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2022-10-28SL-18453 WIP -- Use GLTF draw pool to render shadows. Still need a GLTF ↵Dave Parks
specific shadow shader to multiply alpha.
2022-10-26Merge branch 'DRTVWR-559' of ssh://bitbucket.org/lindenlab/viewer into ↵Dave Parks
DRTVWR-559
2022-10-26Merged in SL-17005_cosmic_win8 (pull request #1106)Sabrina Shanman
SL-17005: Clean up debug code
2022-10-21SL-18105 Clean up class1/deferred/materialF.glsl (merge cleanup), make ↵Dave Parks
override messaging LLSD where it ought to be and JSON where it ought to be.
2022-10-21Merge branch 'master' (DRTVWR-548) into DRTVWR-559Andrey Kleshchev
# Conflicts: # indra/llrender/llgl.cpp # indra/llrender/llrendertarget.cpp # indra/newview/VIEWER_VERSION.txt # indra/newview/app_settings/shaders/class1/deferred/materialF.glsl # indra/newview/llfloaterpreference.cpp # indra/newview/llviewercontrol.cpp # indra/newview/llviewermenu.cpp # indra/newview/llviewertexturelist.cpp # indra/newview/llvovolume.cpp
2022-10-19SL-18105 Hook up render pipe directly to LLTextureEntry::mGLTFMaterial and ↵Dave Parks
add LLViewerFetchedTextures to LLFetchedGLTFMaterial. Lower reflection probe resolution to 128x128 per side.
2022-10-17Merged in SL-18340 (pull request #1158)Sabrina Shanman
SL-18340: Fix PBR alpha materials treating spotlight as point light Approved-by: Dave Parks
2022-10-13SL-18340: Consistently use HAS_SUN_SHADOW for shader permutationCosmic Linden
2022-10-13SL-18340: Consolidate shared pbr shading into calcDiffuseSpecular, pbrBaseLightCosmic Linden
2022-10-13Merge branch 'DRTVWR-559' of ssh://bitbucket.org/lindenlab/viewer into ↵Dave Parks
DRTVWR-559
2022-10-13SL-18376 Fix for transparent legacy avatar bits disappearing.Dave Parks
2022-10-13SL-18362 Fix mac shader loadingBrad Kittenbrink
2022-10-13SL-18340: Fix PBR alpha materials treating spotlight as point lightCosmic Linden
2022-10-13SL-18125 Separate GLTF permissions from normal uploadsAndrey Kleshchev
2022-10-13SL-18190 Tweak reflection probe mixing on water.Dave Parks
2022-10-12SL-18190 Fix for mismatch between alpha and opaque water fog.Dave Parks
2022-10-12SL-18190 Remove water reflection detail combo box and reimplement ↵Dave Parks
"Transparent Water" checkbox.
2022-10-11SL-18190 Cleanup -- convert some vec4's to vec3's (as they really are), ↵Dave Parks
remove some unused glsl files.
2022-10-11SL-18190 Fix for mystery circle showing up on east side of reflection ↵Dave Parks
probes. Add one probe to rule them all as a fallback for pixels that aren't inside any influence volume.
2022-10-10SL-18190 Fix alpha not playing nice with water surface by split ↵Dave Parks
LLDrawPoolAlpha into two passes, one above water, one below water, and clip against water plane. Currently brute forces two complete alpha passes, still need to cull against water plane and add support for fullbright shaders.
2022-10-10SL-18190 Use funky distance based error correction only on water surface ↵Dave Parks
(revisit for general use later).
2022-10-07SL-18190 Move water shaders to class 3, add debug stub for underWaterF.glsl, ↵Dave Parks
make underWaterF and softenLightF apply water fog in linear space.
2022-10-07SL-18190 Temporarily disable occlusion culling by default -- not compatible ↵Dave Parks
with depth buffer management changes.
2022-10-06SL-18190 Water shader WIP. Better parallax correction for sphere probes. ↵Dave Parks
Reduce probe memory footprint. Remove framebuffer copies and move to deprecate stencil buffer usage.
2022-10-05SL-18190 WIP - Add refraction to water without splitting scene between above ↵Dave Parks
and below water
2022-10-04SL-18293, SL-18190 -- Fix for debug displays not showing up (wireframe still ↵Dave Parks
busted). WIP on reflection probe/PBR driven water shader.
2022-09-30SL-18239 Unify PBR and non-PBR treatment of ambient/SSAO/irradiance. ↵Dave Parks
Restore SSAO to release version.
2022-09-29SL-18132 Fix for errant shadow when sun shadows are disabled.Dave Parks
2022-09-29Merge branch 'DRTVWR-559' of ssh://bitbucket.org/lindenlab/viewer into ↵Dave Parks
DRTVWR-559
2022-09-29SL-18190 End of linear space odyssey -- just eat the conversions in ↵Dave Parks
atmosphericsFuncsF for sunlight and additive, but leave linear ambient in tact.
2022-09-29Fix coding policy failure for DRTVWR-559Brad Kittenbrink
2022-09-29SL-18190 Fix for haze color being completely wrong (now it's just half wrong).Dave Parks
2022-09-28SL-18190 Prune srgb_to_linear from atmosphericsFuncs.glslDave Parks
2022-09-28SL-18190 Parity with release viewer when reflections are disabled.Dave Parks
2022-09-28SL-18190 WIP - Linear space atmospherics take 2Dave Parks
2022-09-28SL-18190 Remove some (likely) superfluous color space conversionsDave Parks
2022-09-27SL-18190 Missed magic number.Dave Parks
2022-09-27SL-18190 WIP -- Take 2 on linear space windlight (more methodical approach ↵Dave Parks
-- make desired interface but brute force color conversions). Placeholder PBR water and move to deprecate forward rendering shaders.
2022-09-26SL-18190 Use bindDeferredShader in alpha pool. Don't redundantly apply ao ↵Dave Parks
to irradiance.
2022-09-26SL-18190 WIP - Whoopsie from last commitDave Parks
2022-09-26SL-18190 WIP - Windlight to linear space proof of concept, better parity ↵Dave Parks
between release viewer and materials viewer when reflections disabled. Avoid run-away probe ambiance.
2022-09-23SL-18190 Reduce banding - tweak noise function.Dave Parks
2022-09-23SL-18190 Reduce banding - experiment with RGB16F reflection probesDave Parks
2022-09-23SL-18190 Reduce banding.Dave Parks
2022-09-23SL-18156 Cleanup of MikktSpace integration, apply MikktSpace tangents to all ↵Dave Parks
meshes.
2022-09-23SL-18120 Fix for specular color of legacy materials tinting environment ↵Dave Parks
reflections from "environment" intensity.
2022-09-22SL-17705 Backwards compatibility pass. Support OpenGL pre-4.0 by disabling ↵Dave Parks
reflection probes and anti-aliasing. Get render parity with current release viewer when reflection probes are disabled.
2022-09-21SL-18190 Fix for fullbright alpha blended legacy materials appearing in ↵Dave Parks
wrong color space
2022-09-20SL-18190 Reduce banding (stay in linear space as much as possible, increase ↵Dave Parks
precision of reflection probes). Faster radiance and irradiance map generation.
2022-09-20SL-18190 Don't allocate mips for irradiance maps because they're never ↵Dave Parks
generated. Disable OpenGL core profile on Intel by default.