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authorGraham Linden <graham@lindenlab.com>2019-05-03 10:12:56 -0700
committerGraham Linden <graham@lindenlab.com>2019-05-03 10:12:56 -0700
commit1522a9902481b69b3d04bee5edd79102a796630b (patch)
tree04a5120b9257ca0ecd0b4a0afd0ed7bed747b035 /indra/newview/app_settings/shaders/class1
parent9c23ede9799a3277ae8e79f9832b3ea557fc069d (diff)
SL-11070
Gave clouds the Bob Ross treatment.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyV.glsl2
3 files changed, 12 insertions, 16 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
index 595efdf6fe..6ff97fd1e9 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
@@ -1,5 +1,5 @@
/**
- * @file WLCloudsF.glsl
+ * @file class1\deferred\cloudsF.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -86,14 +86,14 @@ void main()
vec2 disturbance2 = vec2(cloudNoise((uv1 + uv3) / 4.0f).x, cloudNoise((uv4 + uv2) / 8.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f);
// Offset texture coords
- uv1 += cloud_pos_density1.xy;// + (disturbance * 0.02); //large texture, visible density
+ uv1 += cloud_pos_density1.xy + (disturbance * 0.02); //large texture, visible density
uv2 += cloud_pos_density1.xy; //large texture, self shadow
uv3 += cloud_pos_density2.xy; //small texture, visible density
uv4 += cloud_pos_density2.xy; //small texture, self shadow
float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y));
- //cloudDensity *= 1.0 - (density_variance * density_variance);
+ cloudDensity *= 1.0 - (density_variance * density_variance);
// Compute alpha1, the main cloud opacity
@@ -104,8 +104,8 @@ void main()
alpha1 = 1. - alpha1 * alpha1;
alpha1 = 1. - alpha1 * alpha1;
- //alpha1 *= altitude_blend_factor;
- //alpha1 = clamp(alpha1, 0.0, 1.0);
+ alpha1 *= altitude_blend_factor;
+ alpha1 = clamp(alpha1, 0.0, 1.0);
// Compute alpha2, for self shadowing effect
// (1 - alpha2) will later be used as percentage of incoming sunlight
@@ -120,11 +120,7 @@ void main()
vec4 color;
color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient);
color.rgb= max(vec3(0), color.rgb);
- //color.rgb = linear_to_srgb(color.rgb);
-
-//alpha1 = 1.0;
-//color.rgb = cloudColorAmbient.rgb;
-color.rgb = vec3(1,0,1);
+ color.rgb *= 2.0;
/// Gamma correct for WL (soft clip effect).
frag_data[0] = vec4(scaleSoftClip(color.rgb), alpha1);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
index 10425bb91f..f1eb1af90c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
@@ -99,14 +99,14 @@ void main()
vec4 temp2 = vec4(0.);
vec4 blue_weight;
vec4 haze_weight;
- //vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
- vec4 sunlight = sunlight_color;
+ vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
vec4 light_atten;
+ float dens_mul = density_multiplier * 0.45;
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
- light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
+ light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y);
// Calculate relative weights
temp1 = blue_density + haze_density;
@@ -119,7 +119,7 @@ void main()
sunlight *= exp( - light_atten * temp2.y);
// Distance
- temp2.z = Plen * density_multiplier;
+ temp2.z = Plen * dens_mul;
// Transparency (-> temp1)
// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
@@ -138,7 +138,7 @@ void main()
temp2.x = pow(temp2.x, glow.z);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function
- //temp2.x *= sun_moon_glow_factor;
+ temp2.x *= sun_moon_glow_factor;
// Add "minimum anti-solar illumination"
temp2.x += .25;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
index bee8e2dab5..4603c69f2a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
@@ -87,7 +87,7 @@ void main()
vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
vec4 light_atten;
- float dens_mul = density_multiplier;
+ float dens_mul = density_multiplier * 0.45;
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes