Age | Commit message (Collapse) | Author |
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between maintaining old look of WL settings and fixing SL1491 lens flare bug
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bulk perms floater
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settings
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Prepend dir names to comments in water shaders to differentiate them in nSight captures.
Fix calc of reflection camera modelview mats to properly reflect the environment.
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Make stars use higher alpha and brighten reflected color before mixing to get stars to show up in reflections on water.
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Tweak position of sun in disc shader to better match the offset applied to the sun glow in atmospherics.
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Remove extraneous linear to sRGB conversion causing underwater refracted screen tex to be brighter than it should be.
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Modulate class1 softenLight atmospheric additive by specular.a (same fix as for class2).
Clamp additive color to <= vec3(0.2) to avoid similar artifacts in non-deferred render path.
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could be used by HUDs
Make sky and cloud shaders use common scaleSoftClip implementation in gammaF.glsl
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Fix name at top of the 3 softenLight shaders so we can differentiate which is in use when using nSight debug.
Made class2 softenLightF shader modulate the atmospherics additive to only specular shading to fix lens flare on terrain etc.
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incompatible with nSight debugging)
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Enable advanced atmo by default.
Disable nSight in settings.xml
Remove MSVC debug pragmas.
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Fix sky depth-testing with advanced atmospherics.
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Enable sky density panel to update advanced atmo precomputed textures.
Take wild stab at appropriate ranges for density parameters in edit panel UI.
Clean up debug-only code that isn't necessary anymore.
Point autobuild at latest version of libatmosphere package.
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we were claiming to use in rendering.
First pass at sky shader using libatmosphere sky radiance lookup.
Add atmo density controls to ext daycycle floater tabs.
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Make brightness scale in shader more linear and fix twinkling.
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the ground
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Fix binding of current/next sun/moon textures.
Remove redundant code in GLSLShader determination of tex uniform bindings.
Unhack mix calls in sun/moon shaders to reverse sense of blending (was working around reversed bindings).
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MAINT-8991: only escape log message characters once, add unit test
remove extra log line created by LL_ERRS
document that tags may not contain spaces
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Make perspective projection consistent between ALM and non-ALM when drawing water (horizon matches).
Make perspective projection consistent between ALM and non-ALM when drawing heavenly bodies (sun disc position matches).
Make gamma correction of sun disc tex consistent between ALM and non-ALM rendering.
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Remove moon_dir related shader code causing sunlight shadow artifacting.
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settings.
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channels
and fix rendering issue from norm/spec channels during lighting.
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to link the shaders without complaining about unwritten varying vars.
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textures and settings without better.
Reverse direction of mix to match blend_factor values in stars shader.
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Make atmospheric model avoid redundant work when settings don't change.
Point autobuild.xml at libatmosphere with op== to compare density profiles.
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Set nSight debug setting to 0 to fix ALM snapshots.
Add popMatrix call to balance push around heavenly body rendering in ALM and fix mat stack overflow.
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(default is no sun disc and just haze)
Refactor sky texture optimization to retain building the cubemap used by shiny.
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accidentally setting it on systems which cannot handle the mem load it implies
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shading, and fix transposed name of daycycle func.
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files fail to load.
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for current to next blending.
Modify LLSettingsFoo::buildDefaultFoo to use a static and avoid re-validation of default sky/water/daycycle settings.
Remove all references to gSun/MoonTextureId globals (they should come from sky settings now).
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Make env panel update environment when jumping frame to frame.
Add separate funcs for sun/moon vectors in various coord systems.
Make haze glow only pay attention to sun (i.e. fix sun glow when moon is near horizon in daytime).
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shaders to lerp between current and next cloud texture.
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