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path: root/indra/newview/app_settings/shaders
AgeCommit message (Collapse)Author
2019-04-09SL-5186Graham Linden
Fix falloff on projectors in forward rendering (different falloff calcs than deferred).
2019-04-08SL-5186Graham Linden
Make projector ambiance unshadowed in both forward and deferred for consistency.
2019-04-08Make ambient clamping consistent between class1/2 deferred lighting and ↵Graham Linden
forward rendering. Add decls for intermediate lighting values for debug.
2019-04-05SL-10896Graham Linden
Fix deferred water soften prog lightnorm getting stomped with rotated lightnorm, because it's a water shader and needs water atmo uniform values, but it's a deferred lighting shader that needs not-so-rotated lightnorms. Make sunlight_color not get auto-updated so we can get the correct value from mSunDiffuse. Remove mix to preserve bumps as it was washing out shadows.
2019-04-05SL-10821Graham Linden
Fix directionality of da and preserve bumps on completely shadowed areas.
2019-04-05Fix spec gone wild in ALM water rendering.Graham Linden
2019-04-05SL-10854 part 2Graham Linden
Clamp ambient to keep shadows dark. Apply min with shadow value after we've pow'd by light gamma consistently between forward and deferred.
2019-04-04SL-10854Graham Linden
Clamp ambient contrib to get darker shadows. New PCF sampling func.
2019-04-03Merged in Geenz/viewer-eep-shader-fixes/BUG-226620 (pull request #333)Rider Linden
Fix for BUG-226620 Approved-by: Graham Madarasz <graham@lindenlab.com>
2019-04-03Bring back specular bloom.Geenz
--HG-- branch : BUG-226620
2019-04-03Make sure that the SL BRDF is being applied to objects lit by the sun and moon.Geenz
Fixes BUG-226620 --HG-- branch : BUG-226620
2019-04-03SL-10856Graham Linden
Make terrain *not* blend all the way to diffuse color for no reason.
2019-04-02SL-10855Graham Linden
Apply sRGB colorspace to deferred cloud output.
2019-04-02SL-10857Graham Linden
Juggle forced frag depths for moon/sun/stars/sky to get depth fighting with distant terrain...wait for it...sorted.
2019-04-02Fix shader link fail from forward decl of wrong soft clip func in class 1.Graham Linden
Fix trying to bind diffuse maps for shader without uniform in shadow shaders. Clean up merge fail around mShaderLevel namechange.
2019-04-02Merge 6.1.2 LoveMeRender new hotnessGraham Linden
2019-04-02Merged in Geenz/viewer-eep-shader-fixes (pull request #322)Rider Linden
Water plane rendering improvements Approved-by: Graham Madarasz <graham@lindenlab.com>
2019-04-02Make sure emissive is actually handled with atmospherics consistently.Geenz
2019-04-01Scale the specular contribution to account for brighter highlights.Geenz
This is more or less to achieve the non-ALM bloom behavior in most circumstances. Why scale it? Normalized blinn-phong gets brighter the higher the specular exponent. As it stood, the old spec contribution was extremely bright despite looking "correct". This is largely eyeballed, but generally looks better for all light sources applied to the surface of the water.
2019-04-01Make sure that atmospheric calcs aren't done twice.Geenz
The atomospherics were being applied both in the G-buffer and during the sun light pass. This ensures that is not the case. Additionally, re-enable specular on the water plane, scale the bloom factor to something more reasonable, and also someone broke specular on emissive surfaces. That's fixed too now.
2019-04-01Whoops, forgot a shader!Geenz
2019-03-30Hide sRGB decode behind a flag, and make sure that sRGB decodes is strictly ↵Geenz
opt-in.
2019-03-29SL-10844, SL-10584Graham Linden
Add Geenz doings to the contribs list. Fix per-frag atmospherics to use sRGB conversion. Update ref to new KDU package.
