Graham Linden
d78ed764b5
Merge 6.1.2 LoveMeRender new hotness
2019-04-02 12:27:34 -07:00
Graham Linden
15270f697a
Tab restoration project.
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'warn-on-failure:no-tabs'
2019-03-12 10:52:00 -07:00
Graham Linden
53f3755a46
Fix tabs.
2019-03-07 15:09:34 -08:00
Graham Linden
423fa1ac29
SL-10618, SL-10698
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Fix reflection/distortion map culling planes again.
Fix broken handling of shadow disables in ALM forward shaders.
2019-03-07 10:56:26 -08:00
Graham Linden
8890c3238a
SL-10478
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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.
2019-02-06 16:42:23 -08:00
Graham Linden
5a8610ccb7
SL-9996, SL-1130, SL-5546
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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).
2019-02-01 13:41:31 -08:00
Graham Linden
deb6110098
Eliminate helper GLSL modules depending on further GLSL modules to give Intel HD x000 compiler a fighting chance.
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More WIP for edge-specific water shader for 9996.
2019-01-30 13:26:35 -08:00
Graham Linden
08440def11
WIP for 10374 (reduce number of shaders linking against deferredUtil).
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Prepare for using ifdef to conditionally engage using gl_FragDepth in water shaders
(because GL requires that writing to gl_FragDepth on any path means you need to
write a depth value on every path).
2019-01-30 12:34:20 -08:00
Graham Linden
acbc7f4cdd
SL-10415, SL-10434
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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).
2019-01-30 08:37:07 -08:00
Graham Linden
966dc7fc8f
SL-10276
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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.
2019-01-24 14:54:11 -08:00
Graham Linden
7e9033821a
De-duplicate deferred gbuffer access for getPosition/getNorm.
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De-duplicate ambient occlusion shader code and move to new aoUtil.glsl
Split shared shadow tap funcs into shadowUtil.glsl
2018-12-06 10:59:11 -08:00
Graham Linden
429bef3cf6
Remove compilation and linkage of deferredUtil and indirect GLSL helper objects (current source of Intel ig4icd driver crash).
2018-11-15 08:11:05 -08:00
Graham Linden
bdf4442e21
Add missing new shader files.
2018-11-09 22:55:41 +00:00
Graham Linden
d614bf1135
Yes, Maurice, baby steps.
2018-11-09 21:11:37 +00:00
Graham Linden
db270df7cc
Back out changes causing broken shadows and other render shenanigans.
2018-11-09 18:31:29 +00:00
Graham Linden
2929998982
Move to using a shared deferredUtil object for getting pos/norm from gbuffer.
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Eliminate 20+ callsites with copy-paste of getPosition and/or getNorm code.
Make pipeline use getShadowTarget/releaseShadowTarget consistently.
2018-11-06 19:33:04 +00:00
Graham Linden
fb335cc243
SL-10000 fix storing of ambient value when converting legacy settings
2018-11-01 18:26:24 +01:00
Graham Linden
536799d07e
SL-9977
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SL-9973
2018-10-29 23:02:20 +01:00
Graham Linden
79d33f9d19
Fix names of WATER_BLUR_MULTIPILER.
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Give wave direction uniforms more meaningful names in shaders.
Add comments on glow size/focus conversions for clarity.
2018-10-10 18:44:03 +01:00
Graham Linden
f8aac19237
SL-1289
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add cloud_variance control for randomized perturbance of clouds to break up tiling monotony
2018-10-09 18:44:43 +01:00
Graham Linden
ffc6393309
SL-9751
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Add optional moon brightness setting
2018-10-08 22:08:35 +01:00
Graham Linden
5eed233618
SL-1925
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More settings for rainbow/halo atmospheric effects, final default asset UUIDs, and shader mods.
2018-10-05 21:32:42 +01:00
Graham Linden
1df7760d31
SL-9632 add uniform and code to supress atmospherics in all shaders that could be used by HUDs
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Make sky and cloud shaders use common scaleSoftClip implementation in gammaF.glsl
2018-09-14 21:52:52 +01:00
Graham Linden
3237923e10
MAINT-3699 new shaders supporting alpha blend/mask rigged content.
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Make shader loading debug logging of uniforms use ShaderUniform to make supression simpler.
2018-08-16 00:31:39 +01:00
Graham Linden
71a0d3e959
Fix OSX bug from OLD_SELECT GLSL work-around define not being used with automatically linked feature shaders.
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Add LL_RELEASE_FOR_DOWNLOAD ifdef around launcher nag.
Fix OSX 10.14 SDK compile issue from unused var in scroll list.
