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author | Dave Houlton <euclid@lindenlab.com> | 2019-11-19 12:15:45 -0700 |
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committer | Dave Houlton <euclid@lindenlab.com> | 2019-11-19 12:15:45 -0700 |
commit | 24920de799c8e2dd26854923c7a10fc4a551dd5d (patch) | |
tree | 7fc507e8f53cc4a876ba4230bd51be5efc9213cb | |
parent | cf9014602df4efb863053acd24cfdabf3338b6ba (diff) |
SL-11055 Add back pre-EEP fog burnthrough for fullbrights
-rw-r--r-- | indra/newview/app_settings/shaders/class2/windlight/transportF.glsl | 9 |
1 files changed, 8 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl index d2d839ed05..a06f4f22ad 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl @@ -51,7 +51,14 @@ vec3 atmosTransport(vec3 light) vec3 fullbrightAtmosTransport(vec3 light) { float brightness = dot(light.rgb * 0.5, vec3(0.3333)) + 0.1; - return atmosTransportFrag(light * 0.5, getAdditiveColor() * brightness, getAtmosAttenuation()); + vec3 attenColor = atmosTransportFrag(light * 0.5, getAdditiveColor() * brightness, getAtmosAttenuation()); + + // attenColor is an accurate fog-attenuated result for any brightness + // But, the pre-EEP shader included a brightness-indexed lerp to a non-attenuated version + // of the color - effectively a fog 'burn-through' for very bright pixels. To more closely + // match the pre-EEP behavior, we'll also lerp to the pre-EEP color, based on overall brightness + float preEepBright = dot(light.rgb, vec3(0.3333)); + retun mix(attenColor, (light.rgb + getAdditiveColor().rgb) * (2.0 - preEepBright), preEepBright * preEepBright); } vec3 fullbrightShinyAtmosTransport(vec3 light) |