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authorGraham Linden <graham@lindenlab.com>2019-05-02 13:49:35 -0700
committerGraham Linden <graham@lindenlab.com>2019-05-02 13:49:35 -0700
commitc4032528aff8ef1938e897ec583bbf25a3e713e1 (patch)
tree4addd3b6619e6e911898d09ef446d0d40ef8a73e /indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
parent1ff876a961dc00b7f162054ea1a9fed79240bffc (diff)
Roll back sRGB decode changes from contrib for now.
Fix direct light matching across alpha/blended-material/deferred. Get diffuse lighting to match from Low to Ultra.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl16
1 files changed, 8 insertions, 8 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
index 61fd43f1ee..10425bb91f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
@@ -78,7 +78,7 @@ void main()
// Get relative position
vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
- altitude_blend_factor = (P.y > -4096.0) ? 1.0 : 1.0 - clamp(abs(P.y) / max_y, 0.0, 1.0);
+ altitude_blend_factor = (P.y > -4096.0) ? 1.0 : 1.0 - clamp(abs(P.y) / max_y, 0.0, 1.0);
// Set altitude
if (P.y > 0.)
@@ -86,7 +86,6 @@ void main()
P *= (max_y / P.y);
}
else
- if (P.y <= 0.0)
{
P *= (-32000. / P.y);
}
@@ -100,14 +99,14 @@ void main()
vec4 temp2 = vec4(0.);
vec4 blue_weight;
vec4 haze_weight;
- vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
+ //vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
+ vec4 sunlight = sunlight_color;
vec4 light_atten;
- float dens_mul = density_multiplier;
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
- light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y);
+ light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
// Calculate relative weights
temp1 = blue_density + haze_density;
@@ -120,13 +119,14 @@ void main()
sunlight *= exp( - light_atten * temp2.y);
// Distance
- temp2.z = Plen * dens_mul;
+ temp2.z = Plen * density_multiplier;
// Transparency (-> temp1)
// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
// compiler gets confused.
temp1 = exp(-temp1 * temp2.z);
+
// Compute haze glow
temp2.x = dot(Pn, lightnorm.xyz);
temp2.x = 1. - temp2.x;
@@ -138,7 +138,7 @@ void main()
temp2.x = pow(temp2.x, glow.z);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function
- temp2.x *= sun_moon_glow_factor;
+ //temp2.x *= sun_moon_glow_factor;
// Add "minimum anti-solar illumination"
temp2.x += .25;
@@ -179,7 +179,7 @@ void main()
// Texture coords
vary_texcoord0 = texcoord0;
vary_texcoord0.xy -= 0.5;
- vary_texcoord0.xy /= max(0.001, cloud_scale);
+ vary_texcoord0.xy /= cloud_scale;
vary_texcoord0.xy += 0.5;
vary_texcoord1 = vary_texcoord0;