Age | Commit message (Collapse) | Author |
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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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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.
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Fix false alarming sky updates and doing expensive CPU work for same sky pixels.
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Make avatar alpha shader ignore vertex color again.
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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).
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Make alpha shader include vertex color modulation in both srgb and linear flavors.
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Make ALM use of non-ALM water rendering for refraction map light differently than non-ALM use of same.
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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.
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light contributions
(engages AMBIENT_KILL, SUNLIGHT_KILL, and LOCAL_LIGHT_KILL defines in shaders to accomplish
those tasks as required by each render mode).
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Make terrain underwater shader not try to light said terrain.
Fix colorspace of reflected color in non-ALM shading.
Tweak transparency of water further.
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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.
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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.
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Fix direct light matching across alpha/blended-material/deferred.
Get diffuse lighting to match from Low to Ultra.
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about it).
Make a distinct class3/lighting/lightV which boosts to WL levels (* 2.0)
and make lighting without WL atmo enabled use class 2 or below.
Make forward shaders (alpha and materialF with alpha-blend mode on) more consistent with deferred lighting.
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Fix up shadow sampling and tweak shadow biasing.
Clean up shader decls of unused funcs.
Clean up whitespace diffs from release.
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OPEN-340 & OPEN-343 - Consolidate shader atmospheric calcs into a singular utility shader + fix fog on fullbright in deferred
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New fix for 925/926 that doesn't cause 896 again.
Also linearize moon disc tex color.
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Given that mShaderObjects only ever expects one copy of a given shader object (leading to lots of "shaderV" and "shaderF"), it made having utility shaders a bit more difficult to incorporate.
This change makes sure the two are separated. Using this over a multimap largely for readibility.
Also, actually, you know, use this functionality.
--HG--
branch : OPEN-340
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Still some work to go here. Largely related to how certain values (i.e., SSAO mix values) are supplied. But so far, so good.
--HG--
branch : OPEN-340
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Fix directionality of da and preserve bumps on completely shadowed areas.
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shadow shaders.
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Fix windlight shader level selection.
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