| Age | Commit message (Collapse) | Author | 
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|  | LLPipeline::shadersLoaded() | 
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|  | LLSD.  Enable Fast Timers when Tracy is enabled to catch Fast Timer overhead. | 
|  | 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 | 
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|  | setting | 
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|  | 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. | 
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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. | 
|  | 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). | 
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|  | 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. | 
|  | the reflections will better match what they're reflecting
when ALM is enabled. | 
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|  | properly with clouds and heavenly bodies. | 
|  | extraneous GL state management. | 
|  | 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). | 
|  | blendable noise maps. | 
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|  | SL-9973 | 
|  | 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. | 
|  | add cloud_variance control for randomized perturbance of clouds to break up tiling monotony | 
|  | Add optional moon brightness setting | 
|  | More settings for rainbow/halo atmospheric effects, final default asset UUIDs, and shader mods. | 
|  | 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. | 
|  | 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. | 
|  | Make stars use higher alpha and brighten reflected color before mixing to get stars to show up in reflections on water. | 
|  | Make range of star brightness in code and in UI 0-500 (not 512). | 
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