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.
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.
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.
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.
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).
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.
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).
Get dome rendering to not assert the depth test state behind deferred render's back.
Make clouds write and test depth to give stars something to depth test against.
Add z-bias in star vert shader to force some depth testing of stars against clouds.
Add LLPointer<> on stack to avoid textures being deleted out from under the sky code.
Make textures used by sky settings remove their faces from media textures.
Add ability to detect when a given texture is viewer media with vfunc.
Make water horizon consistent between ALM and non-ALM rendering again.
Fix using deferred sky rendering in reflections.
Make matrix mode explicit around push/pop for safety.