summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings
diff options
context:
space:
mode:
authorDave Parks <davep@lindenlab.com>2023-03-31 11:57:21 -0500
committerDave Parks <davep@lindenlab.com>2023-03-31 11:57:21 -0500
commit0fe09bd968b987605123e99efb2fa040a988a942 (patch)
treeb36099b7e1aeb5c698ff5594337f1ea8f65ef14a /indra/newview/app_settings
parentc0958922c3b3015fd7f17781a79032050b2ed387 (diff)
SL-19485 Fix for sun shadows having no effect on water. Make sphere probes fade in.
Diffstat (limited to 'indra/newview/app_settings')
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class3/environment/waterF.glsl15
2 files changed, 14 insertions, 7 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
index 677d83a1fe..e73e396b8e 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
@@ -433,13 +433,15 @@ void boxIntersectDebug(vec3 origin, vec3 pos, int i, inout vec4 col)
// dw - distance weight
float sphereWeight(vec3 pos, vec3 dir, vec3 origin, float r, int i, out float dw)
{
- float r1 = r * 0.5; // 50% of radius (outer sphere to start interpolating down)
+ float r1 = r * 0.5; // 50% of radius (outer sphere to start interpolating down)
vec3 delta = pos.xyz - origin;
float d2 = max(length(delta), 0.001);
float atten = 1.0 - max(d2 - r1, 0.0) / max((r - r1), 0.001);
float w = 1.0 / d2;
-
+
+ w *= refParams[i].z;
+
dw = w * atten * max(r, 1.0)*4;
w *= atten;
diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
index 7524567f6b..9da86759c9 100644
--- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
@@ -25,10 +25,10 @@
// class3/environment/waterF.glsl
-#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
+
+#ifdef HAS_SUN_SHADOW
+float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
#endif
vec3 scaleSoftClipFragLinear(vec3 l);
@@ -199,6 +199,12 @@ void main()
vec3 additive;
vec3 atten;
+ float shadow = 1.0f;
+
+#ifdef HAS_SUN_SHADOW
+ shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, distort);
+#endif
+
calcAtmosphericVarsLinear(pos.xyz, wavef, vary_light_dir, sunlit, amblit, additive, atten);
vec3 sunlit_linear = srgb_to_linear(sunlit);
@@ -241,7 +247,6 @@ void main()
vec3 v = -normalize(pos.xyz);
- float scol = 1.0;
vec3 colorEmissive = vec3(0);
float ao = 1.0;
vec3 light_dir = transform_normal(lightDir);
@@ -253,7 +258,7 @@ void main()
vec3 punctual = pbrPunctual(vec3(0), specularColor, 0.1, metallic, normalize(wavef+up*max(dist, 32.0)/32.0*(1.0-vdu)), v, normalize(light_dir));
- vec3 color = punctual * sunlit_linear * 2.75 * scol;
+ vec3 color = punctual * sunlit_linear * 2.75 * shadow;
vec3 ibl = pbrIbl(vec3(0), vec3(1), radiance, vec3(0), ao, NdotV, 0.0);