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authorGraham Linden <graham@lindenlab.com>2019-05-02 13:49:35 -0700
committerGraham Linden <graham@lindenlab.com>2019-05-02 13:49:35 -0700
commitc4032528aff8ef1938e897ec583bbf25a3e713e1 (patch)
tree4addd3b6619e6e911898d09ef446d0d40ef8a73e /indra/newview/app_settings/shaders/class2/windlight
parent1ff876a961dc00b7f162054ea1a9fed79240bffc (diff)
Roll back sRGB decode changes from contrib for now.
Fix direct light matching across alpha/blended-material/deferred. Get diffuse lighting to match from Low to Ultra.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/windlight')
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl3
3 files changed, 9 insertions, 9 deletions
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
index 94e776d51d..36703ea742 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
@@ -44,7 +44,6 @@ uniform mat3 ssao_effect_mat;
uniform int no_atmo;
uniform float sun_moon_glow_factor;
-vec3 srgb_to_linear(vec3 c);
vec3 scaleSoftClipFrag(vec3 light);
vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten)
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
index e31bdf610c..1de919bf30 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
@@ -86,14 +86,14 @@ void main()
vec2 disturbance2 = vec2(cloudNoise((uv1 + uv3) / 4.0f).x, cloudNoise((uv4 + uv2) / 8.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f);
// Offset texture coords
- uv1 += cloud_pos_density1.xy + (disturbance * 0.02); //large texture, visible density
+ uv1 += cloud_pos_density1.xy;// + (disturbance * 0.02); //large texture, visible density
uv2 += cloud_pos_density1.xy; //large texture, self shadow
uv3 += cloud_pos_density2.xy; //small texture, visible density
uv4 += cloud_pos_density2.xy; //small texture, self shadow
float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y));
- cloudDensity *= 1.0 - (density_variance * density_variance);
+ //cloudDensity *= 1.0 - (density_variance * density_variance);
// Compute alpha1, the main cloud opacity
@@ -104,12 +104,12 @@ void main()
alpha1 = 1. - alpha1 * alpha1;
alpha1 = 1. - alpha1 * alpha1;
- alpha1 *= altitude_blend_factor;
+ //alpha1 *= altitude_blend_factor;
- if (alpha1 < 0.001f)
- {
- discard;
- }
+ //if (alpha1 < 0.001f)
+ //{
+ // discard;
+ //}
// Compute alpha2, for self shadowing effect
// (1 - alpha2) will later be used as percentage of incoming sunlight
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
index 64156bd3bf..5c5cd0294a 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
@@ -180,7 +180,8 @@ void main()
// Texture coords
vary_texcoord0 = texcoord0;
vary_texcoord0.xy -= 0.5;
- vary_texcoord0.xy /= max(0.001, cloud_scale);
+ vary_texcoord0.xy /= cloud_scale;
+ //vary_texcoord0.xy /= max(0.001, cloud_scale);
vary_texcoord0.xy += 0.5;
vary_texcoord1 = vary_texcoord0;