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authorGraham Linden <graham@lindenlab.com>2019-06-11 13:03:06 -0700
committerGraham Linden <graham@lindenlab.com>2019-06-11 13:03:06 -0700
commit653133b9c035e7c34563b199e991189ca3046092 (patch)
treeb5d7b99fc3cacb7f887263edf744463006d9eb1a /indra/newview
parentc15baecbfbc9baffdeb6ec53b7e4090470514657 (diff)
SL-11370, SL-11372, SL-11337
Fix culling on Low+ water reflection pass. Make Mid+ / High use class1 deferred sky again (no rainbows, but faster!). Fix setting of cloud color for deferred sky/cloud shaders. Put water reflections back in wrong colorspace for consistency with release.
Diffstat (limited to 'indra/newview')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyV.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/waterF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/skyF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl11
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl7
-rw-r--r--indra/newview/lldrawpoolwlsky.cpp5
-rw-r--r--indra/newview/llviewershadermgr.cpp8
19 files changed, 54 insertions, 32 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index b4de492abc..7dc2fb4cc0 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -239,7 +239,7 @@ void main()
vec3 sun_contrib = min(final_da, shadow) * sunlit;
#if !defined(AMBIENT_KILL)
- color.rgb = amblit * 2.0;
+ color.rgb = amblit;
color.rgb *= ambient;
#endif
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
index 6ff97fd1e9..d6bd0a7917 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
@@ -55,7 +55,6 @@ VARYING float altitude_blend_factor;
/// Soft clips the light with a gamma correction
vec3 scaleSoftClip(vec3 light);
-vec3 linear_to_srgb(vec3 c);
vec4 cloudNoise(vec2 uv)
{
@@ -121,10 +120,13 @@ void main()
color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient);
color.rgb= max(vec3(0), color.rgb);
color.rgb *= 2.0;
+ color.rgb = scaleSoftClip(color.rgb);
/// Gamma correct for WL (soft clip effect).
- frag_data[0] = vec4(scaleSoftClip(color.rgb), alpha1);
+ frag_data[0] = vec4(color.rgb, alpha1);
frag_data[1] = vec4(0.0,0.0,0.0,0.0);
- frag_data[2] = vec4(0,0,1,0);
+ frag_data[2] = vec4(0,0,0,1);
+
+ gl_FragDepth = 0.99995f;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 1f0fa97297..571d0dd17a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -326,7 +326,7 @@ void main()
vec3 sun_contrib = min(final_da, shadow) * sunlit;
#if !defined(AMBIENT_KILL)
- color.rgb = amblit * 2.0;
+ color.rgb = amblit;
color.rgb *= ambient;
#endif
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
index 367680556a..3607f5a086 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
@@ -58,6 +58,7 @@ uniform mat4 inv_proj;
vec4 getPosition(vec2 pos_screen);
vec3 getNorm(vec2 pos_screen);
+vec3 srgb_to_linear(vec3 c);
void main()
{
@@ -77,6 +78,7 @@ void main()
vec4 spec = texture2DRect(specularRect, frag.xy);
vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb;
+ diff.rgb = srgb_to_linear(diff.rgb);
float noise = texture2D(noiseMap, frag.xy/128.0).b;
vec3 npos = normalize(-pos);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
index c81d633880..e28506dcff 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
@@ -178,6 +178,8 @@ void main()
vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
+ diff_tex.rgb = srgb_to_linear(diff_tex.rgb);
+
vec3 dlit = vec3(0, 0, 0);
float noise = texture2D(noiseMap, frag.xy/128.0).b;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
index 73bc1141b0..b3ce1ce2e0 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
@@ -89,6 +89,7 @@ void main()
float noise = texture2D(noiseMap, frag.xy/128.0).b;
vec3 col = texture2DRect(diffuseRect, frag.xy).rgb;
+
float fa = falloff+1.0;
float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
dist_atten *= dist_atten;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
index 72b7aa9036..894ce8a5e9 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
@@ -41,6 +41,8 @@ uniform vec4 gamma;
/// Soft clips the light with a gamma correction
vec3 scaleSoftClip(vec3 light);
+vec3 srgb_to_linear(vec3 c);
+vec3 linear_to_srgb(vec3 c);
void main()
{
@@ -51,10 +53,12 @@ void main()
vec4 color;
color = vary_HazeColor;
- color *= 2.;
+ color.rgb *= 2.0f;
+ //color.rgb = scaleSoftClip(color.rgb);
+ //color.rgb = linear_to_srgb(color.rgb);
/// Gamma correct for WL (soft clip effect).
