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path: root/indra/newview/app_settings/shaders/class2
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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.
2019-04-15SL-10959Graham Linden
Scale down of bloom was off by a factor of 3 or so.
2019-04-10SL-10901Graham Linden
Fix up shadow sampling and tweak shadow biasing. Clean up shader decls of unused funcs. Clean up whitespace diffs from release.
2019-04-10Revive the shading model that masks fog.Geenz
--HG-- branch : OPEN-340
2019-04-10Fullbright + elimination of all references to calcFragAtmospherics.Geenz
--HG-- branch : OPEN-340
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
2019-04-09First stab at moving atmospheric var calcs to its own utility shader.Geenz
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
2019-04-08SL-5186Graham Linden
Make projector ambiance unshadowed in both forward and deferred for consistency.
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.
2019-04-05SL-10821Graham Linden
Fix directionality of da and preserve bumps on completely shadowed areas.
2019-04-05SL-10854 part 2Graham Linden
Clamp ambient to keep shadows dark. Apply min with shadow value after we've pow'd by light gamma consistently between forward and deferred.
2019-04-04SL-10854Graham Linden
Clamp ambient contrib to get darker shadows. New PCF sampling func.
2019-04-03Merged in Geenz/viewer-eep-shader-fixes/BUG-226620 (pull request #333)Rider Linden
Fix for BUG-226620 Approved-by: Graham Madarasz <graham@lindenlab.com>
2019-04-03Bring back specular bloom.Geenz
--HG-- branch : BUG-226620
2019-04-03Make sure that the SL BRDF is being applied to objects lit by the sun and moon.Geenz
Fixes BUG-226620 --HG-- branch : BUG-226620
2019-04-03SL-10856Graham Linden
Make terrain *not* blend all the way to diffuse color for no reason.
2019-04-02Merged in Geenz/viewer-eep-shader-fixes (pull request #322)Rider Linden
Water plane rendering improvements Approved-by: Graham Madarasz <graham@lindenlab.com>
2019-04-02Make sure emissive is actually handled with atmospherics consistently.Geenz
2019-04-01Scale the specular contribution to account for brighter highlights.Geenz
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.
2019-04-01Make sure that atmospheric calcs aren't done twice.Geenz
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.
2019-04-01Whoops, forgot a shader!Geenz
2019-03-30Hide sRGB decode behind a flag, and make sure that sRGB decodes is strictly ↵Geenz
opt-in.
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.
2019-03-28SL-10829, SL-10830Graham Linden
Replace old spot prio calc. Replace fudge factors on light radius and falloff for deferred lights.
2019-03-27Fix projector falloff and attenuation handling.Graham Linden
2019-03-26More consistent lighting across ALM/non-ALM/deferred/forward rendering.Graham Linden
2019-03-25Add clamp to keep speccolor non-negative.Graham Linden
Make spot shadowing more consistent.
2019-03-22Fix class1/2 light sum loops to use light_diffuse[0] for sunlight_color too.Graham Linden
Rearrange ordering of scale down of light in class1 as well.
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.
2019-03-19SL-10764Graham Linden
Fix the light_atten decsl for specular lighting too.
2019-03-19SL-10764Graham Linden
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.
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).
2019-03-13SL-10741Graham Linden
Remove shadow influence on ambient term causing inverted lighting in extreme setups.
2019-03-07Fix tabs.Graham Linden
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).
2019-02-26SL-10566 part the firstGraham Linden
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.
2019-02-26SL-5186, SL-10612Graham Linden
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.
2019-02-22SL-10415, SL-10612, SL-10569Graham Linden
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.
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.
2019-02-08SL-10415Graham Linden
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.
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).
2019-01-30SL-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).
2019-01-25SL-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.