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authorRider Linden <rider@lindenlab.com>2018-11-20 11:00:18 -0800
committerRider Linden <rider@lindenlab.com>2018-11-20 11:00:18 -0800
commit6c8eebf76209489010694a4e0af8d911e9606498 (patch)
treede1b57f8f97d184cc64a837c22cc7b355949af16 /indra/newview
parent29130c5483146d4d27272ef12e986520778ca2c8 (diff)
parentdb424c0de3e3803155f0c18376466e8e57beba58 (diff)
Merge
Diffstat (limited to 'indra/newview')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl184
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl158
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/transportF.glsl16
-rw-r--r--indra/newview/llviewershadermgr.cpp2
-rw-r--r--indra/newview/llvosky.cpp7
-rw-r--r--indra/newview/skins/default/xui/en/panel_settings_sky_clouds.xml9
17 files changed, 228 insertions, 225 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
index b810bb4fd1..43f0034874 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
@@ -86,6 +86,8 @@ vec4 getPosition(vec2 pos_screen)
return pos;
}
+#if USE_DEFERRED_SHADER_API
+
vec4 getPositionWithDepth(vec2 pos_screen, float depth)
{
vec2 sc = getScreenCoordinate(pos_screen);
@@ -285,3 +287,5 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen)
return min(ret, 1.0);
}
+#endif
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
index cbc19bbba3..8791469675 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
@@ -45,7 +45,7 @@ vec3 linear_to_srgb(vec3 cl);
void main()
{
vec4 diff = texture2DRect(diffuseRect, vary_fragcoord);
- diff.rgb = linear_to_srgb(diff.rgb);
+ diff.rgb = pow(diff.rgb, vec3(display_gamma));
frag_color = diff;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 18259ed9ed..5813dd84ee 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -41,7 +41,7 @@ uniform sampler2DRect normalMap;
uniform sampler2DRect lightMap;
uniform sampler2DRect depthMap;
uniform samplerCube environmentMap;
-uniform sampler2D lightFunc;
+uniform sampler2D lightFunc;
uniform float blur_size;
uniform float blur_fidelity;
@@ -78,114 +78,106 @@ vec3 fullbrightScaleSoftClip(vec3 l);
vec4 getPosition_d(vec2 pos_screen, float depth)
{
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
}
vec4 getPosition(vec2 pos_screen)
{ //get position in screen space (world units) given window coordinate and depth map
- float depth = texture2DRect(depthMap, pos_screen.xy).a;
- return getPosition_d(pos_screen, depth);
+ float depth = texture2DRect(depthMap, pos_screen.xy).a;
+ return getPosition_d(pos_screen, depth);
}
void main()
{
- vec2 tc = vary_fragcoord.xy;
- float depth = texture2DRect(depthMap, tc.xy).r;
- vec3 pos = getPosition_d(tc, depth).xyz;
- vec4 norm = texture2DRect(normalMap, tc);
- float envIntensity = norm.z;
- norm.xyz = decode_normal(norm.xy); // unpack norm
-
- float da = dot(norm.xyz, sun_dir.xyz);
-
- float final_da = max(0.0,da);
- final_da = min(final_da, 1.0f);
-
-// why an ad hoc gamma boost here? srgb_to_linear instead?
