- Apr 02, 2019
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Graham Linden authored
Fix trying to bind diffuse maps for shader without uniform in shadow shaders. Clean up merge fail around mShaderLevel namechange.
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Graham Linden authored
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Nat Goodspeed authored
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Nat Goodspeed authored
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Rider Linden authored
Water plane rendering improvements Approved-by:
Graham Madarasz <graham@lindenlab.com>
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Rider Linden authored
[WIP] Use EXT_texture_sRGB_decode in order to selectively sample textures consumed by the deferred renderer as sRGB Approved-by:
Graham Madarasz <graham@lindenlab.com>
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Graham Linden authored
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Graham Linden authored
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Graham Linden authored
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Geenz authored
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Geenz authored
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.
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Geenz authored
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.
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- Apr 01, 2019
- Mar 30, 2019
- Mar 29, 2019
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Graham Linden authored
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Graham Linden authored
Enable RenderAlphaBatchEmissives by default to get some perf back.
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Rider Linden authored
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Graham Linden authored
Add Geenz doings to the contribs list. Fix per-frag atmospherics to use sRGB conversion. Update ref to new KDU package.
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Rider Linden authored
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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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Rider Linden authored
SL-10766 and SL-9650 Approved-by:
Andrey Lihatskiy <andreylproductengine@lindenlab.com> Approved-by:
Rider Linden <rider@lindenlab.com>
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Rider Linden authored
SL-10833 FIXED [EEP] Text in the Sky Altitudes boxes is low contrast and difficult to read. Approved-by:
Andrey Kleshchev <andreykproductengine@lindenlab.com>
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maxim_productengine 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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andreykproductengine authored
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Graham Linden authored
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Geenz authored
Thou shall always read the sky cubemap as sRGB using hardware sampling.
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- Mar 28, 2019
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Graham Linden authored
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).
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Graham Linden authored
Replace old spot prio calc. Replace fudge factors on light radius and falloff for deferred lights.
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andreykproductengine authored
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- Mar 27, 2019
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Rider Linden authored
SL-10818 FIXED [EEP] Wrong selection when keyframes are close together Approved-by:
Andrey Kleshchev <andreykproductengine@lindenlab.com>
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Graham Linden authored
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maxim_productengine authored
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- Mar 26, 2019
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Graham Linden authored
Make moonlight darker and slightly bluish for scotopic feel when moon is primary.
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