Age | Commit message (Collapse) | Author |
|
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.
|
|
the reflections will better match what they're reflecting
when ALM is enabled.
|
|
|
|
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.
|
|
|
|
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).
|
|
|
|
Make vert generation not skip dome verts used for clouds when doing advanced atmospherics.
|
|
|
|
|
|
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.
|
|
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.
|
|
|
|
|
|
|
|
|
|
MAINT-8983
|
|
non-null and masking crashes when graphics prefs change).
|
|
|
|
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).
|
|
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.
|
|
|
|
|
|
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.
|
|
(default is no sun disc and just haze)
Refactor sky texture optimization to retain building the cubemap used by shiny.
|
|
|
|
shading, and fix transposed name of daycycle func.
|
|
default square).
Also fixes MAINT-3962, ALM and non-ALM moon shading should be identical.
|
|
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).
|
|
shaders to lerp between current and next cloud texture.
|