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authorGraham Linden <graham@lindenlab.com>2018-11-01 20:28:47 +0100
committerGraham Linden <graham@lindenlab.com>2018-11-01 20:28:47 +0100
commit4f267a5723e7da2de36b9f2295e4942a4c8bf6c5 (patch)
treec186a8888794732f32bba406b7bb66b4cafd4d11 /indra/newview/app_settings/shaders/class3/windlight
parenta67cf385d763325119f4d2a37beb96c9c6a80282 (diff)
SL-9994
Make shaders use consistent naming and parameter order for transport and atmospheric helpers. Share transport and gamma correction code where possible. Add lots of asserts and other validation for when things don't go as planned. Engage dumpShaderSource to get more source output with shader compilation fail.
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/windlight')
-rw-r--r--indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class3/windlight/transportF.glsl29
2 files changed, 16 insertions, 21 deletions
diff --git a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl
index c809a41a0f..a1b67fc31e 100644
--- a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl
+++ b/indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl
@@ -42,13 +42,7 @@ uniform vec4 glow;
uniform float scene_light_strength;
uniform mat3 ssao_effect_mat;
-vec3 scaleFragSoftClip(vec3 light)
-{
- //soft clip effect:
- light = 1. - clamp(light, vec3(0.), vec3(1.));
- light = 1. - pow(light, gamma.xxx);
- return light;
-}
+vec3 scaleSoftClipFrag(vec3 light);
vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten)
{
diff --git a/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl
index c2f4c43101..5c93af386b 100644
--- a/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl
+++ b/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl
@@ -32,41 +32,42 @@ vec3 getAtmosAttenuation();
uniform int no_atmo;
-vec3 atmosFragTransport(vec3 light, vec3 atten, vec3 additive) {
- if (no_atmo == 0)
+vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten) {
+ if (no_atmo == 1)
{
- light *= atten.r;
- light += additive * 2.0;
+ return light;
}
+ light *= atten.r;
+ light += additive * 2.0;
return light;
}
-vec3 fullbrightFragAtmosTransport(vec3 light, vec3 atten, vec3 additive) {
- if (no_atmo)
+vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) {
+ if (no_atmo == 1)
{
return light;
}
- loat brightness = dot(light.rgb, vec3(0.33333));
- return mix(atmosFragTransport(light.rgb, atten, additive), light.rgb + additive.rgb, brightness * brightness);
+ float brightness = dot(light.rgb, vec3(0.33333));
+ return mix(atmosTransportFrag(light.rgb, additive,a tten), light.rgb + additive.rgb, brightness * brightness);
}
-vec3 fullbrightFragShinyAtmosTransport(vec3 light, vec3 atten, vec3 additive) {
- if (no_atmo)
+vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 atten, vec3 additive) {
+ if (no_atmo == 1)
{
return light;
}
float brightness = dot(light.rgb, vec3(0.33333));
- return mix(atmosFragTransport(light.rgb, atten, additive), (light.rgb + additive.rgb) * (2.0 - brightness), brightness * brightness);
+ return mix(atmosTransportFrag(light.rgb, additive, atten), (light.rgb + additive.rgb) * (2.0 - brightness), brightness * brightness);
}
vec3 atmosTransport(vec3 light) {
- return no_atmo ? light : atmosFragTransport(light, getAtmosAttenuation(), getAdditiveColor());
+ return (no_atmo == 1) ? light : atmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());
}
vec3 fullbrightAtmosTransport(vec3 light) {
- return no_atmo ? light : fullbrightFragAtmosTransport(light, getAtmosAttenuation(), getAdditiveColor());
+ return (no_atmo == 1) ? light : fullbrightAtmosTransportFrag(light, GetAdditiveColor(), getAtmosAttenuation());
}
vec3 fullbrightShinyAtmosTransport(vec3 light) {
- return no_atmo ? light : fullbrightFragShinyAtmosTransport(light, getAtmosAttenuation(), getAdditiveColor());
+ return (no_atmo == 1) ? light : fullbrightShinyAtmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());
}