- Dec 17, 2020
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- Nov 07, 2020
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Rye Mutt authored
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- Oct 08, 2020
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Rye Mutt authored
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- Aug 28, 2020
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Rye Mutt authored
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- Aug 16, 2020
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Rye Mutt authored
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- Aug 08, 2020
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Rye Mutt authored
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- Jul 22, 2019
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Graham Linden authored
Remove binding and use of glIsShader for now (only useful for avoiding warnings about deleting shader objects re-used across programs).
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Graham Linden authored
Make vograss objects set their face vert/index counts to 0 when setting the number of blades to 0 to disable rendering so we don't allocate space and then skip setting it up with actual index data in getGeometry.
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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 10, 2019
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Geenz authored
Given that mShaderObjects only ever expects one copy of a given shader object (leading to lots of "shaderV" and "shaderF"), it made having utility shaders a bit more difficult to incorporate. This change makes sure the two are separated. Using this over a multimap largely for readibility. Also, actually, you know, use this functionality. --HG-- branch : OPEN-340
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- Mar 30, 2019
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Geenz 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 12, 2019
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Graham Linden authored
Also fix ref to removed extra GLSL link module. 'warn-on-failure:no-tabs'
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Graham Linden authored
'warn-on-failure:no-tabs'
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- Mar 07, 2019
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Graham Linden authored
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Graham Linden authored
Fix reflection/distortion map culling planes again. Fix broken handling of shadow disables in ALM forward shaders.
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- Jan 30, 2019
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Graham Linden authored
Further tweaking of directional shadow sampling to balance between peter-panning and shadow acne. Move stars to just this side of the sky some to reduce parallax. Remove decodeNormF and uses of decode_normal in favor of unified use of getNorm (try to help the Intel HD x000 compiler learn to link correctly).
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- Dec 06, 2018
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Graham Linden authored
De-duplicate ambient occlusion shader code and move to new aoUtil.glsl Split shared shadow tap funcs into shadowUtil.glsl
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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
Eliminate 20+ callsites with copy-paste of getPosition and/or getNorm code. Make pipeline use getShadowTarget/releaseShadowTarget consistently.
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- Nov 01, 2018
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Graham Linden authored
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- Oct 29, 2018
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Graham Linden authored
SL-9973
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- Sep 04, 2018
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Graham Linden authored
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- Aug 30, 2018
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Graham Linden authored
Fix binding of current/next sun/moon textures. Remove redundant code in GLSLShader determination of tex uniform bindings. Unhack mix calls in sun/moon shaders to reverse sense of blending (was working around reversed bindings).
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- Aug 15, 2018
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Graham Linden authored
Make shader loading debug logging of uniforms use ShaderUniform to make supression simpler.
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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 01, 2018
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Graham Linden authored
Code cleanup and move to using typedefs of S64Seconds/F64Seconds for ease in sync w/ sim side which has not llunits types.
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- May 18, 2018
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Graham Linden graham@lindenlab.com authored
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- Apr 30, 2018
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Graham Linden graham@lindenlab.com 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 02, 2018
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Graham Linden graham@lindenlab.com authored
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- Feb 26, 2018
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Graham Linden graham@lindenlab.com authored
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- Feb 18, 2018
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Graham Linden graham@lindenlab.com authored
libatmosphere integrated in indra/llrender/llatmosphere.cpp Still working on runtime shaders to use libatmosphere precomputed atmospherics textures
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- Jan 30, 2018
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ruslantproductengine authored
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- Dec 26, 2017
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ruslantproductengine authored
FIXED.
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- Sep 26, 2017
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Rider Linden authored
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- Sep 20, 2017
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Rider Linden authored
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Nat Goodspeed authored
You can't legitimately perform an ordered comparison between a pointer and an int, even 0. Fix a number of 'if (ptr > 0)' to plain 'if (ptr)'. Fix LLEditWearableDictionary::WearableEntry constructor to avoid varargs mechanism. It used to accept three different counts, followed by three different lists of enums, fetched in each case as 'int' -- dubious in itself. The constructor body performed three different loops to populate those enums into three different member vectors. Instead, make the constructor accept three vectors and initialize the member vectors from the passed vectors. Now that C++ has inline vector initialization, change existing constructor calls to pass temporary vectors initialized with what used to be the varargs enum values.
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- Nov 11, 2016
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Brad Payne (Vir Linden) authored
MAINT-6913 - (Via Sovereign Engineer and Shyotl Kuhr) Pack the skinned matrix and translation into a single mat3x4 for optimal data transfer to reduce uniform slot usage.
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