Age | Commit message (Collapse) | Author |
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fix diffs between EEP and VR.
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Fix reflection/distortion map culling planes again.
Fix broken handling of shadow disables in ALM forward shaders.
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Fix up culling issues from perf work and fix Depth of Field rendering to get depth values properly.
Baseline for performance work.
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Mods to improve alpha obj render performance.
Removes hacky fix for HUD elements getting atmospherics.
Re-orders rendering of glow to remove ~10ms/frame of shader re-re-rebinding.
Fix up default classes and basic shader loading (remove unused shared modules).
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Fix water rendering causing distortion map update very frame.
Reduce binds in alpha draw pool for HUD atmo suppression (may regress HUD lighting weirdness).
Add ability to retrieve current user clip plane so it can be saved/restored around water map gen.
Leave render type masks as is after reflection map render to get detail filtering applied to distortion map again.
Re-enable occlusion in distortion map rendering.
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Fix lighting and gamma correction differences between deferred and forward rendering including materials objects.
Verify 10612 and 10500 remain fixed.
Make sure all necessary deferred shaders get the atmospheric uniform updates for doing frag-based atmospherics.
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Fix linkage of underwater terrain shader to include atmo helper GLSL for getEyePosition().
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Fix broken matrix management code causing modelview mats to be used as tex anim mats
(do not depend on default matrix mode already being set).
Give the deferred terrain shader a name.
Make LLRender use the eMatrixMode enum instead of ints.
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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.
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Use a new edge water shader to allow forcing frag depth to avoid z-fighting at back edge of water edge pieces.
This will not work for ALM because forcing the depth breaks the use of the depth to backproject gbuffer position which breaks lighting calcs.
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x000 compiler can get under it's Yugo-like allotment of texture units.
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x000 compiler to link again.
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Prepare for using ifdef to conditionally engage using gl_FragDepth in water shaders
(because GL requires that writing to gl_FragDepth on any path means you need to
write a depth value on every path).
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Further tweaking of directional shadow sampling to balance between peter-panning and shadow acne.
Move stars to just this side of the sky some to reduce parallax.
Remove decodeNormF and uses of decode_normal in favor of unified use of getNorm
(try to help the Intel HD x000 compiler learn to link correctly).
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Use clamping on dot product to determine halo TCs to fix abrupt cutoff at dot == 0.
Ifdef around engaging advanced atmo which is not ready for primetime yet.
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Fix OSX shader compile bug from use of #if FOO instead of #ifdef FOO or #if defined(FOO)
preventing atmospherics (and thus ALM) from working on OSX.
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Clean up deferred\alpha shader to allow re-entrant graphics switching (link error on 2nd compile/link of deferred shaders).
Clean up some uses of pragma(optimize,...).
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Add new class3 shadow shaders for VSM shadows.
Add disabled shadow pass in WLSky for using above.
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De-duplicate ambient occlusion shader code and move to new aoUtil.glsl
Split shared shadow tap funcs into shadowUtil.glsl
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objects (current source of Intel ig4icd driver crash).
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Fix class 1 and 2 transport/gamma funcs and made usage consistent across all shaders.
Fix class1\environment\waterV reverting to old d1/d2 names for wave directions.
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Eliminate 20+ callsites with copy-paste of getPosition and/or getNorm code.
Make pipeline use getShadowTarget/releaseShadowTarget consistently.
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Make shaders use consistent naming and parameter order for transport and atmospheric helpers.
Share transport and gamma correction code where possible.
Add lots of asserts and other validation for when things don't go as planned.
Engage dumpShaderSource to get more source output with shader compilation fail.
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SL-9973
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none
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More settings for rainbow/halo atmospheric effects, final default asset UUIDs, and shader mods.
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could be used by HUDs
Make sky and cloud shaders use common scaleSoftClip implementation in gammaF.glsl
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(default is no sun disc and just haze)
Refactor sky texture optimization to retain building the cubemap used by shiny.
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shading, and fix transposed name of daycycle func.
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for current to next blending.
Modify LLSettingsFoo::buildDefaultFoo to use a static and avoid re-validation of default sky/water/daycycle settings.
Remove all references to gSun/MoonTextureId globals (they should come from sky settings now).
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Add plumbing facilities to allow current and next moon textures to be passed to moon shader.
Modify moon shader to blend between current and next moon textures by blend factor.
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Add MouseMoon positioning ala MouseSun debug setting and accessors to use it.
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coord systems in use.
Fix class2 softenLightF shader.
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file w/ hard-coded grids.
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Put that constant in sky settings and eliminate dups.
Fix up logic around when to use heavenly bodies (fix broken moon in basic sky).
Remove unnecessary clip to horizon.
Put in temp code to ena/dis sun/moon based on LLEnvironment::getIsDaytime().
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through the water surface.
FIXED.
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Basic hook-up of sky settings to llatmosphere model.
Moved mie aniso to be a top-level setting instead of a per-mie-layer setting.
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