| Age | Commit message (Collapse) | Author | 
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|  | Deferred spotlights were transitioned srdb->linear in commit 653133b
The lights transition between the deferred and (some other) path at fixed camera
distance, causing a distinct light-level pop. Backing out this change to avoid
the pop. Note to the future: pick a light space at the beginning and stick with it. | 
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|  | SL-12006 Fixes
Approved-by: Dave Houlton <euclid@lindenlab.com> | 
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|  | Diffuse for Alpha Mode Blend | 
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|  | SL-11406: Skip avatars being effected.
Approved-by: Dave Houlton <euclid@lindenlab.com> | 
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|  | SL-11055 Increase fullbright fog burnthrough | 
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|  | 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. | 
|  | Fix faullbright/emissive problems. | 
|  | 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. | 
|  | Restore code to stomp emissive in the absence of a normal map (to avoid fullbright implying full emissive). | 
|  | Modify altitude blend factor in cloud shaders to fade more aggressively and fix cloud rendering artifacts when at altitude. | 
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|  | 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. | 
|  | 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. | 
|  | 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. | 
|  | Modified windlight shader to remove adjustment to glow.z | 
|  | Make avatar alpha shader ignore vertex color again. | 
|  | 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). | 
|  | 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. | 
|  | 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. | 
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|  | Make class1/environment and class1/deferred water match. | 
|  | 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. | 
|  | 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. | 
|  | Make alpha shader include vertex color modulation in both srgb and linear flavors. | 
|  | Fixed downscaling of the refscale passed in from WL in the water shader. | 
|  | Make fullbright alpha test use correct handling when mask cutoff == 0. | 
|  | like non-ALM. | 
|  | Take out angular atten on additive too. | 
|  | Remove spec killing additive fix for 1491 to unbreak fog. | 
|  | Modify method for nerfing additive on terrain so it doesn't trip up deferred lighting and make light artifacts. | 
|  | Make ALM use of non-ALM water rendering for refraction map light differently than non-ALM use of same. | 
|  | Make underwater terrain shader mult vert lighting. | 
|  | Remove update threshold logic causing hiccups and rework sky updates.
Make deferred water do double transport again to match non-ALM rendering more closely. |