- final_da = pow(final_da, 1.0/1.3);
-
- vec4 diffuse = texture2DRect(diffuseRect, tc);
-
- //convert to gamma space
- diffuse.rgb = linear_to_srgb(diffuse.rgb);
-
- vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
- vec3 col;
- float bloom = 0.0;
- {
+ vec2 tc = vary_fragcoord.xy;
+ float depth = texture2DRect(depthMap, tc.xy).r;
+ vec3 pos = getPosition_d(tc, depth).xyz;
+ vec4 norm = texture2DRect(normalMap, tc);
+ float envIntensity = norm.z;
+ norm.xyz = decode_normal(norm.xy); // unpack norm
+
+ float da = dot(norm.xyz, sun_dir.xyz);
+
+ float final_da = clamp(da, 0.0, 1.0);
+ final_da = pow(final_da, 1.0/1.3);
+
+ vec4 diffuse = texture2DRect(diffuseRect, tc);
+
+ //convert to gamma space
+ diffuse.rgb = linear_to_srgb(diffuse.rgb);
+
+ vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
+ vec3 col;
+ float bloom = 0.0;
+ {
vec3 sunlit;
vec3 amblit;
vec3 additive;
vec3 atten;
- calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten);
-
- float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
- ambient *= 0.5;
- ambient *= ambient;
- ambient = (1.0 - ambient);
-
- col = amblit;
+ calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten);
+
+ float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
+ ambient *= 0.5;
+ ambient *= ambient;
+ ambient = (1.0 - ambient);
+
+ col = amblit;
col *= ambient;
- col += (final_da * sunlit);
- col *= diffuse.rgb;
-
- vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
-
- if (spec.a > 0.0) // specular reflection
- {
- // the old infinite-sky shiny reflection
- //
-
- float sa = dot(refnormpersp, sun_dir.xyz);
- vec3 dumbshiny = sunlit*(texture2D(lightFunc, vec2(sa, spec.a)).r);
-
- // add the two types of shiny together
- vec3 spec_contrib = dumbshiny * spec.rgb;
- bloom = dot(spec_contrib, spec_contrib) / 6;
- col += spec_contrib;
- }
-
-
- col = mix(col.rgb, diffuse.rgb, diffuse.a);
-
- if (envIntensity > 0.0)
- { //add environmentmap
- vec3 env_vec = env_mat * refnormpersp;
-
-
- vec3 refcol = textureCube(environmentMap, env_vec).rgb;
-
- col = mix(col.rgb, refcol,
- envIntensity);
- }
-
- if (norm.w < 0.5)
- {
- col = mix(atmosFragLighting(col, additive, atten), fullbrightAtmosTransportFrag(col, additive, atten), diffuse.a);
- col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a);
- }
-
- #ifdef WATER_FOG
- vec4 fogged = applyWaterFogView(pos.xyz,vec4(col, bloom));
- col = fogged.rgb;
- bloom = fogged.a;
- #endif
-
- col = srgb_to_linear(col);
-
- //col = vec3(1,0,1);
- //col.g = envIntensity;
- }
-
- frag_color.rgb = col.rgb;
- frag_color.a = bloom;
+ col += (final_da * sunlit);
+ col *= diffuse.rgb;
+
+ vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
+
+ if (spec.a > 0.0) // specular reflection
+ {
+ // the old infinite-sky shiny reflection
+ //
+
+ float sa = dot(refnormpersp, sun_dir.xyz);
+ vec3 dumbshiny = sunlit*(texture2D(lightFunc, vec2(sa, spec.a)).r);
+
+ // add the two types of shiny together
+ vec3 spec_contrib = dumbshiny * spec.rgb;
+ bloom = dot(spec_contrib, spec_contrib) / 6;
+ col += spec_contrib;
+ }
+
+ col = mix(col.rgb, diffuse.rgb, diffuse.a);
+
+ if (envIntensity > 0.0)
+ { //add environmentmap
+ vec3 env_vec = env_mat * refnormpersp;
+ vec3 refcol = textureCube(environmentMap, env_vec).rgb;
+ col = mix(col.rgb, refcol, envIntensity);
+ }
+
+ if (norm.w < 0.5)
+ {
+ col = mix(atmosFragLighting(col, additive, atten), fullbrightAtmosTransportFrag(col, additive, atten), diffuse.a);
+ col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a);
+ }
+
+ #ifdef WATER_FOG
+ vec4 fogged = applyWaterFogView(pos.xyz,vec4(col, bloom));
+ col = fogged.rgb;
+ bloom = fogged.a;
+ #endif
+
+ col = srgb_to_linear(col);
+
+ //col = vec3(1,0,1);
+ //col.g = envIntensity;
+ }
+
+ frag_color.rgb = col.rgb;
+ frag_color.a = bloom;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
index b59fcbe017..e992776cb4 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
@@ -1,5 +1,5 @@
/**
- * @file softenLightF.glsl
+ * @file softenLightV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl
index c1cc3679a7..8b7c4f2ecf 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl
@@ -32,7 +32,7 @@ vec3 atmosFragAmbient(vec3 light, vec3 sunlit)
vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten)
{
/* stub function for fallback compatibility on class1 hardware */
- return light;
+ return light;
}
vec3 atmosFragAffectDirectionalLight(float light, vec3 sunlit)
@@ -43,11 +43,11 @@ vec3 atmosFragAffectDirectionalLight(float light, vec3 sunlit)
vec3 atmosLighting(vec3 light)
