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path: root/indra/newview/lldrawpoolwater.cpp
AgeCommit message (Collapse)Author
2022-12-06SL-18788 Fix for legacy shiny not working until after restart when ↵Dave Parks
reflections probes are disabled.
2022-11-28Merge remote-tracking branch 'origin/DRTVWR-528' into DRTVWR-559Brad Kittenbrink
2022-10-12SL-18190 Remove water reflection detail combo box and reimplement ↵Dave Parks
"Transparent Water" checkbox.
2022-10-11SL-18190 Cleanup -- convert some vec4's to vec3's (as they really are), ↵Dave Parks
remove some unused glsl files.
2022-10-06SL-18190 Water shader WIP. Better parallax correction for sphere probes. ↵Dave Parks
Reduce probe memory footprint. Remove framebuffer copies and move to deprecate stencil buffer usage.
2022-10-05SL-18190 WIP - Add refraction to water without splitting scene between above ↵Dave Parks
and below water
2022-10-04SL-18293, SL-18190 -- Fix for debug displays not showing up (wireframe still ↵Dave Parks
busted). WIP on reflection probe/PBR driven water shader.
2022-09-16SL-18128 Clear out much OpenGL cruft and switch to core profile on AMDDave Parks
2022-05-26Merge branch 'master' v 6.6.1 into DRTVWR-528Dave Houlton
2022-04-19Restored SL-15400, it got lost in an automatic mergeAndrey Kleshchev
Pausing clouds should not pause water
2022-04-18Merge branch 'master' into DRTVWR-528Dave Houlton
2022-03-07SL-15861: Fix inconsistent additive light spanning 180 degrees for water ↵Ptolemy
angles in Mid quality.
2022-01-28SL-16722 Fix void water not being rendered due to PR 782 skipping second ↵Ptolemy
pass of water rendering
2022-01-14SL-16606: Add profiler category DRAWPOOLPtolemy
2021-12-09SL-16461 disable occlusion-based reflection updateDave Houlton
2021-11-30SL-16386 purge no-op fxn LLTexUnit::setTextureAlphaBlend()Dave Houlton
2021-11-30SL-16386 purge no-op fxn LLTexUnit::setTextureColorBlend()Dave Houlton
2021-11-30SL-16386 purge no-op fxn LLTexUnit::setTextureBlendType()Dave Houlton
2021-11-30SL-16386 remove references to (const true) LLGLSLShader::sNoFixedFunctionDave Houlton
2021-11-22SL-13565 refactor (consolidate getters) water drawingDave Houlton
2021-11-22SL-13565 disable reflection render pass when all non-void water is occludedDave Houlton
2021-11-12DRTVWR-528 Reverting multiple commits due to moving them into D546 branchAndrey Kleshchev
This reverts commits 9b5b2eac82b1f423daec463b3d55d0f3d3979bbc SL-15933 53c0144dd272470172591b967a84beaa4019b728 SL-11687 492ea7c3a03d5ef0d3679b873a44c08baaced0f1 SL-16056 b854eceee3a867d64b20de18d6b7ce91b33abed0 SL-15391 921c3f5f69c90b5924d2f4bbbd32455f8c9c8173 SL-13561 639acb6ff7495a6840d437dd8473172ec03e200a SL-15333
2021-11-12SL-15993 Disabling transparent water should not disable advanced lightingAndrey Kleshchev
2021-11-04SL-13565 occlusion/reflection tracy markupDave Houlton
2021-09-15SL-15993 Disabling transparent water should not disable advanced lightingAndrey Kleshchev
2021-06-30SL-15400 Menu item "Pause Clouds" should not pause waterAndrey Kleshchev
2020-09-28Merge branch 'master' into DRTVWR-507-maintAndrey Lihatskiy
# Conflicts: # indra/newview/pipeline.cpp
2020-05-13SL-12007 Toggling 'Transparent water' checkbox has no effectAndrey Kleshchev
Opaque water is not compatible with ALM
2020-04-20Merge branch 'master' into DRTVWR-497Andrey Lihatskiy
2019-10-25SL-12014 Animesh is now a separate rendering typeandreykproductengine
2019-08-13SL-11212Graham Linden
Calculate sunAngle2 correctly given light dir in new coord space.
2019-08-12SL-10566, SL-10677Graham Linden
Make sky updates only occur if the input atmospherics values have actually changed (perf optimization). Make water rendering use specular color for coloring spec.
2019-06-06SL-11367Graham Linden
Use rotated lightnorm directly in water shader instead of forcing all shaders marked as water (including lighting) to get that norm (where it would only affect Mid as only that graphics mode has atmospherics on but isn't using deferred rendering).
2019-05-17SL-11112Graham Linden
Fix blend between reflected/refracted water maps (make less transparent) and fix setting of water fog color alpha on low end to better match prev behavior of setting the internal control value in that case.
2019-03-19SL-10763Graham Linden
Fix broken logic for alpha drawpool when rendering with basic shaders off. Force unbind of 2nd tex unit that we use during water rendering.
2019-03-05Don't rebuild reflection when only edge water patches are in play.Graham Linden
Use (Restore)TexSetup for tex binding (should be equivalent now). Simplify uniform management in alpha drawpool loop. Fix wrong modelview mat being used for distortion map gen.
2019-03-03SL-10664, SL-10666Graham Linden
Fix up culling issues from perf work and fix Depth of Field rendering to get depth values properly. Baseline for performance work.
2019-02-28EEP performance WIPGraham Linden
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).
2019-02-27SL-10566 part the fourthGraham Linden
Fix water rendering causing distortion map update very frame. Reduce binds in alpha draw pool for HUD atmo suppression (may regress HUD lighting weirdness). Add ability to retrieve current user clip plane so it can be saved/restored around water map gen. Leave render type masks as is after reflection map render to get detail filtering applied to distortion map again. Re-enable occlusion in distortion map rendering.
2019-02-21MergeGraham Linden
2019-02-13SL-10181, SL-10546Graham Linden
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.
2019-02-06Backed out changeset: 43f8558c602bandreykproductengine
2019-02-05temp fogandreykproductengine
2019-02-01SL-9996, SL-1130, SL-5546Graham Linden
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).
2019-01-319996 partial fix (works for non-ALM rendering only)Graham Linden
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.
2019-01-30Eliminate helper GLSL modules depending on further GLSL modules to give ↵Graham Linden
Intel HD x000 compiler a fighting chance. More WIP for edge-specific water shader for 9996.
2019-01-30WIP for 10374 (reduce number of shaders linking against deferredUtil).Graham Linden
Prepare for using ifdef to conditionally engage using gl_FragDepth in water shaders (because GL requires that writing to gl_FragDepth on any path means you need to write a depth value on every path).
2019-01-08MergeGraham Linden
2019-01-07SL-10304 fix handling of water normal map blending when both current and ↵Graham Linden
next textures are identical.
2019-01-03Fix two files stomped my merging VR before a downstream branch.Graham Linden