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(Updated Jan. 11, 2013, 1:34 p.m.) Review request for Viewer. Changes ------- Bring shadow settings more (totally!) in line with what I was actually testing with. At worst these reduce variance just for my benefit, at best (I hope) they are more finely-tuned for SL's current shadow shaders (given the landing of the ternary shadows). Description ------- Use a different scheme for weighting SSAO samples, apply SSAO before fog is applied, fix a bug in the screen-space shadow/ssao smoothing offset where the 'checkerboard' stipple had been refactored incorrectly, change some default settings in line with the resulting visual changes. Disregard samples which are being taken from outside the screen extents - eliminates spurious SSAO fringe at screen edges at some angles. Micro-optimize the shadow co-ord calculation. Also, improve comments a bit. :3 This addresses bug VWR-29083. http://jira.secondlife.com/browse/VWR-29083 Diffs (updated) ----- doc/contributions.txt UNKNOWN indra/llrender/llshadermgr.h UNKNOWN indra/llrender/llshadermgr.cpp UNKNOWN indra/newview/app_settings/settings.xml UNKNOWN indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl UNKNOWN indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl UNKNOWN indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl UNKNOWN indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl UNKNOWN indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl UNKNOWN indra/newview/pipeline.cpp UNKNOWN Diff: http://codereview.secondlife.com/r/612/diff/ Testing ------- Been running with this for months on an assortment of nvidia hardware, linux only. Thanks, Tofu Buzzard
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