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path: root/indra/newview/app_settings/shaders/class2/windlight
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2020-03-13SL-12233 Fix for disagreement between fullbright implementations with ALM on ↵Runitai Linden
and off.
2019-12-03SL-11055 Increase fog burn-through for fullbrights (for reals)Dave Houlton
2019-11-25Roll back commit 41531Dave Houlton
2019-11-19SL-11055 Add back pre-EEP fog burnthrough for fullbrightsDave Houlton
2019-08-13SL-11589Graham Linden
Modify altitude blend factor in cloud shaders to fade more aggressively and fix cloud rendering artifacts when at altitude.
2019-07-24SL-11550Graham Linden
2019-07-23SL-11621Graham Linden
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.
2019-07-22SL-11443Graham Linden
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.
2019-07-12SL-11545Graham Linden
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.
2019-07-10SL-1491Graham Linden
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.
2019-07-03SL-11545, SL-11543, SL-10625Graham Linden
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.
2019-06-20SL-9989Graham Linden
Remove use of distance multiplier from sky shaders (but leave in the atmospherics helpers).
2019-06-20SL-11373Graham Linden
Fix class2/windlight clouds.
2019-06-19Sky fixes.Graham Linden
Make class1 sky use pre-projection pos to get proper distances for attenuation. Make all sky shaders use the dist_mul again. Revert to using old sky tessellation logic (may regress bugs addressed by new tess code).
2019-06-18SL-11041Graham Linden
Revert fix for SL_11406 causing regression of SL-11041
2019-06-18Fix sky atmospherics in class1 to match class2 and Mid.Graham Linden
2019-06-12SL-11406Graham Linden
Adjust atmospheric lighting in frag shader.
2019-06-11SL-11370, SL-11372, SL-11337Graham Linden
Fix culling on Low+ water reflection pass. Make Mid+ / High use class1 deferred sky again (no rainbows, but faster!). Fix setting of cloud color for deferred sky/cloud shaders. Put water reflections back in wrong colorspace for consistency with release.
2019-06-10SL-10969, SL-11051Graham Linden
Make fullbright alpha mask with mask cutoff == 0 not generate shadows. Adjust handling of ambient across forward and deferred again.
2019-06-05SL-9989Graham Linden
Clamp fog distance multiplier to >= 0.05 and adjust min range on control as well. Make sky shaders use dist mul consistently.
2019-06-03SL-10966Graham Linden
Fix light atten and transmittance calcs breaking ambient color contrib to fog. Needs to be tested on DRTSIM-415 or better to get legacy viewer settings that match EEP.
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.
2019-05-21SL-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-11220Graham Linden
Fix transport when no_atmo == 1 (HUD rendering) was in play.
2019-05-13SL-11149Graham Linden
More shader tweaks to fullbright transport to get correct coloring while keeping fog fixes.
2019-05-09SL-11149Graham Linden
Fix fullbright colorspace handling and atmo transport.
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-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.
2019-05-03SL-11070Graham Linden
Gave clouds the Bob Ross treatment.
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.
2019-04-26Lighting WIPGraham Linden
Consistency across class2/3/ALM lighting.
2019-04-26SL-11055Graham Linden
Remove shader change to reduce additive to combat SL1491 as it also kills additive from foggy settings. Zero out all cached hardware light colors causing uninit fun with class3 lighting.
2019-04-23SL-1491Graham Linden
Modify handling of additive to make extreme range of glow focus/size safe from lens flare artifacts.
2019-04-22Fix mismatch between release and EEP in sunlight and ambient color from ↵Graham Linden
settings.
2019-04-19Fix sky and cloud shader usage of density_multiplier (not re-ranged from FS ↵Graham Linden
to WL). Remove all refs to now unused calcFragAtmospherics.
2019-04-19SL-10967Graham Linden
All paths now use the same atmospheric transport calcs.
2019-04-19Add directory names to sentinels in shaders so shaders with same filename ↵Graham Linden
can be differentiated in nSight while debugging.
2019-04-18SL-10967Graham Linden
Make fullbright transport look closer to normal transport so fullbright objects reflect distance.
2019-04-10Separate out vertex program objects from fragment program objects and use it.Geenz
Given that mShaderObjects only ever expects one copy of a given shader object (leading to lots of "shaderV" and "shaderF"), it made having utility shaders a bit more difficult to incorporate. This change makes sure the two are separated. Using this over a multimap largely for readibility. Also, actually, you know, use this functionality. --HG-- branch : OPEN-340
2019-04-08Make ambient clamping consistent between class1/2 deferred lighting and ↵Graham Linden
forward rendering. Add decls for intermediate lighting values for debug.
2019-04-05SL-10896Graham Linden
Fix deferred water soften prog lightnorm getting stomped with rotated lightnorm, because it's a water shader and needs water atmo uniform values, but it's a deferred lighting shader that needs not-so-rotated lightnorms. Make sunlight_color not get auto-updated so we can get the correct value from mSunDiffuse. Remove mix to preserve bumps as it was washing out shadows.
2019-03-29SL-10844, SL-10584Graham Linden
Add Geenz doings to the contribs list. Fix per-frag atmospherics to use sRGB conversion. Update ref to new KDU package.
2019-03-21SL-10751Graham Linden
Fix skydome VB generation to cover entire range of phi (give sky pants). Add shader code to fade out clouds to simulate old look at altitude.
2019-03-15SL-10743, SL-10744Graham Linden
Don't step on SUNLIGHT_COLOR uniform w/ syncLightState competing set. Put drawpool alpha render loop lighting setup changes as they were (this will give back some performance and possibly require reopening 10566).
2019-03-03SL-10664, SL-10666Graham Linden
Fix up culling issues from perf work and fix Depth of Field rendering to get depth values properly. Baseline for performance work.
2019-02-28EEP performance WIPGraham Linden
Mods to improve alpha obj render performance. Removes hacky fix for HUD elements getting atmospherics. Re-orders rendering of glow to remove ~10ms/frame of shader re-re-rebinding. Fix up default classes and basic shader loading (remove unused shared modules).
2019-02-11SL-10500Graham Linden
Replace clamp on height in atmospherics calcs on fragment shader path. Fix colorspace conversions in material shaders in forward rendering mode. Fix deferred shaders not setting the sun_up_factor uniform and getting moonlight instead of sunlight.
2019-02-06SL-10478Graham Linden
Fix side-effects of having both sun and moon as potential directional light contributors. We pass an int to the shader indicating which to prefer instead of making per-pixel decisions and pass the moonlight color/di independently. Obsolete llsettingssky fade color which was unused elsewhere and cached for no reason.
2019-02-01SL-9996, SL-1130, SL-5546Graham Linden
Fix bug with setting texture matrix for rigged mesh. Fix z-fighting between sea and sky in ALM by cheating sky, stars, and moon using gl_FragDepth. Fix handling of atmospheric haze glow w.r.t independent sun/moon positioning (we can no longer depend on them being mutex to each other).
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.