Age | Commit message (Collapse) | Author |
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All paths now use the same atmospheric transport calcs.
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can be differentiated in nSight while debugging.
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Make fullbright transport look closer to normal transport so fullbright objects reflect distance.
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Scale down of bloom was off by a factor of 3 or so.
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Fix up shadow sampling and tweak shadow biasing.
Clean up shader decls of unused funcs.
Clean up whitespace diffs from release.
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--HG--
branch : OPEN-340
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--HG--
branch : OPEN-340
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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
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Still some work to go here. Largely related to how certain values (i.e., SSAO mix values) are supplied. But so far, so good.
--HG--
branch : OPEN-340
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Make projector ambiance unshadowed in both forward and deferred for consistency.
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forward rendering.
Add decls for intermediate lighting values for debug.
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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.
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Fix directionality of da and preserve bumps on completely shadowed areas.
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Clamp ambient to keep shadows dark.
Apply min with shadow value after we've pow'd by light gamma consistently between forward and deferred.
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Clamp ambient contrib to get darker shadows.
New PCF sampling func.
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Fix for BUG-226620
Approved-by: Graham Madarasz <graham@lindenlab.com>
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--HG--
branch : BUG-226620
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Fixes BUG-226620
--HG--
branch : BUG-226620
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Make terrain *not* blend all the way to diffuse color for no reason.
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Water plane rendering improvements
Approved-by: Graham Madarasz <graham@lindenlab.com>
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This is more or less to achieve the non-ALM bloom behavior in most circumstances.
Why scale it? Normalized blinn-phong gets brighter the higher the specular exponent. As it stood, the old spec contribution was extremely bright despite looking "correct". This is largely eyeballed, but generally looks better for all light sources applied to the surface of the water.
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The atomospherics were being applied both in the G-buffer and during the sun light pass. This ensures that is not the case.
Additionally, re-enable specular on the water plane, scale the bloom factor to something more reasonable, and also someone broke specular on emissive surfaces. That's fixed too now.
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opt-in.
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Add Geenz doings to the contribs list.
Fix per-frag atmospherics to use sRGB conversion.
Update ref to new KDU package.
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Replace old spot prio calc.
Replace fudge factors on light radius and falloff for deferred lights.
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Make spot shadowing more consistent.
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Rearrange ordering of scale down of light in class1 as well.
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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.
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Fix the light_atten decsl for specular lighting too.
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Fix lighting issues when using shaders, but not ALM.
Shader code cleanup (remove do nothing functions only in one file).
Fix obsolete comment to refer to correct storage for projector ambiance.
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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).
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Remove shadow influence on ambient term causing inverted lighting in extreme setups.
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Fix up culling issues from perf work and fix Depth of Field rendering to get depth values properly.
Baseline for performance work.
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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).
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Tie using deferred rendering in water reflection/distortion map generation to debug var again
(claw back some performance lost to doing post-deferred in water map generation).
Edit softenLightF for class1/class2 to make them comparable again.
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Fix lighting and gamma correction differences between deferred and forward rendering including materials objects.
Verify 10612 and 10500 remain fixed.
Make sure all necessary deferred shaders get the atmospheric uniform updates for doing frag-based atmospherics.
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Fix shadow sampling min with caster dp and offset tweaks.
Fix moon direction not being transformed as the sun dir is.
Fix colorspace issue causing some objects to render grayish instead of blackish.
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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.
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Another pass at playing with shadow_offset/bias to balance between peter-panning and shadow acne while sun and/or moon are near the horizon.
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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.
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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).
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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).
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Fix positioning of sun/moon discs w.r.t atmo haze glow.
Disable killing glow when sun is not up.
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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).
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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.
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