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authorGraham Linden <graham@lindenlab.com>2019-02-06 16:42:23 -0800
committerGraham Linden <graham@lindenlab.com>2019-02-06 16:42:23 -0800
commit8890c3238ab4ae8bbf1bc123284f9c6d4db4f9d6 (patch)
tree6d250b8114eb4d39a7c5810813a06d730665372b
parentf8171a909cb2a18fcca47f6a0317919ece802aef (diff)
SL-10478
Fix side-effects of having both sun and moon as potential directional light contributors. We pass an int to the shader indicating which to prefer instead of making per-pixel decisions and pass the moonlight color/di independently. Obsolete llsettingssky fade color which was unused elsewhere and cached for no reason.
-rw-r--r--indra/llinventory/llsettingssky.cpp13
-rw-r--r--indra/llinventory/llsettingssky.h3
-rw-r--r--indra/llrender/llrender.cpp13
-rw-r--r--indra/llrender/llrender.h2
-rw-r--r--indra/llrender/llshadermgr.cpp2
-rw-r--r--indra/llrender/llshadermgr.h2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/moonF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/starsF.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/moonF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/skyF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/skyV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl4
-rw-r--r--indra/newview/lldrawpoolterrain.cpp4
-rw-r--r--indra/newview/lldrawpooltree.cpp4
-rw-r--r--indra/newview/lldrawpoolwlsky.cpp1
-rw-r--r--indra/newview/pipeline.cpp22
26 files changed, 92 insertions, 45 deletions
diff --git a/indra/llinventory/llsettingssky.cpp b/indra/llinventory/llsettingssky.cpp
index 612c97168c..2a503664ad 100644
--- a/indra/llinventory/llsettingssky.cpp
+++ b/indra/llinventory/llsettingssky.cpp
@@ -1238,12 +1238,6 @@ LLVector3 LLSettingsSky::getMoonDirection() const
return mMoonDirection;
}
-LLColor4U LLSettingsSky::getFadeColor() const
-{
- update();
- return mFadeColor;
-}
-
LLColor4 LLSettingsSky::getMoonAmbient() const
{
update();
@@ -1305,12 +1299,9 @@ void LLSettingsSky::calculateLightSettings() const
mSunDiffuse = gammaCorrect(componentMult(sunlight, light_transmittance));
mSunAmbient = gammaCorrect(componentMult(tmpAmbient, light_transmittance) * 0.5);
- mMoonDiffuse = gammaCorrect(componentMult(LLColor3::white, light_transmittance));
- mMoonAmbient = gammaCorrect(componentMult(LLColor3::white, light_transmittance) * 0.5f);
+ mMoonDiffuse = gammaCorrect(componentMult(LLColor3::white, light_transmittance) * 0.5f);
+ mMoonAmbient = gammaCorrect(componentMult(LLColor3::white, light_transmittance) * 0.25f);
mTotalAmbient = mSunAmbient;
-
- mFadeColor = mTotalAmbient + (mSunDiffuse + mMoonDiffuse) * 0.5f;
- mFadeColor.setAlpha(0);
}
LLUUID LLSettingsSky::GetDefaultAssetId()
diff --git a/indra/llinventory/llsettingssky.h b/indra/llinventory/llsettingssky.h
index 65c0f2c581..cd173a6b18 100644
--- a/indra/llinventory/llsettingssky.h
+++ b/indra/llinventory/llsettingssky.h
@@ -280,7 +280,7 @@ public:
LLVector3 getSunDirection() const;
LLVector3 getMoonDirection() const;
- LLColor4U getFadeColor() const;
+
LLColor4 getMoonAmbient() const;
LLColor3 getMoonDiffuse() const;
LLColor4 getSunAmbient() const;
@@ -347,7 +347,6 @@ private:
static const F32 DOME_RADIUS;
static const F32 DOME_OFFSET;
- mutable LLColor4U mFadeColor;
mutable LLColor4 mMoonAmbient;
mutable LLColor3 mMoonDiffuse;
mutable LLColor4 mSunAmbient;
diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp
index 173444f708..6e15f52866 100644
--- a/indra/llrender/llrender.cpp
+++ b/indra/llrender/llrender.cpp
@@ -895,6 +895,15 @@ void LLLightState::setDiffuse(const LLColor4& diffuse)
}
}
+void LLLightState::setDiffuseB(const LLColor4& diffuse)
+{
+ if (mDiffuseB != diffuse)
+ {
+ ++gGL.mLightHash;
+ mDiffuseB = diffuse;
+ }
+}
+
void LLLightState::setAmbient(const LLColor4& ambient)
{
if (mAmbient != ambient)
