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authorRider Linden <rider@lindenlab.com>2019-04-05 17:05:54 +0000
committerRider Linden <rider@lindenlab.com>2019-04-05 17:05:54 +0000
commitf6283ad141c8a6c0de18ee78023b002f1f8ec14d (patch)
treed295d546a33060e9eaa3e153c13469346dfc79dc /indra
parentd7789999cb6bab7b4e28236d99c4c2a8006497ff (diff)
parent09bb0336f15027e907fbd28130b4ffda28a830cd (diff)
Merged in graham_linden/viewer-eep-fixes (pull request #338)
SL-10854
Diffstat (limited to 'indra')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl13
4 files changed, 20 insertions, 15 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index dac93cee3a..1bc576a4ec 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -194,8 +194,10 @@ void main()
vec3 light_dir = (sun_up_factor == 1) ? sun_dir: moon_dir;
float da = dot(norm.xyz, light_dir.xyz);
- da = clamp(da, 0.0, 1.0);
- da = pow(da, 1.0 / 1.3);
+
+ float final_da = da;
+ final_da = clamp(final_da, 0.0f, 1.0f);
+ final_da = pow(final_da, 1.0/1.3);
vec4 color = vec4(0,0,0,0);
@@ -205,9 +207,10 @@ void main()
float ambient = abs(da);
ambient *= 0.5;
ambient *= ambient;
+ ambient = max(0.9, ambient); // keeps shadows dark
ambient = 1.0 - ambient;
- vec3 sun_contrib = min(da, shadow) * sunlit;
+ vec3 sun_contrib = min(final_da, shadow) * sunlit;
color.rgb *= ambient;
color.rgb += sun_contrib;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index c43b5b22bf..4e24e61018 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -296,16 +296,18 @@ void main()
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
float da = dot(norm.xyz, light_dir.xyz);
- da = clamp(da, 0.0, 1.0);
- da = pow(da, 1.0 / 1.3);
+
+ float final_da = da;
+ final_da = clamp(final_da, 0.0, 1.0);
+ final_da = pow(final_da, 1.0 / 1.3);
float ambient = abs(da);
ambient *= 0.5;
ambient *= ambient;
+ ambient = max(0.9, ambient);
ambient = 1.0 - ambient;
- float final_da = min(da, shadow);
- vec3 sun_contrib = final_da * sunlit;
+ vec3 sun_contrib = min(final_da, shadow) * sunlit;
col.rgb = amblit;
col.rgb *= ambient;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
index 6ff49c7dac..642aff6c41 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
@@ -51,15 +51,12 @@ float pcfShadow(sampler2DShadow shadowMap, vec3 norm, vec4 stc, float bias_mul,
stc.xyz /= stc.w;
stc.z += shadow_bias * bias_mul * 2.0;
stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
-
float cs = shadow2D(shadowMap, stc.xyz).x;
float shadow = cs * 4.0;
-
shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
-
return shadow * 0.125;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 7f1d518dd6..92888e0fd2 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -94,18 +94,20 @@ void main()
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
+ float light_gamma = 1.0/1.3;
float scol = 1.0;
vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
float da = dot(normalize(norm.xyz), light_dir.xyz);
- da = clamp(da, 0.0, 1.0);
-
- float light_gamma = 1.0/1.3;
- da = pow(da, light_gamma);
vec4 diffuse = texture2DRect(diffuseRect, tc);
scol = max(scol_ambocc.r, diffuse.a);
+ //scol = pow(scol, light_gamma);
+
+ float final_da = da;
+ final_da = clamp(final_da, 0.0, 1.0);
+ final_da = pow(final_da, light_gamma);
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
vec3 col;
@@ -123,9 +125,10 @@ void main()
float ambient = abs(da);
ambient *= 0.5;
ambient *= ambient;
+ ambient = max(0.9, ambient);
ambient = 1.0 - ambient;
- vec3 sun_contrib = min(da,scol) * sunlit;
+ vec3 sun_contrib = min(scol, final_da) * sunlit;
col.rgb = amblit;
col.rgb *= ambient;