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| author | Graham Linden <graham@lindenlab.com> | 2019-04-19 13:13:50 -0700 | 
|---|---|---|
| committer | Graham Linden <graham@lindenlab.com> | 2019-04-19 13:13:50 -0700 | 
| commit | dd1cc2f3b1df472be405f4b95107972be1ea1a62 (patch) | |
| tree | ff79313967cd3dfc1873da1872a4fdd60f01895a /indra/newview/app_settings/shaders/class3 | |
| parent | f30a649f1cd789510b2f4e0b2b2f85043cdfd700 (diff) | |
Fix sky and cloud shader usage of density_multiplier (not re-ranged from FS to WL).
Remove all refs to now unused calcFragAtmospherics.
Diffstat (limited to 'indra/newview/app_settings/shaders/class3')
| -rw-r--r-- | indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl | 84 | 
1 files changed, 0 insertions, 84 deletions
| diff --git a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl index bc13aa9388..c0a0d4782d 100644 --- a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl @@ -37,8 +37,6 @@ uniform vec4 blue_density;  uniform float haze_horizon;  uniform float haze_density;  uniform float cloud_shadow; -uniform float density_multiplier; -uniform float distance_multiplier;  uniform float max_y;  uniform vec4 glow;  uniform float scene_light_strength; @@ -58,85 +56,3 @@ vec3 atmosLighting(vec3 light)      return atmosFragLighting(light, getAdditiveColor(), getAtmosAttenuation());  } -void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten) { - -	vec3 P = inPositionEye; -	 -	vec3 tmpLightnorm = lightnorm.xyz; - -	vec3 Pn = normalize(P); -	float Plen = length(P); - -	vec4 temp1 = vec4(0); -	vec3 temp2 = vec3(0); -	vec4 blue_weight; -	vec4 haze_weight; -	vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; -	vec4 light_atten; - -	//sunlight attenuation effect (hue and brightness) due to atmosphere -	//this is used later for sunlight modulation at various altitudes -	light_atten = (blue_density + vec4(haze_density * 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 - -	temp1 = blue_density + vec4(haze_density); -	blue_weight = blue_density / temp1; -	haze_weight = vec4(haze_density) / temp1; - -	//(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) -	temp2.y = max(0.0, tmpLightnorm.y); -	temp2.y = 1. / temp2.y; -	sunlight *= exp( - light_atten * temp2.y); - -	// main atmospheric scattering line integral -	temp2.z = Plen * density_multiplier; - -	// Transparency (-> temp1) -	// ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati -	// compiler gets confused. -	temp1 = exp(-temp1 * temp2.z * distance_multiplier); - -	//final atmosphere attenuation factor -	atten = temp1.rgb; -	 -	//compute haze glow -	//(can use temp2.x as temp because we haven't used it yet) -	temp2.x = dot(Pn, tmpLightnorm.xyz); -	temp2.x = 1. - temp2.x; -		//temp2.x is 0 at the sun and increases away from sun -	temp2.x = max(temp2.x, .03);	//was glow.y -		//set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) -	temp2.x *= glow.x; -		//higher glow.x gives dimmer glow (because next step is 1 / "angle") -	temp2.x = pow(temp2.x, glow.z); -		//glow.z should be negative, so we're doing a sort of (1 / "angle") function - -	//add "minimum anti-solar illumination" -	temp2.x += .25; -	 -	//increase ambient when there are more clouds -	vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5; -	 -	/*  decrease value and saturation (that in HSV, not HSL) for occluded areas -	 * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html -	 * // The following line of code performs the equivalent of: -	 * float ambAlpha = tmpAmbient.a; -	 * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis -	 * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue); -	 * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha); -	 */ -	tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); - -	//haze color -        additive = -		vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) -     	          + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x -		  + tmpAmbient)); - -	//brightness of surface both sunlight and ambient -	sunlit = vec3(sunlight * .5); -	amblit = vec3(tmpAmbient * .25); -	additive *= vec3(1.0 - temp1); -} - | 
