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2019-04-04Merged in graham_linden/viewer-eep-fixes (pull request #336)Rider Linden
SL-10887
2019-04-04SL-10887Graham Linden
Disable occlusion culling when rendering water reflection/refraction maps again (still getting probabalistic results for reflection map contents). :/
2019-04-04Merged in graham_linden/viewer-eep-fixes (pull request #335)Rider Linden
SL-10886
2019-04-04SL-10886Graham Linden
Render sun/moon beacons in non-ALM mode too.
2019-04-04SL-10875 FIXED [EEP] Selecting the Day Cycle window causes the previous ↵maxim_productengine
keyframe to become selected if keyframes are close together
2019-04-03Merged in Geenz/viewer-eep-shader-fixes/BUG-226620 (pull request #333)Rider Linden
Fix for BUG-226620 Approved-by: Graham Madarasz <graham@lindenlab.com>
2019-04-03Bring back specular bloom.Geenz
--HG-- branch : BUG-226620
2019-04-03Make sure that the SL BRDF is being applied to objects lit by the sun and moon.Geenz
Fixes BUG-226620 --HG-- branch : BUG-226620
2019-04-03OSX hates unused variablesRider Linden
2019-04-03Merged in graham_linden/viewer-eep-fixes (pull request #332)Rider Linden
SL-10856
2019-04-03SL-10856Graham Linden
Make terrain *not* blend all the way to diffuse color for no reason.
2019-04-03MergeRider Linden
2019-04-03SL-10189, SL-10880: Mark the day instance so that it does not try to ↵Rider Linden
reanimate a day cycle when setting a fixed sky. Add new floater for setting the shared environment to local and allowing modifications.
2019-04-03Add shader unloads for new deferred avatar/attachment alpha/mask shadow shaders.Graham Linden
2019-04-03Replace MAINT-8836 fix dropped in merge of 6.1.2Graham Linden
2019-04-03Replace dropped code from 6.1.2 for loading new avatar/attachment alpha/mask ↵Graham Linden
shadow shaders.
2019-04-03Remove unused iterator for Xcode 10.2 happiness.Graham Linden
2019-04-03Fix random Xcode 10.2 failures from unused vars and references to local objects.Graham Linden
Modified llwindowmacosx to pass some things by value instead.
2019-04-03SL-10876Graham Linden
Fix edge cases in determining when we can skip doing shadow rendering work.
2019-04-02SL-10855Graham Linden
Apply sRGB colorspace to deferred cloud output.
2019-04-02SL-10857Graham Linden
Juggle forced frag depths for moon/sun/stars/sky to get depth fighting with distant terrain...wait for it...sorted.
2019-04-02SL-10853Graham Linden
Fix windlight shader level selection.
2019-04-02Fix missing EOL on last line.Graham Linden
2019-04-02Fix shader link fail from forward decl of wrong soft clip func in class 1.Graham Linden
Fix trying to bind diffuse maps for shader without uniform in shadow shaders. Clean up merge fail around mShaderLevel namechange.
2019-04-02Merge 6.1.2 LoveMeRender new hotnessGraham Linden
2019-04-02increment viewer version to 6.1.2Nat Goodspeed
2019-04-02Merged in Geenz/viewer-eep-shader-fixes (pull request #322)Rider Linden
Water plane rendering improvements Approved-by: Graham Madarasz <graham@lindenlab.com>
2019-04-02Make sure emissive is actually handled with atmospherics consistently.Geenz
2019-04-01Scale the specular contribution to account for brighter highlights.Geenz
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.
2019-04-01Make sure that atmospheric calcs aren't done twice.Geenz
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.
2019-04-01Whoops! Always make sure that our primary format is assigned.Geenz
2019-04-01Make LLImageGL's loading of assets as sRGB or linear conditional based upon ↵Geenz
sRGB decode support.
2019-04-01Whoops, forgot a shader!Geenz
2019-03-30Make sure the specular and diffuse buffers are being sampled in sRGB space.Geenz
2019-03-30Hide sRGB decode behind a flag, and make sure that sRGB decodes is strictly ↵Geenz
opt-in.
2019-03-30Additional gamma correction work: start moving over to EXT_texture_sRGB_decode.Geenz
2019-03-29SL-10566Graham Linden
Enable RenderAlphaBatchEmissives by default to get some perf back.
2019-03-29SL-10844, SL-10584Graham Linden
Add Geenz doings to the contribs list. Fix per-frag atmospherics to use sRGB conversion. Update ref to new KDU package.
2019-03-29OSX is very picky about unused variables.Rider Linden
2019-03-29Tweaked naming a bit, also white space.Geenz
Will wait for a response from @graham_linden regarding moving the sRGB conversion functions in llmath.h to llrender.
2019-03-29Back out a couple of not-so-well tested changes.Geenz
2019-03-29Merge with upstream at https://bitbucket.org/rider_linden/viewer-eepGeenz
2019-03-29Merged in andreykproductengine/maint-eep (pull request #315)Rider Linden
SL-10766 and SL-9650 Approved-by: Andrey Lihatskiy <andreylproductengine@lindenlab.com> Approved-by: Rider Linden <rider@lindenlab.com>
2019-03-29Merged in maxim_productengine/viewer-eep (pull request #317)Rider Linden
SL-10833 FIXED [EEP] Text in the Sky Altitudes boxes is low contrast and difficult to read. Approved-by: Andrey Kleshchev <andreykproductengine@lindenlab.com>
2019-03-29SL-10833 FIXED [EEP] Text in the Sky Altitudes boxes is low contrast and ↵maxim_productengine
difficult to read.
2019-03-29Gamma correction pass 2:Geenz
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.
2019-03-29SL-9650 About Land UI is corruptedandreykproductengine
2019-03-29Fix windows line endings.Graham Linden
2019-03-29Fixing gamma correction in EEP Step 1:Geenz
Thou shall always read the sky cubemap as sRGB using hardware sampling.
2019-03-28SL-10831Graham Linden
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).