- Dec 30, 2020
- Dec 29, 2020
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Rye Mutt authored
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- Oct 29, 2020
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Rye Mutt authored
Hide a bunch of debug logging statements in #ifdef SHOW_DEBUG to prevent spinning a mutex in hot paths.
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- Oct 13, 2020
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Rye Mutt authored
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- Sep 15, 2020
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Dave Houlton authored
Revert "SL-13768 Remove glow from moon when sun is down due to it using the sun glow setting (pull request #297)"
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- Sep 11, 2020
- Aug 28, 2020
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Dave Houlton authored
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- Aug 05, 2020
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Rye Mutt authored
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- Oct 25, 2019
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andreykproductengine authored
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- Jun 20, 2019
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Graham Linden authored
Fix class2/windlight clouds.
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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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- Jun 06, 2019
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Graham Linden authored
More tweaking ambient light.
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- Jun 05, 2019
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Graham Linden authored
Nerf moisture and ice levels iff there's no sun or moon to generate light to refract.
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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 30, 2019
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Graham Linden authored
Make sun disc and moon shaders use sRGB hardware tex sampling. Remove sun disc shader use of fullbright transport (fogging).
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- Apr 18, 2019
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Graham Linden authored
Make moon disc image render only if current or previous textures are available.
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- Mar 29, 2019
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Geenz authored
Will wait for a response from @graham_linden regarding moving the sRGB conversion functions in llmath.h to llrender.
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Geenz authored
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Geenz authored
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.
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- Mar 14, 2019
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Graham Linden authored
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- Mar 13, 2019
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Graham Linden authored
Mods to make merge with viewer-release have less whitespace-only change and fix diffs between EEP and VR.
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- Mar 04, 2019
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Graham Linden authored
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- Mar 02, 2019
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Graham Linden authored
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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 06, 2019
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Graham Linden authored
Fix side-effects of having both sun and moon as potential directional light contributors. We pass an int to the shader indicating which to prefer instead of making per-pixel decisions and pass the moonlight color/di independently. Obsolete llsettingssky fade color which was unused elsewhere and cached for no reason.
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- Feb 01, 2019
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Graham Linden authored
Fix bug with setting texture matrix for rigged mesh. Fix z-fighting between sea and sky in ALM by cheating sky, stars, and moon using gl_FragDepth. Fix handling of atmospheric haze glow w.r.t independent sun/moon positioning (we can no longer depend on them being mutex to each other).
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Graham Linden authored
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Graham Linden authored
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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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- Jan 04, 2019
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Graham Linden authored
Add new class3 shadow shaders for VSM shadows. Add disabled shadow pass in WLSky for using above.
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- Dec 10, 2018
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Graham Linden authored
the reflections will better match what they're reflecting when ALM is enabled.
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- Dec 05, 2018
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andreykproductengine authored
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- Nov 02, 2018
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Graham Linden authored
SL-9806 stop rendering stars post deferred so they can be depth sorted properly with clouds and heavenly bodies.
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- Oct 30, 2018
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Graham Linden authored
SL-9976 change moon blend/brightness handling in shaders and cleanup extraneous GL state management.
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Graham Linden authored
Port over transport, gamma, atmospherics shader stub updates for per-fragment atmospherics. Fix bindings of current/next noise map when current and next are the same (select only one and force blend factor to 0).
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- Oct 29, 2018
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Graham Linden authored
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Graham Linden authored
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