{
/* stub function for fallback compatibility on class1 hardware */
- return light;
+ return light;
}
void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive)
{
- /* stub function for fallback compatibility on class1 hardware */
+ /* stub function for fallback compatibility on class1 hardware */
}
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl
index c16e3d50a2..10407eeb02 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl
@@ -25,25 +25,27 @@
uniform vec4 sunlight_color;
uniform vec4 light_ambient;
+uniform int no_atmo;
vec3 atmosAmbient(vec3 light)
{
- return light + light_ambient.rgb;
+ if (no_atmo == 1) return light + vec3(0.66);
+ return light + light_ambient.rgb;
}
vec3 atmosAffectDirectionalLight(float lightIntensity)
{
- return sunlight_color.rgb * lightIntensity;
+ return sunlight_color.rgb * lightIntensity;
}
vec3 atmosGetDiffuseSunlightColor()
{
- return sunlight_color.rgb;
+ return sunlight_color.rgb;
}
vec3 scaleDownLight(vec3 light)
{
- /* stub function for fallback compatibility on class1 hardware */
- return 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..14034bccae 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl
@@ -25,31 +25,33 @@
uniform vec4 sunlight_color;
uniform vec4 light_ambient;
+uniform int no_atmo;
vec3 atmosAmbient(vec3 light)
{
- return light + light_ambient.rgb;
+ if (no_atmo == 1) return light + vec3(0.66);
+ return light + light_ambient.rgb;
}
vec3 atmosAffectDirectionalLight(float lightIntensity)
{
- return sunlight_color.rgb * lightIntensity;
+ return sunlight_color.rgb * lightIntensity;
}
vec3 atmosGetDiffuseSunlightColor()
{
- return sunlight_color.rgb;
+ return sunlight_color.rgb;
}
vec3 scaleDownLight(vec3 light)
{
- /* stub function for fallback compatibility on class1 hardware */
- return light;
+ /* stub function for fallback compatibility on class1 hardware */
+ return light;
}
vec3 scaleUpLight(vec3 light)
{
- /* stub function for fallback compatibility on class1 hardware */
- return light;
+ /* stub function for fallback compatibility on class1 hardware */
+ return light;
}
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl
index 76d7d5059d..b749e1a7a2 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl
@@ -29,7 +29,7 @@ void setPositionEye(vec3 v);
void calcAtmospherics(vec3 inPositionEye)
{
- /* stub function for fallback compatibility on class1 hardware */
- setPositionEye(inPositionEye);
+ /* stub function for fallback compatibility on class1 hardware */
+ setPositionEye(inPositionEye);
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 308a85d2d9..541122fb18 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -153,10 +153,9 @@ void main()
ambient *= ambient;
ambient = (1.0-ambient);
- col.rgb = ambient * ((col * 0.5) + amblit);
-
- col += sunlit * max(min(da, scol), 0.0);
-
+ col.rgb = amblit;
+ col.rgb *= ambient;
+ col += sunlit * min(da, scol);
col *= diffuse.rgb;
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
index 9653e0809e..2a629f4f42 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
@@ -51,9 +51,9 @@ vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten)
{
return light;
}
- light *= atten.r;
- light += additive * 2.0;
- return light;
+ light *= atten.r;
+ light += additive;
+ return light * 2.0;
}
vec3 atmosLighting(vec3 light)
@@ -63,84 +63,84 @@ vec3 atmosLighting(vec3 light)
void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten) {
- vec3 P = inPositionEye;
-
- vec3 tmpLightnorm = lightnorm.xyz;
-
- vec3 Pn = normalize(P);
- float Plen = length(P);
-
- vec4 temp1 = vec4(0);
- vec3 temp2 = vec3(0);
- vec4 blue_weight;
- vec4 haze_weight;
- vec4 sunlight = sunlight_color;
- vec4 light_atten;
-
- //sunlight attenuation effect (hue and brightness) due to atmosphere
- //this is used later for sunlight modulation at various altitudes
- light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
- //I had thought blue_density and haze_density should have equal weighting,
- //but attenuation due to haze_density tends to seem too strong
-
- temp1 = blue_density + vec4(haze_density);
- blue_weight = blue_density / temp1;
- haze_weight = vec4(haze_density) / temp1;
-
- //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
- temp2.y = max(0.0, tmpLightnorm.y);
- temp2.y = 1. / temp2.y;
- sunlight *= exp( - light_atten * temp2.y);
-
- // main atmospheric scattering line integral
- temp2.z = Plen * density_multiplier;
-
- // Transparency (-> temp1)
- // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati
- // compiler gets confused.