@@ -1153,6 +1162,7 @@ void LLRender::syncLightState()
LLVector3 direction[8];
LLVector4 attenuation[8];
LLVector3 diffuse[8];
+ LLVector3 diffuseB[8];
for (U32 i = 0; i < 8; i++)
{
@@ -1162,6 +1172,7 @@ void LLRender::syncLightState()
direction[i] = light->mSpotDirection;
attenuation[i].set(light->mLinearAtten, light->mQuadraticAtten, light->mSpecular.mV[2], light->mSpecular.mV[3]);
diffuse[i].set(light->mDiffuse.mV);
+ diffuseB[i].set(light->mDiffuseB.mV);
}
shader->uniform4fv(LLShaderMgr::LIGHT_POSITION, 8, position[0].mV);
@@ -1169,8 +1180,8 @@ void LLRender::syncLightState()
shader->uniform4fv(LLShaderMgr::LIGHT_ATTENUATION, 8, attenuation[0].mV);
shader->uniform3fv(LLShaderMgr::LIGHT_DIFFUSE, 8, diffuse[0].mV);
shader->uniform4fv(LLShaderMgr::LIGHT_AMBIENT, 1, mAmbientLightColor.mV);
- //HACK -- duplicate sunlight color for compatibility with drivers that can't deal with multiple shader objects referencing the same uniform
shader->uniform4fv(LLShaderMgr::SUNLIGHT_COLOR, 1, diffuse[0].mV);
+ shader->uniform4fv(LLShaderMgr::MOONLIGHT_COLOR, 1, diffuseB[0].mV);
}
}
diff --git a/indra/llrender/llrender.h b/indra/llrender/llrender.h
index a79db80ebe..012a8da4ce 100644
--- a/indra/llrender/llrender.h
+++ b/indra/llrender/llrender.h
@@ -229,6 +229,7 @@ public:
void enable();
void disable();
void setDiffuse(const LLColor4& diffuse);
+ void setDiffuseB(const LLColor4& diffuse);
void setAmbient(const LLColor4& ambient);
void setSpecular(const LLColor4& specular);
void setPosition(const LLVector4& position);
@@ -245,6 +246,7 @@ protected:
S32 mIndex;
bool mEnabled;
LLColor4 mDiffuse;
+ LLColor4 mDiffuseB;
LLColor4 mAmbient;
LLColor4 mSpecular;
LLVector4 mPosition;
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index 3989c1e2e4..11e84d8785 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -1352,6 +1352,8 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("sun_moon_glow_factor");
mReservedUniforms.push_back("water_edge");
+ mReservedUniforms.push_back("sun_up_factor");
+ mReservedUniforms.push_back("moonlight_color");
llassert(mReservedUniforms.size() == END_RESERVED_UNIFORMS);
diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h
index ef6f33f2e5..497c3eb231 100644
--- a/indra/llrender/llshadermgr.h
+++ b/indra/llrender/llshadermgr.h
@@ -250,6 +250,8 @@ public:
SUN_MOON_GLOW_FACTOR,
WATER_EDGE_FACTOR,
+ SUN_UP_FACTOR,
+ MOONLIGHT_COLOR,
END_RESERVED_UNIFORMS
} eGLSLReservedUniforms;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
index 53391da9aa..4beb334f5a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
@@ -47,6 +47,8 @@ uniform vec3 camPosLocal;
uniform vec4 lightnorm;
uniform vec4 sunlight_color;
+uniform vec4 moonlight_color;
+uniform int sun_up_factor;
uniform vec4 ambient;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
@@ -94,7 +96,7 @@ void main()
vec4 temp2 = vec4(0.);
vec4 blue_weight;
vec4 haze_weight;
- vec4 sunlight = sunlight_color;
+ vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
vec4 light_atten;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
index c6c12f80f8..d964ce8eee 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
@@ -35,6 +35,7 @@ out vec4 frag_data[3];
uniform vec4 color;
uniform vec4 sunlight_color;
+uniform vec4 moonlight_color;
uniform vec3 lumWeights;
uniform float moon_brightness;
uniform float minLuminance;
@@ -57,6 +58,7 @@ void main()
vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0 - 1.0;
c.rgb = pow(c.rgb, exp);
+ //c.rgb *= moonlight_color.rgb;
frag_data[0] = vec4(c.rgb, c.a);
frag_data[1] = vec4(0.0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
index 6c509b7616..39fdd9ec44 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
@@ -44,12 +44,13 @@ uniform float spot_shadow_bias;
uniform float spot_shadow_offset;
uniform mat4 inv_proj;
