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authorGraham Linden <graham@lindenlab.com>2019-06-03 11:30:41 -0700
committerGraham Linden <graham@lindenlab.com>2019-06-03 11:30:41 -0700
commit16d3279995bcb4a4766b721d0897b3d2199971d5 (patch)
tree0a64b4323552044cf9e88e12f7c77804f26c0426 /indra/newview/app_settings/shaders/class1
parent9d73d103bc137a9de5ccf550b9ceaf61c419179a (diff)
SL-10966
Fix light atten and transmittance calcs breaking ambient color contrib to fog. Needs to be tested on DRTSIM-415 or better to get legacy viewer settings that match EEP.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyV.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl1
5 files changed, 8 insertions, 10 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl
index 035e979827..0efde5f949 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl
@@ -49,7 +49,6 @@ uniform vec4 cloud_color;
uniform float cloud_shadow;
uniform float cloud_scale;
uniform float cloud_variance;
-uniform vec3 ambient;
uniform vec3 camPosLocal;
uniform vec3 sun_dir;
uniform float sun_size;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
index aed5a9b950..46d09c5aae 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
@@ -50,7 +50,7 @@ uniform vec4 lightnorm;
uniform vec4 sunlight_color;
uniform vec4 moonlight_color;
uniform int sun_up_factor;
-uniform vec4 ambient;
+uniform vec4 ambient_color;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
uniform float haze_horizon;
@@ -145,7 +145,7 @@ void main()
temp2.x += .25;
// Increase ambient when there are more clouds
- vec4 tmpAmbient = ambient;
+ vec4 tmpAmbient = ambient_color;
tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;
// Dim sunlight by cloud shadow percentage
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
index 4603c69f2a..de8327eff3 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
@@ -41,7 +41,7 @@ uniform vec4 lightnorm;
uniform vec4 sunlight_color;
uniform vec4 moonlight_color;
uniform int sun_up_factor;
-uniform vec4 ambient;
+uniform vec4 ambient_color;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
uniform float haze_horizon;
@@ -128,13 +128,13 @@ void main()
// Haze color above cloud
- vary_HazeColor = ( blue_horizon * blue_weight * (sunlight + ambient)
- + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient)
+ vary_HazeColor = ( blue_horizon * blue_weight * (sunlight + ambient_color)
+ + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color)
);
// Increase ambient when there are more clouds
- vec4 tmpAmbient = ambient;
+ vec4 tmpAmbient = ambient_color;
tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;
// Dim sunlight by cloud shadow percentage
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
index a702b8d510..9116b86f39 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
@@ -27,7 +27,7 @@ uniform vec4 lightnorm;
uniform vec4 sunlight_color;
uniform vec4 moonlight_color;
uniform int sun_up_factor;
-uniform vec4 ambient;
+uniform vec4 ambient_color;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
uniform float haze_horizon;
@@ -118,7 +118,7 @@ void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, o
temp2.x *= sun_moon_glow_factor;
//increase ambient when there are more clouds
- vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5;
+ vec4 tmpAmbient = ambient_color + (vec4(1.) - ambient_color) * cloud_shadow * 0.5;
/* decrease value and saturation (that in HSV, not HSL) for occluded areas
* // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html
diff --git a/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl
index 537d6ebb99..1d004b2b3e 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl
@@ -49,7 +49,6 @@ uniform vec4 cloud_color;
uniform float cloud_shadow;
uniform float cloud_scale;
uniform float cloud_variance;
-uniform vec3 ambient;
uniform vec3 camPosLocal;
uniform vec3 sun_dir;
uniform float sun_size;