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authorDave Parks <davep@lindenlab.com>2022-09-28 19:14:00 -0500
committerDave Parks <davep@lindenlab.com>2022-09-28 19:14:00 -0500
commit2e499bcc40871b6a68700203cc83fe7d81c79c24 (patch)
tree5204d535fb875bc65f2278aa1be19ad1da54fd73 /indra/newview/app_settings/shaders/class2
parent2f082bb4ee433cba857499559dbfb30886fd0fb4 (diff)
SL-18190 Prune srgb_to_linear from atmosphericsFuncs.glsl
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl28
1 files changed, 9 insertions, 19 deletions
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
index 516550be1c..3d6c15fe55 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
@@ -23,23 +23,21 @@
* $/LicenseInfo$
*/
-vec3 srgb_to_linear(vec3 col);
-
uniform vec4 lightnorm;
uniform vec4 sunlight_color;
-vec3 sunlight_linear = srgb_to_linear(sunlight_color.rgb);
+uniform vec3 sunlight_linear;
uniform vec4 moonlight_color;
-vec3 moonlight_linear = srgb_to_linear(moonlight_color.rgb);
+uniform vec3 moonlight_linear;
uniform int sun_up_factor;
uniform vec4 ambient_color;
-vec3 ambient_linear = srgb_to_linear(ambient_color.rgb);
+uniform vec3 ambient_linear;
uniform vec4 blue_horizon;
-vec3 blue_horizon_linear = srgb_to_linear(blue_horizon.rgb);
+uniform vec3 blue_horizon_linear;
uniform vec4 blue_density;
-vec3 blue_density_linear = srgb_to_linear(blue_density.rgb);
+uniform vec3 blue_density_linear;
uniform float haze_horizon;
uniform float haze_density;
-vec3 haze_density_linear = srgb_to_linear(vec3(haze_density));
+uniform float haze_density_linear;
uniform float cloud_shadow;
uniform float density_multiplier;
uniform float distance_multiplier;
@@ -150,13 +148,6 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive,
out vec3 atten, bool use_ao)
{
-#if 0
- calcAtmosphericVars(inPositionEye, light_dir, 1.0, sunlit, amblit, additive, atten, false);
- sunlit = srgb_to_linear(sunlit)*2.25;
- amblit = srgb_to_linear(amblit)*0.15;
- additive = srgb_to_linear(additive);
- atten = srgb_to_linear(atten);
-#else
vec3 rel_pos = inPositionEye;
//(TERRAIN) limit altitude
@@ -168,15 +159,15 @@ void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 light_dir, float ambFact
// sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
- vec3 light_atten = (blue_density_linear + (haze_density_linear * 0.25)) * (density_multiplier * max_y);
+ vec3 light_atten = (blue_density_linear + vec3(haze_density_linear * 0.25)) * (density_multiplier * max_y);
// I had thought blue_density and haze_density should have equal weighting,
// but attenuation due to haze_density tends to seem too strong
- vec3 combined_haze_linear = blue_density_linear + haze_density_linear;
+ vec3 combined_haze_linear = blue_density_linear + vec3(haze_density_linear);
vec3 combined_haze = blue_density.rgb + vec3(haze_density);
vec3 blue_weight = blue_density_linear / combined_haze_linear;
- vec3 haze_weight = haze_density_linear / combined_haze_linear;
+ vec3 haze_weight = vec3(haze_density_linear) / combined_haze_linear;
//(TERRAIN) compute sunlight from lightnorm y component. Factor is roughly cosecant(sun elevation) (for short rays like terrain)
float above_horizon_factor = 1.0 / max(1e-6, lightnorm.y);
@@ -234,5 +225,4 @@ void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 light_dir, float ambFact
sunlit *= 0.8;
amblit *= 0.05;
additive *= 0.25;
-#endif
}