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- Jun 29, 2020
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Ptolemy authored
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- Apr 03, 2020
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Ptolemy authored
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- Mar 20, 2020
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David Parks authored
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- Jul 24, 2019
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Graham Linden authored
Reduce effect of refScale again to eliminate sampling beyond the correct area in the distortion map and getting the water fog color on the shoreline.
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- Jul 08, 2019
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Graham Linden authored
Make class1/environment and class1/deferred water match.
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- Jul 03, 2019
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Graham Linden authored
Fix emissives without normal maps clobbering the alpha output in materialF. Modify glow size calc to get close to pre-EEP sun glow behavior (may require sky vert settings >= mid). Make bake ignore alpha readback for Intel until we can determine why their drivers now go boom.
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- Jul 01, 2019
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Graham Linden authored
Fixed downscaling of the refscale passed in from WL in the water shader.
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- Jun 27, 2019
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Graham Linden authored
Make ALM use of non-ALM water rendering for refraction map light differently than non-ALM use of same.
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Graham Linden authored
Make underwater terrain shader mult vert lighting.
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- Jun 11, 2019
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Graham Linden authored
Fix culling on Low+ water reflection pass. Make Mid+ / High use class1 deferred sky again (no rainbows, but faster!). Fix setting of cloud color for deferred sky/cloud shaders. Put water reflections back in wrong colorspace for consistency with release.
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- May 23, 2019
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Graham Linden authored
Tamp down more view-dependent refraction map fail.
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- May 22, 2019
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Graham Linden authored
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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- May 17, 2019
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Graham Linden authored
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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- Apr 26, 2019
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Graham Linden authored
Consistency across class2/3/ALM lighting.
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Graham Linden authored
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- Apr 19, 2019
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Graham Linden authored
Add directory names to sentinels in shaders so shaders with same filename can be differentiated in nSight while debugging.
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- Feb 13, 2019
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Graham Linden authored
Fix distortion map rendering in deferred mode not including underwater fog effects. Fix distortion map rendering not including post-deferred content at all. Fix distortion map rendering not including anything but sky when camera is underwater. Update sun_up_factor/sunmoon_glow_factor uniforms even when sun disc isn't in use.
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- Feb 01, 2019
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Graham Linden authored
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- Jan 31, 2019
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Graham Linden authored
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Graham Linden authored
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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- Jan 30, 2019
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Graham Linden authored
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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Graham Linden authored
Force frag depth in water shaders to avoid z-fighting at back edge of water edge pieces.
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- Dec 05, 2018
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Graham Linden authored
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- Nov 15, 2018
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Graham Linden authored
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- Nov 12, 2018
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Graham Linden authored
Fix class 1 and 2 transport/gamma funcs and made usage consistent across all shaders. Fix class1\environment\waterV reverting to old d1/d2 names for wave directions.
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- Nov 06, 2018
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Graham Linden authored
Also fix terrain response to atmospherics shaders (was failing to apply ambient on low end even when atmospherics was on).
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- Nov 01, 2018
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Graham Linden authored
Make shaders use consistent naming and parameter order for transport and atmospheric helpers. Share transport and gamma correction code where possible. Add lots of asserts and other validation for when things don't go as planned. Engage dumpShaderSource to get more source output with shader compilation fail.
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- Oct 10, 2018
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Graham Linden authored
Give wave direction uniforms more meaningful names in shaders. Add comments on glow size/focus conversions for clarity.
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- Sep 19, 2018
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Graham Linden authored
Prepend dir names to comments in water shaders to differentiate them in nSight captures. Fix calc of reflection camera modelview mats to properly reflect the environment.
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- Jun 12, 2018
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Graham Linden authored
Mods to hook up water settings to water normals for rendering with support for current to next blending. Modify LLSettingsFoo::buildDefaultFoo to use a static and avoid re-validation of default sky/water/daycycle settings. Remove all references to gSun/MoonTextureId globals (they should come from sky settings now).
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Graham Linden authored
Make env panel update environment when jumping frame to frame. Add separate funcs for sun/moon vectors in various coord systems. Make haze glow only pay attention to sun (i.e. fix sun glow when moon is near horizon in daytime).
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- Jun 11, 2018
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Graham Linden authored
Add plumbing facilities to allow current and next moon textures to be passed to moon shader. Modify moon shader to blend between current and next moon textures by blend factor.
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- Jun 07, 2018
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Rider Linden authored
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- Mar 12, 2018
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Graham Linden graham@lindenlab.com authored
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Graham Linden graham@lindenlab.com authored
and unify on using the version that works on OSX. Add more logging to shader loading about fallbacks and loading succcess. Add frag shaders for sharing sRGB and normal encode/decode via GL shader linkage.
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- Mar 09, 2018
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Graham Linden graham@lindenlab.com authored
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- Nov 10, 2015
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Oz Linden authored
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- Sep 20, 2013
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Graham Linden authored
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- Apr 30, 2013
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Graham Madarasz authored
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- Mar 29, 2013
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Graham Madarasz authored
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