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path: root/indra/newview/app_settings/shaders
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2020-01-29SL-11406: Fix specularity being blown out due to previous fixPtolemy
2020-01-10SL-12171: Fix for SL-12006 that made non-emissive portions of textures too dim.Ptolemy
2020-01-03Merged in ptolemy_linden/ptolemy-viewer-eep (pull request #510)Michael Pohoreski
SL-12006 Fixes Approved-by: Dave Houlton <euclid@lindenlab.com>
2019-12-24Cleanup indentation and commented out debug color stage vectorsMichael Pohoreski (Ptolemy Linden)
2019-12-24De-tabifyMichael Pohoreski (Ptolemy Linden)
2019-12-23Fix SL-12006: Fullbright with specular map, Alpha Mode Emissive, and wrong ↵Michael Pohoreski (Ptolemy Linden)
Diffuse for Alpha Mode Blend
2019-12-23SL-12006 pre-checkinMichael Pohoreski (Ptolemy Linden)
2019-12-20Sync latest from DRTVWR-440Dave Houlton
2019-12-19SL-11606 fix to match EEP light falloff vs releaseDave Houlton
2019-12-18Future-proof Full BrightMichael Pohoreski (Ptolemy Linden)
2019-12-18Sync'dMichael Pohoreski (Ptolemy Linden)
2019-12-17SL-12472 to address SL-11406Michael Pohoreski (Ptolemy Linden)
2019-12-11Merged in ptolemy_linden/ptolemy-viewer-eep (pull request #507)Dave Houlton
SL-11406: Skip avatars being effected. Approved-by: Dave Houlton <euclid@lindenlab.com>
2019-12-10SL-11406: Skip avatars being effected.Michael Pohoreski (Ptolemy Linden)
2019-12-09Merged in EuclidLinden/dh-viewer-eep (pull request #506)Dave Houlton
SL-11055 Increase fullbright fog burnthrough
2019-12-03SL-11055 Increase fog burn-through for fullbrights (for reals)Dave Houlton
2019-11-25Roll back commit 41531Dave Houlton
2019-11-23Cleanup commentsMichael Pohoreski (Ptolemy Linden)
2019-11-21SL-11406 Fix fullbright to better match non-EEP. Minor optimization cleanup.Michael Pohoreski (Ptolemy Linden)
2019-11-19SL-11055 Add back pre-EEP fog burnthrough for fullbrightsDave Houlton
2019-10-29SL-10449 FIX [EEP] Fixed a (Mac-only) shader regression in changeset 41246Dave Houlton
2019-09-09SL-1144Graham Linden
The un-water-fogged gap area was rendering while we were still above water, but the water surface was being near culled. I've re-enabled preculling water objects (which also fixes issues with water culling vs spinning the camera) and it seems to behave correctly.
2019-09-03SL-11543, SL-11443Graham Linden
Fix faullbright/emissive problems.
2019-08-23SL-11774Graham Linden
Fix diffuse boost when water fog is enabled and make deferred underwater shader participate in EEP/WL param updates by marking it as a water shader.
2019-08-22SL-11406Graham Linden
Restore code to stomp emissive in the absence of a normal map (to avoid fullbright implying full emissive).
2019-08-13SL-11589Graham Linden
Modify altitude blend factor in cloud shaders to fade more aggressively and fix cloud rendering artifacts when at altitude.
2019-07-24SL-11550Graham Linden
2019-07-24SL-10698Graham Linden
Reduce effect of refScale again to eliminate sampling beyond the correct area in the distortion map and getting the water fog color on the shoreline.
2019-07-23SL-11621Graham Linden
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.
2019-07-22SL-11443Graham Linden
Make fullbright rigged objects with alpha mode none use fullbright shader instead of incorrectly using the material shader. Increase effect of variance in cloud shaders.
2019-07-15SL-11590Graham Linden
Modified windlight shader to remove adjustment to glow.z
2019-07-12SL-11588Graham Linden
Make avatar alpha shader ignore vertex color again.
2019-07-12SL-11109Graham Linden
Make shadowAlphaMask shader ignore vertex alpha before discards iff we're a fullbright object. Keep llappearance from stuffing dangling pointers into the alpha cache (crash iff you're using nSight debugging and disable readbacks).
2019-07-12SL-11545Graham Linden
Fix glow calcs in sky shaders (not just the not shared enough atmospherics funcs). Revert 10625 attempted fix as it breaks baggy clothes as much as skipping readbacks does.
2019-07-10SL-1491Graham Linden
Make sun additive contribition depend on facing the sun (without breaking fog). Put back scaling factor keeping sun contrib from blowing out with new FS param range for glow.
2019-07-08Fix materials content being emissive when it should not.Graham Linden
2019-07-08SL-11540Graham Linden
Make class1/environment and class1/deferred water match.
2019-07-05SL-11552Graham Linden
Fix materialF including debug force to linear color and re-add logic to stomp emissiveness when normals are not present unless explicitly requested via diffuse alpha mode.
2019-07-03SL-11545, SL-11543, SL-10625Graham Linden
Fix emissives without normal maps clobbering the alpha output in materialF. Modify glow size calc to get close to pre-EEP sun glow behavior (may require sky vert settings >= mid). Make bake ignore alpha readback for Intel until we can determine why their drivers now go boom.
2019-07-02SL-11533Graham Linden
Make alpha shader include vertex color modulation in both srgb and linear flavors.
2019-07-01SL-11427Graham Linden
Fixed downscaling of the refscale passed in from WL in the water shader.
2019-06-28SL-11381Graham Linden
Make fullbright alpha test use correct handling when mask cutoff == 0.
2019-06-28Modify water blend between refl and refr maps to preserve sunset colors more ↵Graham Linden
like non-ALM.
2019-06-28SL-9928Graham Linden
Take out angular atten on additive too.
2019-06-28SL-9928Graham Linden
Remove spec killing additive fix for 1491 to unbreak fog.
2019-06-27SL-11512Graham Linden
Modify method for nerfing additive on terrain so it doesn't trip up deferred lighting and make light artifacts.
2019-06-27SL-11503 take twoGraham Linden
Make ALM use of non-ALM water rendering for refraction map light differently than non-ALM use of same.
2019-06-27SL-11503Graham Linden
Make underwater terrain shader mult vert lighting.
2019-06-27SL-11151, SL-11504Graham Linden
Remove update threshold logic causing hiccups and rework sky updates. Make deferred water do double transport again to match non-ALM rendering more closely.
2019-06-25SL-1491Graham Linden
Nerf backfacing additive in ALM to prevent lens flares when facing away from sun. Use hack in spec gbuffer alpha to nerf additive only on terrain (leaves additive glare for sunsets on water).