Age | Commit message (Collapse) | Author |
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vars, and use atmospheric already calculated
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Fix false alarming sky updates and doing expensive CPU work for same sky pixels.
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Make sky updates only occur if the input atmospherics values have actually changed (perf optimization).
Make water rendering use specular color for coloring spec.
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Make LLSettingsSky::gammaCorrect work like the soft scale clip and gamma correct from release.
Add transmittance effects to the low-end sky tex gen.
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Remove update threshold logic causing hiccups and rework sky updates.
Make deferred water do double transport again to match non-ALM rendering more closely.
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Replace WL atmospherics sun color calcs, fix water specular sunlight contribution to use them,
and do not add moon contribution during daytime.
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Give wave direction uniforms more meaningful names in shaders.
Add comments on glow size/focus conversions for clarity.
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Make rebuilding sky tex not look up invariant values by converting from LLSD 15 times per pixel.
Set range on density multiplier to be non-zero to clamp light attenuation to sane values.
Fix UI for density multiplier to include 4 decimal places and not show 0.0003 as 0.00
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coord systems in use.
Fix class2 softenLightF shader.
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Start cleanup of heavenly body rendering.
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Make LLVo classes use LLVoSky wrappers instead of direct access.
Isolate more legacy haze param usage w/in settings.
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and getLightTransmittance).
Optimize sky texture creation.
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