Age | Commit message (Collapse) | Author |
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deferred shaders. Move reflection probe shaders to class3 and restore class2 shaders to non-reflection probe versions.
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This keeps ambient from getting overblown and better matches environment lighting with ALM on/off.
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Remove all references to unused shader var global_gamma.
Remove many unused decls for gamma from shaders.
Make post-deferred gamma correction use display_gamma.
Make setting display_gamma use the correct RenderDeferredDisplayGamma setting.
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Make fullbright alpha mask with mask cutoff == 0 not generate shadows.
Adjust handling of ambient across forward and deferred again.
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Tamp down bloom so we don't have to redo ten thousand gloss maps.
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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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Add new class3 shadow shaders for VSM shadows.
Add disabled shadow pass in WLSky for using above.
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atten args.
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Eliminate 20+ callsites with copy-paste of getPosition and/or getNorm code.
Make pipeline use getShadowTarget/releaseShadowTarget consistently.
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Make shaders use consistent naming and parameter order for transport and atmospheric helpers.
Share transport and gamma correction code where possible.
Add lots of asserts and other validation for when things don't go as planned.
Engage dumpShaderSource to get more source output with shader compilation fail.
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Fix name at top of the 3 softenLight shaders so we can differentiate which is in use when using nSight debug.
Made class2 softenLightF shader modulate the atmospherics additive to only specular shading to fix lens flare on terrain etc.
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Enable advanced atmo by default.
Disable nSight in settings.xml
Remove MSVC debug pragmas.
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accounting for how much memory is taken up by LLRenderTarget, fix crash on login in bindGLIndices (work around driver bug that doesn't respect VAO state WRT to index buffers), remove some unused render targets, remove some unused shaders, make it possible to run a fullscreen session
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outputs -- no more deprecation warnings on nvidia
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(also add some snazzy specular bloom from the sun)
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texture rendering based on available hardware.
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See https://wiki.lindenlab.com/wiki/License_Substitution for details.
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back-out the back-out for this branch. yay.
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Backing out this merge that I pushed (prematurely) to the wrong place.
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instead of a reflection
Disable screen-space shiny while I chew on it some more.
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rendering. This also adds a slight pinch of glow to shiny sun-spots. So be it.
(transplanted from 5a0d9e5b5cfb2ecd96685f0275ab8e999ab86263)
(transplanted from 90f0ce75b2d7bb9fc03e84245db27a16508cde63)
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(transplanted from 4c4ae8d8f0795244fda258c157177e2778bfc444)
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(transplanted from 19036fc277d88c364e957019a66b4cdf4cce8b53)
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(transplanted from 940e02cbe4fa2f996d11500392e71f3a00e1cfed)
(transplanted from 1ee9eaf155ed897a5a7b86369c1f5160455094f0)
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update.
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+ // 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.
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don't use varying version of lightnorm for lighting the reflection-guess-point.
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Self reviewed.
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