uniform vec2 screen_res;
+int sun_up_factor;
float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_mul, vec2 pos_screen, vec3 light_dir)
{
stc.xyz /= stc.w;
float offset = max(0.75, light_dir.z);
- stc.z += offset * shadow_bias * 3.33 * bias_mul;
+ stc.z += offset * shadow_bias * bias_mul;
stc.x = floor(stc.x*shadow_res.x + fract(stc.y*pos_screen.y*3.14159))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
@@ -85,14 +86,14 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2
float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
{
+ vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
+
float dp_sun = max(0.0, dot(sun_dir.xyz, norm));
float dp_moon = max(0.0, dot(moon_dir.xyz, norm));
float dp_directional_light = max(dp_sun,dp_moon);
dp_directional_light = clamp(dp_directional_light, 0.0, 1.0);
- vec3 light_dir = (dp_moon > dp_sun) ? moon_dir : sun_dir;
- vec3 offset = light_dir * (1.0-dp_directional_light);
- vec3 shadow_pos = pos.xyz + (offset * shadow_bias);
+ vec3 shadow_pos = pos.xyz;
float shadow = 0.0f;
vec4 spos = vec4(shadow_pos,1.0);
@@ -117,7 +118,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
float w = 1.0;
w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
- shadow += pcfShadow(shadowMap3, lpos, 1.0, pos_screen, light_dir)*w;
+ shadow += pcfShadow(shadowMap3, lpos, 0.5, pos_screen, light_dir)*w;
weight += w;
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
}
@@ -129,7 +130,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
float w = 1.0;
w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
- shadow += pcfShadow(shadowMap2, lpos, 1.0, pos_screen, light_dir)*w;
+ shadow += pcfShadow(shadowMap2, lpos, 0.75, pos_screen, light_dir)*w;
weight += w;
}
@@ -140,7 +141,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
float w = 1.0;
w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
- shadow += pcfShadow(shadowMap1, lpos, 1.0, pos_screen, light_dir)*w;
+ shadow += pcfShadow(shadowMap1, lpos, 0.88, pos_screen, light_dir)*w;
weight += w;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
index 7c02d31d43..83dd9da091 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
@@ -39,6 +39,8 @@ uniform vec3 camPosLocal;
uniform vec4 lightnorm;
uniform vec4 sunlight_color;
+uniform vec4 moonlight_color;
+uniform int sun_up_factor;
uniform vec4 ambient;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
@@ -82,7 +84,7 @@ void main()
vec4 temp2 = vec4(0.);
vec4 blue_weight;
vec4 haze_weight;
- vec4 sunlight = sunlight_color;
+ vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
vec4 light_atten;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl
index 67e7604e22..8a98d6a489 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl
@@ -39,7 +39,6 @@ uniform sampler2D diffuseMap;
uniform sampler2D altDiffuseMap;
uniform float blend_factor;
uniform float custom_alpha;
-uniform vec4 sunlight_color;
uniform float time;
float twinkle(){
diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl
index b66b56e0fb..947c301110 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl
@@ -35,6 +35,7 @@ out vec4 frag_color;
uniform vec4 color;
uniform vec4 sunlight_color;
+uniform vec4 moonlight_color;
uniform vec3 lumWeights;
uniform float moon_brightness;
uniform float minLuminance;
@@ -45,8 +46,8 @@ VARYING vec2 vary_texcoord0;
void main()
{
- vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy);
- vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy);
+ vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy);
+ vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy);
vec4 c = mix(moonA, moonB, blend_factor);
// mix factor which blends when sunlight is brighter
@@ -55,8 +56,9 @@ void main()
float mix = 1.0f - dot(normalize(sunlight_color.rgb), luma_weights);
vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0 - 1.0;
