diff options
author | Geenz <geenz@geenzo.com> | 2019-04-10 02:49:25 -0700 |
---|---|---|
committer | Geenz <geenz@geenzo.com> | 2019-04-10 02:49:25 -0700 |
commit | d7d8a15092c91f6fa55547515b243b61a78868ff (patch) | |
tree | cd73d4b35b3464d44137d634fcc8064d36a9f813 /indra/newview/app_settings/shaders/class1/deferred | |
parent | 08812cbe060e62cb8b61e91bc2f878a74a0015e5 (diff) |
Fullbright + elimination of all references to calcFragAtmospherics.
--HG--
branch : OPEN-340
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
4 files changed, 10 insertions, 7 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 4fe0d1351d..ca82dd9432 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -77,7 +77,7 @@ vec2 encode_normal (vec3 n); vec3 scaleSoftClipFrag(vec3 l); vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten); -void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); +void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); #ifdef HAS_SHADOW float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); @@ -184,7 +184,7 @@ void main() vec3 additive; vec3 atten; - calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten); + calcAtmosphericVars(pos.xyz, 1.0, sunlit, amblit, additive, atten); vec2 abnormal = encode_normal(norm.xyz); diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index d5ef010017..f98fc0d518 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -45,6 +45,9 @@ VARYING vec2 vary_texcoord0; vec4 applyWaterFogView(vec3 pos, vec4 color); #endif +vec3 fullbrightAtmosTransport(vec3 light); +vec3 fullbrightScaleSoftClip(vec3 light); + #ifdef HAS_ALPHA_MASK uniform float minimum_alpha; #endif @@ -74,6 +77,8 @@ void main() color.rgb = fogged.rgb; color.a = fogged.a; #else + color.rgb = fullbrightAtmosTransport(color.rgb); + color.rgb = fullbrightScaleSoftClip(color.rgb); color.a = final_alpha; #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 6d7162b5a2..9b07c11361 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -41,7 +41,7 @@ vec4 applyWaterFogView(vec3 pos, vec4 color); vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); vec3 scaleSoftClipFrag(vec3 l); -void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); +void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); vec3 srgb_to_linear(vec3 cs); vec3 linear_to_srgb(vec3 cs); @@ -290,7 +290,7 @@ void main() vec3 additive; vec3 atten; - calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten); + calcAtmosphericVars(pos.xyz, 1.0, sunlit, amblit, additive, atten); vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index c599c14b43..b166f45bce 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -71,8 +71,6 @@ vec3 getNorm(vec2 pos_screen); vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); vec3 fullbrightAtmosTransportFrag(vec3 l, vec3 additive, vec3 atten); -void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); - void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); vec3 scaleSoftClipFrag(vec3 l); @@ -168,7 +166,7 @@ vec3 post_diffuse = col.rgb; col = mix(col.rgb, refcol, envIntensity); } - if (norm.w < 0.5) + //if (norm.w < 0.5) { col = atmosFragLighting(col, additive, atten); col = scaleSoftClipFrag(col); |