Age | Commit message (Collapse) | Author |
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indexed texture channels instead of allowing it to vary from one shader to the next.
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"Transparent Water" checkbox.
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LLDrawPoolAlpha into two passes, one above water, one below water, and clip against water plane. Currently brute forces two complete alpha passes, still need to cull against water plane and add support for fullbright shaders.
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make underWaterF and softenLightF apply water fog in linear space.
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Reduce probe memory footprint. Remove framebuffer copies and move to deprecate stencil buffer usage.
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and below water
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busted). WIP on reflection probe/PBR driven water shader.
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-- make desired interface but brute force color conversions). Placeholder PBR water and move to deprecate forward rendering shaders.
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between release viewer and materials viewer when reflections disabled. Avoid run-away probe ambiance.
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reflection probes and anti-aliasing. Get render parity with current release viewer when reflection probes are disabled.
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between deferred and alpha passes for sunlight and IBL.
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SL-17967 require 4.1 core profile
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that it loads on mac
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deprecated settings.
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deferred shaders. Move reflection probe shaders to class3 and restore class2 shaders to non-reflection probe versions.
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- Do not try initializing shaders if requirements are not met or if window does not exist
- Warn user before closing window. Situation is unexpected, there is chance of more issues, like a freeze or a crash on close()
- mHasMultitexture is a solid requirement, if it is not present, we won't be able to run
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attachments rendering to depth buffer)
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fullbrightF.glsl when rigged mesh has alpha mask.
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rigged meshes.
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support to highlight transparent).
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LLPipeline::shadersLoaded()
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# Conflicts:
# autobuild.xml
# indra/llcommon/llerror.cpp
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atmospheric shader
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materialF and fullbrightShinyF
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