Age | Commit message (Collapse) | Author |
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reflections probes are disabled.
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"Transparent Water" checkbox.
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remove some unused glsl files.
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Reduce probe memory footprint. Remove framebuffer copies and move to deprecate stencil buffer usage.
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and below water
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busted). WIP on reflection probe/PBR driven water shader.
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Pausing clouds should not pause water
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angles in Mid quality.
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pass of water rendering
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This reverts commits
9b5b2eac82b1f423daec463b3d55d0f3d3979bbc SL-15933
53c0144dd272470172591b967a84beaa4019b728 SL-11687
492ea7c3a03d5ef0d3679b873a44c08baaced0f1 SL-16056
b854eceee3a867d64b20de18d6b7ce91b33abed0 SL-15391
921c3f5f69c90b5924d2f4bbbd32455f8c9c8173 SL-13561
639acb6ff7495a6840d437dd8473172ec03e200a SL-15333
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# Conflicts:
# indra/newview/pipeline.cpp
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Opaque water is not compatible with ALM
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Calculate sunAngle2 correctly given light dir in new coord space.
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Make sky updates only occur if the input atmospherics values have actually changed (perf optimization).
Make water rendering use specular color for coloring spec.
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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).
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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.
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Fix broken logic for alpha drawpool when rendering with basic shaders off.
Force unbind of 2nd tex unit that we use during water rendering.
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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.
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Fix up culling issues from perf work and fix Depth of Field rendering to get depth values properly.
Baseline for performance work.
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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).
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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.
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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.
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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).
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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.
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Intel HD x000 compiler a fighting chance.
More WIP for edge-specific water shader for 9996.
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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).
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next textures are identical.
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