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author | Andrey Kleshchev <andreykproductengine@lindenlab.com> | 2022-09-30 21:54:10 +0300 |
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committer | Andrey Kleshchev <andreykproductengine@lindenlab.com> | 2022-10-01 00:48:25 +0300 |
commit | 338aeef7e9e8cfd167489e0707f3e4a884d2c00f (patch) | |
tree | c68a38e89e9190ab0293cab09fe045e629913f83 /indra/newview/app_settings/shaders/class1 | |
parent | 994d432e6655d2ed8c45c0d0e804629cb0f650c5 (diff) |
SL-14696 SL-13629 Re-add gradation fix after merging a contribution
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/skyF.glsl | 7 |
1 files changed, 7 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl index 9772063f03..de22312d3c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl @@ -54,6 +54,13 @@ vec3 rainbow(float d) // Unfortunately the texture is inverted, so we need to invert the y coord, but keep the 'interesting' // part within the same 0.175..0.250 range, i.e. d = (1 - d) - 1.575 d = clamp(-0.575 - d, 0.0, 1.0); + + // With the colors in the lower 1/4 of the texture, inverting the coords leaves most of it inaccessible. + // So, we can stretch the texcoord above the colors (ie > 0.25) to fill the entire remaining coordinate + // space. This improves gradation, reduces banding within the rainbow interior. (1-0.25) / (0.425/0.25) = 4.2857 + float interior_coord = max(0.0, d - 0.25) * 4.2857; + d = clamp(d, 0.0, 0.25) + interior_coord; + float rad = (droplet_radius - 5.0f) / 1024.0f; return pow(texture2D(rainbow_map, vec2(rad+0.5, d)).rgb, vec3(1.8)) * moisture_level; } |