- temp1 = exp(-temp1 * temp2.z * distance_multiplier);
-
- //final atmosphere attenuation factor
- atten = temp1.rgb;
-
- //compute haze glow
- //(can use temp2.x as temp because we haven't used it yet)
- temp2.x = dot(Pn, tmpLightnorm.xyz);
- temp2.x = 1. - temp2.x;
- //temp2.x is 0 at the sun and increases away from sun
- temp2.x = max(temp2.x, .03); //was glow.y
- //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
- temp2.x *= glow.x;
- //higher glow.x gives dimmer glow (because next step is 1 / "angle")
- temp2.x = pow(temp2.x, glow.z);
- //glow.z should be negative, so we're doing a sort of (1 / "angle") function
-
- //add "minimum anti-solar illumination"
- temp2.x += .25;
-
- //increase ambient when there are more clouds
- vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5;
-
- /* decrease value and saturation (that in HSV, not HSL) for occluded areas
- * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html
- * // The following line of code performs the equivalent of:
- * float ambAlpha = tmpAmbient.a;
- * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis
- * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue);
- * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha);
- */
- tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a);
-
- //haze color
+ vec3 P = inPositionEye;
+
+ vec3 tmpLightnorm = lightnorm.xyz;
+
+ vec3 Pn = normalize(P);
+ float Plen = length(P);
+
+ vec4 temp1 = vec4(0);
+ vec3 temp2 = vec3(0);
+ vec4 blue_weight;
+ vec4 haze_weight;
+ vec4 sunlight = sunlight_color;
+ vec4 light_atten;
+
+ //sunlight attenuation effect (hue and brightness) due to atmosphere
+ //this is used later for sunlight modulation at various altitudes
+ light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
+ //I had thought blue_density and haze_density should have equal weighting,
+ //but attenuation due to haze_density tends to seem too strong
+
+ temp1 = blue_density + vec4(haze_density);
+ blue_weight = blue_density / temp1;
+ haze_weight = vec4(haze_density) / temp1;
+
+ //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
+ temp2.y = max(0.0, tmpLightnorm.y);
+ temp2.y = 1. / temp2.y;
+ sunlight *= exp( - light_atten * temp2.y);
+
+ // main atmospheric scattering line integral
+ temp2.z = Plen * density_multiplier;
+
+ // Transparency (-> temp1)
+ // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati
+ // compiler gets confused.
