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author | Graham Linden graham@lindenlab.com <Graham Linden graham@lindenlab.com> | 2018-05-01 00:10:11 +0100 |
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committer | Graham Linden graham@lindenlab.com <Graham Linden graham@lindenlab.com> | 2018-05-01 00:10:11 +0100 |
commit | 3116416fcb8dfd54ef2807e9e75959429c946d79 (patch) | |
tree | 5fe7a724ac283796faff1e8bfdc2602238047deb /indra/newview/app_settings/shaders/class3/windlight/advancedAtmoF.glsl | |
parent | 21ddbd64af44672e4b20dc4cdf99fd1fbc5c07c2 (diff) |
Le Merge
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/windlight/advancedAtmoF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/windlight/advancedAtmoF.glsl | 17 |
1 files changed, 10 insertions, 7 deletions
diff --git a/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoF.glsl b/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoF.glsl index 014ab9d11b..fed3edf7de 100644 --- a/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoF.glsl +++ b/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoF.glsl @@ -32,12 +32,13 @@ out vec4 frag_color; in vec3 view_dir; uniform vec3 cameraPosLocal; -uniform vec3 sun_direction; +uniform vec3 sun_dir; uniform float sun_size; uniform sampler2D transmittance_texture; uniform sampler3D scattering_texture; uniform sampler3D mie_scattering_texture; +uniform sampler2D irradiance_texture; vec3 GetSolarLuminance(); vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 sun_dir, out vec3 transmittance); @@ -50,20 +51,22 @@ void main() vec3 camPos = cameraPosLocal; vec3 transmittance; - vec3 radiance = GetSkyLuminance(camPos, view_direction, 0.0f, sun_direction, transmittance); + vec3 sky_illum; + vec3 radiance = GetSkyLuminance(camPos, view_direction, 0.0f, sun_dir, transmittance); + vec3 radiance2 = GetSunAndSkyIlluminance(camPos, view_direction, sun_dir, sky_illum); - radiance *= transmittance; + //radiance *= transmittance; // If the view ray intersects the Sun, add the Sun radiance. - if (dot(view_direction, sun_direction) >= sun_size) + if (dot(view_direction, sun_dir) >= sun_size) { radiance = radiance + transmittance * GetSolarLuminance(); } - vec3 color = vec3(1.0) - exp(-radiance); - color = pow(color, vec3(1.0 / 2.2)); + //vec3 color = vec3(1.0) - exp(-radiance); + //color = pow(color, vec3(1.0 / 2.2)); - frag_color.rgb = color; + frag_color.rgb = radiance; frag_color.a = 1.0; } |