Age | Commit message (Collapse) | Author |
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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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(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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Add MouseMoon positioning ala MouseSun debug setting and accessors to use it.
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libatmosphere integrated in indra/llrender/llatmosphere.cpp
Still working on runtime shaders to use libatmosphere precomputed atmospherics textures
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cleanup.
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in impostor rendering
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for mostly-transparent buffer pixels, aka hair in ALM only
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dist broken
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no refl, no water dis
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we can included gamma ops
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https://bitbucket.org/lindenlab/viewer-development-materials
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calculator instead of binormal calculator, convert binormal centric code to tangent centric)
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testing based overhaul WIP
Reviewed by Graham
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descrepencies.
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*before* glow and other post processing effects that don't care about being gamma correct.
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Reviewed by Graham
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Removed materials rendering from the bump draw pool, and reverted it to its previous state.
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