Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
intensity to match pre-gamma correction results, and also mask spotlight specular by the projected texture.
|
|
|
|
|
|
*before* glow and other post processing effects that don't care about being gamma correct.
|
|
|
|
|
|
|
|
transform so we can store the environment intensity in the blue channel.
|
|
approximation in light curves. Fix fresnel math.
|
|
|
|
|
|
remove banding and not break all shiny objects.
|
|
implemented at this point for opaque geometry.
|
|
|
|
|
|
|
|
terrainF and treeF.
|
|
|
|
|
|
|
|
|
|
for texture indices in the data stream. Also rework gl_FragColor overrides to not collide with some odd driver implementations.
|
|
on Intel HD 3000, 10.7.2
* Fixed up shaders to add haze_density and blue_density together correctly as vec4's rather than
relying on the shader compiler to add them together properly.
|
|
enabled on Intel HD 3000, 10.7.2
Refactored WindLight estate settings to use float uniforms in the shaders that
only need it, rather than vec4's for everything.
|
|
|
|
|
|
|
|
|
|
|
|
outputs -- no more deprecation warnings on nvidia
|
|
|
|
|
|
|
|
complete, preview renders and debug displays still pending. Also fixed a render glitch and a crash (JIRAs listed).
|
|
(also add some snazzy specular bloom from the sun)
|
|
texture rendering based on available hardware.
|
|
|
|
|
|
|
|
See https://wiki.lindenlab.com/wiki/License_Substitution for details.
|
|
back-out the back-out for this branch. yay.
|
|
Backing out this merge that I pushed (prematurely) to the wrong place.
|
|
|
|
instead of a reflection
Disable screen-space shiny while I chew on it some more.
|
|
|
|
rendering. This also adds a slight pinch of glow to shiny sun-spots. So be it.
(transplanted from 5a0d9e5b5cfb2ecd96685f0275ab8e999ab86263)
(transplanted from 90f0ce75b2d7bb9fc03e84245db27a16508cde63)
|
|
(transplanted from 4c4ae8d8f0795244fda258c157177e2778bfc444)
|