Age | Commit message (Collapse) | Author |
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Remove assert and replace with warning when rigged mesh tries to use tex anim on tex index > 1.
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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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Make moon texture from default daycycle the default moon texture id and use it for the default and blank assets in the picker.
Fix handling of MM_TEXTURE to correctly detect when texture units outside the range 0-3
are used with texture matrix ops to prevent mem overwrite bug and/or asserts.
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Use brighter moon texture for both default and blank moon texture ids in picker.
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matrix mode
(which was not true as the assert on same fired).
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button
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teleporting from EEP to non-EEP region
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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-10461
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Another attempt at getting approximage handling of projector ambiance in the alpha object shader.
This will not be a perfect match for non-transparent objects but should be close enough.
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SL-10279 Use stored environment instead of region one
Approved-by: Maxim Nikolenko <maximnproductengine@lindenlab.com>
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Make fix which gets 10276 and 10443, but leaves the bizarre flip at the zenith
so that the sun/moon textures are always upright w.r.t the viewer.
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Fix panel_settings_water increments for Underwater Modifier and wave directions.
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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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Use gl_FragDepth on deferred sun disc to fix z-fighting with sky dome and get layering of sky/stars/sun/moon/clouds correct.
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SL-9996, SL-1130, SL-5546
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Fix bug with setting texture matrix for rigged mesh.
Fix z-fighting between sea and sky in ALM by cheating sky, stars, and moon using gl_FragDepth.
Fix handling of atmospheric haze glow w.r.t independent sun/moon positioning
(we can no longer depend on them being mutex to each other).
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Fix for OSX shader compiler knock-on
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Timmy).
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-> Environment for the first time upon region arrival
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SL-10443, SL-9994, SL-10374, SL-10081
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Fix sun/moon disc geo generation reversing the UVs of the images for same.
Remove comment about voidwater when depth clamp is unavailable as it no longer applies.
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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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SL-10279 Update altitude value after slider correction
Approved-by: Andrey Kleshchev <andreykproductengine@lindenlab.com>
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fails.
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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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Intel HD x000 compiler a fighting chance.
More WIP for edge-specific water shader for 9996.
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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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Force frag depth in water shaders to avoid z-fighting at back edge of water edge pieces.
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Replace hope and asserts with checks in LLFace::setTexture in hopes of side-stepping media texture crash.
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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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