diff options
| author | Graham Linden <graham@lindenlab.com> | 2019-04-19 13:13:50 -0700 | 
|---|---|---|
| committer | Graham Linden <graham@lindenlab.com> | 2019-04-19 13:13:50 -0700 | 
| commit | dd1cc2f3b1df472be405f4b95107972be1ea1a62 (patch) | |
| tree | ff79313967cd3dfc1873da1872a4fdd60f01895a /indra/newview/app_settings/shaders/class1 | |
| parent | f30a649f1cd789510b2f4e0b2b2f85043cdfd700 (diff) | |
Fix sky and cloud shader usage of density_multiplier (not re-ranged from FS to WL).
Remove all refs to now unused calcFragAtmospherics.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
4 files changed, 6 insertions, 13 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl index cfe5632ec0..6cc436c837 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl @@ -103,10 +103,11 @@ void main()  	vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;  	vec4 light_atten; +    float dens_mul = density_multiplier * 0.5;  	// 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 +120,7 @@ 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 diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index 83dd9da091..7d56742d6f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -87,10 +87,11 @@ void main()  	vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;  	vec4 light_atten; +    float dens_mul = density_multiplier * 0.5;  	// 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; @@ -103,7 +104,7 @@ 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 diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl index 4f0e2a6cb6..4e0618e276 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl @@ -46,8 +46,3 @@ vec3 atmosLighting(vec3 light)      return light;  } -void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive) -{ -    /* stub function for fallback compatibility on class1 hardware */ -} - diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index 1d105690d1..3d05912f49 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -42,10 +42,6 @@ uniform mat3 ssao_effect_mat;  uniform int no_atmo;  uniform float sun_moon_glow_factor; -vec3 nothing() { -    return vec3(0, 0, 0); -} -  void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten) {      vec3 P = inPositionEye; | 
