Age | Commit message (Collapse) | Author |
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remove some unused glsl files.
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LLPipeline::shadersLoaded()
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LLSD. Enable Fast Timers when Tracy is enabled to catch Fast Timer overhead.
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camera: Stars render around center of sim instead of center of camera.
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sun glow setting (pull request #297)"
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SL-13768 Remove glow from moon when sun is down due to it using the sun glow setting
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setting
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Fix class2/windlight clouds.
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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.
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More tweaking ambient light.
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Nerf moisture and ice levels iff there's no sun or moon to generate light to refract.
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Fix direct light matching across alpha/blended-material/deferred.
Get diffuse lighting to match from Low to Ultra.
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Make sun disc and moon shaders use sRGB hardware tex sampling.
Remove sun disc shader use of fullbright transport (fogging).
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Make moon disc image render only if current or previous textures are available.
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Will wait for a response from @graham_linden regarding moving the sRGB conversion functions in llmath.h to llrender.
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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.
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fix diffs between EEP and VR.
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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 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.
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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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Timmy).
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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.
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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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