diff options
| author | Graham Linden <graham@lindenlab.com> | 2018-06-11 17:46:16 +0100 | 
|---|---|---|
| committer | Graham Linden <graham@lindenlab.com> | 2018-06-11 17:46:16 +0100 | 
| commit | a0598b12656cdcf22ba95cacd01b5ff36f8f1b26 (patch) | |
| tree | 3ea09c4043c27998ac26181d80c4d41f8ef87f35 /indra/newview/app_settings/shaders/class1 | |
| parent | 507c4921826e73635f6ae31087ab0e6cd1280f43 (diff) | |
Fix water fog consolidation in underwater shaders.
Add plumbing facilities to allow current and next moon textures to be passed to moon shader.
Modify moon shader to blend between current and next moon textures by blend factor.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl | 38 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/windlight/moonF.glsl | 9 | 
2 files changed, 9 insertions, 38 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl index 0d8dab0a41..e918bdcb9d 100644 --- a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl @@ -56,41 +56,7 @@ VARYING vec4 refCoord;  VARYING vec4 littleWave;  VARYING vec4 view; -vec4 applyWaterFog(vec4 color, vec3 viewVec) -{ -	//normalize view vector -	vec3 view = normalize(viewVec); -	float es = -view.z; - -	//find intersection point with water plane and eye vector -	 -	//get eye depth -	float e0 = max(-waterPlane.w, 0.0); -	 -	//get object depth -	float depth = length(viewVec); -		 -	//get "thickness" of water -	float l = max(depth, 0.1); - -	float kd = waterFogDensity; -	float ks = waterFogKS; -	vec4 kc = waterFogColor; -	 -	float F = 0.98; -	 -	float t1 = -kd * pow(F, ks * e0); -	float t2 = kd + ks * es; -	float t3 = pow(F, t2*l) - 1.0; -	 -	float L = min(t1/t2*t3, 1.0); -	 -	float D = pow(0.98, l*kd); -	//return vec4(1.0, 0.0, 1.0, 1.0); -	return color * D + kc * L; -	//depth /= 10.0; -	//return vec4(depth,depth,depth,0.0); -} +vec4 applyWaterFogView(vec3 pos, vec4 color);  void main()   { @@ -108,5 +74,5 @@ void main()  	vec4 fb = texture2D(screenTex, distort); -	frag_color = applyWaterFog(fb,view.xyz); +	frag_color = applyWaterFogView(view.xyz, fb);  } diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl index 14b08b1da4..4d0d8882b9 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl @@ -41,18 +41,23 @@ uniform vec4 sunlight_color;  uniform vec3 lumWeights;  uniform float minLuminance;  uniform sampler2D diffuseMap; +uniform sampler2D altDiffuseMap; +uniform float blend_factor; // interp factor between moon A/B  VARYING vec2 vary_texcoord0;  void main()   { -	vec4 c = texture2D(diffuseMap, vary_texcoord0.xy); +	vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy); +	vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy); +    vec4 c     = mix(moonA, moonB, blend_factor); +  	c.rgb = fullbrightAtmosTransport(c.rgb);      c.rgb = fullbrightScaleSoftClip(c.rgb);      c.rgb = pow(c.rgb, vec3(0.45f));      // mix factor which blends when sunlight is brighter      // and shows true moon color at night      float mix = dot(normalize(sunlight_color.rgb), lumWeights); -    mix = smoothstep(-0.5f, 2.0f, lum); +    mix = smoothstep(-0.5f, 2.0f, mix);  	frag_color = vec4(c.rgb, mix * c.a);  } | 