- frag_data[0] = vec4(scaleSoftClip(color.rgb), 1.0);
+ frag_data[0] = vec4(color.rgb, 1.0);
frag_data[1] = vec4(0.0,0.0,0.0,0.0);
frag_data[2] = vec4(0.5,0.5,0.0,1.0); //1.0 in norm.w masks off fog
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
index 1ab0bc4c20..bdc2a676da 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/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;
@@ -88,6 +89,7 @@ void main()
vec4 light_atten;
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
@@ -109,7 +111,7 @@ 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
@@ -153,7 +155,7 @@ void main()
// At horizon, blend high altitude sky color towards the darker color below the clouds
vary_HazeColor += (additiveColorBelowCloud - vary_HazeColor) * (1. - sqrt(temp1));
-
+
// won't compile on mac without this being set
//vary_AtmosAttenuation = vec3(0.0,0.0,0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 8c0f74d679..aa55b36d4a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -111,8 +111,8 @@ void main()
vec3 sun_contrib = final_da * sunlit;
#if !defined(AMBIENT_KILL)
- color.rgb = amblit;
- color.rgb *= ambient;
+ color.rgb = amblit * 2.0;
+ color.rgb *= ambient * 0.5;
#endif
vec3 post_ambient = color.rgb;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
index 55c740d100..5e985618f7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
@@ -177,6 +177,8 @@ void main()
float da = dot(norm, lv);
vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
+ diff_tex.rgb = srgb_to_linear(diff_tex.rgb);
+
vec4 spec = texture2DRect(specularRect, frag.xy);
float noise = texture2D(noiseMap, frag.xy/128.0).b;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
index a9161b2a20..fd5b6989eb 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
@@ -144,7 +144,6 @@ void main()
vec4 baseCol = texture2D(refTex, refvec4);
refcol = mix(baseCol*df2, refcol, dweight);
- refcol.rgb = srgb_to_linear(refcol.rgb);
//get specular component
float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
@@ -159,7 +158,7 @@ void main()
//mix with reflection
// Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug
- color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.4 + 0.6);
+ color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.999999);
vec4 pos = vary_position;
@@ -167,7 +166,7 @@ void main()
//color.rgb = atmosTransport(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
-
+
color.a = spec * sunAngle2;
vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz);
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
index f033c0e7c4..4e550b8284 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
@@ -150,11 +150,9 @@ void main()
//mix with reflection
// Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug
- color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.4 + 0.6);
+ color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.9999999);
color.rgb += spec * specular;
-
- //color.rgb = atmosTransport(color.rgb);
- color.rgb = scaleSoftClip(color.rgb * 0.5);
+
color.a = spec * sunAngle2;
#if defined(WATER_EDGE)
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl
index 751e7da53d..5e39d1629d 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl
@@ -35,7 +35,7 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color)
vec4 c = sumLights(pos, norm, color);
#if !defined(AMBIENT_KILL)
- c.rgb += atmosAmbient() * color.rgb * getAmbientClamp();
+ c.rgb += atmosAmbient() * color.rgb * 0.5 * getAmbientClamp();
#endif
return c;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
index bcce4c041a..8cad21d5b4 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
@@ -191,7 +191,8 @@ void main()
float da = dot(norm, lv);
vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
-
+ diff_tex.rgb = srgb_to_linear(diff_tex.rgb);
+
vec4 spec = texture2DRect(specularRect, frag.xy);
vec3 dlit = vec3(0, 0, 0);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl
index 921f87cf14..0f33bac3c6 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl
@@ -88,7 +88,6 @@ vec3 halo22(float d)
/// Soft clips the light with a gamma correction
vec3 scaleSoftClip(vec3 light);
-vec3 srgb_to_linear(vec3 c);
void main()
{
@@ -198,7 +197,6 @@ void main()
color.rgb *= 2.;
color.rgb = scaleSoftClip(color.rgb);
- color.rgb = srgb_to_linear(color.rgb);
/// Gamma correct for WL (soft clip effect).
frag_data[0] = vec4(color.rgb, 1.0);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index da85786317..53cdce4cb1 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -91,8 +91,8 @@ void main()
float final_da = da;
final_da = clamp(final_da, 0.0, 1.0);
- vec4 diffuse_linear = texture2DRect(diffuseRect, tc);
- vec4 diffuse_srgb = vec4(linear_to_srgb(diffuse_linear.rgb), diffuse_linear.a);
+ vec4 diffuse_srgb = texture2DRect(diffuseRect, tc);
+ vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a);
// clamping to alpha value kills underwater shadows...
//scol = max(scol_ambocc.r, diffuse_linear.a);
@@ -120,7 +120,7 @@ void main()
#if !defined(AMBIENT_KILL)
color.rgb = amblit * 2.0;
- color.rgb *= ambient;
+ color.rgb *= ambient * 0.5;
#endif
vec3 post_ambient = color.rgb;
@@ -131,7 +131,7 @@ vec3 post_ambient = color.rgb;
vec3 post_sunlight = color.rgb;
- color.rgb *= diffuse_linear.rgb;
+ color.rgb *= diffuse_srgb.rgb;
vec3 post_diffuse = color.rgb;
@@ -183,8 +183,10 @@ vec3 post_env = color.rgb;
if (norm.w < 1)
{
+#if !defined(SUNLIGHT_KILL)
color = atmosFragLighting(color, additive, atten);
color = scaleSoftClipFrag(color);
+#endif
}
vec3 post_atmo = color.rgb;
@@ -216,6 +218,7 @@ vec3 post_atmo = color.rgb;
//color.rgb = vec3(final_da);
//color.rgb = vec3(ambient);
//color.rgb = vec3(scol);
+//color.rgb = diffuse_linear.rgb;
frag_color.rgb = color.rgb;
frag_color.a = bloom;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
index 396ceacd19..e7ae2d52e3 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
@@ -123,11 +123,12 @@ void main()
// Combine
vec4 color;
color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient);
- color *= 2.;
+ color.rgb *= 2.;
+ color.rgb = scaleSoftClip(color.rgb);
/// Gamma correct for WL (soft clip effect).
