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| author | Erik Kundiman <erik@megapahit.org> | 2024-06-11 09:12:53 +0800 |
|---|---|---|
| committer | Erik Kundiman <erik@megapahit.org> | 2024-06-11 09:12:53 +0800 |
| commit | dedd91fdcabe5af455bbbb1cb0149aea30b0faf9 (patch) | |
| tree | 246d37024406883c917e0c54ce61306552b1671c /indra/newview/app_settings/shaders/class1/windlight | |
| parent | b0e7f040658132d398fd2b29585ed5ae782c1fdd (diff) | |
| parent | 730d94779c0e798ec91b269b530a08f0eebaa13d (diff) | |
Merge tag '7.1.8-release'
source for viewer 7.1.8.9375512768
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/windlight')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index b7cd3f0589..d077670c96 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -57,16 +57,16 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou vec3 rel_pos_norm = normalize(rel_pos); float rel_pos_len = length(rel_pos); - + vec3 sunlight = (sun_up_factor == 1) ? sunlight_color: moonlight_color; - + // sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes vec3 light_atten = (blue_density + vec3(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 - vec3 combined_haze = blue_density + vec3(haze_density); + vec3 combined_haze = max(blue_density + vec3(haze_density), vec3(1e-6)); vec3 blue_weight = blue_density / combined_haze; vec3 haze_weight = vec3(haze_density) / combined_haze; @@ -98,7 +98,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou haze_glow = max(haze_glow, .001); // set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) haze_glow *= glow.x; // higher glow.x gives dimmer glow (because next step is 1 / "angle") - haze_glow = pow(haze_glow, glow.z); + haze_glow = clamp(pow(haze_glow, glow.z), -100000, 100000); // glow.z should be negative, so we're doing a sort of (1 / "angle") function // add "minimum anti-solar illumination" @@ -119,7 +119,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou additive = (blue_horizon.rgb * blue_weight.rgb) * (cs + tmpAmbient.rgb) + (haze_horizon * haze_weight.rgb) * (cs * haze_glow + tmpAmbient.rgb); // brightness of surface both sunlight and ambient - + sunlit = sunlight.rgb; amblit = tmpAmbient; @@ -128,7 +128,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou vec3 srgb_to_linear(vec3 col); -// provide a touch of lighting in the opposite direction of the sun light +// provide a touch of lighting in the opposite direction of the sun light // so areas in shadow don't lose all detail float ambientLighting(vec3 norm, vec3 light_dir) { @@ -150,7 +150,7 @@ void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, ou // (allows for mixing of light sources other than sunlight e.g. reflection probes) sunlit *= sky_sunlight_scale; amblit *= sky_ambient_scale; - + amblit = srgb_to_linear(amblit); amblit *= ambientLighting(norm, light_dir); } |
