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authorRider Linden <rider@lindenlab.com>2019-01-25 22:04:47 +0000
committerRider Linden <rider@lindenlab.com>2019-01-25 22:04:47 +0000
commit64ce16aa078a028a2009d0d76bc2bf2133f033c5 (patch)
treead3a20b8a872306ef058ab428f13087e44724394 /indra/newview/app_settings/shaders/class1/windlight
parent9246be072101e4e09f6ab2655eb78939242bac3f (diff)
parent88d4d85711a25772f3659850902e3a395ef2358c (diff)
Merged in graham_linden/viewer-eep-fixes (pull request #237)
SL-10303
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/windlight')
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/sunDiscF.glsl11
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl14
2 files changed, 15 insertions, 10 deletions
diff --git a/indra/newview/app_settings/shaders/class1/windlight/sunDiscF.glsl b/indra/newview/app_settings/shaders/class1/windlight/sunDiscF.glsl
index 3f2375ee4d..668379164d 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/sunDiscF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/sunDiscF.glsl
@@ -40,15 +40,18 @@ uniform sampler2D diffuseMap;
uniform sampler2D altDiffuseMap;
uniform float blend_factor; // interp factor between sun A/B
VARYING vec2 vary_texcoord0;
+VARYING float sun_fade;
void main()
{
- vec4 sunA = texture2D(diffuseMap, vary_texcoord0.xy);
- vec4 sunB = texture2D(altDiffuseMap, vary_texcoord0.xy);
+ vec4 sunA = texture2D(diffuseMap, vary_texcoord0.xy);
+ vec4 sunB = texture2D(altDiffuseMap, vary_texcoord0.xy);
vec4 c = mix(sunA, sunB, blend_factor);
+ c.a *= sun_fade;
+
c.rgb = pow(c.rgb, vec3(0.7f));
- c.rgb = fullbrightAtmosTransport(c.rgb);
+ c.rgb = fullbrightAtmosTransport(c.rgb);
c.rgb = fullbrightScaleSoftClip(c.rgb);
- frag_color = c;
+ frag_color = c;
}
diff --git a/indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl b/indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl
index dd33a4be60..1fa32c3f3b 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl
@@ -31,18 +31,20 @@ ATTRIBUTE vec3 position;
ATTRIBUTE vec2 texcoord0;
VARYING vec2 vary_texcoord0;
+VARYING float sun_fade;
void calcAtmospherics(vec3 eye_pos);
void main()
{
- //transform vertex
- vec4 vert = vec4(position.xyz - vec3(0, 0, 50), 1.0);
- vec4 pos = modelview_projection_matrix*vert;
+ //transform vertex
+ vec4 vert = vec4(position.xyz, 1.0);
+ vec4 pos = modelview_projection_matrix*vert;
- gl_Position = pos;
-
+ sun_fade = smoothstep(0.3, 1.0, (position.z + 50) / 512.0f);
+ gl_Position = pos;
+
calcAtmospherics(pos.xyz);
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
}