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authorGraham Linden <graham@lindenlab.com>2019-08-13 08:14:14 -0700
committerGraham Linden <graham@lindenlab.com>2019-08-13 08:14:14 -0700
commit4e4011cddc4c6edf797bd3ff7950fb02d178a2e2 (patch)
treeac3dc2891b0c455f21d6dec71da57dc4586a0206
parent6fbb35b712d25843d9fe10945a232749a89601c5 (diff)
SL-11589
Modify altitude blend factor in cloud shaders to fade more aggressively and fix cloud rendering artifacts when at altitude.
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl2
2 files changed, 2 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
index 20ab0fb171..8e90c1481f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
@@ -78,7 +78,7 @@ void main()
// Get relative position
vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
- altitude_blend_factor = (P.y > -4096.0) ? 1.0 : 1.0 - clamp(abs(P.y) / max_y, 0.0, 1.0);
+ altitude_blend_factor = clamp((P.y + 512.0) / max_y, 0.0, 1.0);
// Set altitude
if (P.y > 0.)
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
index 18daa5a242..2c1475d547 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
@@ -78,7 +78,7 @@ void main()
vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
// fade clouds beyond a certain point so the bottom of the sky dome doesn't look silly at high altitude
- altitude_blend_factor = (P.y > -4096.0) ? 1.0 : 1.0 - clamp(abs(P.y) / max_y, 0.0, 1.0);
+ altitude_blend_factor = clamp((P.y + 512.0) / max_y, 0.0, 1.0);
// Set altitude
if (P.y > 0.)