<feed xmlns='http://www.w3.org/2005/Atom'>
<title>viewer.git/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl, branch main</title>
<subtitle>Megapahit's fork of the Second Life viewer.
</subtitle>
<id>https://www.megapahit.org/viewer.git/atom?h=main</id>
<link rel='self' href='https://www.megapahit.org/viewer.git/atom?h=main'/>
<link rel='alternate' type='text/html' href='https://www.megapahit.org/viewer.git/'/>
<updated>2024-11-26T01:56:03Z</updated>
<entry>
<title>Drop emissive on old Intel GPUs (#3110)</title>
<updated>2024-11-26T01:56:03Z</updated>
<author>
<name>Jonathan "Geenz" Goodman</name>
<email>geenz@lindenlab.com</email>
</author>
<published>2024-11-26T01:56:03Z</published>
<link rel='alternate' type='text/html' href='https://www.megapahit.org/viewer.git/commit/?id=d65fb7cec8ce36ce7f6ff082f8d04bdd8bc0208c'/>
<id>urn:sha1:d65fb7cec8ce36ce7f6ff082f8d04bdd8bc0208c</id>
<content type='text'>
* #3103 Add the ability to disable the emissive buffer for older GPUs with low memory bandwidth.
* #3135 Add a "vintage" mode for slower GPUs
* #2719 Fix for skies being overbrightened
* #2632 Do not apply tonemapping on legacy skies</content>
</entry>
<entry>
<title>#824 Process source files in bulk: replace tabs with spaces, convert CRLF to LF, and trim trailing whitespaces as needed</title>
<updated>2024-04-29T04:56:09Z</updated>
<author>
<name>Andrey Lihatskiy</name>
<email>alihatskiy@productengine.com</email>
</author>
<published>2024-04-29T04:43:28Z</published>
<link rel='alternate' type='text/html' href='https://www.megapahit.org/viewer.git/commit/?id=1b68f71348ecf3983b76b40d7940da8377f049b7'/>
<id>urn:sha1:1b68f71348ecf3983b76b40d7940da8377f049b7</id>
<content type='text'>
</content>
</entry>
<entry>
<title>SL-19655 Decruft legacy GLSL shaders and now unused build queues.</title>
<updated>2023-05-17T23:09:36Z</updated>
<author>
<name>RunitaiLinden</name>
<email>davep@lindenlab.com</email>
</author>
<published>2023-05-17T23:09:36Z</published>
<link rel='alternate' type='text/html' href='https://www.megapahit.org/viewer.git/commit/?id=c827d32ebedeaa46ed75a91ae779f6547fc0d090'/>
<id>urn:sha1:c827d32ebedeaa46ed75a91ae779f6547fc0d090</id>
<content type='text'>
</content>
</entry>
<entry>
<title>DRTVWR-559 Quality pass -- Fix sky banding, fix off-by-one-mip in reflection probes (thanks Rye), remove noiseMap from light shaders (removes speckles), make irradiance maps RGB16F instead of RGBA16.  Use actual luminance for sky instead of max color component during irradiance map pass.</title>
<updated>2023-03-22T15:38:24Z</updated>
<author>
<name>Dave Parks</name>
<email>davep@lindenlab.com</email>
</author>
<published>2023-03-22T15:38:24Z</published>
<link rel='alternate' type='text/html' href='https://www.megapahit.org/viewer.git/commit/?id=8c7c4c424d07e39191e827f441af406724829b50'/>
<id>urn:sha1:8c7c4c424d07e39191e827f441af406724829b50</id>
<content type='text'>
</content>
</entry>
<entry>
<title>SL-19147 Water quality pass.  Remove gl_FragDepth writes from sky rendering (optimization).  Incidental decruft.</title>
<updated>2023-02-07T17:40:56Z</updated>
<author>
<name>Dave Parks</name>
<email>davep@lindenlab.com</email>
</author>
<published>2023-02-07T17:40:56Z</published>
<link rel='alternate' type='text/html' href='https://www.megapahit.org/viewer.git/commit/?id=b52699091da791a1349daf66d405f27ca2568ea9'/>
<id>urn:sha1:b52699091da791a1349daf66d405f27ca2568ea9</id>
<content type='text'>
</content>
</entry>
<entry>
<title>SL-17274 Cleanup hard-coded gbuffer atmos flag for softenlight</title>
<updated>2022-06-22T05:00:12Z</updated>
<author>
<name>Ptolemy</name>
<email>ptolemy@lindenlab.com</email>
</author>
<published>2022-06-22T05:00:12Z</published>
<link rel='alternate' type='text/html' href='https://www.megapahit.org/viewer.git/commit/?id=77b96114c30232c1d3f3b548bf982f89f11d09da'/>
<id>urn:sha1:77b96114c30232c1d3f3b548bf982f89f11d09da</id>
<content type='text'>
</content>
</entry>
<entry>
<title>SL-14731: Fix sun gamma -- merge Sovereign Engineer's patch: Fix sun gamma space for accurate color reproduction of sun textures</title>
<updated>2021-01-29T21:06:55Z</updated>
<author>
<name>Ptolemy</name>
<email>ptolemy@lindenlab.com</email>
</author>
<published>2021-01-29T21:04:39Z</published>
<link rel='alternate' type='text/html' href='https://www.megapahit.org/viewer.git/commit/?id=d7b2016e39cb298a0a105e624ecc7bcf9d7db187'/>
<id>urn:sha1:d7b2016e39cb298a0a105e624ecc7bcf9d7db187</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Roll back sRGB decode changes from contrib for now.</title>
<updated>2019-05-02T20:49:35Z</updated>
<author>
<name>Graham Linden</name>
<email>graham@lindenlab.com</email>
</author>
<published>2019-05-02T20:49:35Z</published>
<link rel='alternate' type='text/html' href='https://www.megapahit.org/viewer.git/commit/?id=c4032528aff8ef1938e897ec583bbf25a3e713e1'/>
<id>urn:sha1:c4032528aff8ef1938e897ec583bbf25a3e713e1</id>
<content type='text'>
Fix direct light matching across alpha/blended-material/deferred.

Get diffuse lighting to match from Low to Ultra.
</content>
</entry>
<entry>
<title>SL-11071</title>
<updated>2019-04-30T19:19:35Z</updated>
<author>
<name>Graham Linden</name>
<email>graham@lindenlab.com</email>
</author>
<published>2019-04-30T19:19:35Z</published>
<link rel='alternate' type='text/html' href='https://www.megapahit.org/viewer.git/commit/?id=1ff876a961dc00b7f162054ea1a9fed79240bffc'/>
<id>urn:sha1:1ff876a961dc00b7f162054ea1a9fed79240bffc</id>
<content type='text'>
Make sun disc and moon shaders use sRGB hardware tex sampling.

Remove sun disc shader use of fullbright transport (fogging).
</content>
</entry>
<entry>
<title>SL-10968</title>
<updated>2019-04-15T23:31:01Z</updated>
<author>
<name>Graham Linden</name>
<email>graham@lindenlab.com</email>
</author>
<published>2019-04-15T23:31:01Z</published>
<link rel='alternate' type='text/html' href='https://www.megapahit.org/viewer.git/commit/?id=479385c97fa2d433c85598f6871274c970a6f9a7'/>
<id>urn:sha1:479385c97fa2d433c85598f6871274c970a6f9a7</id>
<content type='text'>
Tweak forced frag depths for sun/moon disc images to resolve depth fighting with hills etc.
</content>
</entry>
</feed>