- c.rgb = pow(c.rgb, exp);
+ c.rgb = pow(c.rgb, exp);
+ //c.rgb *= moonlight_color.rgb;
- frag_color = vec4(c.rgb, c.a);
+ frag_color = vec4(c.rgb, c.a);
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl
index 7e2d41cf7b..26f8095dc1 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl
@@ -34,6 +34,8 @@ uniform vec3 camPosLocal;
uniform vec4 lightnorm;
uniform vec4 sunlight_color;
+uniform vec4 moonlight_color;
+uniform int sun_up_factor;
uniform vec4 ambient;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
@@ -112,7 +114,7 @@ void main()
vec4 temp2 = vec4(0.);
vec4 blue_weight;
vec4 haze_weight;
- vec4 sunlight = sunlight_color;
+ vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
vec4 light_atten;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 2c1cc3026f..9a159e57f0 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -57,6 +57,8 @@ uniform mat3 ssao_effect_mat;
uniform vec3 sun_dir;
uniform vec3 moon_dir;
+uniform int sun_up_factor;
+
VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
@@ -91,7 +93,8 @@ void main()
float da_sun = dot(norm.xyz, normalize(sun_dir.xyz));
float da_moon = dot(norm.xyz, normalize(moon_dir.xyz));
- float da = (da_sun > 0.0) ? da_sun : da_moon;
+ float da = (sun_up_factor == 1) ? da_sun : da_moon;
+ //float da = (da_sun > 0.0) ? da_sun : da_moon;
da = clamp(da, 0.0, 1.0);
da = pow(da, global_gamma + 0.3);
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
index 683ab794d3..efcf848ab1 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
@@ -29,6 +29,8 @@ vec3 getAtmosAttenuation();
uniform vec4 gamma;
uniform vec4 lightnorm;
uniform vec4 sunlight_color;
+uniform vec4 moonlight_color;
+uniform int sun_up_factor;
uniform vec4 ambient;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
@@ -75,7 +77,7 @@ void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit,
vec3 temp2 = vec3(0);
vec4 blue_weight;
vec4 haze_weight;
- vec4 sunlight = sunlight_color;
+ vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
vec4 light_atten;
//sunlight attenuation effect (hue and brightness) due to atmosphere
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
index 86cdae8768..a26752f741 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
@@ -44,6 +44,8 @@ uniform vec3 camPosLocal;
uniform vec4 lightnorm;
uniform vec4 sunlight_color;
+uniform vec4 moonlight_color;
+uniform int sun_up_factor;
uniform vec4 ambient;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
@@ -74,7 +76,7 @@ void calcAtmospherics(vec3 inPositionEye) {
vec3 temp2 = vec3(0);
vec4 blue_weight;
vec4 haze_weight;
- vec4 sunlight = sunlight_color;
+ vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
vec4 light_atten;
//sunlight attenuation effect (hue and brightness) due to atmosphere
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
index 3e3bd929e1..fb978691da 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
@@ -46,6 +46,8 @@ uniform vec3 camPosLocal;
uniform vec4 lightnorm;
uniform vec4 sunlight_color;
+uniform vec4 moonlight_color;
+uniform int sun_up_factor;
uniform vec4 ambient;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
@@ -93,7 +95,7 @@ void main()
vec4 temp2 = vec4(0.);
vec4 blue_weight;
vec4 haze_weight;
- vec4 sunlight = sunlight_color;
+ vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
vec4 light_atten;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
index f9f1eb7355..a65cc09c73 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
@@ -39,6 +39,8 @@ uniform vec3 camPosLocal;
uniform vec4 lightnorm;
uniform vec4 sunlight_color;
+uniform vec4 moonlight_color;
+uniform int sun_up_factor;
uniform vec4 ambient;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
@@ -82,7 +84,7 @@ void main()
vec4 temp2 = vec4(0.);
vec4 blue_weight;
vec4 haze_weight;
