diff options
author | RunitaiLinden <davep@lindenlab.com> | 2023-04-11 15:09:58 -0500 |
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committer | GitHub <noreply@github.com> | 2023-04-11 15:09:58 -0500 |
commit | 2b2154f0217758b27b544d066024d922ba234d51 (patch) | |
tree | fafed45d3e9cc21b04e2babf6bf19d1a476fc88a /indra/newview/app_settings/shaders/class2 | |
parent | 474739226433a74cdca05a949586139a9c9c0bbd (diff) |
SL-19564 Rebalance exposure and sky. Hack legacy diffuse map saturation and brightness to allow ACES Hill all the time.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
3 files changed, 7 insertions, 7 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 53552870ae..f4d6eff69e 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -77,6 +77,7 @@ vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit); vec3 srgb_to_linear(vec3 c); vec3 linear_to_srgb(vec3 c); +vec3 legacy_adjust(vec3 c); vec2 encode_normal (vec3 n); vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten); @@ -239,6 +240,7 @@ void main() } diffuse_srgb.rgb *= vertex_color.rgb; + diffuse_srgb.rgb = legacy_adjust(diffuse_srgb.rgb); diffuse_linear.rgb = srgb_to_linear(diffuse_srgb.rgb); #endif // USE_VERTEX_COLOR diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl index 49ff49fdd8..e314555ef9 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl @@ -36,9 +36,9 @@ vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten) { light *= atten.r; additive = srgb_to_linear(additive*2.0); - // magic 3.0 here is to match the default RenderSkyHDRScale -- this parameter needs to be plumbed into sky settings or something + // magic 1.25 here is to match the default RenderSkyHDRScale -- this parameter needs to be plumbed into sky settings or something // so it's available to all shaders that call atmosFragLighting instead of just softenLightF.glsl - additive *= sun_up_factor*3.0 + 1.0; + additive *= sun_up_factor*1.25 + 1.0; light += additive; return light; } diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl index 14ce33f81f..22db9dce03 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl @@ -139,10 +139,8 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou // brightness of surface both sunlight and ambient - // fudge sunlit and amblit to get consistent lighting compared to legacy - // midday before PBR was a thing - sunlit = sunlight.rgb * (1.0+sun_up_factor*0.2); - amblit = tmpAmbient.rgb * 0.25; + sunlit = sunlight.rgb; + amblit = vec3(1,0,1); //should no longer be used, filled in by calcAtmosphericVarsLinear additive *= vec3(1.0 - combined_haze); } @@ -172,7 +170,7 @@ void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, ou sunlit *= 2.0; // squash ambient to approximate whatever weirdness legacy atmospherics were doing - amblit = ambient_color * 0.5 * (1.0+sun_up_factor*0.3); + amblit = ambient_color; // * (1.0+sun_up_factor*0.3); amblit *= ambientLighting(norm, light_dir); amblit = srgb_to_linear(amblit); |