Age | Commit message (Collapse) | Author |
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Add new class3 shadow shaders for VSM shadows.
Add disabled shadow pass in WLSky for using above.
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the reflections will better match what they're reflecting
when ALM is enabled.
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properly with clouds and heavenly bodies.
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extraneous GL state management.
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Port over transport, gamma, atmospherics shader stub updates for per-fragment atmospherics.
Fix bindings of current/next noise map when current and next are the same (select only one and force blend factor to 0).
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blendable noise maps.
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SL-9973
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Get dome rendering to not assert the depth test state behind deferred render's back.
Make clouds write and test depth to give stars something to depth test against.
Add z-bias in star vert shader to force some depth testing of stars against clouds.
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add cloud_variance control for randomized perturbance of clouds to break up tiling monotony
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Add optional moon brightness setting
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More settings for rainbow/halo atmospheric effects, final default asset UUIDs, and shader mods.
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Add LLPointer<> on stack to avoid textures being deleted out from under the sky code.
Make textures used by sky settings remove their faces from media textures.
Add ability to detect when a given texture is viewer media with vfunc.
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Make water horizon consistent between ALM and non-ALM rendering again.
Fix using deferred sky rendering in reflections.
Make matrix mode explicit around push/pop for safety.
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Make stars use higher alpha and brighten reflected color before mixing to get stars to show up in reflections on water.
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Make range of star brightness in code and in UI 0-500 (not 512).
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Make vert generation not skip dome verts used for clouds when doing advanced atmospherics.
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Enable sky density panel to update advanced atmo precomputed textures.
Take wild stab at appropriate ranges for density parameters in edit panel UI.
Clean up debug-only code that isn't necessary anymore.
Point autobuild at latest version of libatmosphere package.
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we were claiming to use in rendering.
First pass at sky shader using libatmosphere sky radiance lookup.
Add atmo density controls to ext daycycle floater tabs.
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MAINT-8983
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non-null and masking crashes when graphics prefs change).
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Fix binding of current/next sun/moon textures.
Remove redundant code in GLSLShader determination of tex uniform bindings.
Unhack mix calls in sun/moon shaders to reverse sense of blending (was working around reversed bindings).
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Make perspective projection consistent between ALM and non-ALM when drawing water (horizon matches).
Make perspective projection consistent between ALM and non-ALM when drawing heavenly bodies (sun disc position matches).
Make gamma correction of sun disc tex consistent between ALM and non-ALM rendering.
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Set nSight debug setting to 0 to fix ALM snapshots.
Add popMatrix call to balance push around heavenly body rendering in ALM and fix mat stack overflow.
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(default is no sun disc and just haze)
Refactor sky texture optimization to retain building the cubemap used by shiny.
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shading, and fix transposed name of daycycle func.
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default square).
Also fixes MAINT-3962, ALM and non-ALM moon shading should be identical.
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Make env panel update environment when jumping frame to frame.
Add separate funcs for sun/moon vectors in various coord systems.
Make haze glow only pay attention to sun (i.e. fix sun glow when moon is near horizon in daytime).
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shaders to lerp between current and next cloud texture.
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Add plumbing facilities to allow current and next moon textures to be passed to moon shader.
Modify moon shader to blend between current and next moon textures by blend factor.
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Add MouseMoon positioning ala MouseSun debug setting and accessors to use it.
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coord systems in use.
Fix class2 softenLightF shader.
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Put that constant in sky settings and eliminate dups.
Fix up logic around when to use heavenly bodies (fix broken moon in basic sky).
Remove unnecessary clip to horizon.
Put in temp code to ena/dis sun/moon based on LLEnvironment::getIsDaytime().
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Start cleanup of heavenly body rendering.
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