Age | Commit message (Collapse) | Author |
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Replace old spot prio calc.
Replace fudge factors on light radius and falloff for deferred lights.
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Make spot shadowing more consistent.
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Rearrange ordering of scale down of light in class1 as well.
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of atmosAffectDirectionalLight with sunlight_color that isn't updated correctly.
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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.
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Fix name of attenuation setter used.
Fix flipped light vec.
Make class3 lights use shadows on projector ambiance too.
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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.
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Fix the light_atten decsl for specular lighting too.
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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.
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adventurous.
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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).
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Remove shadow influence on ambient term causing inverted lighting in extreme setups.
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Fix accum of shadow weights and handling of clipped areas in spot shadow sampling.
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Fix reflection/distortion map culling planes again.
Fix broken handling of shadow disables in ALM forward shaders.
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Fix up culling issues from perf work and fix Depth of Field rendering to get depth values properly.
Baseline for performance work.
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checker. To use from debugger secondlife-bin->properties->Debugging->Command Arguments add "--skipupdatecheck"
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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).
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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.
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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.
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Remove fade effect on sun disc as it nears horizon (stars poke through).
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Remove blend effect when sun disc nears horizon (was letting the stars show through).
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Add ambiance handling to the light loop in the forward incarnation of materialF
and tweak alphaF to match lighing of material alpha-blend objects and non-ALM rendering.
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Fix shadow sampling min with caster dp and offset tweaks.
Fix moon direction not being transformed as the sun dir is.
Fix colorspace issue causing some objects to render grayish instead of blackish.
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Fix view-dependent peter-panning from incorrectly biased shadow pos offset.
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Fix distortion map rendering in deferred mode not including underwater fog effects.
Fix distortion map rendering not including post-deferred content at all.
Fix distortion map rendering not including anything but sky when camera is underwater.
Update sun_up_factor/sunmoon_glow_factor uniforms even when sun disc isn't in use.
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Replace clamp on height in atmospherics calcs on fragment shader path.
Fix colorspace conversions in material shaders in forward rendering mode.
Fix deferred shaders not setting the sun_up_factor uniform and getting moonlight instead of sunlight.
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Make area beyond far split of directional light unshadowed again.
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Another pass at playing with shadow_offset/bias to balance between peter-panning and shadow acne while sun and/or moon are near the horizon.
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Fix side-effects of having both sun and moon as potential directional light contributors.
We pass an int to the shader indicating which to prefer instead of making per-pixel decisions
and pass the moonlight color/di independently.
Obsolete llsettingssky fade color which was unused elsewhere and cached for no reason.
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Another attempt at getting approximage handling of projector ambiance in the alpha object shader.
This will not be a perfect match for non-transparent objects but should be close enough.
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Pass projector ambiance as the .w element of the light_attenuation uniform
so that alpha shader can emulate the behavior of proper spot projectors.
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Use gl_FragDepth on deferred sun disc to fix z-fighting with sky dome and get layering of sky/stars/sun/moon/clouds correct.
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Fix bug with setting texture matrix for rigged mesh.
Fix z-fighting between sea and sky in ALM by cheating sky, stars, and moon using gl_FragDepth.
Fix handling of atmospheric haze glow w.r.t independent sun/moon positioning
(we can no longer depend on them being mutex to each other).
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Timmy).
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Use a new edge water shader to allow forcing frag depth to avoid z-fighting at back edge of water edge pieces.
This will not work for ALM because forcing the depth breaks the use of the depth to backproject gbuffer position which breaks lighting calcs.
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