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path: root/indra/newview/app_settings/shaders/class2
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2010-04-22ssreflections: dampen/blur ssreflections rather more.Tofu Linden
(transplanted from 4c4ae8d8f0795244fda258c157177e2778bfc444)
2010-04-22ssreflections: dampen/blur ssreflections rather more.Tofu Linden
2010-04-21port class1 ssreflections tweaks to class2 and class3Tofu Linden
(transplanted from 19036fc277d88c364e957019a66b4cdf4cce8b53)
2010-04-21port class1 ssreflections tweaks to class2 and class3Tofu Linden
(transplanted from 19036fc277d88c364e957019a66b4cdf4cce8b53)
2010-04-16strengthen the fakey blur in the fakey ssreflections.Tofu Linden
(transplanted from 940e02cbe4fa2f996d11500392e71f3a00e1cfed)
2010-04-16strengthen the fakey blur in the fakey ssreflections.Tofu Linden
(transplanted from 940e02cbe4fa2f996d11500392e71f3a00e1cfed) (transplanted from 1ee9eaf155ed897a5a7b86369c1f5160455094f0)
2010-04-09Tweak bias on projectors. Fix some silly shader mistakes.Dave Parks
2010-04-09Tweak bias on projectors. Fix some silly shader mistakes.Dave Parks
2010-04-07mergeDave Parks
2010-04-07Shadow aliasing fix WIPDave Parks
2010-04-07Shadow aliasing fix WIPDave Parks
2010-04-07apply latest ssreflections tweaks to class2 and class3.Tofu Linden
2010-04-02ssreflection: restore the shadow factor I accidentally removed with the last ↵Tofu Linden
update.
2010-04-02apply ssreflection changes to class2 and class3 too.Tofu Linden
2010-03-31debug ssreflection blur direction. minor.Tofu Linden
2010-03-29ss reflections tweakage:Tofu Linden
+ // Offset the guess source a little according to a trivial + // checkerboard dither function and spec.a. + // This is meant to be similar to sampling a blurred version + // of the diffuse map. LOD would be better in that regard. + // The goal of the blur is to soften reflections in surfaces + // with low shinyness, and also to disguise our lameness.
2010-03-28ss reflections: make the guess less far from the source.Tofu Linden
2010-03-26screen-space reflections: remember to unbias the value from the depth map. ↵Tofu Linden
don't use varying version of lightnorm for lighting the reflection-guess-point.
2010-03-22screen-space reflections mk4. generally subtle. very cheap.Tofu Linden
2010-03-20SSAO version of sunLight shaders.Dave Parks
2010-03-19RenderDeferredSSAO works as an independent setting -- decoupled shadows from ↵Dave Parks
SSAO.
2010-03-17CTS-110 Remove soft alpha in deferred pipeline (breaks some content). Will ↵Dave Parks
revisit soft alpha in materials project.
2010-03-07Add a touch of fakey ripple to shadows on the surface of water, as if the ↵Tofu Linden
water has depth. Using 4th component of the normal map to encode a position displacement (along the normal) in the class2 shadow lookup.
2010-03-05Fix for sun specular highlights showing up in shadow when diffuse ambiance ↵Dave Parks
greater than 0.
2010-04-07apply latest ssreflections tweaks to class2 and class3.Tofu Linden
2010-04-02ssreflection: restore the shadow factor I accidentally removed with the last ↵Tofu Linden
update.
2010-04-02apply ssreflection changes to class2 and class3 too.Tofu Linden
2010-03-31debug ssreflection blur direction. minor.Tofu Linden
2010-03-29ss reflections tweakage:Tofu Linden
+ // Offset the guess source a little according to a trivial + // checkerboard dither function and spec.a. + // This is meant to be similar to sampling a blurred version + // of the diffuse map. LOD would be better in that regard. + // The goal of the blur is to soften reflections in surfaces + // with low shinyness, and also to disguise our lameness.
2010-03-28ss reflections: make the guess less far from the source.Tofu Linden
2010-03-26screen-space reflections: remember to unbias the value from the depth map. ↵Tofu Linden
don't use varying version of lightnorm for lighting the reflection-guess-point.
2010-03-22screen-space reflections mk4. generally subtle. very cheap.Tofu Linden
2010-03-20SSAO version of sunLight shaders.Dave Parks
2010-03-19RenderDeferredSSAO works as an independent setting -- decoupled shadows from ↵Dave Parks
SSAO.
2010-03-17CTS-110 Remove soft alpha in deferred pipeline (breaks some content). Will ↵Dave Parks
revisit soft alpha in materials project.
2010-03-07Add a touch of fakey ripple to shadows on the surface of water, as if the ↵Tofu Linden
water has depth. Using 4th component of the normal map to encode a position displacement (along the normal) in the class2 shadow lookup.
2010-03-05Fix for sun specular highlights showing up in shadow when diffuse ambiance ↵Dave Parks
greater than 0.
2010-01-29fix a variety of shader errors, mostly due to my confusing glsl with C++... ↵Tofu Linden
again
2010-01-29fix a variety of shader errors, mostly due to my confusing glsl with C++... ↵Tofu Linden
again
2010-01-29Don't scale windlight lights up just to scale them down again later. avoid ↵Tofu Linden
this with rearrangement. not tested.
2010-01-29Don't scale windlight lights up just to scale them down again later. avoid ↵Tofu Linden
this with rearrangement. not tested.
2010-01-29spot-aware light func usage in ALL shaders.Tofu Linden
2010-01-29spot-aware light func usage in ALL shaders.Tofu Linden
2010-01-28cheap no-branch goodness for rendering both spotlights and pointlights with ↵Tofu Linden
the same shader code. kill already-nerfed quadratic attenuation which it seems we won't be supporting any decade soon.
2010-01-28cheap no-branch goodness for rendering both spotlights and pointlights with ↵Tofu Linden
the same shader code. kill already-nerfed quadratic attenuation which it seems we won't be supporting any decade soon.
2010-01-28getting closer to point/spot interchangabilityTofu Linden
2010-01-28getting closer to point/spot interchangabilityTofu Linden
2010-01-28enable basic directional lighting for basic/atmospheric shaders - yay.Tofu Linden
next, needs the non-shader GL lighting model to be equally dumb (it's too smart - kill the spot angle.
2010-01-28enable basic directional lighting for basic/atmospheric shaders - yay.Tofu Linden
next, needs the non-shader GL lighting model to be equally dumb (it's too smart - kill the spot angle.
2010-01-08Cleaned up visible edges of projector frustum in diffuse/specular/ambient ↵Dave Parks
lighting from projectors.