diff options
author | Graham Linden <graham@lindenlab.com> | 2019-07-22 12:21:24 -0700 |
---|---|---|
committer | Graham Linden <graham@lindenlab.com> | 2019-07-22 12:21:24 -0700 |
commit | aa4b24beee1d6451370983517d7ac3755429e26f (patch) | |
tree | 041e59a88d1e2671262705911b979cc06709a791 /indra | |
parent | b1231c33cab45667842f66ba0a91831fa9f1393c (diff) |
SL-11443
Make fullbright rigged objects with alpha mode none use fullbright shader instead of incorrectly using the material shader.
Increase effect of variance in cloud shaders.
Diffstat (limited to 'indra')
7 files changed, 20 insertions, 16 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl index 0efde5f949..0157d166e0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl @@ -82,12 +82,12 @@ 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 * 0.2); //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)); + float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y) * 4.0); cloudDensity *= 1.0 - (density_variance * density_variance); diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl index d6bd0a7917..f6694aae2a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl @@ -85,12 +85,12 @@ 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 * 0.2); //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)); + float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y) * 4.0); cloudDensity *= 1.0 - (density_variance * density_variance); diff --git a/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl index 1d004b2b3e..82fad4db5a 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl @@ -82,12 +82,12 @@ 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 * 0.2); //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)); + float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y) * 4.0); cloudDensity *= 1.0 - (density_variance * density_variance); diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl index e7ae2d52e3..3ac0fc224b 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl @@ -86,12 +86,12 @@ 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 * 0.2); //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)); + float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y) * 4.0); cloudDensity *= 1.0 - (density_variance * density_variance); diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl index ae521afdad..32210f60dc 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl @@ -79,12 +79,12 @@ 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 * 0.2); //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)); + float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y) * 4.0); cloudDensity *= 1.0 - (density_variance * density_variance); diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl index 1abe2fab63..e40d7e7c75 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl @@ -95,12 +95,12 @@ void main() vec2 disturbance = vec2(cloudNoise(uv1 / 16.0f).x, cloudNoise((uv3 + uv1) / 16.0f).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 * 0.2); //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)); + float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0) * 4.0); cloudDensity *= 1.0 - (density_variance * density_variance); diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp index d149a61d89..02ef7612a7 100644 --- a/indra/newview/llvovolume.cpp +++ b/indra/newview/llvovolume.cpp @@ -5522,6 +5522,7 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group) } LLMaterial* mat = te->getMaterialParams().get(); + bool fullbright = te->getFullbright(); if (mat && LLPipeline::sRenderDeferred) { @@ -5536,15 +5537,18 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group) alpha_mode = LLMaterial::DIFFUSE_ALPHA_MODE_BLEND; } - if (!is_alpha || te_alpha > 0.f) // //only add the face if it will actually be visible + if (fullbright && (alpha_mode == LLMaterial::DIFFUSE_ALPHA_MODE_NONE)) + { + pool->addRiggedFace(facep, LLDrawPoolAvatar::RIGGED_FULLBRIGHT); + } + else if (!is_alpha || te_alpha > 0.f) // //only add the face if it will actually be visible { U32 mask = mat->getShaderMask(alpha_mode); pool->addRiggedFace(facep, mask); } } else if (mat) - { - bool fullbright = te->getFullbright(); + { bool is_alpha = type == LLDrawPool::POOL_ALPHA; U8 mode = mat->getDiffuseAlphaMode(); bool can_be_shiny = mode == LLMaterial::DIFFUSE_ALPHA_MODE_NONE || |