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- Dec 09, 2022
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Cosmic Linden authored
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- Dec 05, 2022
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David Parks authored
SL-18692 Fix for fullbright alpha not clipping against water plane (also fixes ultraspace particles).
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- Nov 29, 2022
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Brad Kittenbrink authored
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- Nov 20, 2022
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Geenz Linden authored
SL-18662
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- Nov 16, 2022
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Geenz authored
Mostly just making it actually kind of work. Still needs a lot more tweaking - but can revisit later. SL-18332
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- Nov 14, 2022
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First pass of Screen Space Reflections Approved-by: Dave Parks
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- Nov 11, 2022
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David Parks authored
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- Nov 02, 2022
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Cosmic Linden authored
SL-18485: Render GLTF materials with extension KHR_texture_transform with approprate texture transforms
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- Oct 28, 2022
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David Parks authored
SL-18453 WIP -- Use GLTF draw pool to render shadows. Still need a GLTF specific shadow shader to multiply alpha.
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- Oct 21, 2022
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David Parks authored
SL-18105 Clean up class1/deferred/materialF.glsl (merge cleanup), make override messaging LLSD where it ought to be and JSON where it ought to be.
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- Oct 19, 2022
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David Parks authored
SL-18105 Hook up render pipe directly to LLTextureEntry::mGLTFMaterial and add LLViewerFetchedTextures to LLFetchedGLTFMaterial. Lower reflection probe resolution to 128x128 per side.
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- Oct 13, 2022
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Cosmic Linden authored
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Cosmic Linden authored
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David Parks authored
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Brad Kittenbrink authored
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Cosmic Linden authored
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David Parks authored
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- Oct 12, 2022
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David Parks authored
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David Parks authored
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- Oct 11, 2022
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David Parks authored
SL-18190 Cleanup -- convert some vec4's to vec3's (as they really are), remove some unused glsl files.
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David Parks authored
SL-18190 Fix for mystery circle showing up on east side of reflection probes. Add one probe to rule them all as a fallback for pixels that aren't inside any influence volume.
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- Oct 10, 2022
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David Parks authored
SL-18190 Fix alpha not playing nice with water surface by split LLDrawPoolAlpha into two passes, one above water, one below water, and clip against water plane. Currently brute forces two complete alpha passes, still need to cull against water plane and add support for fullbright shaders.
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David Parks authored
SL-18190 Use funky distance based error correction only on water surface (revisit for general use later).
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- Oct 07, 2022
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David Parks authored
SL-18190 Move water shaders to class 3, add debug stub for underWaterF.glsl, make underWaterF and softenLightF apply water fog in linear space.
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David Parks authored
SL-18190 Temporarily disable occlusion culling by default -- not compatible with depth buffer management changes.
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- Oct 06, 2022
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David Parks authored
SL-18190 Water shader WIP. Better parallax correction for sphere probes. Reduce probe memory footprint. Remove framebuffer copies and move to deprecate stencil buffer usage.
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- Oct 05, 2022
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David Parks authored
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- Oct 04, 2022
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David Parks authored
SL-18293, SL-18190 -- Fix for debug displays not showing up (wireframe still busted). WIP on reflection probe/PBR driven water shader.
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- Sep 30, 2022
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David Parks authored
SL-18239 Unify PBR and non-PBR treatment of ambient/SSAO/irradiance. Restore SSAO to release version.
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- Sep 29, 2022
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David Parks authored
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David Parks authored
SL-18190 End of linear space odyssey -- just eat the conversions in atmosphericsFuncsF for sunlight and additive, but leave linear ambient in tact.
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Brad Kittenbrink authored
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David Parks authored
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- Sep 28, 2022
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David Parks authored
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David Parks authored
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David Parks authored
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David Parks authored
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David Parks authored
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David Parks authored
SL-18190 WIP -- Take 2 on linear space windlight (more methodical approach -- make desired interface but brute force color conversions). Placeholder PBR water and move to deprecate forward rendering shaders.
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- Sep 26, 2022
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David Parks authored
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