diff options
author | Graham Linden <graham@lindenlab.com> | 2018-10-30 18:17:47 +0100 |
---|---|---|
committer | Graham Linden <graham@lindenlab.com> | 2018-10-30 18:17:47 +0100 |
commit | 9a8e124fdecbeb57f65645d102f5f1767f8e4d16 (patch) | |
tree | 1457b7beb2ca152ec6fa63131369c8d1a7742de9 | |
parent | 2f97660ab7de0154ea3cadb1530b261f93bd31de (diff) |
SL-9976 change moon blend/brightness handling in shaders and cleanup extraneous GL state management.
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/moonF.glsl | 20 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/windlight/moonF.glsl | 17 | ||||
-rw-r--r-- | indra/newview/lldrawpoolwlsky.cpp | 8 |
3 files changed, 12 insertions, 33 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl index f65a6eb32b..8bf4551abc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl @@ -33,9 +33,6 @@ out vec4 frag_data[3]; #define frag_data gl_FragData #endif -vec3 fullbrightAtmosTransport(vec3 light); -vec3 fullbrightScaleSoftClip(vec3 light); - uniform vec4 color; uniform vec4 sunlight_color; uniform vec3 lumWeights; @@ -52,23 +49,16 @@ void main() vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy); vec4 c = mix(moonA, moonB, blend_factor); - if (c.a < 0.1f) - { - discard; - } - - c.rgb = pow(c.rgb, vec3(0.7f)); - c.rgb = fullbrightAtmosTransport(c.rgb); - c.rgb = fullbrightScaleSoftClip(c.rgb); - // mix factor which blends when sunlight is brighter // and shows true moon color at night vec3 luma_weights = vec3(0.2, 0.3, 0.2); - float mix = 1.0f - dot(normalize(sunlight_color.rgb), luma_weights); - c.rgb = pow(c.rgb, 1.2 - vec3(mix * moon_brightness)); + float mix = 1.0 - 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); - frag_data[0] = vec4(c.rgb, mix * (moon_brightness + (c.a * 0.25))); + frag_data[0] = vec4(c.rgb, c.a); frag_data[1] = vec4(0.0); frag_data[2] = vec4(0.0f); } diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl index 8cc7fc3bb5..b66b56e0fb 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl @@ -33,9 +33,6 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -vec3 fullbrightAtmosTransport(vec3 light); -vec3 fullbrightScaleSoftClip(vec3 light); - uniform vec4 color; uniform vec4 sunlight_color; uniform vec3 lumWeights; @@ -52,22 +49,14 @@ void main() vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy); vec4 c = mix(moonA, moonB, blend_factor); - if (c.a < 0.1f) - { - discard; - } - - c.rgb = pow(c.rgb, vec3(0.7f)); - c.rgb = fullbrightAtmosTransport(c.rgb); - c.rgb = fullbrightScaleSoftClip(c.rgb); - // mix factor which blends when sunlight is brighter // and shows true moon color at night vec3 luma_weights = vec3(0.2, 0.3, 0.2); float mix = 1.0f - dot(normalize(sunlight_color.rgb), luma_weights); - c.rgb = pow(c.rgb, 1.2 - vec3(mix * moon_brightness)); + vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0 - 1.0; + c.rgb = pow(c.rgb, exp); - frag_color = vec4(c.rgb, mix * (moon_brightness + (c.a * 0.25))); + frag_color = vec4(c.rgb, c.a); } diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp index 9f3cf8f78e..1ea7cc446c 100644 --- a/indra/newview/lldrawpoolwlsky.cpp +++ b/indra/newview/lldrawpoolwlsky.cpp @@ -631,6 +631,8 @@ void LLDrawPoolWLSky::renderHeavenlyBodies() } } + blend_factor = LLEnvironment::instance().getCurrentSky()->getBlendFactor(); + face = gSky.mVOSkyp->mFace[LLVOSky::FACE_MOON]; if (gSky.mVOSkyp->getMoon().getDraw() && face && face->getTexture(LLRender::DIFFUSE_MAP) && face->getGeomCount() && moon_shader) @@ -667,7 +669,7 @@ void LLDrawPoolWLSky::renderHeavenlyBodies() moon_shader->uniform1f(LLShaderMgr::MOON_BRIGHTNESS, moon_brightness); - moon_shader->uniform4fv(LLShaderMgr::DIFFUSE_COLOR, 1, color.mV); + moon_shader->uniform4fv(LLShaderMgr::DIFFUSE_COLOR, 1, color.mV); moon_shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor); LLFacePool::LLOverrideFaceColor color_override(this, color); @@ -738,9 +740,7 @@ void LLDrawPoolWLSky::render(S32 pass) const F32 camHeightLocal = LLEnvironment::instance().getCamHeight(); LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin(); - - LLGLSPipelineBlendSkyBox sky(true, false); - + renderSkyHaze(origin, camHeightLocal); renderStars(); renderHeavenlyBodies(); |