diff options
author | Graham Linden <graham@lindenlab.com> | 2019-02-06 16:42:23 -0800 |
---|---|---|
committer | Graham Linden <graham@lindenlab.com> | 2019-02-06 16:42:23 -0800 |
commit | 8890c3238ab4ae8bbf1bc123284f9c6d4db4f9d6 (patch) | |
tree | 6d250b8114eb4d39a7c5810813a06d730665372b /indra/newview/app_settings/shaders/class2/windlight | |
parent | f8171a909cb2a18fcca47f6a0317919ece802aef (diff) |
SL-10478
Fix side-effects of having both sun and moon as potential directional light contributors.
We pass an int to the shader indicating which to prefer instead of making per-pixel decisions
and pass the moonlight color/di independently.
Obsolete llsettingssky fade color which was unused elsewhere and cached for no reason.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/windlight')
4 files changed, 12 insertions, 4 deletions
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl index 683ab794d3..efcf848ab1 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl @@ -29,6 +29,8 @@ vec3 getAtmosAttenuation(); uniform vec4 gamma; uniform vec4 lightnorm; uniform vec4 sunlight_color; +uniform vec4 moonlight_color; +uniform int sun_up_factor; uniform vec4 ambient; uniform vec4 blue_horizon; uniform vec4 blue_density; @@ -75,7 +77,7 @@ void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, vec3 temp2 = vec3(0); vec4 blue_weight; vec4 haze_weight; - vec4 sunlight = sunlight_color; + vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; vec4 light_atten; //sunlight attenuation effect (hue and brightness) due to atmosphere diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl index 86cdae8768..a26752f741 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl @@ -44,6 +44,8 @@ uniform vec3 camPosLocal; uniform vec4 lightnorm; uniform vec4 sunlight_color; +uniform vec4 moonlight_color; +uniform int sun_up_factor; uniform vec4 ambient; uniform vec4 blue_horizon; uniform vec4 blue_density; @@ -74,7 +76,7 @@ void calcAtmospherics(vec3 inPositionEye) { vec3 temp2 = vec3(0); vec4 blue_weight; vec4 haze_weight; - vec4 sunlight = sunlight_color; + vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; vec4 light_atten; //sunlight attenuation effect (hue and brightness) due to atmosphere diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl index 3e3bd929e1..fb978691da 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl @@ -46,6 +46,8 @@ uniform vec3 camPosLocal; uniform vec4 lightnorm; uniform vec4 sunlight_color; +uniform vec4 moonlight_color; +uniform int sun_up_factor; uniform vec4 ambient; uniform vec4 blue_horizon; uniform vec4 blue_density; @@ -93,7 +95,7 @@ void main() vec4 temp2 = vec4(0.); vec4 blue_weight; vec4 haze_weight; - vec4 sunlight = sunlight_color; + vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; vec4 light_atten; diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl index f9f1eb7355..a65cc09c73 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl @@ -39,6 +39,8 @@ uniform vec3 camPosLocal; uniform vec4 lightnorm; uniform vec4 sunlight_color; +uniform vec4 moonlight_color; +uniform int sun_up_factor; uniform vec4 ambient; uniform vec4 blue_horizon; uniform vec4 blue_density; @@ -82,7 +84,7 @@ void main() vec4 temp2 = vec4(0.); vec4 blue_weight; vec4 haze_weight; - vec4 sunlight = sunlight_color; + vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; vec4 light_atten; // Sunlight attenuation effect (hue and brightness) due to atmosphere |