2019-03-28SL-10831Graham Linden
Make moon brightness env setting affect moon diffuse/ambient color combo so it affects in-world lighting. Adjust how the moon brightness affects the moon disc texture rendering (washes out less).
2019-03-28SL-10829, SL-10830Graham Linden
Replace old spot prio calc. Replace fudge factors on light radius and falloff for deferred lights.
2019-03-27Fix projector falloff and attenuation handling.Graham Linden
2019-03-26More consistent lighting across ALM/non-ALM/deferred/forward rendering.Graham Linden
2019-03-25Add clamp to keep speccolor non-negative.Graham Linden
Make spot shadowing more consistent.
2019-03-22Fix class1/2 light sum loops to use light_diffuse[0] for sunlight_color too.Graham Linden
Rearrange ordering of scale down of light in class1 as well.
2019-03-22Make class3 light sum loop use light_diffuse[0] for sunlight_color instead ↵Graham Linden
of atmosAffectDirectionalLight with sunlight_color that isn't updated correctly.
2019-03-21SL-10751Graham Linden
Fix skydome VB generation to cover entire range of phi (give sky pants). Add shader code to fade out clouds to simulate old look at altitude.
2019-03-20SL-10449Graham Linden
Fix name of attenuation setter used. Fix flipped light vec. Make class3 lights use shadows on projector ambiance too.
2019-03-20SL-10449Graham Linden
Make setting ALM from Mid through High graphics possible on OSX by fixing link error from softenLight shader. Set values to the atmos attenuation and additive color varyings to avoid warnerror from OSX GLSL compiler/linker.
2019-03-19SL-10764Graham Linden
Fix the light_atten decsl for specular lighting too.
2019-03-19SL-10764Graham Linden
Fix lighting issues when using shaders, but not ALM. Shader code cleanup (remove do nothing functions only in one file). Fix obsolete comment to refer to correct storage for projector ambiance.
2019-03-15SL-10743, SL-10744Graham Linden
Don't step on SUNLIGHT_COLOR uniform w/ syncLightState competing set. Put drawpool alpha render loop lighting setup changes as they were (this will give back some performance and possibly require reopening 10566).
2019-03-13SL-10741Graham Linden
Remove shadow influence on ambient term causing inverted lighting in extreme setups.
2019-03-12SL-10732Graham Linden
Fix accum of shadow weights and handling of clipped areas in spot shadow sampling.
2019-03-07Fix tabs.Graham Linden
2019-03-07SL-10618, SL-10698Graham Linden
Fix reflection/distortion map culling planes again. Fix broken handling of shadow disables in ALM forward shaders.
2019-03-03SL-10664, SL-10666Graham Linden
Fix up culling issues from perf work and fix Depth of Field rendering to get depth values properly. Baseline for performance work.
2019-03-02SL-10664Graham Linden
2019-02-28EEP performance WIPGraham Linden
Mods to improve alpha obj render performance. Removes hacky fix for HUD elements getting atmospherics. Re-orders rendering of glow to remove ~10ms/frame of shader re-re-rebinding. Fix up default classes and basic shader loading (remove unused shared modules).
2019-02-26Fix ifdef in alphaF.Graham Linden
2019-02-26Fix up ifdefs to make OSX shader compiler happy.Graham Linden
2019-02-26SL-10566 part the firstGraham Linden
Tie using deferred rendering in water reflection/distortion map generation to debug var again (claw back some performance lost to doing post-deferred in water map generation). Edit softenLightF for class1/class2 to make them comparable again.
2019-02-26MergeGraham Linden
2019-02-26SL-5186, SL-10612Graham Linden
Fix lighting and gamma correction differences between deferred and forward rendering including materials objects. Verify 10612 and 10500 remain fixed. Make sure all necessary deferred shaders get the atmospheric uniform updates for doing frag-based atmospherics.
2019-02-25SL-9806Graham Linden
Remove fade effect on sun disc as it nears horizon (stars poke through).
2019-02-25SL-9806Graham Linden
Remove blend effect when sun disc nears horizon (was letting the stars show through).