diff options
author | Dave Parks <davep@lindenlab.com> | 2020-03-06 20:34:32 +0000 |
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committer | Dave Parks <davep@lindenlab.com> | 2020-03-06 20:34:32 +0000 |
commit | 3c5888e325fb4b450e6ed7f40d10c58cad348c1c (patch) | |
tree | ee984e8ba681a611024204acdab811a257ed03a3 | |
parent | f0a9b6c01bc1e348969e3c4ac1e929aefa538ea8 (diff) | |
parent | 0390dc2fec2afdc053f373813d419178a70b299c (diff) |
Merged in davep/BUG-228263 (pull request #25)
Fix for mismatch on angular attenuation between sunlight on opaque and transparent objects from last commit.
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl | 5 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/materialF.glsl | 3 |
2 files changed, 5 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index e38eeab370..dc484317e9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -223,6 +223,7 @@ void main() float da = dot(norm.xyz, light_dir.xyz); da = clamp(da, -1.0, 1.0); + da = pow(da, 1.0/1.3); float final_da = da; final_da = clamp(final_da, 0.0f, 1.0f); @@ -231,7 +232,7 @@ void main() color.a = final_alpha; - float ambient = da; + float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); ambient *= 0.5; ambient *= ambient; ambient = (1.0 - ambient); @@ -262,7 +263,7 @@ vec3 post_atmo = color.rgb; vec4 light = vec4(0,0,0,0); color.rgb = scaleSoftClipFrag(color.rgb); - + //convert to linear before applying local lights color.rgb = srgb_to_linear(color.rgb); diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index e4ebf0edee..d07de529ca 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -331,8 +331,9 @@ void main() vec3 refnormpersp = normalize(reflect(pos.xyz, norm)); float da = clamp(dot(normalize(norm.xyz), light_dir.xyz), 0.0, 1.0); + da = pow(da, 1.0/1.3); - float ambient = da; + float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); ambient *= 0.5; ambient *= ambient; ambient = (1.0 - ambient); |