diff options
author | Graham Linden <graham@lindenlab.com> | 2019-04-25 13:02:24 -0700 |
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committer | Graham Linden <graham@lindenlab.com> | 2019-04-25 13:02:24 -0700 |
commit | 5766325290974ee2cfa30fd655060ef396d1e87a (patch) | |
tree | 3a75f4bd27f5aeb51f4bad0b1235603d924540c9 /indra/newview/app_settings | |
parent | 48ed3f9318cf3750f1c4f72d1e7195f06d06e53c (diff) |
SL-10904, SL-10998, SL-11018
Fix handling of 1/light_y when y was tiny but getting even tinier.
Add similar adjustment to shader version of same calc.
Diffstat (limited to 'indra/newview/app_settings')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl | 4 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl | 8 |
2 files changed, 5 insertions, 7 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 8709053ac6..300900a9e5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -229,13 +229,11 @@ vec3 post_diffuse = color.rgb; //color.rgb = mix(diff.rgb, color.rgb, final_alpha); - color.rgb = atmosFragLighting(color.rgb, additive, atten); + color.rgb = atmosFragLighting(color.rgb, additive, atten) * 2.0; color.rgb = scaleSoftClipFrag(color.rgb); vec4 light = vec4(0,0,0,0); -vec3 prelight_linearish_maybe = srgb_to_linear(color.rgb); - #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diff.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 * 0.5); LIGHT_LOOP(1) diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index 09fb3e4c8a..93513acabe 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -81,12 +81,12 @@ void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, o haze_weight = vec4(haze_density) / temp1; //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) - temp2.y = max(0.0, tmpLightnorm.z); - if (temp2.y > 0.001f) + temp2.y = max(0.0, tmpLightnorm.y); + if (abs(temp2.y) > 0.000001f) { - temp2.y = 1. / temp2.y; + temp2.y = 1. / abs(temp2.y); } - temp2.y = max(0.001f, temp2.y); + temp2.y = max(0.0000001f, temp2.y); sunlight *= exp(-light_atten * temp2.y); // main atmospheric scattering line integral |