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- Jun 22, 2023
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David Parks authored
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- Mar 22, 2023
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David Parks authored
DRTVWR-559 Quality pass -- Fix sky banding, fix off-by-one-mip in reflection probes (thanks Rye), remove noiseMap from light shaders (removes speckles), make irradiance maps RGB16F instead of RGBA16. Use actual luminance for sky instead of max color component during irradiance map pass.
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- Mar 02, 2023
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David Parks authored
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- Feb 07, 2023
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David Parks authored
SL-19147 Water quality pass. Remove gl_FragDepth writes from sky rendering (optimization). Incidental decruft.
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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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- Jun 22, 2022
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Ptolemy authored
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- Apr 29, 2021
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Ptolemy authored
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Ptolemy authored
SL-14113: Remove magic numbers. Take advantage of existing shader #defines injection by extending shader loading to make use of addConstant() instead of hard-coding magic number constants in each GLSL file.
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Ptolemy authored
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Ptolemy authored
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Ptolemy authored
SL-14113: Remove magic numbers. Take advantage of existing shader #defines injection by extending shader loading to make use of addConstant() instead of hard-coding magic number constants in each GLSL file.
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Ptolemy authored
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- Apr 12, 2021
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Ptolemy authored
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- Jan 14, 2021
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Rye Mutt authored
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- Jul 23, 2019
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Graham Linden authored
Remove all references to unused shader var global_gamma. Remove many unused decls for gamma from shaders. Make post-deferred gamma correction use display_gamma. Make setting display_gamma use the correct RenderDeferredDisplayGamma setting.
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- Jul 22, 2019
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Graham Linden authored
Make fullbright rigged objects with alpha mode none use fullbright shader instead of incorrectly using the material shader. Increase effect of variance in cloud shaders.
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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 03, 2019
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Graham Linden authored
Gave clouds the Bob Ross treatment.
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Graham Linden authored
Make alpha shader apply vert color everywhere.
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- May 02, 2019
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Graham Linden authored
Fix direct light matching across alpha/blended-material/deferred. Get diffuse lighting to match from Low to Ultra.
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- Apr 02, 2019
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Graham Linden authored
Apply sRGB colorspace to deferred cloud output.
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- Mar 21, 2019
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Graham Linden authored
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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- Jan 24, 2019
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Graham Linden authored
SL-9851 Fix cloud shaders to ignore clouds when cloud_scale is 0. Fix creation of heavenly body geo to avoid degenerate vector math and not randomly flip orientation when crossing zenith. Add sun_up_factor to eliminate sun glow around moon when sun is down.
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- Oct 16, 2018
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Graham Linden authored
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- Oct 09, 2018
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Graham Linden authored
add cloud_variance control for randomized perturbance of clouds to break up tiling monotony
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- Sep 14, 2018
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Graham Linden authored
Make sky and cloud shaders use common scaleSoftClip implementation in gammaF.glsl
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- Jul 10, 2018
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Graham Linden authored
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- Jun 11, 2018
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Graham Linden authored
Make cloud rendering use textures defined in sky settings and add code to shaders to lerp between current and next cloud texture.
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- Mar 09, 2018
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Graham Linden graham@lindenlab.com authored
Fix warnings from shaders and include EXTRA_CODE_HERE sentinel in places using DEFINE_GL_FRAGCOLOR for consistency.
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- Nov 10, 2015
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Oz Linden authored
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- Mar 29, 2013
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Graham Madarasz authored
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- Feb 14, 2012
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David Parks authored
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- Feb 10, 2012
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David Parks authored
SH-2908 Rework indexed texture rendering to use a uvec4 instead of a float for texture indices in the data stream. Also rework gl_FragColor overrides to not collide with some odd driver implementations.
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- Oct 21, 2011
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David Parks authored
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- Sep 16, 2011
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David Parks authored
SH-2243 work in progress -- don't use gl_FragColor or gl_FragData for outputs -- no more deprecation warnings on nvidia
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David Parks authored
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- Aug 17, 2011
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Oz Linden authored
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- May 31, 2011
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David Parks authored
SH-1682 Dynamically adjust the number of texture channels to use for indexed texture rendering based on available hardware.
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- May 19, 2011
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David Parks authored
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- Oct 06, 2010
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David Parks authored
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