Age | Commit message (Collapse) | Author | |
---|---|---|---|
2020-03-10 | SL-12592, avoid light modulation of fullbright and preserve diffuse alpha ↵ | Dave Houlton | |
component | |||
2020-03-06 | SL-12574 Fix EEP cubemap not matching non-EEP for both ALM on and off | Ptolemy | |
2020-03-06 | Fix for mismatch on angular attenuation between sunlight on opaque and ↵ | Runitai Linden | |
transparent objects from last commit. | |||
2020-03-06 | Fix for sunlight having improper gamma curve for angular attenuation. Fix ↵ | Runitai Linden | |
for lack of angular attenuation on ambient lighting on triangles facing away from sun. | |||
2020-03-06 | Fix for sky in wrong color space. | Runitai Linden | |
2020-03-06 | Fix for under water being much brighter and mismatching between alpha and ↵ | Runitai Linden | |
deferred. Don't make terrain fullbright under water. | |||
2020-03-05 | WIP - Windlight sun lighting should happen in sRGB space, not linear space. ↵ | Runitai Linden | |
This keeps ambient from getting overblown and better matches environment lighting with ALM on/off. | |||
2020-03-05 | Reenable water fog in materialF.glsl (oops) | Runitai Linden | |
2020-03-04 | Fix line endings? | Runitai Linden | |
2020-03-04 | Merge fix | Runitai Linden | |
2020-03-04 | Merge branch 'DRTVWR-440' of bitbucket.org:lindenlab/viewer into ↵ | Runitai Linden | |
davep/BUG-228263 | |||
2020-03-04 | Changes somehow missing from last commit | Runitai Linden | |
2020-03-04 | WIP - fix various inconsistencies in sRGB vs linear color space. Fix ↵ | Runitai Linden | |
inconsistencies between softenLightF.glsl, materialF.glsl, and alphaF.glsl | |||
2020-03-04 | Roll back SL-12006 commits to materialF.glsl (Dec23) | Dave Houlton | |
2020-03-03 | Revert 2 merges (PR#13, PR#16) related to SL-12638 | Dave Houlton | |
This reverts commits 9d9b890 and 5f846e4. | |||
2020-02-28 | SL-12638, further tweaking of normal-map lighting, add some de-saturation | Dave Houlton | |
2020-02-25 | SL-12574: Document shader class summary | Ptolemy | |
2020-02-25 | SL-12574: Simplify Direct Ambient | Ptolemy | |
2020-02-25 | SL-12638, fix overly dark appearance of normal-mapped objects | Dave Houlton | |
Adds the 'additive' component of calcAtmosphericVars into the sunlit color to reduce darkening of sun lighting component, and adds a further magic number gainto boost final result to rough parity with windlight. Removes all light calculations on fullbright objects, just passing through the unlit diffuse color. | |||
2020-02-07 | DRTVWR-440: SL-12574: Tweak environment cube map to better match Windlight | Ptolemy | |
2020-02-07 | SL-12682, remove negative light & clean up materialF.glsl | Dave Houlton | |
2020-02-07 | SL-12592, fix transparency for full-brights | Dave Houlton | |
2020-02-04 | SL-12005, back out SRGB changes for projector spotlights | Dave Houlton | |
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. | |||
2020-01-29 | SL-11406: Fix specularity being blown out due to previous fix | Ptolemy | |
2020-01-10 | SL-12171: Fix for SL-12006 that made non-emissive portions of textures too dim. | Ptolemy | |
2020-01-03 | Merged in ptolemy_linden/ptolemy-viewer-eep (pull request #510) | Michael Pohoreski | |
SL-12006 Fixes Approved-by: Dave Houlton <euclid@lindenlab.com> | |||
2019-12-24 | Cleanup indentation and commented out debug color stage vectors | Michael Pohoreski (Ptolemy Linden) | |
2019-12-24 | De-tabify | Michael Pohoreski (Ptolemy Linden) | |
2019-12-23 | Fix SL-12006: Fullbright with specular map, Alpha Mode Emissive, and wrong ↵ | Michael Pohoreski (Ptolemy Linden) | |
Diffuse for Alpha Mode Blend | |||
2019-12-23 | SL-12006 pre-checkin | Michael Pohoreski (Ptolemy Linden) | |
2019-12-20 | Sync latest from DRTVWR-440 | Dave Houlton | |
2019-12-19 | SL-11606 fix to match EEP light falloff vs release | Dave Houlton | |
2019-12-18 | Future-proof Full Bright | Michael Pohoreski (Ptolemy Linden) | |
2019-12-18 | Sync'd | Michael Pohoreski (Ptolemy Linden) | |
2019-12-17 | SL-12472 to address SL-11406 | Michael Pohoreski (Ptolemy Linden) | |
2019-12-11 | Merged in ptolemy_linden/ptolemy-viewer-eep (pull request #507) | Dave Houlton | |
SL-11406: Skip avatars being effected. Approved-by: Dave Houlton <euclid@lindenlab.com> | |||
2019-12-10 | SL-11406: Skip avatars being effected. | Michael Pohoreski (Ptolemy Linden) | |
2019-12-09 | Merged in EuclidLinden/dh-viewer-eep (pull request #506) | Dave Houlton | |
SL-11055 Increase fullbright fog burnthrough | |||
2019-12-03 | SL-11055 Increase fog burn-through for fullbrights (for reals) | Dave Houlton | |
2019-11-25 | Roll back commit 41531 | Dave Houlton | |
2019-11-23 | Cleanup comments | Michael Pohoreski (Ptolemy Linden) | |
2019-11-21 | SL-11406 Fix fullbright to better match non-EEP. Minor optimization cleanup. | Michael Pohoreski (Ptolemy Linden) | |
2019-11-19 | SL-11055 Add back pre-EEP fog burnthrough for fullbrights | Dave Houlton | |
2019-10-29 | SL-10449 FIX [EEP] Fixed a (Mac-only) shader regression in changeset 41246 | Dave Houlton | |
2019-09-25 | SL-11656 Alpha textures with Alpha mask cutoff of 255 look glitchy while ALM ↵ | ruslantproductengine | |
is off. | |||
2019-09-09 | SL-1144 | Graham 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. | |||
2019-09-03 | SL-11543, SL-11443 | Graham Linden | |
Fix faullbright/emissive problems. | |||
2019-08-23 | SL-11774 | Graham 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. | |||
2019-08-22 | SL-11406 | Graham Linden | |
Restore code to stomp emissive in the absence of a normal map (to avoid fullbright implying full emissive). | |||
2019-08-13 | SL-11589 | Graham Linden | |
Modify altitude blend factor in cloud shaders to fade more aggressively and fix cloud rendering artifacts when at altitude. |