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author | Geenz <geenz@geenzo.com> | 2019-04-09 22:35:40 -0700 |
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committer | Geenz <geenz@geenzo.com> | 2019-04-09 22:35:40 -0700 |
commit | dcd8117b85f45886f78a1a2e9756cb1709d6572a (patch) | |
tree | 65d1b49cb3c3fbd1e0d4efad7c457a7598d25533 /indra/newview/app_settings/shaders/class2 | |
parent | f9c0b021ea1a695c0d5d4042981045fe265e7918 (diff) |
First stab at moving atmospheric var calcs to its own utility shader.
Still some work to go here. Largely related to how certain values (i.e., SSAO mix values) are supplied. But so far, so good.
--HG--
branch : OPEN-340
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl | 6 |
1 files changed, 5 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 8814587fbc..4c7c50315f 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -72,6 +72,8 @@ vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); vec3 fullbrightScaleSoftClipFrag(vec3 l, vec3 add, vec3 atten); vec3 scaleSoftClipFrag(vec3 l); +void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); + vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten); vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten); vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten); @@ -79,6 +81,8 @@ vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten); vec4 getPositionWithDepth(vec2 pos_screen, float depth); vec4 getPosition(vec2 pos_screen); +vec3 nothing(); + #ifdef WATER_FOG vec4 applyWaterFogView(vec3 pos, vec4 color); #endif @@ -121,7 +125,7 @@ void main() vec3 additive; vec3 atten; - calcFragAtmospherics(pos.xyz, ambocc, sunlit, amblit, additive, atten); + calcAtmosphericVars(pos.xyz, ambocc, sunlit, amblit, additive, atten); float ambient = da; ambient *= 0.5; |