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authorGraham Linden <graham@lindenlab.com>2019-07-03 10:04:05 -0700
committerGraham Linden <graham@lindenlab.com>2019-07-03 10:04:05 -0700
commit48f169423ba0c1da8ffe13fc8bc4cec76336d8fc (patch)
treeb98913a1c97fa68a5e7d892839c01b1db34c4e15 /indra/newview/app_settings/shaders/class1/deferred
parent7e5000bb64ca8eea3fe188ebb7bccff3bdfa82e7 (diff)
SL-11545, SL-11543, SL-10625
Fix emissives without normal maps clobbering the alpha output in materialF. Modify glow size calc to get close to pre-EEP sun glow behavior (may require sky vert settings >= mid). Make bake ignore alpha readback for Intel until we can determine why their drivers now go boom.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyV.glsl2
2 files changed, 7 insertions, 9 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index a82af996a1..a8cac3e5a9 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -273,15 +273,11 @@ void main()
vec2 abnormal = encode_normal(norm.xyz);
vec4 final_color = diffuse_linear;
-
-#if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE)
- final_color.a = emissive_brightness;
-#else
- final_color.a = max(final_color.a, emissive_brightness);
-#endif
-#if !defined(HAS_NORMAL_MAP)
- final_color.a = 0.0f;
+#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_EMISSIVE)
+ // nop, use content of alpha emissive mask as is...
+#else
+ final_color.a = emissive_brightness;
#endif
vec4 final_specular = spec;
@@ -459,6 +455,8 @@ vec3 post_atmo = color.rgb;
#else
// deferred path
+
+final_color = diffuse_linear;
frag_data[0] = final_color;
frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent.
frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity.
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
index 5ce246a114..c3b046552c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
@@ -121,7 +121,7 @@ void main()
// temp2.x is 0 at the sun and increases away from sun
temp2.x = max(temp2.x, .001);
// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
- temp2.x *= glow.x;
+ temp2.x *= glow.x * 0.33333;
// Higher glow.x gives dimmer glow (because next step is 1 / "angle")
temp2.x = pow(temp2.x, glow.z);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function