diff options
author | Graham Linden <graham@lindenlab.com> | 2018-06-12 18:42:07 +0100 |
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committer | Graham Linden <graham@lindenlab.com> | 2018-06-12 18:42:07 +0100 |
commit | 67ab0084f87c40bf31d7fadded55cc9ea6299ca2 (patch) | |
tree | 1d8119cd8d0b6078724a8128da37c15321a9f703 /indra/newview/app_settings/shaders/class2 | |
parent | 327ded51298599a0057c4a3baf388956ecfed2e5 (diff) |
Fix env panel forward action.
Make env panel update environment when jumping frame to frame.
Add separate funcs for sun/moon vectors in various coord systems.
Make haze glow only pay attention to sun (i.e. fix sun glow when moon is near horizon in daytime).
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
3 files changed, 20 insertions, 7 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 9f56bff4c2..5046ede00d 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -49,7 +49,6 @@ uniform vec4 morphFactor; uniform vec3 camPosLocal; //uniform vec4 camPosWorld; uniform vec4 gamma; -uniform vec4 lightnorm; uniform vec4 sunlight_color; uniform vec4 ambient; uniform vec4 blue_horizon; @@ -68,6 +67,7 @@ uniform vec4 shadow_clip; uniform mat3 ssao_effect_mat; uniform vec3 sun_dir; +uniform vec3 moon_dir; VARYING vec2 vary_fragcoord; uniform mat4 inv_proj; @@ -117,7 +117,9 @@ void main() float envIntensity = norm.z; norm.xyz = decode_normal(norm.xy); // unpack norm - float da = max(dot(norm.xyz, sun_dir.xyz), 0.0); + float da_sun = max(dot(norm.xyz, sun_dir.xyz), 0.0); + float da_moon = max(dot(norm.xyz, moon_dir.xyz), 0.0); + float da = max(da_sun, da_moon); float light_gamma = 1.0/1.3; da = pow(da, light_gamma); @@ -168,7 +170,9 @@ void main() // the old infinite-sky shiny reflection // - float sa = dot(refnormpersp, sun_dir.xyz); + float sa_sun = dot(refnormpersp, sun_dir.xyz); + float sa_moon = dot(refnormpersp, moon_dir.xyz); + float sa = max(sa_sun, sa_moon); vec3 dumbshiny = sunlit*scol_ambocc.r*(texture2D(lightFunc, vec2(sa, spec.a)).r); // add the two types of shiny together diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index aa5e99a2f7..11ccdf638c 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -59,6 +59,7 @@ uniform mat4 inv_proj; uniform vec2 screen_res; uniform vec2 proj_shadow_res; uniform vec3 sun_dir; +uniform vec3 moon_dir; uniform vec2 shadow_res; uniform float shadow_bias; @@ -139,10 +140,14 @@ void main() }*/ float shadow = 0.0; - float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz)); + float da_sun = dot(norm, sun_dir.xyz); + float da_moon = dot(norm, moon_dir.xyz); + float da = max(da_sun, da_moon); + + float dp_directional_light = max(0.0, da); vec3 shadow_pos = pos.xyz; - vec3 offset = sun_dir.xyz * (1.0-dp_directional_light); + vec3 offset = ((da_sun > da_moon) ? sun_dir.xyz : moon_dir.xyz) * (1.0-dp_directional_light); vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0); diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index 58f3f2f91e..4fccb1d33c 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -59,6 +59,7 @@ uniform mat4 inv_proj; uniform vec2 screen_res; uniform vec2 proj_shadow_res; uniform vec3 sun_dir; +uniform vec3 moon_dir; uniform vec2 shadow_res; @@ -200,10 +201,13 @@ void main() }*/ float shadow = 0.0; - float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz)); + float da_sun = dot(norm, sun_dir.xyz); + float da_moon = dot(norm, moon_dir.xyz); + float da = max(da_sun, da_moon); + float dp_directional_light = max(0.0, da); vec3 shadow_pos = pos.xyz; - vec3 offset = sun_dir.xyz * (1.0-dp_directional_light); + vec3 offset = ((da_sun > da_moon) ? sun_dir.xyz : moon_dir.xyz) * (1.0-dp_directional_light); vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0); |