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authorGraham Linden <graham@lindenlab.com>2019-02-06 16:42:23 -0800
committerGraham Linden <graham@lindenlab.com>2019-02-06 16:42:23 -0800
commit8890c3238ab4ae8bbf1bc123284f9c6d4db4f9d6 (patch)
tree6d250b8114eb4d39a7c5810813a06d730665372b /indra/newview/app_settings/shaders/class1/deferred
parentf8171a909cb2a18fcca47f6a0317919ece802aef (diff)
SL-10478
Fix side-effects of having both sun and moon as potential directional light contributors. We pass an int to the shader indicating which to prefer instead of making per-pixel decisions and pass the moonlight color/di independently. Obsolete llsettingssky fade color which was unused elsewhere and cached for no reason.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/moonF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/starsF.glsl1
5 files changed, 16 insertions, 10 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
index 53391da9aa..4beb334f5a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
@@ -47,6 +47,8 @@ uniform vec3 camPosLocal;
uniform vec4 lightnorm;
uniform vec4 sunlight_color;
+uniform vec4 moonlight_color;
+uniform int sun_up_factor;
uniform vec4 ambient;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
@@ -94,7 +96,7 @@ void main()
vec4 temp2 = vec4(0.);
vec4 blue_weight;
vec4 haze_weight;
- vec4 sunlight = sunlight_color;
+ vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
vec4 light_atten;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
index c6c12f80f8..d964ce8eee 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
@@ -35,6 +35,7 @@ out vec4 frag_data[3];
uniform vec4 color;
uniform vec4 sunlight_color;
+uniform vec4 moonlight_color;
uniform vec3 lumWeights;
uniform float moon_brightness;
uniform float minLuminance;
@@ -57,6 +58,7 @@ void main()
vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0 - 1.0;
c.rgb = pow(c.rgb, exp);
+ //c.rgb *= moonlight_color.rgb;
frag_data[0] = vec4(c.rgb, c.a);
frag_data[1] = vec4(0.0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
index 6c509b7616..39fdd9ec44 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
@@ -44,12 +44,13 @@ uniform float spot_shadow_bias;
uniform float spot_shadow_offset;
uniform mat4 inv_proj;
uniform vec2 screen_res;
+int sun_up_factor;
float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_mul, vec2 pos_screen, vec3 light_dir)
{
stc.xyz /= stc.w;
float offset = max(0.75, light_dir.z);
- stc.z += offset * shadow_bias * 3.33 * bias_mul;
+ stc.z += offset * shadow_bias * bias_mul;
stc.x = floor(stc.x*shadow_res.x + fract(stc.y*pos_screen.y*3.14159))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
@@ -85,14 +86,14 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2
float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
{
+ vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
+
float dp_sun = max(0.0, dot(sun_dir.xyz, norm));
float dp_moon = max(0.0, dot(moon_dir.xyz, norm));
float dp_directional_light = max(dp_sun,dp_moon);
dp_directional_light = clamp(dp_directional_light, 0.0, 1.0);
- vec3 light_dir = (dp_moon > dp_sun) ? moon_dir : sun_dir;
- vec3 offset = light_dir * (1.0-dp_directional_light);
- vec3 shadow_pos = pos.xyz + (offset * shadow_bias);
+ vec3 shadow_pos = pos.xyz;
float shadow = 0.0f;
vec4 spos = vec4(shadow_pos,1.0);
@@ -117,7 +118,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
float w = 1.0;
w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
- shadow += pcfShadow(shadowMap3, lpos, 1.0, pos_screen, light_dir)*w;
+ shadow += pcfShadow(shadowMap3, lpos, 0.5, pos_screen, light_dir)*w;
weight += w;
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
}
@@ -129,7 +130,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
float w = 1.0;
w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
- shadow += pcfShadow(shadowMap2, lpos, 1.0, pos_screen, light_dir)*w;
+ shadow += pcfShadow(shadowMap2, lpos, 0.75, pos_screen, light_dir)*w;
weight += w;
}
@@ -140,7 +141,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
float w = 1.0;
w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
- shadow += pcfShadow(shadowMap1, lpos, 1.0, pos_screen, light_dir)*w;
+ shadow += pcfShadow(shadowMap1, lpos, 0.88, pos_screen, light_dir)*w;
weight += w;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
index 7c02d31d43..83dd9da091 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
@@ -39,6 +39,8 @@ uniform vec3 camPosLocal;
uniform vec4 lightnorm;
uniform vec4 sunlight_color;
+uniform vec4 moonlight_color;
+uniform int sun_up_factor;
uniform vec4 ambient;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
@@ -82,7 +84,7 @@ void main()
vec4 temp2 = vec4(0.);
vec4 blue_weight;
vec4 haze_weight;
- vec4 sunlight = sunlight_color;
+ vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
vec4 light_atten;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl
index 67e7604e22..8a98d6a489 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl
@@ -39,7 +39,6 @@ uniform sampler2D diffuseMap;
uniform sampler2D altDiffuseMap;
uniform float blend_factor;
uniform float custom_alpha;
-uniform vec4 sunlight_color;
uniform float time;
float twinkle(){