Commit Graph

25 Commits (d4e9604700a1dbae3dbce58a3be0fda1465fd39c)

Author SHA1 Message Date
Ansariel 343aeeeb36 Merge remote-tracking branch 'LGPL/master'
# Conflicts:
#	doc/contributions.txt
#	indra/newview/skins/default/xui/de/panel_preferences_graphics1.xml
2024-05-16 02:11:51 +02:00
Andrey Lihatskiy 1b68f71348 #824 Process source files in bulk: replace tabs with spaces, convert CRLF to LF, and trim trailing whitespaces as needed 2024-04-29 07:56:09 +03:00
RunitaiLinden 2880e5ceee
#1139 Fix for world going black/white in some scenes (NaNs) (#1273)
* #1139 Fix for world going black/white in some scenes (NaNs)

NaNs were coming from normal encode/decode.  Take advantage of available gbuffer space to send full normal instead of encoding.

* #1139 Cleanup

remove now unused encodeNormF.glsl

* #1139 Remove final reference to encodeNormF

* #1139 Fix for getNormalEnvIntensityFlags referencing wrong sampler for env intensity

* Mac build fix
2024-04-19 11:59:28 -05:00
RunitaiLinden 4e61152ca2 #677 Add clipping to trees and alpha masked blinn-phong 2024-02-05 12:00:38 -06:00
RunitaiLinden c827d32ebe SL-19655 Decruft legacy GLSL shaders and now unused build queues. 2023-05-17 18:09:36 -05:00
Dave Parks bb79718c8f SL-19538 Followup -- scrub all possible sources of NaNs, make dynamic exposure controls not persist, limit exposure range, and do a debug gl pass. 2023-04-06 13:21:25 -05:00
Ptolemy 77b96114c3 SL-17274 Cleanup hard-coded gbuffer atmos flag for softenlight 2022-06-21 22:00:12 -07:00
Graham Linden graham@lindenlab.com 98b2fed85f De-duplicate shader code for encoding and decoding normals to/from gbuffer format. 2018-03-12 17:52:04 +01:00
Graham Linden graham@lindenlab.com b2d8d63890 Fix warnings from shaders and include EXTRA_CODE_HERE sentinel in places using DEFINE_GL_FRAGCOLOR for consistency. 2018-03-09 20:59:18 +00:00
Oz Linden c8726aba30 remove execute permission from many files that should not have it 2015-11-10 09:48:56 -05:00
Graham Madarasz fd447189c5 Merge 3.5.1 into Materials 2013-04-25 21:00:16 -07:00
Geenz 27fbf5efc9 Re-added RGB10_A2 normal buffer, this time encoded with a sphere map transform so we can store the environment intensity in the blue channel. 2013-04-09 11:46:52 -04:00
Graham Madarasz bf6182daa8 Update Mac and Windows breakpad builds to latest 2013-03-29 07:50:08 -07:00
Geenz 0a0d1df6bf Merge 2012-06-13 20:49:35 -04:00
Jonathan Goodman 2716e38d42 Encode viewspace Z normal to preserve negative Z (fixes all light shifting errors, and shiny environment map errors due to lack of negative Z) 2012-05-10 16:28:07 -04:00
Dave Parks 4f18f9d6bd SH-2908 More complete GLSL 1.20 compatibility pass. 2012-02-14 16:11:30 -06:00
Dave Parks 3710c6110d 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. 2012-02-10 20:04:19 -06:00
Dave Parks 2179e1c1f2 SH-2541 Fix for speckles on avatar on some cards -- don't use "maximum_alpha" for alpha tests in shaders as it was always being set to 1.0 anyway. 2011-11-02 13:13:38 -05:00
Dave Parks 004cc9107b SH-2240 Fix for OSX GLSL compiler not liking #ifndef gl_FragData 2011-10-21 15:51:49 -05:00
Dave Parks 8a1baaea6c SH-2243 work in progress -- don't use gl_FragColor or gl_FragData for outputs -- no more deprecation warnings on nvidia 2011-09-16 17:08:39 -05:00
Dave Parks da84f55527 SH-2243 work in progress -- don't use deprecated shader state 2011-09-16 12:40:53 -05:00
Dave Parks 90ebaeef9b merge 2011-08-21 16:23:50 -05:00
Oz Linden 2b40cbb13d correct coding policy problems 2011-08-19 16:47:48 -04:00
Dave Parks 2ee8154780 SH-2238, SH-2223, SH-SH-2242 glVertexAttrib throughout main render pipeline complete, preview renders and debug displays still pending. Also fixed a render glitch and a crash (JIRAs listed). 2011-08-10 13:01:14 -05:00
Dave Parks 8ec39da346 SH-2181 Fix for alpha flickering when basic shaders enabled (don't use glAlphaFunc when shaders are available).
Reviewed by Leslie
2011-07-29 17:46:16 -05:00