diff options
author | Dave Parks <davep@lindenlab.com> | 2022-12-19 15:27:43 -0600 |
---|---|---|
committer | Dave Parks <davep@lindenlab.com> | 2022-12-19 15:27:43 -0600 |
commit | 40799b97c188bb3c0a4b2d00a35bcc41be461f08 (patch) | |
tree | fb94d0807e353076a63f8d08ae104f25d76b3d60 /indra | |
parent | 2de9e631d91cab993257eea82cb5356ca9f73fd0 (diff) |
SL-18779 Fix for water fog staying bright when sun is dark.
Diffstat (limited to 'indra')
3 files changed, 20 insertions, 14 deletions
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl index 4a0bb3fe98..e1cdeddcea 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl @@ -72,7 +72,7 @@ vec4 applyWaterFogView(vec3 pos, vec4 color) return color; } -vec4 applyWaterFogViewLinear(vec3 pos, vec4 color) +vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit) { if (dot(pos, waterPlane.xyz) + waterPlane.w > 0.0) { @@ -101,6 +101,7 @@ vec4 applyWaterFogViewLinear(vec3 pos, vec4 color) float ks = waterFogKS; vec4 kc = waterFogColor; kc.rgb = srgb_to_linear(kc.rgb); // TODO -- pass in waterFogColor linear + kc.rgb *= sunlit; float F = 0.98; @@ -117,6 +118,11 @@ vec4 applyWaterFogViewLinear(vec3 pos, vec4 color) return color; } +vec4 applyWaterFogViewLinear(vec3 pos, vec4 color) +{ + return applyWaterFogViewLinear(pos, color, vec3(1)); +} + vec4 applyWaterFog(vec4 color) { //normalize view vector diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 25b0a0b970..076b976dc4 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -72,7 +72,7 @@ uniform vec3 light_diffuse[8]; void waterClip(vec3 pos); #ifdef WATER_FOG -vec4 applyWaterFogViewLinear(vec3 pos, vec4 color); +vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit); #endif vec3 srgb_to_linear(vec3 c); @@ -226,7 +226,7 @@ void main() vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a); - vec3 light_dir = (sun_up_factor == 1) ? sun_dir: moon_dir; + vec3 light_dir = (sun_up_factor == 1) ? sun_dir: moon_dir; // TODO -- factor out "sun_up_factor" and just send in the appropriate light vector float final_alpha = diffuse_linear.a; @@ -295,7 +295,7 @@ void main() #endif // !defined(LOCAL_LIGHT_KILL) #ifdef WATER_FOG - color = applyWaterFogViewLinear(pos.xyz, color); + color = applyWaterFogViewLinear(pos.xyz, color, sunlit); #endif // WATER_FOG #endif // #else // FOR_IMPOSTOR diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl index dbe0929657..85c3f42801 100644 --- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl @@ -34,7 +34,7 @@ out vec4 frag_color; vec3 scaleSoftClipFragLinear(vec3 l); vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten); void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); -vec4 applyWaterFogViewLinear(vec3 pos, vec4 color); +vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit); // PBR interface vec3 pbrIbl(vec3 diffuseColor, @@ -179,7 +179,14 @@ void main() vec2 distort2 = distort + waver.xy * refScale / max(dmod, 1.0); distort2 = clamp(distort2, vec2(0), vec2(0.999)); - + + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; + + calcAtmosphericVarsLinear(pos.xyz, wavef, vary_light_dir, sunlit, amblit, additive, atten); + #ifdef TRANSPARENT_WATER vec4 fb = texture2D(screenTex, distort2); float depth = texture2D(screenDepth, distort2).r; @@ -194,18 +201,11 @@ void main() refPos = getPositionWithNDC(vec3(distort2 * 2.0 - vec2(1.0), depth * 2.0 - 1.0)); } - fb = applyWaterFogViewLinear(refPos, fb); + fb = applyWaterFogViewLinear(refPos, fb, sunlit); #else vec4 fb = vec4(waterFogColorLinear.rgb, 0.0); #endif - vec3 sunlit; - vec3 amblit; - vec3 additive; - vec3 atten; - - calcAtmosphericVarsLinear(pos.xyz, wavef, vary_light_dir, sunlit, amblit, additive, atten); - sunlit = vec3(1); // TODO -- figure out why sunlit is breaking at some view angles vec3 v = -viewVec; float NdotV = clamp(abs(dot(wavef.xyz, v)), 0.001, 1.0); |