Age | Commit message (Collapse) | Author |
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Fix trying to bind diffuse maps for shader without uniform in shadow shaders.
Clean up merge fail around mShaderLevel namechange.
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Water plane rendering improvements
Approved-by: Graham Madarasz <graham@lindenlab.com>
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This is more or less to achieve the non-ALM bloom behavior in most circumstances.
Why scale it? Normalized blinn-phong gets brighter the higher the specular exponent. As it stood, the old spec contribution was extremely bright despite looking "correct". This is largely eyeballed, but generally looks better for all light sources applied to the surface of the water.
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The atomospherics were being applied both in the G-buffer and during the sun light pass. This ensures that is not the case.
Additionally, re-enable specular on the water plane, scale the bloom factor to something more reasonable, and also someone broke specular on emissive surfaces. That's fixed too now.
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opt-in.
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Enable RenderAlphaBatchEmissives by default to get some perf back.
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Add Geenz doings to the contribs list.
Fix per-frag atmospherics to use sRGB conversion.
Update ref to new KDU package.
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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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SL-10766 and SL-9650
Approved-by: Andrey Lihatskiy <andreylproductengine@lindenlab.com>
Approved-by: Rider Linden <rider@lindenlab.com>
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SL-10833 FIXED [EEP] Text in the Sky Altitudes boxes is low contrast and difficult to read.
Approved-by: Andrey Kleshchev <andreykproductengine@lindenlab.com>
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difficult to read.
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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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Thou shall always read the sky cubemap as sRGB using hardware sampling.
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Make moon brightness env setting affect moon diffuse/ambient color combo so it affects in-world lighting.
Adjust how the moon brightness affects the moon disc texture rendering (washes out less).
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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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Make spot shadowing more consistent.
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Rearrange ordering of scale down of light in class1 as well.
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of atmosAffectDirectionalLight with sunlight_color that isn't updated correctly.
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Fix skydome VB generation to cover entire range of phi (give sky pants).
Add shader code to fade out clouds to simulate old look at altitude.
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Fix name of attenuation setter used.
Fix flipped light vec.
Make class3 lights use shadows on projector ambiance too.
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Make setting ALM from Mid through High graphics possible on OSX by fixing link error from softenLight shader.
Set values to the atmos attenuation and additive color varyings to avoid warnerror from OSX GLSL compiler/linker.
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The fix caused SL-10357
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SL-10764, SL-10768. SL-10763
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Fix broken logic for alpha drawpool when rendering with basic shaders off.
Force unbind of 2nd tex unit that we use during water rendering.
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Fix the light_atten decsl for specular lighting too.
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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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adventurous.
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minimize GL blend state changes.
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breakage when they're in play.
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Don't step on SUNLIGHT_COLOR uniform w/ syncLightState competing set.
Put drawpool alpha render loop lighting setup changes as they were
(this will give back some performance and possibly require reopening 10566).
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