Age | Commit message (Collapse) | Author |
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SL-10019 - [Mac] [Render] Right-click context menu immediately disappears when clicking any place in the ‘Inventory’ floater
SL-9984 - [Retina] Camera frustum, do not display correctly on "WORLD MAP" window.
SL-10027 - [Mac] [Render] Add toggle for Retina support to mitigate FPS loss
Re-FIX for Retina support.
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Plug more holes through which env ambient terms were finding their way into lighting calcs for HUDs.
Fix up mismatched indenting (tabs v spaces) on several shaders.
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Fix fullbright transport transposed args and use display gamma for post-deferred gamma correction.
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lighting pipe.
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Fix class 1 and 2 transport/gamma funcs and made usage consistent across all shaders.
Fix class1\environment\waterV reverting to old d1/d2 names for wave directions.
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Eliminate 20+ callsites with copy-paste of getPosition and/or getNorm code.
Make pipeline use getShadowTarget/releaseShadowTarget consistently.
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lighting shaders.
Also fix terrain response to atmospherics shaders (was failing to apply ambient on low end even when atmospherics was on).
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Make shaders use consistent naming and parameter order for transport and atmospheric helpers.
Share transport and gamma correction code where possible.
Add lots of asserts and other validation for when things don't go as planned.
Engage dumpShaderSource to get more source output with shader compilation fail.
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extraneous GL state management.
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Port over transport, gamma, atmospherics shader stub updates for per-fragment atmospherics.
Fix bindings of current/next noise map when current and next are the same (select only one and force blend factor to 0).
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In fact, mark UpdaterServiceURL as obsolete. (Consumers should consult
build_data.json.)
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Get dome rendering to not assert the depth test state behind deferred render's back.
Make clouds write and test depth to give stars something to depth test against.
Add z-bias in star vert shader to force some depth testing of stars against clouds.
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De-hackify WL additive to get better match between ALM and non-ALM rendering
without bringing back SL-1491 lens flare bug.
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breaks
Improve the implementation so that escaping is computed only once
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helper funcs.
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Give wave direction uniforms more meaningful names in shaders.
Add comments on glow size/focus conversions for clarity.
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density tab.
Make frag shader version of vert WL shader to include rainbow/halo effect in non-advanced WL sky.
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add cloud_variance control for randomized perturbance of clouds to break up tiling monotony
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Add optional moon brightness setting
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More settings for rainbow/halo atmospheric effects, final default asset UUIDs, and shader mods.
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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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No change for non-bug, but turning off nSight debugging as it breaks snapshots.
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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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Make attachmentAlphaMaskShadow frag shader ignore vert alpha which can be incorrect.
Make discard test in attachmentAlphaMaskShadow match other shadow shaders more closely.
Fix highlightF shader compile error.
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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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