Age | Commit message (Collapse) | Author |
|
* #926 WIP - HDRI import prototype v0
* #926 WIP -- add OpenEXR to autobuild.xml
* #926 WIP -- Add OpenEXR cmake
* #926 WIP -- Attempt at using OpenEXR autobuild package and don't hard code .exr file to load
* #926 Unmangle autobuild.xml and get dll's in the right place (thanks, Caladbolg!)
* implement mac shared libs plumbing for OpenEXR for secondlife/viewer#926
* Fix Xcode/clang compile error regarding new[]/delete[] mismatch
* #926 HDRI Preview finishing touches.
- Full ACES when HDRI is enabled
- Fix for probes getting stuck paused
- Add exposure and rotation controls
---------
Co-authored-by: Brad Linden <brad@lindenlab.com>
|
|
atmospherics effect sun/moon/clouds
|
|
|
|
samples with max probe neighbors, and don't move manual probes after they are complete (removes flickering around Sponza).
|
|
hacky HDR sky reflections).
|
|
midday, adjust reflections off, and decruft depth buffer error correction shenanigans that are no longer used.
|
|
Also fix stuck sun/moon and incidental decruft.
|
|
wrong color space.
|
|
|
|
|
|
|
|
|
|
|
|
remove some unused glsl files.
|
|
|
|
|
|
LLPipeline::shadersLoaded()
|
|
|
|
LLSD. Enable Fast Timers when Tracy is enabled to catch Fast Timer overhead.
|
|
|
|
ALM is turned on
|
|
camera: Stars render around center of sim instead of center of camera.
|
|
sun glow setting (pull request #297)"
|
|
SL-13768 Remove glow from moon when sun is down due to it using the sun glow setting
|
|
|
|
setting
|
|
|
|
|
|
|
|
Fix class2/windlight clouds.
|
|
Fix culling on Low+ water reflection pass.
Make Mid+ / High use class1 deferred sky again (no rainbows, but faster!).
Fix setting of cloud color for deferred sky/cloud shaders.
Put water reflections back in wrong colorspace for consistency with release.
|
|
More tweaking ambient light.
|
|
Nerf moisture and ice levels iff there's no sun or moon to generate light to refract.
|
|
Fix direct light matching across alpha/blended-material/deferred.
Get diffuse lighting to match from Low to Ultra.
|
|
Make sun disc and moon shaders use sRGB hardware tex sampling.
Remove sun disc shader use of fullbright transport (fogging).
|
|
Make moon disc image render only if current or previous textures are available.
|
|
Will wait for a response from @graham_linden regarding moving the sRGB conversion functions in llmath.h to llrender.
|
|
|
|
Make sure lights are in the correct color space.
Bonus: cache the sRGB color in setLightColor on point and spot lights. Frees up a pow and some multiplies on the CPU every frame.
|
|
|
|
fix diffs between EEP and VR.
|
|
|
|
|
|
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.
|
|
Fix side-effects of having both sun and moon as potential directional light contributors.
We pass an int to the shader indicating which to prefer instead of making per-pixel decisions
and pass the moonlight color/di independently.
Obsolete llsettingssky fade color which was unused elsewhere and cached for no reason.
|
|
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).
|
|
|
|
Timmy).
|
|
SL-9851
Fix cloud shaders to ignore clouds when cloud_scale is 0.
Fix creation of heavenly body geo to avoid degenerate vector math
and not randomly flip orientation when crossing zenith.
Add sun_up_factor to eliminate sun glow around moon when sun is down.
|
|
Add new class3 shadow shaders for VSM shadows.
Add disabled shadow pass in WLSky for using above.
|