diff options
author | Graham Linden <graham@lindenlab.com> | 2019-03-03 10:42:19 -0800 |
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committer | Graham Linden <graham@lindenlab.com> | 2019-03-03 10:42:19 -0800 |
commit | 4c3050a3953153aa8753fc10706ad2ef464f3e3d (patch) | |
tree | 78ded9c452348f749c8dac87f416aa433f4ca963 /indra/newview/app_settings/shaders/class2/windlight | |
parent | d90b16d350fba72e5011768ee8eb8b3289962dc5 (diff) |
SL-10664, SL-10666
Fix up culling issues from perf work and fix Depth of Field rendering to get depth values properly.
Baseline for performance work.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/windlight')
5 files changed, 33 insertions, 5 deletions
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl index ebb06e0f23..565c00ba79 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl @@ -43,12 +43,17 @@ uniform float max_y; uniform vec4 glow; uniform float scene_light_strength; uniform mat3 ssao_effect_mat; +uniform int no_atmo; uniform float sun_moon_glow_factor; vec3 scaleSoftClipFrag(vec3 light); vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten) { + if (no_atmo == 1) + { + return light; + } light *= atten.r; light += additive; return light * 2.0; diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl index c836ca98c5..86743dc306 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl @@ -26,9 +26,11 @@ // Output variables uniform float scene_light_strength; +uniform int no_atmo; vec3 atmosFragAmbient(vec3 light, vec3 amblit) { + if (no_atmo == 1) return light; return amblit + light / 2.0; } diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl index 589c95bc96..95b4a76880 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl @@ -33,9 +33,11 @@ vec3 getAtmosAttenuation(); vec3 getPositionEye(); uniform float scene_light_strength; +uniform int no_atmo; vec3 atmosAmbient(vec3 light) { + if (no_atmo == 1) return light + vec3(0.66); return getAmblitColor() + light / 2.0; } diff --git a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl index e985c50c67..c0439006f7 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl @@ -26,12 +26,17 @@ uniform vec4 gamma; +uniform int no_atmo; vec3 getAtmosAttenuation(); vec3 getAdditiveColor(); vec3 scaleSoftClipFrag(vec3 light) { + if (no_atmo == 1) + { + return light; + } //soft clip effect: light = 1. - clamp(light, vec3(0.), vec3(1.)); light = 1. - pow(light, gamma.xxx); @@ -45,7 +50,8 @@ vec3 scaleSoftClip(vec3 light) vec3 fullbrightScaleSoftClipFrag(vec3 light, vec3 add, vec3 atten) { - return mix(scaleSoftClipFrag(light.rgb), add, atten); + //return mix(scaleSoftClipFrag(light.rgb), add, atten); + return scaleSoftClipFrag(light.rgb); } vec3 fullbrightScaleSoftClip(vec3 light) diff --git a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl index d799453712..df731662e8 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl @@ -30,21 +30,34 @@ vec3 getAdditiveColor(); vec3 getAtmosAttenuation(); +uniform int no_atmo; + vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten) { + if (no_atmo == 1) + { + return light; + } light *= atten.r; - light += additive; - return light * 2.0; + light += additive * 2.0; + return light; } vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) { + if (no_atmo == 1) + { + return light; + } float brightness = dot(light.rgb, vec3(0.33333)); return mix(atmosTransportFrag(light.rgb, additive, atten), light.rgb + additive.rgb, brightness * brightness); } -vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) -{ +vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) { + if (no_atmo == 1) + { + return light; + } float brightness = dot(light.rgb, vec3(0.33333)); return mix(atmosTransportFrag(light.rgb, additive, atten), (light.rgb + additive.rgb) * (2.0 - brightness), brightness * brightness); } |