- vec4 sunlight = sunlight_color;
+ vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
vec4 light_atten;
// Sunlight attenuation effect (hue and brightness) due to atmosphere
diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl
index 95d5b52b45..c0ba804a30 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl
@@ -44,7 +44,6 @@ uniform sampler2D cloud_noise_texture_next;
uniform float blend_factor;
uniform vec4 cloud_pos_density1;
uniform vec4 cloud_pos_density2;
-uniform vec4 sunlight_color;
uniform vec4 cloud_color;
uniform float cloud_shadow;
uniform float cloud_scale;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl
index c111456782..cc7a86f35c 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl
@@ -47,7 +47,6 @@ uniform sampler2D cloud_noise_texture_next;
uniform float blend_factor;
uniform vec4 cloud_pos_density1;
uniform vec4 cloud_pos_density2;
-uniform vec4 sunlight_color;
uniform vec4 cloud_color;
uniform float cloud_shadow;
uniform float cloud_scale;
diff --git a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl
index a1b67fc31e..852c2478bc 100644
--- a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl
+++ b/indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl
@@ -29,6 +29,8 @@ vec3 getAtmosAttenuation();
uniform vec4 gamma;
uniform vec4 lightnorm;
uniform vec4 sunlight_color;
+uniform vec4 moonlight_color;
+uniform int sun_up_factor;
uniform vec4 ambient;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
@@ -69,7 +71,7 @@ void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit,
vec3 temp2 = vec3(0);
vec4 blue_weight;
vec4 haze_weight;
- vec4 sunlight = sunlight_color;
+ vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
vec4 light_atten;
//sunlight attenuation effect (hue and brightness) due to atmosphere
diff --git a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl
index 3270c243a4..9bd75cf118 100644
--- a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl
+++ b/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl
@@ -38,6 +38,8 @@ uniform vec3 camPosLocal;
uniform vec4 lightnorm;
uniform vec4 sunlight_color;
+uniform vec4 moonlight_color;
+uniform int sun_up_factor;
uniform vec4 ambient;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
@@ -63,7 +65,7 @@ void calcAtmospherics(vec3 inPositionEye) {
vec3 temp2 = vec3(0);
vec4 blue_weight;
vec4 haze_weight;
- vec4 sunlight = sunlight_color;
+ vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
vec4 light_atten;
//sunlight attenuation effect (hue and brightness) due to atmosphere
diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp
index e716214d72..ba2b00ee4e 100644
--- a/indra/newview/lldrawpoolterrain.cpp
+++ b/indra/newview/lldrawpoolterrain.cpp
@@ -48,6 +48,7 @@
#include "pipeline.h"
#include "llviewershadermgr.h"
#include "llrender.h"
+#include "llenvironment.h"
const F32 DETAIL_SCALE = 1.f/16.f;
int DebugDetailMap = 0;
@@ -259,6 +260,9 @@ void LLDrawPoolTerrain::beginShadowPass(S32 pass)
LLFacePool::beginRenderPass(pass);
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gDeferredShadowProgram.bind();
+
+ LLEnvironment& environment = LLEnvironment::instance();
+ gDeferredShadowProgram.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
}
void LLDrawPoolTerrain::endShadowPass(S32 pass)
diff --git a/indra/newview/lldrawpooltree.cpp b/indra/newview/lldrawpooltree.cpp
index 81b0c8b1bb..aa8812ab9d 100644
--- a/indra/newview/lldrawpooltree.cpp
+++ b/indra/newview/lldrawpooltree.cpp
@@ -38,6 +38,7 @@
#include "llrender.h"
#include "llviewercontrol.h"
#include "llviewerregion.h"
+#include "llenvironment.h"
S32 LLDrawPoolTree::sDiffTex = 0;
static LLGLSLShader* shader = NULL;
@@ -178,7 +179,10 @@ void LLDrawPoolTree::beginShadowPass(S32 pass)
glPolygonOffset(gSavedSettings.getF32("RenderDeferredTreeShadowOffset"),
