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authorGraham Linden <graham@lindenlab.com>2019-05-21 16:00:45 -0700
committerGraham Linden <graham@lindenlab.com>2019-05-21 16:00:45 -0700
commite9dbee00262a437e4b3f971b37ea636e92032133 (patch)
tree57f79641ee532f3f80b0fbd89d3a1f42de398829 /indra/newview/app_settings/shaders/class1
parent78e62fe0f16d95a2afb6c4205b121db189c297b9 (diff)
SL-11238
Fix ambient light inputs to the renderer. Fix 3rd sky shader w/ mistaken density mod conversion. Make ambient clamp apply to all modes. Tune ALM ambient clamp to match non-ALM.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightV.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl2
5 files changed, 19 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 b439fbbff6..e0bf58a5c2 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -223,7 +223,9 @@ void main()
float ambient = da;
ambient *= 0.5;
ambient *= ambient;
- ambient = min(getAmbientClamp(), 1.0 - ambient);
+
+ float ambient_clamp = getAmbientClamp() + 0.2;
+ ambient = (1.0 - ambient) * ambient_clamp;
vec3 sun_contrib = min(final_da, shadow) * sunlit;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 0880a73b26..b9c16bfa11 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -320,7 +320,9 @@ void main()
float ambient = da;
ambient *= 0.5;
ambient *= ambient;
- ambient = min(getAmbientClamp(), 1.0 - ambient);
+
+ float ambient_clamp = getAmbientClamp() + 0.2;
+ ambient = (1.0 - ambient) * ambient_clamp;
vec3 sun_contrib = min(final_da, shadow) * sunlit;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index c81d0f97da..40bb705326 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -106,7 +106,10 @@ void main()
float ambient = da;
ambient *= 0.5;
ambient *= ambient;
- ambient = min(getAmbientClamp(), 1.0 - ambient);
+
+ ambient = (1.0 - ambient);
+ float ambient_clamp = getAmbientClamp() + 0.1;
+ ambient *= ambient_clamp;
vec3 sun_contrib = final_da * sunlit;
@@ -179,11 +182,10 @@ vec3 post_atmo = color.rgb;
bloom = fogged.a;
#endif
+// srgb colorspace debuggables
//color.rgb = amblit;
-//color.rgb = vec3(ambient);
//color.rgb = sunlit;
//color.rgb = post_ambient;
-//color.rgb = vec3(final_da);
//color.rgb = sun_contrib;
//color.rgb = post_sunlight;
//color.rgb = diffuse_srgb.rgb;
@@ -197,6 +199,11 @@ vec3 post_atmo = color.rgb;
color.rgb = srgb_to_linear(color.rgb);
}
+// linear debuggables
+//color.rgb = vec3(final_da);
+//color.rgb = vec3(ambient);
+//color.rgb = vec3(scol);
+
frag_color.rgb = color.rgb;
frag_color.a = bloom;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl
index 38230836eb..cf635ffa3f 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl
@@ -28,11 +28,12 @@
// All lights, no specular highlights
vec3 atmosAmbient();
vec4 sumLights(vec3 pos, vec3 norm, vec4 color);
+float getAmbientClamp();
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color)
{
vec4 c = sumLights(pos, norm, color);
- c.rgb += atmosAmbient() * color.rgb * 0.5;
+ c.rgb += atmosAmbient() * color.rgb * 0.5 * getAmbientClamp();
return c;
}
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
index 68eb671e7c..55ffbdcc46 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
@@ -44,7 +44,7 @@ uniform float sun_moon_glow_factor;
float getAmbientClamp()
{
- return 0.45f;
+ return 0.9;
}
void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten) {