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authorDave Houlton <euclid@lindenlab.com>2020-06-08 16:42:34 -0600
committerAndrey Lihatskiy <alihatskiy@productengine.com>2020-06-13 08:31:01 +0300
commitea9afd66002dc3de45e9f2a5289a676e55372d59 (patch)
treec162ef5a9ce7551577550e6b098886a43ca1bfce /indra/newview/app_settings/shaders
parent4c8821df9da21e7b3b13d5a8e61df4faaa6ee219 (diff)
SL-13084 Combined commit for the EEP specular color fix
SL-13084: Fix clouds flipped along East/West axis to match texture preview Cloud Image and direction to match Cloud Scroll SL-13804: Fix clouds flipped along East/West axis to match texture preview Cloud Image and direction to match Cloud Scroll SL-13084: Fix inverted cloud scroll with ALM is off SL-13084: Move texture coords section to top in class2/windlight/cloudsV to match class1/deffered/cloudsV SL-13084: Add references to other common files
Diffstat (limited to 'indra/newview/app_settings/shaders')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl36
2 files changed, 26 insertions, 17 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
index caa4fe1f65..495daa2db6 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
@@ -70,15 +70,18 @@ uniform float cloud_scale;
// NOTE: Keep these in sync!
// indra\newview\app_settings\shaders\class1\deferred\skyV.glsl
// indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl
+// indra\newview\app-settings\shaders\class2\windlight\cloudsV.glsl
// indra\newview\lllegacyatmospherics.cpp
+// indra\newview\llsettingsvo.cpp
void main()
{
-
// World / view / projection
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
// Texture coords
- vary_texcoord0 = texcoord0;
+ // SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll
+ vary_texcoord0 = vec2( -texcoord0.x, texcoord0.y ); // See: LLSettingsVOSky::applySpecial
+
vary_texcoord0.xy -= 0.5;
vary_texcoord0.xy /= cloud_scale;
vary_texcoord0.xy += 0.5;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
index 2c1475d547..a4389f62dc 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
@@ -36,6 +36,7 @@ ATTRIBUTE vec2 texcoord0;
VARYING vec4 vary_CloudColorSun;
VARYING vec4 vary_CloudColorAmbient;
VARYING float vary_CloudDensity;
+
VARYING vec2 vary_texcoord0;
VARYING vec2 vary_texcoord1;
VARYING vec2 vary_texcoord2;
@@ -66,13 +67,31 @@ uniform vec4 cloud_color;
uniform float cloud_scale;
+// NOTE: Keep these in sync!
+// indra\newview\app_settings\shaders\class1\deferred\skyV.glsl
+// indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl
+// indra\newview\app-settings\shaders\class2\windlight\cloudsV.glsl
+// indra\newview\lllegacyatmospherics.cpp
+// indra\newview\llsettingsvo.cpp
void main()
{
-
// World / view / projection
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- vary_texcoord0 = texcoord0;
+ // Texture coords
+ // SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll
+ vary_texcoord0 = vec2( -texcoord0.x, texcoord0.y ); // See: LLSettingsVOSky::applySpecial
+
+ vary_texcoord0.xy -= 0.5;
+ vary_texcoord0.xy /= cloud_scale;
+ vary_texcoord0.xy += 0.5;
+
+ vary_texcoord1 = vary_texcoord0;
+ vary_texcoord1.x += lightnorm.x * 0.0125;
+ vary_texcoord1.y += lightnorm.z * 0.0125;
+
+ vary_texcoord2 = vary_texcoord0 * 16.;
+ vary_texcoord3 = vary_texcoord1 * 16.;
// Get relative position
vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
@@ -175,19 +194,6 @@ void main()
vary_CloudDensity = 2. * (cloud_shadow - 0.25);
- // Texture coords
- vary_texcoord0 = texcoord0;
- vary_texcoord0.xy -= 0.5;
- vary_texcoord0.xy /= cloud_scale;
- vary_texcoord0.xy += 0.5;
-
- vary_texcoord1 = vary_texcoord0;
- vary_texcoord1.x += lightnorm.x * 0.0125;
- vary_texcoord1.y += lightnorm.z * 0.0125;
-
- vary_texcoord2 = vary_texcoord0 * 16.;
- vary_texcoord3 = vary_texcoord1 * 16.;
-
// Combine these to minimize register use
vary_CloudColorAmbient += oHazeColorBelowCloud;