Age | Commit message (Collapse) | Author |
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light contributions
(engages AMBIENT_KILL, SUNLIGHT_KILL, and LOCAL_LIGHT_KILL defines in shaders to accomplish
those tasks as required by each render mode).
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Make terrain underwater shader not try to light said terrain.
Fix colorspace of reflected color in non-ALM shading.
Tweak transparency of water further.
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Fix linear attenuation on forward projector lighting.
Revert setup of falloff to prev code.
Revert deferred water spec and tweak refl/refr blend.
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Fix ambient light inputs to the renderer.
Fix 3rd sky shader w/ mistaken density mod conversion.
Make ambient clamp apply to all modes.
Tune ALM ambient clamp to match non-ALM.
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SL-10625
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Revert perf optimization to not wait for occlusion queries until there's a good chance they're complete
because Intel HD driver versions between 6471 and 6577 are broken and hang forever (6709 and 6861 are fixed).
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SL-11220
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Fix transport when no_atmo == 1 (HUD rendering) was in play.
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SL-11112
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Fix blend between reflected/refracted water maps (make less transparent)
and fix setting of water fog color alpha on low end to better match
prev behavior of setting the internal control value in that case.
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Update base URLs to match new viewer release note URL
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Modify new spec response to better match old gloss response curve.
Tuned at 255, 192, 160, 128, 64, and 32 glossiness.
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Adjust ambient clamp up to get closer match to release viewer for existing content.
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Don't short-circuit getVisibleExtents as its side-effects are relevant.
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Reduce spec bloom further.
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Modify calc of sunlight to avoid clipping in gamma correct on values outside 0-1 range.
Modify shaders to put back ambient clamp tuned to be close to ambient contrib in low/mid lighting.
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Fix merge error
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SL-9684 Fixed editor edits environment that was freshly applied from same editor
Approved-by: Maxim Nikolenko <maximnproductengine@lindenlab.com>
Approved-by: Andrey Lihatskiy <andreylproductengine@lindenlab.com>
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SL-10996, SL-11149
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More shader tweaks to fullbright transport to get correct coloring while keeping fog fixes.
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Restore old sun matrix gen code.
Make sky use correct colorspace.
Make sunlight color the CPU-generated WL color when not using atmo shaders or deferred (helps 11107).
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SL-11149
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Fix fullbright colorspace handling and atmo transport.
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Fix alpha mask shadows to mult vert alpha prior to discard tests and obey min alpha settings.
Make shadow/shadowAlphaMask use consistent varying and output.
Also fixes bug with 0% and 1% transparency providing varying different visual results.
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Remove tweaks to combine cascade results.
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Re-fix sun/moon glow factor and make it depend on moon brightness.
Make cloud shaders use sunlight color exclusively for consistency when moon is up or down.
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Make haze look more like WL.
Make lack of sun and moon mean black and fixed dir to prevent spooky underlighting.
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Fix diffuse boost in deferred lighting to match non-deferred.
Make class2 soften not clamp shadow color to incoming alpha (make shadows appear on terrain underwater).
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Tweak DistortionWaterClipPlaneMargin (1.0001 -> 1.0125) to mask edges of objects in water disortion map.
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shaders resp.
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