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| author | Graham Linden <graham@lindenlab.com> | 2019-04-05 15:54:21 -0700 | 
|---|---|---|
| committer | Graham Linden <graham@lindenlab.com> | 2019-04-05 15:54:21 -0700 | 
| commit | fe589170d3faa5ca681baca7b9a664e2d851cd6e (patch) | |
| tree | 88123dcda34a308d05473dc17707d42d5f7b6014 /indra/newview/app_settings/shaders | |
| parent | fff2aecf7f96de9e53620887210487a48dd45580 (diff) | |
SL-10896
Fix deferred water soften prog lightnorm getting stomped with rotated lightnorm,
because it's a water shader and needs water atmo uniform values,
but it's a deferred lighting shader that needs not-so-rotated lightnorms.
Make sunlight_color not get auto-updated so we can get the correct value from mSunDiffuse.
Remove mix to preserve bumps as it was washing out shadows.
Diffstat (limited to 'indra/newview/app_settings/shaders')
4 files changed, 4 insertions, 4 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 68a735e813..6e693bd33b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -211,7 +211,7 @@ void main()      ambient = max(0.9, ambient); // keeps shadows dark      ambient = 1.0 - ambient; -    vec3 sun_contrib = mix(final_da, min(final_da, shadow), 0.1) * sunlit; +    vec3 sun_contrib = min(final_da, shadow) * sunlit;      color.rgb *= ambient;      color.rgb += sun_contrib; diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 8691e729ee..4a47311eb7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -308,7 +308,7 @@ void main()      ambient = max(0.9, ambient);      ambient = 1.0 - ambient; -    vec3 sun_contrib = mix(final_da, min(final_da, shadow), 0.1) * sunlit; +    vec3 sun_contrib = min(final_da, shadow) * sunlit;      col.rgb = amblit;      col.rgb *= ambient; diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 688e4e1d59..12115082a9 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -129,7 +129,7 @@ void main()          ambient = max(0.9, ambient);          ambient = 1.0 - ambient; -        vec3 sun_contrib = mix(final_da, min(scol, final_da), 0.1) * sunlit; +        vec3 sun_contrib = min(scol, final_da) * sunlit;          col.rgb = amblit;          col.rgb *= ambient; diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl index 7bfdb9f753..40c521cd2c 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl @@ -152,7 +152,7 @@ void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit,            + tmpAmbient));      //brightness of surface both sunlight and ambient -    sunlit = srgb_to_linear(sunlight.rgb); +    sunlit = vec3(sunlight.rgb* 0.5);      amblit = vec3(tmpAmbient * .25);      additive  = normalize(additive);      additive *= vec3(1.0 - exp(-temp2.z * distance_multiplier)) * 0.5; | 
