diff options
author | Graham Linden <graham@lindenlab.com> | 2019-05-07 15:36:43 -0700 |
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committer | Graham Linden <graham@lindenlab.com> | 2019-05-07 15:36:43 -0700 |
commit | a1e8042c1f2f1ab0ed5b6040535348974e659556 (patch) | |
tree | 6dc73e850b3f3be2d202ede8fee351302bd582ee /indra/newview | |
parent | 570bbdb779f5e4be0c1804862bdffc9c5a1beb1b (diff) |
SL-11055, SL-10966, SL-11087
Make haze look more like WL.
Make lack of sun and moon mean black and fixed dir to prevent spooky underlighting.
Diffstat (limited to 'indra/newview')
8 files changed, 33 insertions, 16 deletions
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index a3041fccdc..6788cc1f63 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -68,7 +68,7 @@ void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, o vec4 light_atten; float dens_mul = density_multiplier; - float dist_mul = distance_multiplier * 0.1; + float dist_mul = distance_multiplier; //sunlight attenuation effect (hue and brightness) due to atmosphere //this is used later for sunlight modulation at various altitudes diff --git a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl index bd0ca0a46e..eb95890e08 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl @@ -44,6 +44,7 @@ uniform float haze_density; uniform float cloud_shadow; uniform float density_multiplier; +uniform float distance_multiplier; uniform float max_y; uniform vec4 glow; @@ -117,7 +118,8 @@ void main() vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; vec4 light_atten; - float dens_mul = density_multiplier * 0.45; + float dens_mul = density_multiplier; + float dist_mul = distance_multiplier; // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes @@ -139,8 +141,7 @@ void main() // Transparency (-> temp1) // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati // compiler gets confused. - temp1 = exp(-temp1 * temp2.z); - + temp1 = exp(-temp1 * temp2.z * dist_mul); // Compute haze glow temp2.x = dot(Pn, lightnorm.xyz); diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl index 36703ea742..9db04f4e9a 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl @@ -37,6 +37,8 @@ uniform vec4 blue_density; uniform float haze_horizon; uniform float haze_density; uniform float cloud_shadow; +uniform float density_multiplier; +uniform float distance_multiplier; uniform float max_y; uniform vec4 glow; uniform float scene_light_strength; @@ -53,7 +55,7 @@ vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten) return light; } light *= atten.r; - light += additive * exp(-1.0f); + light += additive; return light * 2.0; } diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl index 1de919bf30..396ceacd19 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl @@ -86,14 +86,14 @@ void main() 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 * 0.02); //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; //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); + cloudDensity *= 1.0 - (density_variance * density_variance); // Compute alpha1, the main cloud opacity @@ -104,7 +104,7 @@ void main() alpha1 = 1. - alpha1 * alpha1; alpha1 = 1. - alpha1 * alpha1; - //alpha1 *= altitude_blend_factor; + alpha1 *= altitude_blend_factor; //if (alpha1 < 0.001f) //{ diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl index 43500bc5e3..aaf995af3c 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl @@ -57,6 +57,7 @@ uniform float haze_density; uniform float cloud_shadow; uniform float density_multiplier; +uniform float distance_multiplier; uniform float max_y; uniform vec4 glow; @@ -103,7 +104,8 @@ void main() vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; vec4 light_atten; - float dens_mul = density_multiplier * 0.45; + float dens_mul = density_multiplier; + float dist_mul = distance_multiplier; // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes @@ -125,8 +127,7 @@ void main() // Transparency (-> temp1) // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati // compiler gets confused. - temp1 = exp(-temp1 * temp2.z); - + temp1 = exp(-temp1 * temp2.z * dist_mul); // Compute haze glow temp2.x = dot(Pn, lightnorm.xyz); diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl index f6bef3e6bc..a23a5d4076 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl @@ -49,6 +49,7 @@ uniform float haze_density; uniform float cloud_shadow; uniform float density_multiplier; +uniform float distance_multiplier; uniform float max_y; uniform vec4 glow; @@ -109,7 +110,7 @@ void main() // Transparency (-> temp1) // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati // compiler gets confused. - temp1 = exp(-temp1 * temp2.z); + temp1 = exp(-temp1 * temp2.z * distance_multiplier); // Compute haze glow diff --git a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl index 69267621a3..48c883d98a 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl @@ -31,8 +31,8 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color); vec4 calcLighting(vec3 pos, vec3 norm, vec4 color) { - vec4 c = sumLights(pos, norm, color * 2.0); + vec4 c = sumLights(pos, norm, color); c.rgb += atmosAmbient() * color.rgb; - return c * 2.0; + return c; } diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index c57b267c92..211993fb46 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -6203,7 +6203,8 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) gGL.setAmbientLightColor(ambient); } - bool sun_up = environment.getIsSunUp(); + bool sun_up = environment.getIsSunUp(); + bool moon_up = environment.getIsMoonUp(); // Light 0 = Sun or Moon (All objects) { @@ -6212,7 +6213,9 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) mSunDir.setVec(sun_dir); mMoonDir.setVec(moon_dir); - mSunDiffuse.setVec(psky->getSunDiffuse()); + + // calculates diffuse sunlight per-pixel downstream, just provide setting sunlight_color + mSunDiffuse.setVec(psky->getSunlightColor()); mMoonDiffuse.setVec(psky->getMoonDiffuse()); F32 max_color = llmax(mSunDiffuse.mV[0], mSunDiffuse.mV[1], mSunDiffuse.mV[2]); @@ -6229,6 +6232,15 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) } mMoonDiffuse.clamp(); + // prevent underlighting from having neither lightsource facing us + if (!sun_up && !moon_up) + { + mSunDiffuse.setVec(LLColor4(0.0, 0.0, 0.0, 1.0)); + mMoonDiffuse.setVec(LLColor4(0.0, 0.0, 0.0, 1.0)); + mSunDir.setVec(LLVector4(0.0, 1.0, 0.0, 0.0)); + mMoonDir.setVec(LLVector4(0.0, 1.0, 0.0, 0.0)); + } + LLVector4 light_dir = sun_up ? mSunDir : mMoonDir; mHWLightColors[0] = mSunDiffuse; |