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authorDave Houlton <euclid@lindenlab.com>2020-09-17 16:15:29 +0000
committerDave Houlton <euclid@lindenlab.com>2020-09-17 16:15:29 +0000
commit4837def8d74df3dad6577d7d19163891040c054d (patch)
tree702df1071765973e531c1be445fd882907f18437
parentc0bbac0676e428bba5020e4c3a156edd63045a86 (diff)
parente8f4017b910ae6276772f540eef80ac0c788cb57 (diff)
Merged in euclid-misc (pull request #305)
DRTVWR-4976 Misc shader cleanup. Approved-by: Michael Pohoreski
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyV.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/skyV.glsl4
5 files changed, 10 insertions, 10 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
index b59862bb3b..b7036e02cf 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
@@ -99,11 +99,11 @@ void main()
altitude_blend_factor = clamp((rel_pos.y + 512.0) / max_y, 0.0, 1.0);
// Set altitude
- if (rel_pos.y > 0.)
+ if (rel_pos.y > 0)
{
rel_pos *= (max_y / rel_pos.y);
}
- else
+ if (rel_pos.y < 0)
{
altitude_blend_factor = 0; // SL-11589 Fix clouds drooping below horizon
rel_pos *= (-32000. / rel_pos.y);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
index b35a32dbbf..28a1faf24f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
@@ -71,12 +71,12 @@ void main()
// Get relative position
vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0);
- // Set altitude
- if (rel_pos.y > 0.)
+ // Adj position vector to clamp altitude
+ if (rel_pos.y > 0)
{
rel_pos *= (max_y / rel_pos.y);
}
- else
+ if (rel_pos.y < 0)
{
rel_pos *= (-32000. / rel_pos.y);
}
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
index 05e6e6a9f9..ea2690ba09 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
@@ -49,7 +49,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
vec3 rel_pos = inPositionEye;
//(TERRAIN) limit altitude
- rel_pos.y = clamp(rel_pos.y, -max_y, max_y);
+ if (abs(rel_pos.y) > max_y) rel_pos *= (max_y / rel_pos.y);
vec3 rel_pos_norm = normalize(rel_pos);
float rel_pos_len = length(rel_pos);
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
index 75e074cbf8..1f881eb44b 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
@@ -99,12 +99,12 @@ void main()
// fade clouds beyond a certain point so the bottom of the sky dome doesn't look silly at high altitude
altitude_blend_factor = clamp((rel_pos.y + 512.0) / max_y, 0.0, 1.0);
- // Set altitude
+ // Adj position vector to clamp altitude
if (rel_pos.y > 0.)
{
rel_pos *= (max_y / rel_pos.y);
}
- else
+ if (rel_pos.y < 0.)
{
rel_pos *= (-32000. / rel_pos.y);
}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
index 6528066a4e..a0a33b8642 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
@@ -67,12 +67,12 @@ void main()
// Get relative position
vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0);
- // Set altitude
+ // Adj position vector to clamp altitude
if (rel_pos.y > 0.)
{
rel_pos *= (max_y / rel_pos.y);
}
- else
+ if (rel_pos.y < 0.)
{
rel_pos *= (-32000. / rel_pos.y);
}