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authorGraham Linden <graham@lindenlab.com>2019-05-29 15:57:24 -0700
committerGraham Linden <graham@lindenlab.com>2019-05-29 15:57:24 -0700
commit2f2cf6d855e1e5977ef0ed3583238636e890220a (patch)
tree23469b9f26f53271d3df526aa8f9c767383d833f /indra/newview/app_settings
parenta00dd2837d92ffc1b3732fb2df273bb3759eed90 (diff)
SL-10969
Modify ambient handling and forward projector lighting again to stamp out alpha fires.
Diffstat (limited to 'indra/newview/app_settings')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl21
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class3/lighting/lightV.glsl2
6 files changed, 18 insertions, 26 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 2b5509400e..93359e0d4c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -102,8 +102,6 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
return col;
}
- dist /= la;
-
/* clip to projector bounds
vec4 proj_tc = proj_mat * lp;
@@ -117,16 +115,17 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
return col;
}*/
- fa += 1.0;
- if (dist > 0.0 && la > 0.0 && fa > 0.0)
+ if (dist > 0.0 && la > 0.0)
{
+ dist /= la;
+
//normalize light vector
lv = normalize(lv);
//distance attenuation
float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
dist_atten *= dist_atten;
- dist_atten *= 2.0f;
+ //dist_atten *= 2.0f;
if (dist_atten <= 0.0)
{
@@ -177,14 +176,14 @@ void main()
#ifdef USE_DIFFUSE_TEX
vec4 diffuse_srgb = texture2D(diffuseMap,vary_texcoord0.xy);
- vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a);
#endif
#ifdef USE_INDEXED_TEX
- vec4 diffuse_linear = diffuseLookup(vary_texcoord0.xy);
- vec4 diffuse_srgb = vec4(linear_to_srgb(diffuse_linear.rgb), diffuse_linear.a);
+ vec4 diffuse_srgb = diffuseLookup(vary_texcoord0.xy);
#endif
+ vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a);
+
#ifdef FOR_IMPOSTOR
vec4 color;
color.rgb = diffuse_srgb.rgb;
@@ -236,9 +235,7 @@ void main()
float ambient = da;
ambient *= 0.5;
ambient *= ambient;
-
- float ambient_clamp = getAmbientClamp() + 0.1;
- ambient = (1.0 - ambient) * ambient_clamp;
+ ambient = (1.0 - ambient);
vec3 sun_contrib = min(final_da, shadow) * sunlit;
@@ -268,7 +265,7 @@ vec3 post_atmo = color.rgb;
// to linear!
color.rgb = srgb_to_linear(color.rgb);
- #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diffuse_srgb.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w);
+ #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diffuse_linear.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w);
LIGHT_LOOP(1)
LIGHT_LOOP(2)
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index c3ca9a6904..4701157909 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -112,8 +112,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
return col;
}*/
- fa += 1.0;
- if (dist > 0.0 && la > 0.0 && fa > 0.0)
+ if (dist > 0.0 && la > 0.0)
{
//normalize light vector
lv = normalize(lv);
@@ -121,7 +120,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
//distance attenuation
float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
dist_atten *= dist_atten;
- dist_atten *= 2.0f;
+ //dist_atten *= 2.0f;
if (dist_atten <= 0.0)
{
@@ -328,9 +327,7 @@ void main()
float ambient = da;
ambient *= 0.5;
ambient *= ambient;
-
- float ambient_clamp = getAmbientClamp() + 0.1;
- ambient = (1.0 - ambient) * ambient_clamp;
+ ambient = (1.0 - ambient);
vec3 sun_contrib = min(final_da, shadow) * sunlit;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 39d14314cc..e07b31b3c1 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -106,10 +106,7 @@ void main()
float ambient = da;
ambient *= 0.5;
ambient *= ambient;
-
ambient = (1.0 - ambient);
- float ambient_clamp = getAmbientClamp() + 0.1;
- ambient *= ambient_clamp;
vec3 sun_contrib = final_da * sunlit;
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
index 55ffbdcc46..a702b8d510 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
@@ -138,6 +138,6 @@ void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, o
//brightness of surface both sunlight and ambient
sunlit = sunlight.rgb * 0.5;
- amblit = tmpAmbient.rgb * .25;
+ amblit = tmpAmbient.rgb * .5;
additive *= vec3(1.0 - temp1);
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 7f83e168bb..35018360ac 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -114,10 +114,7 @@ void main()
float ambient = da;
ambient *= 0.5;
ambient *= ambient;
-
- float ambient_clamp = getAmbientClamp() + 0.1;
ambient = (1.0 - ambient);
- ambient *= ambient_clamp;
vec3 sun_contrib = min(scol, final_da) * sunlit;
@@ -161,7 +158,9 @@ vec3 post_diffuse = color.rgb;
vec3 sp = sun_contrib*scontrib / 16.0;
sp = clamp(sp, vec3(0), vec3(1));
bloom += dot(sp, sp) / 6.0;
+#if !defined(SUNLIGHT_KILL)
color += sp * spec.rgb;
+#endif
}
}
@@ -175,7 +174,9 @@ vec3 post_diffuse = color.rgb;
{ //add environmentmap
vec3 env_vec = env_mat * refnormpersp;
vec3 reflected_color = textureCube(environmentMap, env_vec).rgb;
+#if !defined(SUNLIGHT_KILL)
color = mix(color.rgb, reflected_color, envIntensity);
+#endif
}
vec3 post_env = color.rgb;
diff --git a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl
index eca8515212..6918ac3b8c 100644
--- a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl
+++ b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl
@@ -35,7 +35,7 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color)
vec4 c = sumLights(pos, norm, color);
#if !defined(AMBIENT_KILL)
- c.rgb += atmosAmbient() * color.rgb * getAmbientClamp();
+ c.rgb += atmosAmbient() * color.rgb * 0.5 * getAmbientClamp();
#endif
return c;