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authorLeslie Linden <leslie@lindenlab.com>2012-01-30 16:44:01 -0800
committerLeslie Linden <leslie@lindenlab.com>2012-01-30 16:44:01 -0800
commit1ff55f293444ff17a9a60c4d489effe5faf1b39b (patch)
tree68d3261afbe21f0e387a99949e07dca24923b40d /indra/newview/app_settings/shaders/class1/deferred
parentfd56967dea7e4c53080a1ef89cc550492baf3fc8 (diff)
EXP-2592 FIX -- (OS X Lion) Graphics issues with Atmospheric Shaders enabled on Intel HD 3000, 10.7.2
* Fixed up shaders to add haze_density and blue_density together correctly as vec4's rather than relying on the shader compiler to add them together properly.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl2
3 files changed, 3 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
index 72f319b8e3..17f425475c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
@@ -99,7 +99,7 @@ void main()
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
- light_atten = (blue_density * 1.0 + haze_density * 0.25) * (density_multiplier * max_y);
+ light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
// Calculate relative weights
temp1 = blue_density + haze_density;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
index deb4f00072..2c8808bdce 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
@@ -93,7 +93,7 @@ void main()
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
- light_atten = (blue_density * 1.0 + haze_density * 0.25) * (density_multiplier * max_y);
+ light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
// Calculate relative weights
temp1 = blue_density + haze_density;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index e32dab9bae..0c53a4ffa5 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -159,7 +159,7 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
//sunlight attenuation effect (hue and brightness) due to atmosphere
//this is used later for sunlight modulation at various altitudes
- light_atten = (blue_density * 1.0 + vec4(haze_density) * 0.25) * (density_multiplier * max_y);
+ light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
//I had thought blue_density and haze_density should have equal weighting,
//but attenuation due to haze_density tends to seem too strong