diff options
author | Dave Parks <davep@lindenlab.com> | 2023-03-31 11:57:21 -0500 |
---|---|---|
committer | Dave Parks <davep@lindenlab.com> | 2023-03-31 11:57:21 -0500 |
commit | 0fe09bd968b987605123e99efb2fa040a988a942 (patch) | |
tree | b36099b7e1aeb5c698ff5594337f1ea8f65ef14a /indra/newview/app_settings | |
parent | c0958922c3b3015fd7f17781a79032050b2ed387 (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.glsl | 6 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class3/environment/waterF.glsl | 15 |
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); |