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<title>viewer.git/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl, branch main</title>
<subtitle>Megapahit's fork of the Second Life viewer.
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<updated>2025-09-08T23:07:09Z</updated>
<entry>
<title>Performance Optimisations, Bloom effect, Visuals Panel</title>
<updated>2025-09-08T23:07:09Z</updated>
<author>
<name>mobserveur</name>
<email>mobserveur@gmail.com</email>
</author>
<published>2025-08-29T23:59:43Z</published>
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This commit contains performance optimisations in the the pipeline,
framebuffer, vertexbuffer, reflection probes, shadows. It also fixes
many opengl errors, modifies the opengl debugging, and adds
a visuals effects panel.
</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>
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<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>
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<entry>
<title>SL-18869 Touch up -- Prune "post_pos" from shadow shaders that don't need it and fix non-standard gl_Position z values</title>
<updated>2023-01-11T17:28:45Z</updated>
<author>
<name>Dave Parks</name>
<email>davep@lindenlab.com</email>
</author>
<published>2023-01-11T17:28:45Z</published>
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<entry>
<title>SL-18869 Optimizations -- Revive "Frame Profile" and GL_DEPTH_CLAMP.  Remove usage of gl_FragDepth from shadow shaders.</title>
<updated>2023-01-11T01:49:18Z</updated>
<author>
<name>Dave Parks</name>
<email>davep@lindenlab.com</email>
</author>
<published>2023-01-11T01:49:18Z</published>
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<id>urn:sha1:493d501cde13abf1ac4164cd77286f068da3a62c</id>
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</content>
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<entry>
<title>Fix warnings from shaders and include EXTRA_CODE_HERE sentinel in places using DEFINE_GL_FRAGCOLOR for consistency.</title>
<updated>2018-03-09T20:59:18Z</updated>
<author>
<name>Graham Linden graham@lindenlab.com</name>
<email>Graham Linden graham@lindenlab.com</email>
</author>
<published>2018-03-09T20:59:18Z</published>
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<entry>
<title>remove execute permission from many files that should not have it</title>
<updated>2015-11-10T14:48:56Z</updated>
<author>
<name>Oz Linden</name>
<email>oz@lindenlab.com</email>
</author>
<published>2015-11-10T14:48:56Z</published>
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<id>urn:sha1:c8726aba303bcf1207b730a344536e25491420bc</id>
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</content>
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<entry>
<title>Update Mac and Windows breakpad builds to latest</title>
<updated>2013-03-29T14:50:08Z</updated>
<author>
<name>Graham Madarasz</name>
<email>graham@lindenlab.com</email>
</author>
<published>2013-03-29T14:50:08Z</published>
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<entry>
<title>SH-2908 Fix for shaders failing to compile when using GLSL 1.20 or 1.10 profile.</title>
<updated>2012-02-14T01:53:39Z</updated>
<author>
<name>Dave Parks</name>
<email>davep@lindenlab.com</email>
</author>
<published>2012-02-14T01:53:39Z</published>
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<id>urn:sha1:60fa5c3d4e23967d1ecd1e5189685ca94223cfb4</id>
<content type='text'>
</content>
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<entry>
<title>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.</title>
<updated>2012-02-11T02:04:19Z</updated>
<author>
<name>Dave Parks</name>
<email>davep@lindenlab.com</email>
</author>
<published>2012-02-11T02:04:19Z</published>
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