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<title>viewer.git/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.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'/>
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<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>
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<id>urn:sha1:1c2410b8af62254e96d60b2ae2e411d4756215e4</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Fix for SSAO not behaving properly.</title>
<updated>2022-11-20T10:09:05Z</updated>
<author>
<name>Geenz Linden</name>
<email>geenz@lindenlab.com</email>
</author>
<published>2022-11-20T10:09:05Z</published>
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<id>urn:sha1:34d3f94db6d2ab243f8ee63522e60cb1e22dedff</id>
<content type='text'>
SL-18662
</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>
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<id>urn:sha1:97277e74a9d966ed441e51f844f9012f55cca3dc</id>
<content type='text'>
First pass of Screen Space Reflections

Approved-by: Dave Parks</content>
</entry>
<entry>
<title>SL-14035: Incorporate patch from Sovereign Engineer to fix specular reflection</title>
<updated>2021-01-07T01:38:24Z</updated>
<author>
<name>Ptolemy</name>
<email>ptolemy@lindenlab.com</email>
</author>
<published>2021-01-07T01:36:10Z</published>
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<id>urn:sha1:daa957b93ba173feb69d003dbc578e621a9a68e3</id>
<content type='text'>
</content>
</entry>
<entry>
<title>WIP - Windlight sun lighting should happen in sRGB space, not linear space.  This keeps ambient from getting overblown and better matches environment lighting with ALM on/off.</title>
<updated>2020-03-05T22:28:06Z</updated>
<author>
<name>Runitai Linden</name>
<email>davep@lindenlab.com</email>
</author>
<published>2020-03-05T22:28:06Z</published>
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<id>urn:sha1:7c7d71269f5b47397d14bbe44e341e4ac1d96889</id>
<content type='text'>
</content>
</entry>
<entry>
<title>SL-12005, back out SRGB changes for projector spotlights</title>
<updated>2020-02-04T17:45:05Z</updated>
<author>
<name>Dave Houlton</name>
<email>euclid@lindenlab.com</email>
</author>
<published>2020-02-04T00:41:54Z</published>
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<id>urn:sha1:c1652b4c42256b2e9dd6a564a83681c87d1a3528</id>
<content type='text'>
Deferred spotlights were transitioned srdb-&gt;linear in commit 653133b
The lights transition between the deferred and (some other) path at fixed camera
distance, causing a distinct light-level pop. Backing out this change to avoid
the pop. Note to the future: pick a light space at the beginning and stick with it.
</content>
</entry>
<entry>
<title>SL-11370, SL-11372, SL-11337</title>
<updated>2019-06-11T20:03:06Z</updated>
<author>
<name>Graham Linden</name>
<email>graham@lindenlab.com</email>
</author>
<published>2019-06-11T20:03:06Z</published>
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<id>urn:sha1:653133b9c035e7c34563b199e991189ca3046092</id>
<content type='text'>
Fix culling on Low+ water reflection pass.

Make Mid+ / High use class1 deferred sky again (no rainbows, but faster!).

Fix setting of cloud color for deferred sky/cloud shaders.

Put water reflections back in wrong colorspace for consistency with release.
</content>
</entry>
<entry>
<title>Add render debug controls for forcing disable of ambient, sun, and local light contributions</title>
<updated>2019-05-23T16:58:33Z</updated>
<author>
<name>Graham Linden</name>
<email>graham@lindenlab.com</email>
</author>
<published>2019-05-23T16:58:33Z</published>
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<id>urn:sha1:d0a0eede63fdbd4ba597b86cbfbeb5b394ed2395</id>
<content type='text'>
(engages AMBIENT_KILL, SUNLIGHT_KILL, and LOCAL_LIGHT_KILL defines in shaders to accomplish
  those tasks as required by each render mode).
</content>
</entry>
<entry>
<title>SL-10969</title>
<updated>2019-05-22T18:00:30Z</updated>
<author>
<name>Graham Linden</name>
<email>graham@lindenlab.com</email>
</author>
<published>2019-05-22T18:00:30Z</published>
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<id>urn:sha1:db091d23db70952b4ad8b610ef02942a8f13f223</id>
<content type='text'>
Fix linear attenuation on forward projector lighting.

Revert setup of falloff to prev code.

Revert deferred water spec and tweak refl/refr blend.
</content>
</entry>
<entry>
<title>SL-11087, SL-11086, SL-11092</title>
<updated>2019-05-03T15:47:13Z</updated>
<author>
<name>Graham Linden</name>
<email>graham@lindenlab.com</email>
</author>
<published>2019-05-03T15:47:13Z</published>
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<id>urn:sha1:906b0be675e5467665f65180924e6117700b4cbb</id>
<content type='text'>
Fix sun/moon glow factor bustage.

Make darkness an option.

Fix moon fade shader logic getting confused when sun was below horizon.
</content>
</entry>
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