diff options
| author | Dave Parks <davep@lindenlab.com> | 2022-09-28 19:14:00 -0500 | 
|---|---|---|
| committer | Dave Parks <davep@lindenlab.com> | 2022-09-28 19:14:00 -0500 | 
| commit | 2e499bcc40871b6a68700203cc83fe7d81c79c24 (patch) | |
| tree | 5204d535fb875bc65f2278aa1be19ad1da54fd73 /indra/newview/app_settings/shaders/class2 | |
| parent | 2f082bb4ee433cba857499559dbfb30886fd0fb4 (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.glsl | 28 | 
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  } | 
