Age | Commit message (Collapse) | Author |
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Fix falloff on projectors in forward rendering (different falloff calcs than deferred).
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Restore letting env auto-update sunlight_color uniform (other shaders expect it even if lighting does not).
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Make projector ambiance unshadowed in both forward and deferred for consistency.
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SL-10912
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Fix conversion of star brightness, density mult, and distance mult to legacy ranges.
Make settings look in both legacyhaze and top-level settings for haze params.
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forward rendering.
Add decls for intermediate lighting values for debug.
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SL-10821, SL-10896, SL-10901
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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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Fix directionality of da and preserve bumps on completely shadowed areas.
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SL-10748
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Clamp far_clip for sun shadows to >= 256.0 to prevent issues when draw distance < ~100m.
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SL-10854
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Clamp ambient to keep shadows dark.
Apply min with shadow value after we've pow'd by light gamma consistently between forward and deferred.
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before closing the window.
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Clamp ambient contrib to get darker shadows.
New PCF sampling func.
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may override button.
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SL-10887
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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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SL-10886
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Render sun/moon beacons in non-ALM mode too.
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keyframe to become selected if keyframes are close together
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Fix for BUG-226620
Approved-by: Graham Madarasz <graham@lindenlab.com>
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--HG--
branch : BUG-226620
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Fixes BUG-226620
--HG--
branch : BUG-226620
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SL-10856
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Make terrain *not* blend all the way to diffuse color for no reason.
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reanimate a day cycle when setting a fixed sky. Add new floater for setting the shared environment to local and allowing modifications.
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shadow shaders.
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Fix edge cases in determining when we can skip doing shadow rendering work.
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Apply sRGB colorspace to deferred cloud output.
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Juggle forced frag depths for moon/sun/stars/sky to get depth fighting with distant terrain...wait for it...sorted.
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Fix windlight shader level selection.
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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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