gSavedSettings.getF32("RenderDeferredTreeShadowBias"));
+ LLEnvironment& environment = LLEnvironment::instance();
+
gDeferredTreeShadowProgram.bind();
+ gDeferredTreeShadowProgram.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
gDeferredTreeShadowProgram.setMinimumAlpha(0.5f);
}
diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp
index acf2a6ea6e..313e74d5cd 100644
--- a/indra/newview/lldrawpoolwlsky.cpp
+++ b/indra/newview/lldrawpoolwlsky.cpp
@@ -701,6 +701,7 @@ void LLDrawPoolWLSky::renderHeavenlyBodies()
F32 moon_brightness = (float)psky->getMoonBrightness();
moon_shader->uniform1f(LLShaderMgr::MOON_BRIGHTNESS, moon_brightness);
+ moon_shader->uniform4fv(LLShaderMgr::MOONLIGHT_COLOR, 1, gSky.mVOSkyp->getMoon().getColor().mV);
moon_shader->uniform4fv(LLShaderMgr::DIFFUSE_COLOR, 1, color.mV);
moon_shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor);
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 82c59282d5..49b39eb067 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -6351,9 +6351,7 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
gGL.setAmbientLightColor(ambient);
}
- bool sun_up = environment.getIsSunUp();
- bool moon_up = environment.getIsMoonUp();
- bool sun_is_primary = sun_up || !moon_up;
+ bool sun_up = environment.getIsSunUp();
// Light 0 = Sun or Moon (All objects)
{
@@ -6379,15 +6377,15 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
}
mMoonDiffuse.clamp();
- LLColor4 light_diffuse = sun_is_primary ? mSunDiffuse : mMoonDiffuse;
- LLVector4 light_dir = sun_is_primary ? mSunDir : mMoonDir;
+ LLVector4 light_dir = sun_up ? mSunDir : mMoonDir;
- mHWLightColors[0] = light_diffuse;
+ mHWLightColors[0] = mSunDiffuse;
LLLightState* light = gGL.getLight(0);
light->setPosition(light_dir);
- light->setDiffuse(light_diffuse);
+ light->setDiffuse(mSunDiffuse);
+ light->setDiffuseB(mMoonDiffuse);
light->setAmbient(LLColor4::black);
light->setSpecular(LLColor4::black);
light->setConstantAttenuation(1.f);
@@ -8757,6 +8755,10 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget* screen_target)
LL_RECORD_BLOCK_TIME(FTM_ATMOSPHERICS);
bindDeferredShader(soften_shader);
+
+ LLEnvironment& environment = LLEnvironment::instance();
+ soften_shader.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
+
{
LLGLDepthTest depth(GL_FALSE);
LLGLDisable blend(GL_BLEND);
@@ -9870,6 +9872,8 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
stop_glerror();
+ LLEnvironment& environment = LLEnvironment::instance();
+
LLVertexBuffer::unbind();
{
@@ -9880,6 +9884,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
else
{
gDeferredShadowProgram.bind();
+ gDeferredShadowProgram.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
}
gGL.diffuseColor4f(1,1,1,1);
@@ -9911,6 +9916,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
gDeferredShadowProgram.unbind();
renderGeomShadow(shadow_cam);
gDeferredShadowProgram.bind();
+ gDeferredShadowProgram.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
}
else
{
@@ -9921,6 +9927,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
LL_RECORD_BLOCK_TIME(FTM_SHADOW_ALPHA);
gDeferredShadowAlphaMaskProgram.bind();
gDeferredShadowAlphaMaskProgram.uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width);
+ gDeferredShadowAlphaMaskProgram.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
U32 mask = LLVertexBuffer::MAP_VERTEX |
LLVertexBuffer::MAP_TEXCOORD0 |
@@ -9935,6 +9942,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
mask = mask & ~LLVertexBuffer::MAP_TEXTURE_INDEX;
gDeferredTreeShadowProgram.bind();
+ gDeferredTreeShadowProgram.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
renderMaskedObjects(LLRenderPass::PASS_NORMSPEC_MASK, mask);
renderMaskedObjects(LLRenderPass::PASS_MATERIAL_ALPHA_MASK, mask);
renderMaskedObjects(LLRenderPass::PASS_SPECMAP_MASK, mask);