diff options
author | Ptolemy <ptolemy@lindenlab.com> | 2020-07-01 13:29:35 -0700 |
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committer | Ptolemy <ptolemy@lindenlab.com> | 2020-07-01 13:42:23 -0700 |
commit | 9f0225abaa3011de0845a330fb6d7ef60ab20039 (patch) | |
tree | 6599f230b790fb926fabb906a9e5aa6f567721b0 | |
parent | 152db2280b797117edcc0d79e0d8bec9a8dc92af (diff) |
SL-12978 Add note about similar code in C++ and GLSL
-rw-r--r-- | indra/llinventory/llsettingssky.cpp | 3 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl | 10 |
2 files changed, 9 insertions, 4 deletions
diff --git a/indra/llinventory/llsettingssky.cpp b/indra/llinventory/llsettingssky.cpp index 306c732920..81937dbda5 100644 --- a/indra/llinventory/llsettingssky.cpp +++ b/indra/llinventory/llsettingssky.cpp @@ -1295,6 +1295,9 @@ void LLSettingsSky::clampColor(LLColor3& color, F32 gamma, F32 scale) const color = linear; } +// Similar/Shared Algorithms: +// indra\llinventory\llsettingssky.cpp -- LLSettingsSky::calculateLightSettings() +// indra\newview\app_settings\shaders\class1\windlight\atmosphericsFuncs.glsl -- calcAtmosphericVars() void LLSettingsSky::calculateLightSettings() const { // Initialize temp variables diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index ac0d5f08ee..4d12c5d19a 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -136,11 +136,13 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); } + // Similar/Shared Algorithms: + // indra\llinventory\llsettingssky.cpp -- LLSettingsSky::calculateLightSettings() + // indra\newview\app_settings\shaders\class1\windlight\atmosphericsFuncs.glsl -- calcAtmosphericVars() //haze color - additive = - vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) - + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x - + tmpAmbient)); + vec3 cs = sunlight.rgb * (1.-cloud_shadow); + additive = (blue_horizon.rgb * blue_weight.rgb) * (cs + tmpAmbient.rgb) + + (haze_horizon * haze_weight.rgb) * (cs * temp2.x + tmpAmbient.rgb); //brightness of surface both sunlight and ambient sunlit = sunlight.rgb * 0.5; |