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authorGraham Linden <graham@lindenlab.com>2018-08-30 17:54:59 +0100
committerGraham Linden <graham@lindenlab.com>2018-08-30 17:54:59 +0100
commit6dd9dd3ab63cb0daa7682a400ff0408fd894ba77 (patch)
tree35b303a95601c39f0881c51a4f6f7753788c2d5e /indra/newview
parent51451e0b92177ee887ba8310e304bb30e90685a9 (diff)
MAINT-9064
Fix binding of current/next sun/moon textures. Remove redundant code in GLSLShader determination of tex uniform bindings. Unhack mix calls in sun/moon shaders to reverse sense of blending (was working around reversed bindings).
Diffstat (limited to 'indra/newview')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/moonF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/moonF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/sunDiscF.glsl2
-rw-r--r--indra/newview/lldrawpoolwlsky.cpp23
5 files changed, 15 insertions, 16 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
index 2bfc4f3d2f..e86bca3ddd 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
@@ -49,7 +49,7 @@ void main()
{
vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy);
vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy);
- vec4 c = mix(moonB, moonA, blend_factor);
+ vec4 c = mix(moonA, moonB, blend_factor);
c.rgb = pow(c.rgb, vec3(0.7f));
c.rgb = fullbrightAtmosTransport(c.rgb);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl
index bbc5049f1c..3557c0766e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl
@@ -45,7 +45,7 @@ void main()
{
vec4 sunDiscA = texture2D(diffuseMap, vary_texcoord0.xy);
vec4 sunDiscB = texture2D(altDiffuseMap, vary_texcoord0.xy);
- vec4 c = mix(sunDiscB, sunDiscA, blend_factor);
+ vec4 c = mix(sunDiscA, sunDiscB, blend_factor);
c.rgb = clamp(c.rgb, vec3(0), vec3(1));
c.rgb = pow(c.rgb, vec3(0.7f));
c.rgb = fullbrightAtmosTransport(c.rgb);
diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl
index 480a0e1dc4..933625986c 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl
@@ -49,7 +49,7 @@ void main()
{
vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy);
vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy);
- vec4 c = mix(moonB, moonA, blend_factor);
+ vec4 c = mix(moonA, moonB, blend_factor);
c.rgb = pow(c.rgb, vec3(0.45f));
c.rgb = fullbrightAtmosTransport(c.rgb);
diff --git a/indra/newview/app_settings/shaders/class1/windlight/sunDiscF.glsl b/indra/newview/app_settings/shaders/class1/windlight/sunDiscF.glsl
index 05251e7e96..3f2375ee4d 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/sunDiscF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/sunDiscF.glsl
@@ -45,7 +45,7 @@ void main()
{
vec4 sunA = texture2D(diffuseMap, vary_texcoord0.xy);
vec4 sunB = texture2D(altDiffuseMap, vary_texcoord0.xy);
- vec4 c = mix(sunB, sunA, blend_factor);
+ vec4 c = mix(sunA, sunB, blend_factor);
c.rgb = pow(c.rgb, vec3(0.7f));
c.rgb = fullbrightAtmosTransport(c.rgb);
c.rgb = fullbrightScaleSoftClip(c.rgb);
diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp
index 6b32c196dc..4bf47f4fd6 100644
--- a/indra/newview/lldrawpoolwlsky.cpp
+++ b/indra/newview/lldrawpoolwlsky.cpp
@@ -379,6 +379,9 @@ void LLDrawPoolWLSky::renderHeavenlyBodies()
LLViewerTexture* tex_a = face->getTexture(LLRender::DIFFUSE_MAP);
LLViewerTexture* tex_b = face->getTexture(LLRender::ALTERNATE_DIFFUSE_MAP);
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
+
// if we even have sun disc textures to work with...
if (tex_a || tex_b)
{
@@ -391,20 +394,18 @@ void LLDrawPoolWLSky::renderHeavenlyBodies()
if (tex_a && (!tex_b || (tex_a == tex_b)))
{
// Bind current and next sun textures
- gGL.getTexUnit(0)->bind(tex_a);
- gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
+ sun_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_a, LLTexUnit::TT_TEXTURE);
blend_factor = 0;
}
else if (tex_b && !tex_a)
{
- gGL.getTexUnit(0)->bind(tex_b);
- gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
+ sun_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_b, LLTexUnit::TT_TEXTURE);
blend_factor = 0;
}
else if (tex_b != tex_a)
{
- gGL.getTexUnit(0)->bind(tex_a);
- gGL.getTexUnit(1)->bind(tex_b);
+ sun_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_a, LLTexUnit::TT_TEXTURE);
+ sun_shader->bindTexture(LLShaderMgr::ALTERNATE_DIFFUSE_MAP, tex_b, LLTexUnit::TT_TEXTURE);
}
LLColor4 color(gSky.mVOSkyp->getSun().getInterpColor());
@@ -445,20 +446,18 @@ void LLDrawPoolWLSky::renderHeavenlyBodies()
if (tex_a && (!tex_b || (tex_a == tex_b)))
{
// Bind current and next sun textures
- gGL.getTexUnit(0)->bind(tex_a);
- gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
+ moon_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_a, LLTexUnit::TT_TEXTURE);
blend_factor = 0;
}
else if (tex_b && !tex_a)
{
- gGL.getTexUnit(0)->bind(tex_b);
- gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
+ moon_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_b, LLTexUnit::TT_TEXTURE);
blend_factor = 0;
}
else if (tex_b != tex_a)
{
- gGL.getTexUnit(0)->bind(tex_a);
- gGL.getTexUnit(1)->bind(tex_b);
+ moon_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_a, LLTexUnit::TT_TEXTURE);
+ moon_shader->bindTexture(LLShaderMgr::ALTERNATE_DIFFUSE_MAP, tex_b, LLTexUnit::TT_TEXTURE);
}
if (can_use_vertex_shaders)