Age | Commit message (Collapse) | Author |
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Remove ambient term clamping to get less dark shadows where we want less dark shadows in ALM.
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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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Modify is sun up logic to exclude condition of moon.
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Don't ignore far z in culling.
Fix Mid lighting being very dark.
Partial fix for broken projectors with forward rendering.
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Remove shader change to reduce additive to combat SL1491 as it also kills additive from foggy settings.
Zero out all cached hardware light colors causing uninit fun with class3 lighting.
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Fix falloff on projectors in forward rendering (different falloff calcs than deferred).
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Fix deferred water soften prog lightnorm getting stomped with rotated lightnorm,
because it's a water shader and needs water atmo uniform values,
but it's a deferred lighting shader that needs not-so-rotated lightnorms.
Make sunlight_color not get auto-updated so we can get the correct value from mSunDiffuse.
Remove mix to preserve bumps as it was washing out shadows.
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Clamp far_clip for sun shadows to >= 256.0 to prevent issues when draw distance < ~100m.
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Disable occlusion culling when rendering water reflection/refraction maps again (still getting probabalistic results for reflection map contents). :/
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Render sun/moon beacons in non-ALM mode too.
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Fix edge cases in determining when we can skip doing shadow rendering work.
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opt-in.
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Will wait for a response from @graham_linden regarding moving the sRGB conversion functions in llmath.h to llrender.
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Make sure lights are in the correct color space.
Bonus: cache the sRGB color in setLightColor on point and spot lights. Frees up a pow and some multiplies on the CPU every frame.
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Replace old spot prio calc.
Replace fudge factors on light radius and falloff for deferred lights.
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Make moonlight darker and slightly bluish for scotopic feel when moon is primary.
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can set uniforms for shaders along with other light params.
Fix atten calcs to not use abs val.
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The fix caused SL-10357
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Fix lighting issues when using shaders, but not ALM.
Shader code cleanup (remove do nothing functions only in one file).
Fix obsolete comment to refer to correct storage for projector ambiance.
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fix diffs between EEP and VR.
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'warn-on-failure:no-tabs'
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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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Add many more fast timer blocks to differentiate where time goes in UI and Shadow rendering.
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Use (Restore)TexSetup for tex binding (should be equivalent now).
Simplify uniform management in alpha drawpool loop.
Fix wrong modelview mat being used for distortion map gen.
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Disable pre-cull of water causing refraction/reflection map generation more than is necessary.
Re-org alpha draws to limit state changes based on render type.
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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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Re-enable occlusion for the refracted object culling for the distortion map
(was bloating scene by 3k draw calls when disabled for that pass).
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Tie using deferred rendering in water reflection/distortion map generation to debug var again
(claw back some performance lost to doing post-deferred in water map generation).
Edit softenLightF for class1/class2 to make them comparable again.
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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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