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<title>viewer.git/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.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>2023-02-04T01:45:31Z</updated>
<entry>
<title>SL-19148 Decruft followthrough -- decruft shader tree and some remaining forward rendering code.</title>
<updated>2023-02-04T01:45:31Z</updated>
<author>
<name>Dave Parks</name>
<email>davep@lindenlab.com</email>
</author>
<published>2023-02-04T01:45:31Z</published>
<link rel='alternate' type='text/html' href='https://www.megapahit.org/viewer.git/commit/?id=1c2410b8af62254e96d60b2ae2e411d4756215e4'/>
<id>urn:sha1:1c2410b8af62254e96d60b2ae2e411d4756215e4</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Merged in SL-18332 (pull request #1194)</title>
<updated>2022-11-14T18:12:22Z</updated>
<author>
<name>Jonathan Goodman</name>
<email>geenz@lindenlab.com</email>
</author>
<published>2022-11-14T18:12:22Z</published>
<link rel='alternate' type='text/html' href='https://www.megapahit.org/viewer.git/commit/?id=97277e74a9d966ed441e51f844f9012f55cca3dc'/>
<id>urn:sha1:97277e74a9d966ed441e51f844f9012f55cca3dc</id>
<content type='text'>
First pass of Screen Space Reflections

Approved-by: Dave Parks</content>
</entry>
<entry>
<title>SL-10415, SL-10434</title>
<updated>2019-01-30T16:37:07Z</updated>
<author>
<name>Graham Linden</name>
<email>graham@lindenlab.com</email>
</author>
<published>2019-01-30T16:37:07Z</published>
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<id>urn:sha1:acbc7f4cddd6ad999c2bc7690c10b85a414a8102</id>
<content type='text'>
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).
</content>
</entry>
<entry>
<title>Convert to using shared shadow sampling function (reduce duplicated code blocks in several shaders).</title>
<updated>2019-01-04T21:26:47Z</updated>
<author>
<name>Graham Linden</name>
<email>graham@lindenlab.com</email>
</author>
<published>2019-01-04T21:26:47Z</published>
<link rel='alternate' type='text/html' href='https://www.megapahit.org/viewer.git/commit/?id=c007e1197c521a1b48736cbba29e7c7dadf39c20'/>
<id>urn:sha1:c007e1197c521a1b48736cbba29e7c7dadf39c20</id>
<content type='text'>
</content>
</entry>
<entry>
<title>De-duplicate deferred gbuffer access for getPosition/getNorm.</title>
<updated>2018-12-06T18:59:11Z</updated>
<author>
<name>Graham Linden</name>
<email>graham@lindenlab.com</email>
</author>
<published>2018-12-06T18:59:11Z</published>
<link rel='alternate' type='text/html' href='https://www.megapahit.org/viewer.git/commit/?id=7e9033821a96a9d6e80b58fafb4c7da63807b9d4'/>
<id>urn:sha1:7e9033821a96a9d6e80b58fafb4c7da63807b9d4</id>
<content type='text'>
De-duplicate ambient occlusion shader code and move to new aoUtil.glsl

Split shared shadow tap funcs into shadowUtil.glsl
</content>
</entry>
<entry>
<title>Back out changes causing broken shadows and other render shenanigans.</title>
<updated>2018-11-09T18:31:29Z</updated>
<author>
<name>Graham Linden</name>
<email>graham@lindenlab.com</email>
</author>
<published>2018-11-09T18:31:29Z</published>
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<id>urn:sha1:db270df7cc00c1e2519749831e7e98c2c10e3ee6</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Move to using a shared deferredUtil object for getting pos/norm from gbuffer.</title>
<updated>2018-11-06T19:33:04Z</updated>
<author>
<name>Graham Linden</name>
<email>graham@lindenlab.com</email>
</author>
<published>2018-11-06T19:33:04Z</published>
<link rel='alternate' type='text/html' href='https://www.megapahit.org/viewer.git/commit/?id=2929998982f37221a58b9fa8037748a2e905f4b1'/>
<id>urn:sha1:2929998982f37221a58b9fa8037748a2e905f4b1</id>
<content type='text'>
Eliminate 20+ callsites with copy-paste of getPosition and/or getNorm code.

Make pipeline use getShadowTarget/releaseShadowTarget consistently.
</content>
</entry>
<entry>
<title>De-duplicate shader code for encoding and decoding normals to/from gbuffer format.</title>
<updated>2018-03-12T16:52:04Z</updated>
<author>
<name>Graham Linden graham@lindenlab.com</name>
<email>Graham Linden graham@lindenlab.com</email>
</author>
<published>2018-03-12T16:52:04Z</published>
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<id>urn:sha1:98b2fed85fd459012ed2b859ea40a3f56d27c0e8</id>
<content type='text'>
</content>
</entry>
<entry>
<title>De-duplicate sRGB conversion funcs from many shaders</title>
<updated>2018-03-12T15:24:16Z</updated>
<author>
<name>Graham Linden graham@lindenlab.com</name>
<email>Graham Linden graham@lindenlab.com</email>
</author>
<published>2018-03-12T15:24:16Z</published>
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<id>urn:sha1:cf460b13bee894684d0ca1bcb5bbc9eb38df719c</id>
<content type='text'>
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.
</content>
</entry>
<entry>
<title>MAINT-7129 - [Project Alex Ivy][MAC] Materials and ALM shaders broken in Mac viewer</title>
<updated>2017-09-14T13:39:01Z</updated>
<author>
<name>ruslantproductengine</name>
<email>ruslantproductengine@lindenlab.com</email>
</author>
<published>2017-09-14T13:39:01Z</published>
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<id>urn:sha1:46dc097516377889c217002e594189cc7107a686</id>
<content type='text'>
FIXED
</content>
</entry>
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