| Age | Commit message (Collapse) | Author | 
|---|
|  | 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. | 
|  | Fix transport when no_atmo == 1 (HUD rendering) was in play. | 
|  | Modify new spec response to better match old gloss response curve.
Tuned at 255, 192, 160, 128, 64, and 32 glossiness. | 
|  | Reduce spec bloom further. | 
|  | Modify calc of sunlight to avoid clipping in gamma correct on values outside 0-1 range.
Modify shaders to put back ambient clamp tuned to be close to ambient contrib in low/mid lighting. | 
|  | More shader tweaks to fullbright transport to get correct coloring while keeping fog fixes. | 
|  | Restore old sun matrix gen code.
Make sky use correct colorspace.
Make sunlight color the CPU-generated WL color when not using atmo shaders or deferred (helps 11107). | 
|  | Fix fullbright colorspace handling and atmo transport. | 
|  | 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. | 
|  | Make haze look more like WL.
Make lack of sun and moon mean black and fixed dir to prevent spooky underlighting. | 
|  |  | 
|  | Fix diffuse boost in deferred lighting to match non-deferred.
Make class2 soften not clamp shadow color to incoming alpha (make shadows appear on terrain underwater). | 
|  | Remove ambient term clamping to get less dark shadows where we want less dark shadows in ALM. | 
|  | Tamp down bloom so we don't have to redo ten thousand gloss maps. | 
|  | Gave clouds the Bob Ross treatment. | 
|  | Make alpha shader apply vert color everywhere. | 
|  | Fix sun/moon glow factor bustage.
Make darkness an option.
Fix moon fade shader logic getting confused when sun was below horizon. | 
|  | Fix direct light matching across alpha/blended-material/deferred.
Get diffuse lighting to match from Low to Ultra. | 
|  | Remove ambient clamp to keep shadows dark.
Partial fix for class 3 ambient term being wrong. | 
|  | Don't ignore far z in culling.
Fix Mid lighting being very dark.
Partial fix for broken projectors with forward rendering. | 
|  | Consistency across class2/3/ALM lighting. | 
|  | 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. | 
|  | 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. | 
|  | Bias shadow sampling and allow control of how dark shadows are (clamped ambient). | 
|  | Fix flicker even in no shadow ALM from pow on final_da.
Shadow acne at Midday still present. | 
|  | Modify handling of additive to make extreme range of glow focus/size safe from lens flare artifacts. | 
|  | Restore light sum loops to fix broken ambient. | 
|  | settings. | 
|  | to WL).
Remove all refs to now unused calcFragAtmospherics. | 
|  | All paths now use the same atmospheric transport calcs. | 
|  | can be differentiated in nSight while debugging. | 
|  | Make fullbright transport look closer to normal transport so fullbright objects reflect distance. | 
|  | Scale down of bloom was off by a factor of 3 or so. | 
|  | Fix up shadow sampling and tweak shadow biasing.
Clean up shader decls of unused funcs.
Clean up whitespace diffs from release. | 
|  | --HG--
branch : OPEN-340 | 
|  | --HG--
branch : OPEN-340 | 
|  | 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 | 
|  | 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 | 
|  | Make projector ambiance unshadowed in both forward and deferred for consistency. | 
|  | forward rendering.
Add decls for intermediate lighting values for debug. | 
|  | 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. | 
|  | Fix directionality of da and preserve bumps on completely shadowed areas. | 
|  | Clamp ambient to keep shadows dark.
Apply min with shadow value after we've pow'd by light gamma consistently between forward and deferred. | 
|  | Clamp ambient contrib to get darker shadows.
New PCF sampling func. | 
|  | Fix for BUG-226620
Approved-by: Graham Madarasz <graham@lindenlab.com> | 
|  | --HG--
branch : BUG-226620 | 
|  | Fixes BUG-226620
--HG--
branch : BUG-226620 | 
|  | Make terrain *not* blend all the way to diffuse color for no reason. | 
|  | Water plane rendering improvements
Approved-by: Graham Madarasz <graham@lindenlab.com> | 
|  |  |