| Age | Commit message (Collapse) | Author | 
 | 
 | 
 | 
shadows are enabled.
 | 
 | 
 | 
 | 
 | 
 | 
https://bitbucket.org/lindenlab/viewer-development-materials
 | 
 | 
 | 
 | 
 | 
 | 
distance attenuation
 | 
 | 
 | 
 | 
 | 
 | 
intensity to match pre-gamma correction results, and also mask spotlight specular by the projected texture.
 | 
 | 
 | 
 | 
normal map texture coordinates.
 | 
 | 
 | 
 | 
 | 
 | 
 | 
 | 
 | 
 | 
with nV mobile graphics cards
 | 
 | 
surface color in the vertex shader before passing it to the fragment shader.
 | 
 | 
attachments.
 | 
 | 
spotlight lighting
 | 
 | 
 | 
 | 
applied.
 | 
 | 
 | 
 | 
Assume that light attenuation wants to be linearized before we apply gamma correction.
 | 
 | 
 | 
 | 
 | 
 | 
 | 
 | 
*before* glow and other post processing effects that don't care about being gamma correct.
 | 
 | 
 | 
 | 
 | 
 | 
 | 
 | 
https://bitbucket.org/lindenlab/viewer-development-materials
 | 
 | 
https://bitbucket.org/lindenlab/viewer-development-materials
 | 
 | 
 | 
 | 
 | 
 | 
 | 
 | 
 | 
 | 
breakage in shaders from Mac changes
 | 
 | 
 | 
 | 
 | 
 | 
 | 
 | 
 | 
 | 
 | 
 | 
https://bitbucket.org/lindenlab/viewer-development-materials
 | 
 | 
 | 
 | 
https://bitbucket.org/lindenlab/viewer-development-materials
 | 
 | 
distance falloff is still soft
 | 
 | 
 | 
 | 
 |