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2024-05-29#1530 Increase joint limit for GLTF Assets (#1582)Dave Parks
* Migrate GLTF scene rendering to its own shaders * Add support for ambient occlusion map separate from metallic roughness map (or absent) * Use UBO's for GLTF joints * Better error handling of downloading GLTF assets
2024-05-23Merge remote-tracking branch 'origin/DRTVWR-600-maint-A' into ↵Brad Linden
brad/merge-maint-a-to-dev
2024-04-29#824 Process source files in bulk: replace tabs with spaces, convert CRLF to ↵Andrey Lihatskiy
LF, and trim trailing whitespaces as needed
2024-04-21Fix sampling normals from gbuffer and cleanup redundant gbuffer samples (#1294)Rye Mutt
* Fix sampling normals from gbuffer and cleanup redundant gbuffer samples * Allow negative normals in gbuffer to fix broken material rendering
2024-04-19#1139 Fix for world going black/white in some scenes (NaNs) (#1273)RunitaiLinden
* #1139 Fix for world going black/white in some scenes (NaNs) NaNs were coming from normal encode/decode. Take advantage of available gbuffer space to send full normal instead of encoding. * #1139 Cleanup remove now unused encodeNormF.glsl * #1139 Remove final reference to encodeNormF * #1139 Fix for getNormalEnvIntensityFlags referencing wrong sampler for env intensity * Mac build fix
2024-02-01#677 WIP -- Add clipping to alpha and pbr (not working on PBR for some reason)RunitaiLinden
2023-12-04SL-20611 Followup -- fix edge cases with transparent PBR objects around ↵RunitaiLinden
eye/object above/below water.
2023-12-04SL-20611 Followup -- fix edge cases with transparent objects around ↵RunitaiLinden
eye/object above/below water.
2023-11-16SL-20611 Make haze effect local lights -- move sky and water haze to their ↵RunitaiLinden
own passes and unify sky and water haze in forward rendering shaders.
2023-10-11SL-20440 Fix for projector ambiance destroying PBR shading. Also fix ↵RunitaiLinden
longstanding bug with hard line in projector ambiance lighting. Incidental decruft of legacy_adjust and LOCAL_LIGHT_KILL, etc.
2023-10-02SL-20394 Remove "glare" effect from PBR alpha shaders.RunitaiLinden
2023-09-06SL-19842 WIP -- Change how probe ambiance mixes with sky ambient.RunitaiLinden
2023-06-15Add missing variable initialization, and make water support glossy SSR again.Jonathan "Geenz" Goodman
SL-19784
2023-06-14More performance addressing. Ditch glossy SSR on semi-transparent surfaces.Jonathan "Geenz" Goodman
SL-19784
2023-06-01DRTVWR-559 Rebalance PBR against Blinn-Phong.RunitaiLinden
2023-06-01DRTVWR-559 Revert skies to be very close to release and disable tone mapping ↵RunitaiLinden
when probe ambiance is zero. Hack for desaturating legacy materials has been removed for performance and quality reasons. Adds a new setting for auto adjusting legacy skies. This is the PBR "opt out" button. If disabled, legacy skies will disable tonemapping, automatic probe ambiance, and HDR/exposure. If enabled, legacy skies will behave as if probe ambiance and HDR scale are 1.0, and ambient will be cut in half. HDR scale will act as a sky brightener, but will automatically adjust dynamic exposure so the sky will be properly exposed. If you want relatively even exposure all the time, set HDR Scale to 1.0. If you want a high range of exposures between indoor/dark areas and outdoor/bright areas, increase HDR Scale. Also tuned up SSAO (thanks Rye!). Reviewed with Brad.
2023-05-25Fix underwater fog mismatch between opaque and alpha blend when local lights ↵Rye Mutt
are nearby (#227) * Fix water fog mismatch between alpha blend and opaque when local light is nearby * Add PBR underwater alpha blend shader
2023-05-25DRTVWR-559 Fix for off-color fullbright alpha blinn-phong materials. Scrub ↵RunitaiLinden
some NaNs.
2023-05-17SL-19655 Decruft legacy GLSL shaders and now unused build queues.RunitaiLinden
2023-05-15SL-19709 Fix for fullbright shiny not factoring out exposure and flickering ↵RunitaiLinden
fullbright alpha. Incidental decruft.
2023-04-20SL-19560 Revert hacky fix for other avatars having low res BoM textures. ↵RunitaiLinden
Fix for brightening of PBR materials at the shadow horizon.
