse)Author
2019-01-31Remove (now) unused decodeNormF GLSL shader.Graham Linden
2019-01-319996 partial fix (works for non-ALM rendering only)Graham Linden
Use a new edge water shader to allow forcing frag depth to avoid z-fighting at back edge of water edge pieces. This will not work for ALM because forcing the depth breaks the use of the depth to backproject gbuffer position which breaks lighting calcs.
2019-01-30Eliminate helper GLSL modules depending on further GLSL modules to give ↵Graham Linden
Intel HD x000 compiler a fighting chance. More WIP for edge-specific water shader for 9996.
2019-01-30WIP for 10374 (reduce number of shaders linking against deferredUtil).Graham Linden
Prepare for using ifdef to conditionally engage using gl_FragDepth in water shaders (because GL requires that writing to gl_FragDepth on any path means you need to write a depth value on every path).
2019-01-30SL-9996Graham Linden
Force frag depth in water shaders to avoid z-fighting at back edge of water edge pieces.
2019-01-30SL-10415, SL-10434Graham Linden
Further tweaking of directional shadow sampling to balance between peter-panning and shadow acne. Move stars to just this side of the sky some to reduce parallax. Remove decodeNormF and uses of decode_normal in favor of unified use of getNorm (try to help the Intel HD x000 compiler learn to link correctly).
2019-01-29Roll back fix for 10415 due to knock-on that must needs be tamped down.Graham Linden
2019-01-29SL-10415Graham Linden
Tweak application of shadow bias to balance between shadow acne and Peter-panning by using light_dir z value, per-split bias multiplier, and better jitter noise method. Also tweak impl of spot shadow sampling func to work around issues with Intel HD shader compiler which crashes with Intel HD 3000 driver 4459 due to shadow map array access with index using math (kwality).
2019-01-25SL-10303, SL-10414Graham Linden
Fix positioning of sun/moon discs w.r.t atmo haze glow. Disable killing glow when sun is not up.
2019-01-25SL-10303Graham Linden
Modify sun disc shader to better position itself within the sun glow and to fade as the sun approaches the horizon (to mask where the position difference is greatest).
2019-01-24SL-10276Graham Linden
SL-9851 Fix cloud shaders to ignore clouds when cloud_scale is 0. Fix creation of heavenly body geo to avoid degenerate vector math and not randomly flip orientation when crossing zenith. Add sun_up_factor to eliminate sun glow around moon when sun is down.
2019-01-17SL-10368Graham Linden
Fix OSX shader compile bug from use of #if FOO instead of #ifdef FOO or #if defined(FOO) preventing atmospherics (and thus ALM) from working on OSX.
2019-01-15SL-10369Graham Linden
Fix handling of backfaces in shared shadow sampling broken during de-duplication.
2019-01-14SL-10355Graham Linden
Modify distortion vec calc in shader to account for modified range of reflection scale above/below.
2019-01-08Fix broken distortion map rendering (was culling everything).Graham Linden
Clean up deferred\alpha shader to allow re-entrant graphics switching (link error on 2nd compile/link of deferred shaders). Clean up some uses of pragma(optimize,...).
2019-01-08MergeGraham Linden
2019-01-08SL-10305 fix post deferred gamma correction to address ALM mismatch with ↵Graham Linden
non-ALM lighting.
2019-01-08MergeGraham Linden
2019-01-07SL-10304 fix handling of water normal map blending when both current and ↵Graham Linden
next textures are identical.
2019-01-04Convert to using shared shadow sampling function (reduce duplicated code ↵Graham Linden
blocks in several shaders).
2019-01-04Add new shaders for generating shadows from clouds.Graham Linden
Add new class3 shadow shaders for VSM shadows. Add disabled shadow pass in WLSky for using above.
2018-12-19Add new shaders for advanced atmo SH env lighting calcs.Graham Linden
2018-12-06De-duplicate deferred gbuffer access for getPosition/getNorm.Graham Linden
De-duplicate ambient occlusion shader code and move to new aoUtil.glsl Split shared shadow tap funcs into shadowUtil.glsl
2018-12-05Shader cleanup and consolidation of use of sRGB conversion funcs.Graham Linden
2018-12-03SL-10055Graham Linden
Modify handling of directional light to prefer sun when it is up but use moon dir/color when it is alone in the sky. Modify handling of shader in shaders to get some shadowing of ambient and nighttime shadowing.
2018-11-19SL-10032Graham Linden
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.
2018-11-15SL-10066 and SL-10067Graham Linden
Fix fullbright transport transposed args and use display gamma for post-deferred gamma correction.
2018-11-14Work around broken deps on atmospheric vars in the frag-based deferred ↵Graham Linden
lighting pipe.
2018-11-12SL-10044 SL-10045Graham Linden
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.
2018-11-09Add missing new shader files.Graham Linden
2018-11-09More incremental revive of 39561 contents to determine cuplrit.Graham Linden
2018-11-09Yes, Maurice, baby steps.Graham Linden
2018-11-09Back out changes causing broken shadows and other render shenanigans.Graham Linden
2018-11-06Move to using a shared deferredUtil object for getting pos/norm from gbuffer.Graham Linden
Eliminate 20+ callsites with copy-paste of getPosition and/or getNorm code. Make pipeline use getShadowTarget/releaseShadowTarget consistently.
2018-11-06Remove scaleDownLight funcs and eliminate unused copy-pasted funcs in ↵Graham Linden
lighting shaders. Also fix terrain response to atmospherics shaders (was failing to apply ambient on low end even when atmospherics was on).
2018-11-01SL-9994Graham Linden
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.
2018-11-01Back out unintended shader changes from SL-10000 fix.Graham Linden
2018-11-01SL-10000 fix storing of ambient value when converting legacy settingsGraham Linden
2018-10-30SL-9976 change moon blend/brightness handling in shaders and cleanup ↵Graham Linden
extraneous GL state management.
2018-10-30SL-9966Graham Linden
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).
2018-10-22SL-9806Graham Linden
Get dome rendering to not assert the depth test state behind deferred render's back. Make clouds write and test depth to give stars something to depth test against. Add z-bias in star vert shader to force some depth testing of stars against clouds.
2018-10-19SL-9928Graham Linden
De-hackify WL additive to get better match between ALM and non-ALM rendering without bringing back SL-1491 lens flare bug.
2018-10-16SL-1289 take two at providing cloud variance to break up tiling monotonyGraham Linden
2018-10-10Remove some unused atmospherics helpers and forward declarations of unused ↵Graham Linden
helper funcs.
2018-10-10Fix names of WATER_BLUR_MULTIPILER.Graham Linden
Give wave direction uniforms more meaningful names in shaders. Add comments on glow size/focus conversions for clarity.
2018-10-09SL-1289Graham Linden
add cloud_variance control for randomized perturbance of clouds to break up tiling monotony
2018-10-08SL-9751Graham Linden
Add optional moon brightness setting
2018-09-19SL-1505Graham Linden
Prepend dir names to comments in water shaders to differentiate them in nSight captures. Fix calc of reflection camera modelview mats to properly reflect the environment.
2018-09-18SL-1475Graham Linden
Make stars use higher alpha and brighten reflected color before mixing to get stars to show up in reflections on water.
2018-09-18SL-1176Graham Linden
Tweak position of sun in disc shader to better match the offset applied to the sun glow in atmospherics.