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path: root/indra/newview/llviewershadermgr.cpp
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2022-06-22SL-17600 Proper irradiance probes.Dave Parks
2022-06-21SL-17600 WIP -- Proper radiance maps (not just mipped cubemaps).Dave Parks
2022-06-15SL-17584 Make setShaders crashes more informativeAndrey Kleshchev
2022-06-06SL-17532 Potential fix for some rigged mesh draw order issues.Dave Parks
2022-05-26Merge branch 'master' v 6.6.1 into DRTVWR-528Dave Houlton
2022-05-24SL-17472 Add checkbox to preferences for enabling "PBR" that uses "class3" ↵Dave Parks
deferred shaders. Move reflection probe shaders to class3 and restore class2 shaders to non-reflection probe versions.
2022-05-19SL-17286 Reflection probe alpha/fullbright support.Dave Parks
2022-05-16Merge remote-tracking branch 'remotes/origin/DRTVWR-546' into DRTVWR-559Dave Parks
2022-05-16SL-17284 Reflection probe tuning and optimization take 1Dave Parks
2022-05-02SL-17274: Stub for PBR DrawPool and shaderPtolemy
2022-04-29SL-17124 switchContext and loadShaderFile crashesAndrey Kleshchev
- 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
2022-04-11SL-17194 Impostor quality pass 2 (and fix for fully transparent rigged ↵Dave Parks
attachments rendering to depth buffer)
2022-03-18SL-16993: Fix Model Upload Physics Analyze rendering physics hull as black meshPtolemy
2021-12-17SL-16492: Fix for HAS_ALPHA_MASK permutation not being set for ↵Ptolemy
fullbrightF.glsl when rigged mesh has alpha mask.
2021-12-17SL-16478 Fix for octree and render batch debug display not working with ↵Runitai Linden
rigged meshes.
2021-12-08SL-16468 Fix for crash when enabling highlight transparent (add rigged mesh ↵Runitai Linden
support to highlight transparent).
2021-11-30SL-16386 consolidate all VertexShader capability checks to a single ↵Dave Houlton
LLPipeline::shadersLoaded()
2021-11-30SL-16386 remove references to (const true) LLPipeline::mVertexShadersEnabledDave Houlton
2021-11-30SL-16386 remove references to (const true) LLGLSLShader::sNoFixedFunctionDave Houlton
2021-11-30SL-16369 Remove Hardware Skinning settingMnikolenko Productengine
2021-11-20SL-16289 Rigged mesh rendering overhaulDave Parks
2021-11-16DRTVWR-546 merge in master v6.5.1Dave Houlton
2021-11-16Merge branch 'master' v6.5.1 into DRTVWR-528Dave Houlton
2021-11-12DRTVWR-528 Reverting multiple commits due to moving them into D546 branchAndrey Kleshchev
This reverts commits 9b5b2eac82b1f423daec463b3d55d0f3d3979bbc SL-15933 53c0144dd272470172591b967a84beaa4019b728 SL-11687 492ea7c3a03d5ef0d3679b873a44c08baaced0f1 SL-16056 b854eceee3a867d64b20de18d6b7ce91b33abed0 SL-15391 921c3f5f69c90b5924d2f4bbbd32455f8c9c8173 SL-13561 639acb6ff7495a6840d437dd8473172ec03e200a SL-15333
2021-11-12SL-15993 Disabling transparent water should not disable advanced lightingAndrey Kleshchev
2021-10-06SL-16138 remove checks for now-mandatory capabilitiesDave Houlton
2021-09-15SL-15993 Disabling transparent water should not disable advanced lightingAndrey Kleshchev
2021-04-29SL-14113: Merge duplicate shader constant for clarity.Ptolemy
2021-04-29SL-14113 Resolve merge conflictPtolemy
2021-04-29SL-14113: Remove magic numbers. Take advantage of existing shader #defines ↵Ptolemy
injection by extending shader loading to make use of addConstant() instead of hard-coding magic number constants in each GLSL file.
2021-04-29SL-14113 Fix moon hazePtolemy
2021-04-12SL-14113 Fix moon hazePtolemy
2020-11-11Merge branch 'master' (DRTVWR-507-maint) into DRTVWR-521-maintAndrey Kleshchev
# Conflicts: # autobuild.xml # indra/llcommon/llerror.cpp
2020-10-28SL-14224 RelWithDebInfo viewer stops with 'assert' when disabling ↵Andrey Kleshchev
atmospheric shader
2020-09-29SL-13500 loadShaderFile crashAndrey Kleshchev
2020-03-24Fix for bad fullbright shiny shininess values and inconsistency between ↵Runitai Linden
materialF and fullbrightShinyF
2020-01-31SL-12594, fix one missed occurance of VertexShaderEnable settingDave Houlton
2020-01-29SL-12594, remove conditional checks for VertexShaderEnable settingsDave Houlton
2020-01-23DRTVWR-440, another whitespace only (detabify) to test TeamCity triggersDave Houlton
2019-08-23SL-11774Graham Linden
Fix diffuse boost when water fog is enabled and make deferred underwater shader participate in EEP/WL param updates by marking it as a water shader.
2019-08-22SL-11776Graham Linden
Fix false alarming sky updates and doing expensive CPU work for same sky pixels.
2019-07-12SL-11588Graham Linden
Make avatar alpha shader ignore vertex color again.
2019-07-12SL-11109Graham Linden
Make shadowAlphaMask shader ignore vertex alpha before discards iff we're a fullbright object. Keep llappearance from stuffing dangling pointers into the alpha cache (crash iff you're using nSight debugging and disable readbacks).
2019-07-02SL-11533Graham Linden
Make alpha shader include vertex color modulation in both srgb and linear flavors.
2019-06-27SL-11503 take twoGraham Linden
Make ALM use of non-ALM water rendering for refraction map light differently than non-ALM use of same.
2019-06-11SL-11370, SL-11372, SL-11337Graham Linden
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.
2019-05-23Add render debug controls for forcing disable of ambient, sun, and local ↵Graham Linden
light contributions (engages AMBIENT_KILL, SUNLIGHT_KILL, and LOCAL_LIGHT_KILL defines in shaders to accomplish those tasks as required by each render mode).
2019-05-22SL-11260Graham Linden
Make terrain underwater shader not try to light said terrain. Fix colorspace of reflected color in non-ALM shading. Tweak transparency of water further.
2019-05-21SL-11238Graham Linden
Fix ambient light inputs to the renderer. Fix 3rd sky shader w/ mistaken density mod conversion. Make ambient clamp apply to all modes. Tune ALM ambient clamp to match non-ALM.
2019-05-17SL-11112Graham Linden
Fix blend between reflected/refracted water maps (make less transparent) and fix setting of water fog color alpha on low end to better match prev behavior of setting the internal control value in that case.