2018-06-26 23:31:03 +01:00
Graham Linden
34865c4bb5
Mods to hook up water settings to water normals for rendering with support for current to next blending.
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Modify LLSettingsFoo::buildDefaultFoo to use a static and avoid re-validation of default sky/water/daycycle settings.
Remove all references to gSun/MoonTextureId globals (they should come from sky settings now).
2018-06-13 00:51:39 +01:00
Graham Linden
67ab0084f8
Fix env panel forward action.
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Make env panel update environment when jumping frame to frame.
Add separate funcs for sun/moon vectors in various coord systems.
Make haze glow only pay attention to sun (i.e. fix sun glow when moon is near horizon in daytime).
2018-06-12 18:42:07 +01:00
Graham Linden
fc8d0de673
Make cloud rendering use textures defined in sky settings and add code to shaders to lerp between current and next cloud texture.
2018-06-11 22:39:57 +01:00
Graham Linden
a0598b1265
Fix water fog consolidation in underwater shaders.
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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.
2018-06-11 17:46:16 +01:00
Graham Linden
507c492182
Add specific shader for the moon to allow different rendering at day vs night.
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Add MouseMoon positioning ala MouseSun debug setting and accessors to use it.
2018-06-08 22:22:20 +01:00
Graham Linden
b6b9094d26
Fix sunlight != sunlight_color_copy and remove hack disable of clouds.
2018-06-05 20:20:43 +01:00
Graham Linden
8cfdc07e79
Code cleanup and move to using typedefs of S64Seconds/F64Seconds for ease in sync w/ sim side which has not llunits types.
2018-06-01 23:32:30 +01:00
Graham Linden
8dd8501386
Fix mis-merge of LLSettingsBase and remove optimize pragmas.
2018-06-01 15:50:25 +01:00
Graham Linden
64302d3000
Modify use of sky settings, reduce complexity, and name funcs to indicate coord systems in use.
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Fix class2 softenLightF shader.
2018-06-01 00:18:36 +01:00
Graham Linden graham@lindenlab.com
190fa8614c
Remove MSVC debug pragmas and comment out code to dump example grids.xml file w/ hard-coded grids.
2018-05-18 23:16:56 +01:00
Graham Linden graham@lindenlab.com
3116416fcb
Le Merge
2018-05-01 00:10:11 +01:00
Graham Linden graham@lindenlab.com
6dfa720e75
Remove optimize pragmas necessary for working with RWDI in MSVC, but toxic to Clang.
2018-04-20 18:52:41 +01:00
Graham Linden graham@lindenlab.com
0d7fa932d5
Move class3 sky/cloud shaders to where they need to be to get picked up by ALM.
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Modify autobuild.xml to use new libatmo w/ state save/restore fixes (addresses font render glitch).
Put in nSight debug support.
2018-04-20 18:14:29 +01:00
Graham Linden graham@lindenlab.com
4f6682ca29
De-duplicate deferred shader code for atmospherics and transport.
2018-03-12 22:26:22 +01:00
Graham Linden graham@lindenlab.com
afa7c1861e
Remove optimize pragma.
2018-03-12 17:52:49 +01:00
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
cf460b13be
De-duplicate sRGB conversion funcs from many shaders
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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.
2018-03-12 16:24:16 +01:00
Graham Linden graham@lindenlab.com
99b82d9449
Atmospherics WIP
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libatmosphere integrated in indra/llrender/llatmosphere.cpp
Still working on runtime shaders to use libatmosphere precomputed atmospherics textures
2018-02-18 15:52:23 +00:00
Rider Linden
e97c52bdd3
Rename uniform "sunlight_color_copy" to sunlight_color in shader.
2017-10-04 14:36:41 -07:00
Rider Linden
0d414c1fb5
Clouds still funky but better.
2017-09-26 09:19:20 -07:00
ruslantproductengine
0e9fb587fa
MAINT-7813 - 3D rendering broken on Windows in build 508618. 3D rendering starts before 2D login screen is cleared.
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FIXED
2017-09-18 21:02:53 +03:00
Oz Linden
6883c6b1f6
replace a 'continue' with an 'else'
2017-09-14 16:56:51 -04:00
ruslantproductengine
46dc097516
MAINT-7129 - [Project Alex Ivy][MAC] Materials and ALM shaders broken in Mac viewer
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FIXED
2017-09-14 16:39:01 +03:00
ruslantproductengine
eebbda288d
Backed out changeset: 5fe5ad059c05
2016-07-18 20:09:18 +03:00
callum_linden
05fcb7c812
Automated merge with tip of viewer-release
2016-05-23 16:50:56 -07:00