Age | Commit message (Collapse) | Author |
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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.
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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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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.
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Fix OSX shader compile bug from use of #if FOO instead of #ifdef FOO or #if defined(FOO)
preventing atmospherics (and thus ALM) from working on OSX.
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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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add cloud_variance control for randomized perturbance of clouds to break up tiling monotony
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More settings for rainbow/halo atmospheric effects, final default asset UUIDs, and shader mods.
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could be used by HUDs
Make sky and cloud shaders use common scaleSoftClip implementation in gammaF.glsl
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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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Fix sky depth-testing with advanced atmospherics.
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Enable sky density panel to update advanced atmo precomputed textures.
Take wild stab at appropriate ranges for density parameters in edit panel UI.
Clean up debug-only code that isn't necessary anymore.
Point autobuild at latest version of libatmosphere package.
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we were claiming to use in rendering.
First pass at sky shader using libatmosphere sky radiance lookup.
Add atmo density controls to ext daycycle floater tabs.
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Remove moon_dir related shader code causing sunlight shadow artifacting.
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Make atmospheric model avoid redundant work when settings don't change.
Point autobuild.xml at libatmosphere with op== to compare density profiles.
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Make env panel update environment when jumping frame to frame.
Add separate funcs for sun/moon vectors in various coord systems.
Make haze glow only pay attention to sun (i.e. fix sun glow when moon is near horizon in daytime).
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shaders to lerp between current and next cloud texture.
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Modify autobuild.xml to use new libatmo w/ state save/restore fixes (addresses font render glitch).
Put in nSight debug support.
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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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using shaders.
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some have both problems...)
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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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