- frag_data[0] = vec4(scaleSoftClip(color.rgb), alpha1);
+ frag_data[0] = vec4(color.rgb, alpha1);
frag_data[1] = vec4(0.0,0.0,0.0,0.0);
- frag_data[2] = vec4(0,0,1,0);
+ frag_data[2] = vec4(0,0,0,1);
}
diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp
index 0542e39db4..22fb38f2eb 100644
--- a/indra/newview/lldrawpoolwlsky.cpp
+++ b/indra/newview/lldrawpoolwlsky.cpp
@@ -43,6 +43,7 @@
#include "pipeline.h"
#include "llsky.h"
#include "llvowlsky.h"
+#include "llsettingsvo.h"
static LLStaticHashedString sCamPosLocal("camPosLocal");
static LLStaticHashedString sCustomAlpha("custom_alpha");
@@ -181,6 +182,8 @@ void LLDrawPoolWLSky::renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 ca
sky_shader->bindTexture(LLShaderMgr::RAINBOW_MAP, rainbow_tex);
sky_shader->bindTexture(LLShaderMgr::HALO_MAP, halo_tex);
+ ((LLSettingsVOSky*)psky.get())->updateShader(sky_shader);
+
F32 moisture_level = (float)psky->getSkyMoistureLevel();
F32 droplet_radius = (float)psky->getSkyDropletRadius();
F32 ice_level = (float)psky->getSkyIceLevel();
@@ -397,6 +400,8 @@ void LLDrawPoolWLSky::renderSkyCloudsDeferred(const LLVector3& camPosLocal, F32
cloudshader->uniform1f(LLShaderMgr::CLOUD_VARIANCE, cloud_variance);
cloudshader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, psky->getSunMoonGlowFactor());
+ ((LLSettingsVOSky*)psky.get())->updateShader(cloudshader);
+
/// Render the skydome
renderDome(camPosLocal, camHeightLocal, cloudshader);
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index ea43203f1c..21de974ad5 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -1744,6 +1744,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredLightProgram.mName = "Deferred Light Shader";
gDeferredLightProgram.mFeatures.isDeferred = true;
gDeferredLightProgram.mFeatures.hasShadows = true;
+ gDeferredLightProgram.mFeatures.hasSrgb = true;
gDeferredLightProgram.mShaderFiles.clear();
gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB));
@@ -1778,6 +1779,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredMultiLightProgram[i].mName = llformat("Deferred MultiLight Shader %d", i);
gDeferredMultiLightProgram[i].mFeatures.isDeferred = true;
gDeferredMultiLightProgram[i].mFeatures.hasShadows = true;
+ gDeferredMultiLightProgram[i].mFeatures.hasSrgb = true;
gDeferredMultiLightProgram[i].clearPermutations();
gDeferredMultiLightProgram[i].mShaderFiles.clear();
@@ -2693,7 +2695,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredWLSkyProgram.mShaderLevel = mShaderLevel[SHADER_WINDLIGHT];
+ gDeferredWLSkyProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredWLSkyProgram.mShaderGroup = LLGLSLShader::SG_SKY;
success = gDeferredWLSkyProgram.createShader(NULL, NULL);
@@ -2711,7 +2713,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredWLCloudProgram.mShaderLevel = mShaderLevel[SHADER_WINDLIGHT];
+ gDeferredWLCloudProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredWLCloudProgram.mShaderGroup = LLGLSLShader::SG_SKY;
success = gDeferredWLCloudProgram.createShader(NULL, NULL);
llassert(success);
@@ -4096,11 +4098,11 @@ BOOL LLViewerShaderMgr::loadShadersWindLight()
if (success)
{
gWLSkyProgram.mName = "Windlight Sky Shader";
- //gWLSkyProgram.mFeatures.hasGamma = true;
gWLSkyProgram.mShaderFiles.clear();
gWLSkyProgram.mFeatures.calculatesAtmospherics = true;
gWLSkyProgram.mFeatures.hasTransport = true;
gWLSkyProgram.mFeatures.hasGamma = true;
+ gWLSkyProgram.mFeatures.hasSrgb = true;
gWLSkyProgram.mShaderFiles.push_back(make_pair("windlight/skyV.glsl", GL_VERTEX_SHADER_ARB));
gWLSkyProgram.mShaderFiles.push_back(make_pair("windlight/skyF.glsl", GL_FRAGMENT_SHADER_ARB));
gWLSkyProgram.mShaderLevel = mShaderLevel[SHADER_WINDLIGHT];