2023-04-14DRTVWR-559 Balance night scenes against release, nudge glow down a smidge, ↵RunitaiLinden
remove exposure correction from legacy fullbright balance PBR materials against legacy.
2023-04-13SL-19592: Fix alpha blend PBR prims on HUDCosmic Linden
2023-04-11SL-19564 Rebalance exposure and sky. Hack legacy diffuse map saturation and ↵RunitaiLinden
brightness to allow ACES Hill all the time.
2023-04-06SL-19538 Back off on sun brightening a bit, remove errant brightening of ↵Dave Parks
clouds, and update midday to not be red shifted.
2023-04-06SL-19538 Nudge sun brightness and replace "gamma" with an exposure scaler ↵Dave Parks
approximation
2023-04-06SL-19538 Followup -- scrub all possible sources of NaNs, make dynamic ↵Dave Parks
exposure controls not persist, limit exposure range, and do a debug gl pass.
2023-04-05SL-19538 Followup -- fix for dynamic exposure having large gaps in it… (#157)RunitaiLinden
* SL-19538 Followup -- fix for dynamic exposure having large gaps in its luminance sampling. * SL-19538 Followup -- review feedback changes.
2023-04-05SL-19538 Followup -- tune exposure parameters and clamp local light ↵RunitaiLinden
ambiance. Make render targets 16F and scrube NaNs (thanks Rye). Update midday. (#154)
2023-04-04SL-19538 Remove hacky ambiance scale and take the mittens off probe a… (#151)RunitaiLinden
* SL-19538 Remove hacky ambiance scale and take the mittens off probe ambiance values. Fix for sky brightening being done in sRGB space.
2023-03-30DRTVWR-559 Auto exposure tuning (fix horizon).Dave Parks
2023-03-30DRTVWR-559 Auto exposure tuning.Dave Parks
2023-03-29DRTVWR-559 Dynamic exposure followup -- stochastic sampling, weight based on ↵Dave Parks
luminance and distance to center of screen, rebalance night, don't rely on blending not clamping R16F.
2023-03-28DRTVWR-559 Dynamic exposure followup -- balance moon brightness and add glow ↵Dave Parks
to exposure sample.
2023-03-28DRTVWR-559 Dynamically adjust exposure.Dave Parks
2023-03-27SL-19477 Remove angular attenuation from sphere probe weight to fix harsh ↵Dave Parks
indirect lighting. Minor incidental decruft.
2023-03-07SL-19355 Irradiance rebalance.Dave Parks
2023-03-02SL-19281 Post review cleanup.Dave Parks
2023-03-02SL-19281 Unify handling of haze and gamma between fullbright and not and ↵Dave Parks
move haze back to sRGB color space to stay consistent with sky colors. Also fix broken "roughness" stuck at 0.2.
2023-02-27SL-19226 Reimplement water fresnel offset/scale, exposure balance for ↵Dave Parks
midday, adjust reflections off, and decruft depth buffer error correction shenanigans that are no longer used.
2023-02-27Merge pull request #92 from secondlife/SL-19262cosmic-linden
SL-19265: Fix precision issue with texture transforms, separate texture animations
2023-02-24SL-19265: Fix precision issue with texture transforms by moving transform ↵Cosmic Linden
matrix calculation into the shader
2023-02-24SL-19212 Resurrect glare and apply to PBR materials as well (and fix color ↵Dave Parks
mismatch in legacy alpha vs opaque).
2023-02-24SL-19228: Remove DEBUG_TEXCOORDCosmic Linden
2023-02-23SL-19228: Fix GLTF texture transform rotation and add UV debug (PBR only). ↵Cosmic Linden
See textureUtilV.glsl for UV coordinate comments
2023-02-23DRTVWR-559 Fix for irradiance maps going black at 128x128 radiance map ↵Dave Parks
resolution. Improve radiance map anti-aliasing and default to 128x128 everywhere.
2023-02-21DRTVWR-559 Fix SSR on transparent PBR surfaces.Dave Parks
2023-02-07SL-18229 Fix for PBR materials on HUDs misbehaving. Incidental decruft.Dave Parks
2023-02-06SL-19148 Decruft followthrough -- fix for crash when running from installer. ↵Dave Parks
Feed fresnel component into PBR alpha. Remove obsolete "shader_hierarchy.txt", remove redundant LL_PROFILE_ZONE_SCOPED, remove unused shader feature flag.
2023-02-03SL-19148 Decruft followthrough -- kill more unused shader filesDave Parks