Age | Commit message (Collapse) | Author |
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Make alpha shader apply vert color everywhere.
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Fix sun/moon glow factor bustage.
Make darkness an option.
Fix moon fade shader logic getting confused when sun was below horizon.
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Fix direct light matching across alpha/blended-material/deferred.
Get diffuse lighting to match from Low to Ultra.
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Remove ambient clamp to keep shadows dark.
Partial fix for class 3 ambient term being wrong.
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Don't ignore far z in culling.
Fix Mid lighting being very dark.
Partial fix for broken projectors with forward rendering.
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Consistency across class2/3/ALM lighting.
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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.
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about it).
Make a distinct class3/lighting/lightV which boosts to WL levels (* 2.0)
and make lighting without WL atmo enabled use class 2 or below.
Make forward shaders (alpha and materialF with alpha-blend mode on) more consistent with deferred lighting.
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Bias shadow sampling and allow control of how dark shadows are (clamped ambient).
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Fix flicker even in no shadow ALM from pow on final_da.
Shadow acne at Midday still present.
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Modify handling of additive to make extreme range of glow focus/size safe from lens flare artifacts.
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Restore light sum loops to fix broken ambient.
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settings.
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to WL).
Remove all refs to now unused calcFragAtmospherics.
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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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