+ temp1 = exp(-temp1 * temp2.z * distance_multiplier);
+
+ //final atmosphere attenuation factor
+ atten = temp1.rgb;
+
+ //compute haze glow
+ //(can use temp2.x as temp because we haven't used it yet)
+ temp2.x = dot(Pn, tmpLightnorm.xyz);
+ temp2.x = 1. - temp2.x;
+ //temp2.x is 0 at the sun and increases away from sun
+ temp2.x = max(temp2.x, .03); //was glow.y
+ //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
+ temp2.x *= glow.x;
+ //higher glow.x gives dimmer glow (because next step is 1 / "angle")
+ temp2.x = pow(temp2.x, glow.z);
+ //glow.z should be negative, so we're doing a sort of (1 / "angle") function
+
+ //add "minimum anti-solar illumination"
+ temp2.x += .25;
+
+ //increase ambient when there are more clouds
+ vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5;
+
+ /* decrease value and saturation (that in HSV, not HSL) for occluded areas
+ * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html
+ * // The following line of code performs the equivalent of:
+ * float ambAlpha = tmpAmbient.a;
+ * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis
+ * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue);
+ * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha);
+ */
+ tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a);
+
+ //haze color
additive =
- vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient)
- + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x
- + tmpAmbient));
+ vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient)
+ + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x
+ + tmpAmbient));
- //brightness of surface both sunlight and ambient
- sunlit = vec3(sunlight * .5);
- amblit = vec3(tmpAmbient * .25);
+ //brightness of surface both sunlight and ambient
+ sunlit = vec3(sunlight * .5);
+ amblit = vec3(tmpAmbient * .25);
additive = normalize(additive);
- additive *= vec3(1.0 - exp(-temp2.z * distance_multiplier)) * 0.5;
+ additive *= vec3(1.0 - exp(-temp2.z * distance_multiplier)) * 0.5;
}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl
index 63c683c99e..86743dc306 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl
@@ -26,19 +26,21 @@
// Output variables
uniform float scene_light_strength;
+uniform int no_atmo;
vec3 atmosFragAmbient(vec3 light, vec3 amblit)
{
- return amblit + light / 2.0;
+ if (no_atmo == 1) return light;
+ return amblit + light / 2.0;
}
vec3 atmosFragAffectDirectionalLight(float lightIntensity, vec3 sunlit)
{
- return sunlit * lightIntensity;
+ return sunlit * lightIntensity;
}
vec3 scaleDownLightFrag(vec3 light)
{
- return (light / scene_light_strength );
+ 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..95b4a76880 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl
@@ -33,29 +33,31 @@ vec3 getAtmosAttenuation();
vec3 getPositionEye();
uniform float scene_light_strength;
+uniform int no_atmo;
vec3 atmosAmbient(vec3 light)
{
- return getAmblitColor() + light / 2.0;
+ if (no_atmo == 1) return light + vec3(0.66);
+ return getAmblitColor() + light / 2.0;
}
vec3 atmosAffectDirectionalLight(float lightIntensity)
{
- return getSunlitColor() * lightIntensity;
+ return getSunlitColor() * lightIntensity;
}
vec3 atmosGetDiffuseSunlightColor()
{
- return getSunlitColor();
+ return getSunlitColor();
}
vec3 scaleDownLight(vec3 light)
{
- return (light / scene_light_strength );
+ return (light / scene_light_strength );
}
vec3 scaleUpLight(vec3 light)
{
- return (light * scene_light_strength);
+ return (light * scene_light_strength);
}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl
index 6401845af2..ac7c57747e 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl
@@ -48,11 +48,11 @@ vec3 scaleSoftClip(vec3 light)
}
vec3 fullbrightScaleSoftClipFrag(vec3 light) {
- return mix(scaleSoftClip(light.rgb), light.rgb, getAtmosAttenuation());
+ return scaleSoftClipFrag(light.rgb);
}
vec3 fullbrightScaleSoftClip(vec3 light)
{
- return fullbrightScaleSoftClipFrag(light);
+ return scaleSoftClipFrag(light);
}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
