| Age | Commit message (Collapse) | Author | 
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|  | to reflect previous commit and use correct pool size | 
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|  | attenuation | 
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|  | # Conflicts:
#	indra/llmath/llquaternion.h
#	indra/newview/lldrawpoolwater.cpp
#	indra/newview/lljoystickbutton.cpp
#	indra/newview/llvosky.cpp
#	indra/newview/skins/default/textures/textures.xml | 
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|  | water Fresnel | 
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|  | davep/DRTVWR-440 | 
|  | materialF and fullbrightShinyF | 
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|  | SL-11589
Approved-by: Dave Houlton <euclid@lindenlab.com> | 
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|  | SL-12005 Fix for projectors getting brighter when switching to single light shader. | 
|  | shader. | 
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|  | SL-12233 Fix for disagreement between fullbright implementations with ALM on and off. | 
|  | and off. | 
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|  | component | 
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|  | transparent objects from last commit. | 
|  | for lack of angular attenuation on ambient lighting on triangles facing away from sun. | 
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|  | deferred.  Don't make terrain fullbright under water. | 
|  | This keeps ambient from getting overblown and better matches environment lighting with ALM on/off. | 
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|  | davep/BUG-228263 | 
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|  | inconsistencies between softenLightF.glsl, materialF.glsl, and alphaF.glsl |