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authorGraham Linden <graham@lindenlab.com>2019-04-05 15:54:21 -0700
committerGraham Linden <graham@lindenlab.com>2019-04-05 15:54:21 -0700
commitfe589170d3faa5ca681baca7b9a664e2d851cd6e (patch)
tree88123dcda34a308d05473dc17707d42d5f7b6014 /indra
parentfff2aecf7f96de9e53620887210487a48dd45580 (diff)
SL-10896
Fix deferred water soften prog lightnorm getting stomped with rotated lightnorm, because it's a water shader and needs water atmo uniform values, but it's a deferred lighting shader that needs not-so-rotated lightnorms. Make sunlight_color not get auto-updated so we can get the correct value from mSunDiffuse. Remove mix to preserve bumps as it was washing out shadows.
Diffstat (limited to 'indra')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl2
-rw-r--r--indra/newview/llsettingsvo.cpp2
-rw-r--r--indra/newview/pipeline.cpp1
6 files changed, 6 insertions, 5 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 68a735e813..6e693bd33b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -211,7 +211,7 @@ void main()
ambient = max(0.9, ambient); // keeps shadows dark
ambient = 1.0 - ambient;
- vec3 sun_contrib = mix(final_da, min(final_da, shadow), 0.1) * 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 8691e729ee..4a47311eb7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -308,7 +308,7 @@ void main()
ambient = max(0.9, ambient);
ambient = 1.0 - ambient;
- vec3 sun_contrib = mix(final_da, min(final_da, shadow), 0.1) * sunlit;
+ vec3 sun_contrib = min(final_da, shadow) * sunlit;
col.rgb = amblit;
col.rgb *= ambient;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 688e4e1d59..12115082a9 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -129,7 +129,7 @@ void main()
ambient = max(0.9, ambient);
ambient = 1.0 - ambient;
- vec3 sun_contrib = mix(final_da, min(scol, final_da), 0.1) * sunlit;
+ vec3 sun_contrib = min(scol, final_da) * sunlit;
col.rgb = amblit;
col.rgb *= ambient;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
index 7bfdb9f753..40c521cd2c 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
@@ -152,7 +152,7 @@ void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit,
+ tmpAmbient));
//brightness of surface both sunlight and ambient
- sunlit = srgb_to_linear(sunlight.rgb);
+ sunlit = vec3(sunlight.rgb* 0.5);
amblit = vec3(tmpAmbient * .25);
additive = normalize(additive);
additive *= vec3(1.0 - exp(-temp2.z * distance_multiplier)) * 0.5;
diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp
index 10a0527fe2..6556380f28 100644
--- a/indra/newview/llsettingsvo.cpp
+++ b/indra/newview/llsettingsvo.cpp
@@ -719,7 +719,7 @@ LLSettingsSky::parammapping_t LLSettingsVOSky::getParameterMap() const
param_map[SETTING_CLOUD_VARIANCE] = DefaultParam(LLShaderMgr::CLOUD_VARIANCE, sky_defaults[SETTING_CLOUD_VARIANCE]);
param_map[SETTING_GLOW] = DefaultParam(LLShaderMgr::GLOW, sky_defaults[SETTING_GLOW]);
param_map[SETTING_MAX_Y] = DefaultParam(LLShaderMgr::MAX_Y, sky_defaults[SETTING_MAX_Y]);
- param_map[SETTING_SUNLIGHT_COLOR] = DefaultParam(LLShaderMgr::SUNLIGHT_COLOR, sky_defaults[SETTING_SUNLIGHT_COLOR]);
+ //param_map[SETTING_SUNLIGHT_COLOR] = DefaultParam(LLShaderMgr::SUNLIGHT_COLOR, sky_defaults[SETTING_SUNLIGHT_COLOR]);
param_map[SETTING_MOON_BRIGHTNESS] = DefaultParam(LLShaderMgr::MOON_BRIGHTNESS, sky_defaults[SETTING_MOON_BRIGHTNESS]);
param_map[SETTING_SKY_MOISTURE_LEVEL] = DefaultParam(LLShaderMgr::MOISTURE_LEVEL, sky_defaults[SETTING_SKY_MOISTURE_LEVEL]);
param_map[SETTING_SKY_DROPLET_RADIUS] = DefaultParam(LLShaderMgr::DROPLET_RADIUS, sky_defaults[SETTING_SKY_DROPLET_RADIUS]);
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 260292d3fb..7139788c18 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -8612,6 +8612,7 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget* screen_target)
LLEnvironment& environment = LLEnvironment::instance();
soften_shader.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
+ soften_shader.uniform4fv(LLShaderMgr::LIGHTNORM, 1, environment.getClampedLightNorm().mV);
{
LLGLDepthTest depth(GL_FALSE);