index 359fea3073..df731662e8 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
@@ -36,11 +36,11 @@ vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
{
if (no_atmo == 1)
{
- return light;
+ return light;
}
light *= atten.r;
- light += additive * 2.0;
- return light;
+ light += additive * 2.0;
+ return light;
}
vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
@@ -49,17 +49,17 @@ vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
{
return light;
}
- float brightness = dot(light.rgb, vec3(0.33333));
- return mix(atmosTransportFrag(light.rgb, additive, atten), light.rgb + additive.rgb, brightness * brightness);
+ float brightness = dot(light.rgb, vec3(0.33333));
+ return mix(atmosTransportFrag(light.rgb, additive, atten), light.rgb + additive.rgb, brightness * brightness);
}
-vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 atten, vec3 additive) {
+vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) {
if (no_atmo == 1)
{
return light;
}
- float brightness = dot(light.rgb, vec3(0.33333));
- return mix(atmosTransportFrag(light.rgb, additive, atten), (light.rgb + additive.rgb) * (2.0 - brightness), brightness * brightness);
+ float brightness = dot(light.rgb, vec3(0.33333));
+ return mix(atmosTransportFrag(light.rgb, additive, atten), (light.rgb + additive.rgb) * (2.0 - brightness), brightness * brightness);
}
vec3 atmosTransport(vec3 light)
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 16fc0f702d..f4f9a3a0c2 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -991,8 +991,10 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
index_channels.push_back(-1); shaders.push_back( make_pair( "environment/encodeNormF.glsl", mVertexShaderLevel[SHADER_ENVIRONMENT] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "environment/decodeNormF.glsl", mVertexShaderLevel[SHADER_ENVIRONMENT] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "environment/srgbF.glsl", mVertexShaderLevel[SHADER_ENVIRONMENT] ) );
+#if USE_DEFERRED_SHADER_API
index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/deferredUtil.glsl", mVertexShaderLevel[SHADER_DEFERRED] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/indirect.glsl", mVertexShaderLevel[SHADER_DEFERRED] ) );
+#endif
index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightAlphaMaskNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
diff --git a/indra/newview/llvosky.cpp b/indra/newview/llvosky.cpp
index b890e21e41..f5aa003417 100644
--- a/indra/newview/llvosky.cpp
+++ b/indra/newview/llvosky.cpp
@@ -1000,11 +1000,8 @@ void LLVOSky::setMoonTextures(const LLUUID& moon_texture, const LLUUID& moon_tex
{
LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
- LLUUID moon_tex = moon_texture.isNull() ? psky->GetDefaultMoonTextureId() : moon_texture;
- LLUUID moon_tex_next = moon_texture_next.isNull() ? psky->GetDefaultMoonTextureId() : moon_texture_next;
-
- mMoonTexturep[0] = moon_tex.isNull() ? nullptr : LLViewerTextureManager::getFetchedTexture(moon_tex, FTT_DEFAULT, TRUE, LLGLTexture::BOOST_UI);
- mMoonTexturep[1] = moon_tex_next.isNull() ? nullptr : LLViewerTextureManager::getFetchedTexture(moon_tex_next, FTT_DEFAULT, TRUE, LLGLTexture::BOOST_UI);
+ mMoonTexturep[0] = moon_texture.isNull() ? nullptr : LLViewerTextureManager::getFetchedTexture(moon_texture, FTT_DEFAULT, TRUE, LLGLTexture::BOOST_UI);
+ mMoonTexturep[1] = moon_texture_next.isNull() ? nullptr : LLViewerTextureManager::getFetchedTexture(moon_texture_next, FTT_DEFAULT, TRUE, LLGLTexture::BOOST_UI);
if (mFace[FACE_MOON])
{
diff --git a/indra/newview/skins/default/xui/en/panel_settings_sky_clouds.xml b/indra/newview/skins/default/xui/en/panel_settings_sky_clouds.xml
index 457082ede2..11a852f40b 100644
--- a/indra/newview/skins/default/xui/en/panel_settings_sky_clouds.xml
+++ b/indra/newview/skins/default/xui/en/panel_settings_sky_clouds.xml
@@ -128,10 +128,11 @@
visible="true"
left_delta="0"
top_delta="21"
- min_val_x="-10"
- max_val_x="10"
- min_val_y="-10"
- max_val_y="10" />
+ min_val_x="-30"
+ max_val_x="30"
+ min_val_y="-30"
+ max_val_y="30"
+ logarithmic="1"/>
<text
follows="left|top"