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authorRider Linden <rider@lindenlab.com>2018-10-16 20:45:46 +0000
committerRider Linden <rider@lindenlab.com>2018-10-16 20:45:46 +0000
commit4af0b06ca6f10b4d37bab5fbc9768978b5d06298 (patch)
tree947e35030631bf584c357584a342524d060668f5 /indra/newview
parent6128b4ecba42cb13d38f094ca67e873362d6861f (diff)
parent822adebf898e87d88b4f2992acdc1e92b1ae7b4f (diff)
Merged in graham_linden/viewer-eep-graham (pull request #149)
Default
Diffstat (limited to 'indra/newview')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/transportF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/windlight/transportF.glsl2
13 files changed, 9 insertions, 43 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl
index c8ddefac26..f2d2300766 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl
@@ -38,8 +38,6 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);
-vec3 scaleDownLight(vec3 light);
-vec3 scaleUpLight(vec3 light);
VARYING vec3 vary_position;
VARYING vec3 vary_ambient;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
index caedd25221..fe69233e68 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
@@ -75,19 +75,23 @@ void main()
vec2 uv3 = vary_texcoord2.xy;
vec2 uv4 = vary_texcoord3.xy;
- vec2 disturbance = vec2(cloudNoise(uv1 / 16.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f);
+ vec2 disturbance = vec2(cloudNoise(uv1 / 8.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f);
+ vec2 disturbance2 = vec2(cloudNoise((uv1 + uv3) / 4.0f).x, cloudNoise((uv4 + uv2) / 8.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f);
// Offset texture coords
- uv1 += cloud_pos_density1.xy + disturbance; //large texture, visible density
+ uv1 += cloud_pos_density1.xy + (disturbance * 0.02); //large texture, visible density
uv2 += cloud_pos_density1.xy; //large texture, self shadow
- uv3 += cloud_pos_density2.xy + disturbance; //small texture, visible density
+ uv3 += cloud_pos_density2.xy; //small texture, visible density
uv4 += cloud_pos_density2.xy; //small texture, self shadow
+ float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y));
+
+ cloudDensity *= 1.0 - (density_variance * density_variance);
// Compute alpha1, the main cloud opacity
float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z;
- alpha1 = min(max(alpha1 + cloudDensity, 0.) * (10. + disturbance.y) * cloud_pos_density1.z, 1.);
+ alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10 * cloud_pos_density1.z, 1.);
// And smooth
alpha1 = 1. - alpha1 * alpha1;
@@ -101,7 +105,7 @@ void main()
// Compute alpha2, for self shadowing effect
// (1 - alpha2) will later be used as percentage of incoming sunlight
float alpha2 = (cloudNoise(uv2).x - 0.5);
- alpha2 = min(max(alpha2 + cloudDensity, 0.) * (2.5 + disturbance.x) * cloud_pos_density1.z, 1.);
+ alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.);
// And smooth
alpha2 = 1. - alpha2;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl
index 115b04797f..7fec3e03e7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl
@@ -36,9 +36,6 @@ void calcAtmospherics(vec3 inPositionEye);
vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);
-vec3 scaleDownLight(vec3 light);
-vec3 scaleUpLight(vec3 light);
-
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
index 8e899e3e0f..816bd0bf3e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
@@ -37,8 +37,6 @@ void calcAtmospherics(vec3 inPositionEye);
vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);
-vec3 scaleDownLight(vec3 light);
-vec3 scaleUpLight(vec3 light);
#ifdef WATER_FOG
VARYING vec3 vary_position;
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl
index 3f70a8935b..c16e3d50a2 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl
@@ -47,9 +47,3 @@ vec3 scaleDownLight(vec3 light)
return light;
}
-vec3 scaleUpLight(vec3 light)
-{
- /* stub function for fallback compatibility on class1 hardware */
- return light;
-}
-
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl
index 89b6a52909..9f68ca3dfa 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl
@@ -47,9 +47,3 @@ vec3 scaleDownLight(vec3 light)
return light;
}
-vec3 scaleUpLight(vec3 light)
-{
- /* stub function for fallback compatibility on class1 hardware */
- return light;
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
index 4ec5691a85..770f9a5f4f 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
@@ -26,9 +26,7 @@
vec3 getAdditiveColor();
vec3 getAtmosAttenuation();
-uniform sampler2D cloudMap;
uniform vec4 gamma;
-uniform vec4 cloud_pos_density1;
uniform vec4 lightnorm;
uniform vec4 sunlight_color;
uniform vec4 ambient;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl
index 3582759e62..63c683c99e 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl
@@ -42,8 +42,3 @@ vec3 scaleDownLightFrag(vec3 light)
return (light / scene_light_strength );
}
-vec3 scaleUpLightFrag(vec3 light)
-{
- return (light * scene_light_strength);
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl
index 62a034ce05..617704ff67 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl
@@ -54,8 +54,3 @@ vec3 scaleDownLight(vec3 light)
return (light / scene_light_strength );
}
-vec3 scaleUpLight(vec3 light)
-{
- return (light * scene_light_strength);
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
index 9627642b9d..976e5066dc 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
@@ -30,8 +30,6 @@
vec3 getAdditiveColor();
vec3 getAtmosAttenuation();
-uniform sampler2D cloudMap;
-uniform vec4 cloud_pos_density1;
uniform int no_atmo;
vec3 atmosFragTransport(vec3 light, vec3 atten, vec3 additive) {
diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
index dadff40933..b5dcd2eba2 100644
--- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
@@ -30,7 +30,6 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
-vec3 scaleUpLight(vec3 light);
uniform vec4 light_position[8];
uniform vec3 light_direction[8];
diff --git a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl
index fee1a7f311..c809a41a0f 100644
--- a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl
+++ b/indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl
@@ -26,9 +26,7 @@
vec3 getAdditiveColor();
vec3 getAtmosAttenuation();
-uniform sampler2D cloudMap;
uniform vec4 gamma;
-uniform vec4 cloud_pos_density1;
uniform vec4 lightnorm;
uniform vec4 sunlight_color;
uniform vec4 ambient;
diff --git a/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl
index e8e9c53c38..c2f4c43101 100644
--- a/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl
+++ b/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl
@@ -30,8 +30,6 @@
vec3 getAdditiveColor();
vec3 getAtmosAttenuation();
-uniform sampler2D cloudMap;
-uniform vec4 cloud_pos_density1;
uniform int no_atmo;
vec3 atmosFragTransport(vec3 light, vec3 atten, vec3 additive) {