Age | Commit message (Collapse) | Author |
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Fix shadow sampling min with caster dp and offset tweaks.
Fix moon direction not being transformed as the sun dir is.
Fix colorspace issue causing some objects to render grayish instead of blackish.
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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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Replace clamp on height in atmospherics calcs on fragment shader path.
Fix colorspace conversions in material shaders in forward rendering mode.
Fix deferred shaders not setting the sun_up_factor uniform and getting moonlight instead of sunlight.
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Another pass at playing with shadow_offset/bias to balance between peter-panning and shadow acne while sun and/or moon are near the horizon.
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Fix side-effects of having both sun and moon as potential directional light contributors.
We pass an int to the shader indicating which to prefer instead of making per-pixel decisions
and pass the moonlight color/di independently.
Obsolete llsettingssky fade color which was unused elsewhere and cached for no reason.
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SL-10459, SL-10461
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Pass projector ambiance as the .w element of the light_attenuation uniform
so that alpha shader can emulate the behavior of proper spot projectors.
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Ignore occlusion culling when rendering distortion map.
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Modify sun disc shader to better position itself within the sun glow and to
fade as the sun approaches the horizon (to mask where the position difference is greatest).
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Fix issue with clip plane used in distortion map rendering including objects/avatars above water near surface.
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distortion map.
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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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elements when 'Everything' is turned on).
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the reflections will better match what they're reflecting
when ALM is enabled.
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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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Modify handling of directional light to prefer sun when it is up but use moon dir/color when it is alone in the sky.
Modify handling of shader in shaders to get some shadowing of ambient and nighttime shadowing.
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Remove user clip plane from culling pass and from attachment vis update.
There will be more slop and render submits, but the results will be more
stable and involve less culling mystery bugs like 9708.
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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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varies line thickness depending on how recently impostor was generated
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Remove portion of 9709 fix causing 9708 to regress.
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Make VOWater objects avoid culling.
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Get both reflections and clip plane bugs fixed (at the same damn time).
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Fix knock-on from fix for SL1505 reflection matrix bug by putting back old code for setting up underwater culling planes.
Fix some diffs from viewer-release.
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Prepend dir names to comments in water shaders to differentiate them in nSight captures.
Fix calc of reflection camera modelview mats to properly reflect the environment.
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Make stars use higher alpha and brighten reflected color before mixing to get stars to show up in reflections on water.
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the ground
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expects it not to match the projection mat works again
Fix misspellinging in missing settings asset notification string
Fix moon quat conversion to get proper directional rotation
Add early out so attempting to set parcel env settings doesn't crash
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Make env panel update environment when jumping frame to frame.
Add separate funcs for sun/moon vectors in various coord systems.
Make haze glow only pay attention to sun (i.e. fix sun glow when moon is near horizon in daytime).
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