summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings
AgeCommit message (Collapse)Author
2019-04-18SL-10967Graham Linden
Make fullbright transport look closer to normal transport so fullbright objects reflect distance.
2019-04-18SL-10966Graham Linden
Fix use of density and distance multipliers in atmospherics to use original pre-EEP range instead of FS expanded range. Modify additive calc to restore old behavior (probably reverts fix for "lens flare" bug).
2019-04-17Merge 6.2.1Graham Linden
2019-04-16Make blended material objects use the same BRDF for spec as everything else.Graham Linden
2019-04-15SL-10968Graham Linden
Tweak forced frag depths for sun/moon disc images to resolve depth fighting with hills etc.
2019-04-15SL-10959Graham Linden
Scale down of bloom was off by a factor of 3 or so.
2019-04-15Fix line-endings on new shader file from contribution.Graham Linden
2019-04-11SL-10891 Reset UI scale factor on first run if OS's display scaling is not 100%AndreyL ProductEngine
2019-04-10SL-10901Graham Linden
Fix up shadow sampling and tweak shadow biasing. Clean up shader decls of unused funcs. Clean up whitespace diffs from release.
2019-04-10Fix missing sentinel in shader file to avoid spurious complaints for hg ↵Graham Linden
policy hooks.
2019-04-10Merged in Geenz/viewer-eep/OPEN-340 (pull request #345)Rider Linden
OPEN-340 & OPEN-343 - Consolidate shader atmospheric calcs into a singular utility shader + fix fog on fullbright in deferred
2019-04-10SL-10925, SL-10926, SL-10896Graham Linden
New fix for 925/926 that doesn't cause 896 again. Also linearize moon disc tex color.
2019-04-10Revive the shading model that masks fog.Geenz
--HG-- branch : OPEN-340
2019-04-10I don't think the class3 variant is used, but just in case.Geenz
--HG-- branch : OPEN-340
2019-04-10Fullbright + elimination of all references to calcFragAtmospherics.Geenz
--HG-- branch : OPEN-340
2019-04-10Separate out vertex program objects from fragment program objects and use it.Geenz
Given that mShaderObjects only ever expects one copy of a given shader object (leading to lots of "shaderV" and "shaderF"), it made having utility shaders a bit more difficult to incorporate. This change makes sure the two are separated. Using this over a multimap largely for readibility. Also, actually, you know, use this functionality. --HG-- branch : OPEN-340
2019-04-09First stab at moving atmospheric var calcs to its own utility shader.Geenz
Still some work to go here. Largely related to how certain values (i.e., SSAO mix values) are supplied. But so far, so good. --HG-- branch : OPEN-340
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.
2019-04-06SL-10891 residuesAndreyL ProductEngine
2019-04-06SL-10891 Reset UI scale factor on first run if OS's display scaling is not 100%AndreyL ProductEngine
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 lindenlab/viewer-releaseAndreyL ProductEngine
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-10566Graham Linden
Enable RenderAlphaBatchEmissives by default to get some perf back.
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.