diff options
26 files changed, 110 insertions, 90 deletions
| diff --git a/indra/llinventory/llsettingssky.cpp b/indra/llinventory/llsettingssky.cpp index 48352d685b..72a3c7b01c 100644 --- a/indra/llinventory/llsettingssky.cpp +++ b/indra/llinventory/llsettingssky.cpp @@ -1299,8 +1299,8 @@ void LLSettingsSky::calculateLightSettings() const      mSunDiffuse = gammaCorrect(componentMult(sunlight, light_transmittance));             mSunAmbient = gammaCorrect(componentMult(tmpAmbient, light_transmittance) * 0.5); -    mMoonDiffuse  = gammaCorrect(componentMult(LLColor3::white, light_transmittance)); -    mMoonAmbient  = gammaCorrect(componentMult(LLColor3::white, light_transmittance) * 0.5f); +    mMoonDiffuse  = gammaCorrect(componentMult(LLColor3::white, light_transmittance) * 0.5f); +    mMoonAmbient  = gammaCorrect(componentMult(LLColor3::white, light_transmittance) * 0.25f);      mTotalAmbient = mSunAmbient;  } diff --git a/indra/llrender/llrender.h b/indra/llrender/llrender.h index a79db80ebe..012a8da4ce 100644 --- a/indra/llrender/llrender.h +++ b/indra/llrender/llrender.h @@ -229,6 +229,7 @@ public:  	void enable();  	void disable();  	void setDiffuse(const LLColor4& diffuse); +    void setDiffuseB(const LLColor4& diffuse);  	void setAmbient(const LLColor4& ambient);  	void setSpecular(const LLColor4& specular);  	void setPosition(const LLVector4& position); @@ -245,6 +246,7 @@ protected:  	S32 mIndex;  	bool mEnabled;  	LLColor4 mDiffuse; +    LLColor4 mDiffuseB;  	LLColor4 mAmbient;  	LLColor4 mSpecular;  	LLVector4 mPosition; diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index 3989c1e2e4..11e84d8785 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -1352,6 +1352,8 @@ void LLShaderMgr::initAttribsAndUniforms()      mReservedUniforms.push_back("sun_moon_glow_factor");      mReservedUniforms.push_back("water_edge"); +    mReservedUniforms.push_back("sun_up_factor"); +    mReservedUniforms.push_back("moonlight_color");  	llassert(mReservedUniforms.size() == END_RESERVED_UNIFORMS); diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h index ef6f33f2e5..497c3eb231 100644 --- a/indra/llrender/llshadermgr.h +++ b/indra/llrender/llshadermgr.h @@ -250,6 +250,8 @@ public:          SUN_MOON_GLOW_FACTOR,          WATER_EDGE_FACTOR, +        SUN_UP_FACTOR, +        MOONLIGHT_COLOR,  		END_RESERVED_UNIFORMS  	} eGLSLReservedUniforms; diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl index 53391da9aa..4beb334f5a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl @@ -47,6 +47,8 @@ uniform vec3 camPosLocal;  uniform vec4 lightnorm;  uniform vec4 sunlight_color; +uniform vec4 moonlight_color; +uniform int sun_up_factor;  uniform vec4 ambient;  uniform vec4 blue_horizon;  uniform vec4 blue_density; @@ -94,7 +96,7 @@ void main()  	vec4 temp2 = vec4(0.);  	vec4 blue_weight;  	vec4 haze_weight; -	vec4 sunlight = sunlight_color; +	vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;  	vec4 light_atten; diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl index c6c12f80f8..d964ce8eee 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl @@ -35,6 +35,7 @@ out vec4 frag_data[3];  uniform vec4 color;  uniform vec4 sunlight_color; +uniform vec4 moonlight_color;  uniform vec3 lumWeights;  uniform float moon_brightness;  uniform float minLuminance; @@ -57,6 +58,7 @@ void main()      vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0  - 1.0;      c.rgb = pow(c.rgb, exp); +    //c.rgb *= moonlight_color.rgb;      frag_data[0] = vec4(c.rgb, c.a);      frag_data[1] = vec4(0.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl index 6c509b7616..e762871ba1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl @@ -39,19 +39,18 @@ uniform vec2 proj_shadow_res;  uniform mat4 shadow_matrix[6];  uniform vec4 shadow_clip;  uniform float shadow_bias; - +uniform float shadow_offset;  uniform float spot_shadow_bias;  uniform float spot_shadow_offset;  uniform mat4 inv_proj;  uniform vec2 screen_res; +uniform int sun_up_factor; -float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_mul, vec2 pos_screen, vec3 light_dir) +float pcfShadow(sampler2DShadow shadowMap, vec3 norm, vec4 stc, float bias_mul, vec2 pos_screen, vec3 light_dir)  {      stc.xyz /= stc.w; -    float offset = max(0.75, light_dir.z); -    stc.z += offset * shadow_bias * 3.33 * bias_mul; -         -    stc.x = floor(stc.x*shadow_res.x + fract(stc.y*pos_screen.y*3.14159))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here +    stc.z += shadow_bias * bias_mul* 2.0; +    stc.x = floor(stc.x*shadow_res.x + fract(stc.y*pos_screen.y*pos_screen.x))/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; @@ -61,7 +60,7 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_mul, vec2 pos_sc      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; +    return shadow * 0.125;  }  float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen) @@ -85,23 +84,18 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2  float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)  { +    float shadow = 0.0f; +    vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; +      float dp_sun = max(0.0, dot(sun_dir.xyz, norm));      float dp_moon = max(0.0, dot(moon_dir.xyz, norm)); -    float dp_directional_light = max(dp_sun,dp_moon); +    float dp_directional_light = (sun_up_factor == 1) ? dp_sun : dp_moon;            dp_directional_light = clamp(dp_directional_light, 0.0, 1.0); -    vec3 light_dir = (dp_moon > dp_sun) ? moon_dir : sun_dir; -    vec3 offset = light_dir * (1.0-dp_directional_light); -    vec3 shadow_pos = pos.xyz + (offset * shadow_bias); - -    float shadow = 0.0f; -    vec4 spos = vec4(shadow_pos,1.0); - -    // if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup -    if (dp_directional_light <= 0.0) -    { -        return 0.0; -    } +    vec3 shadow_pos = pos.xyz; +    vec3 offset = abs(light_dir.xyz) * (1.0 - dp_directional_light* 0.8); +    shadow_pos += offset; +    vec4 spos = vec4(shadow_pos.xyz, 1.0);      if (spos.z > -shadow_clip.w)      {    @@ -117,7 +111,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)              float w = 1.0;              w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; -            shadow += pcfShadow(shadowMap3, lpos, 1.0, pos_screen, light_dir)*w; +            shadow += pcfShadow(shadowMap3, norm, lpos, 4.0, pos_screen, light_dir)*w;              weight += w;              shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);          } @@ -129,7 +123,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)              float w = 1.0;              w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;              w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; -            shadow += pcfShadow(shadowMap2, lpos, 1.0, pos_screen, light_dir)*w; +            shadow += pcfShadow(shadowMap2, norm, lpos, 2.0, pos_screen, light_dir)*w;              weight += w;          } @@ -140,7 +134,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)              float w = 1.0;              w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;              w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; -            shadow += pcfShadow(shadowMap1, lpos, 1.0, pos_screen, light_dir)*w; +            shadow += pcfShadow(shadowMap1, norm, lpos, 1.0, pos_screen, light_dir)*w;              weight += w;          } @@ -151,14 +145,13 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)              float w = 1.0;              w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; -            shadow += pcfShadow(shadowMap0, lpos, 1.0, pos_screen, light_dir)*w; +            shadow += pcfShadow(shadowMap0, norm, lpos, 1.0, pos_screen, light_dir)*w;              weight += w;          }          shadow /= weight;      } -    shadow = min(dp_directional_light, shadow);      return shadow;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index 7c02d31d43..83dd9da091 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -39,6 +39,8 @@ uniform vec3 camPosLocal;  uniform vec4 lightnorm;  uniform vec4 sunlight_color; +uniform vec4 moonlight_color; +uniform int sun_up_factor;  uniform vec4 ambient;  uniform vec4 blue_horizon;  uniform vec4 blue_density; @@ -82,7 +84,7 @@ void main()  	vec4 temp2 = vec4(0.);  	vec4 blue_weight;  	vec4 haze_weight; -	vec4 sunlight = sunlight_color; +	vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;  	vec4 light_atten; diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl index 67e7604e22..8a98d6a489 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl @@ -39,7 +39,6 @@ uniform sampler2D diffuseMap;  uniform sampler2D altDiffuseMap;  uniform float blend_factor;  uniform float custom_alpha; -uniform vec4 sunlight_color;  uniform float time;  float twinkle(){ diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl index b66b56e0fb..947c301110 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl @@ -35,6 +35,7 @@ out vec4 frag_color;  uniform vec4 color;  uniform vec4 sunlight_color; +uniform vec4 moonlight_color;  uniform vec3 lumWeights;  uniform float moon_brightness;  uniform float minLuminance; @@ -45,8 +46,8 @@ VARYING vec2 vary_texcoord0;  void main()   { -	vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy); -	vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy); +    vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy); +    vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy);      vec4 c     = mix(moonA, moonB, blend_factor);      // mix factor which blends when sunlight is brighter @@ -55,8 +56,9 @@ void main()      float mix = 1.0f - dot(normalize(sunlight_color.rgb), luma_weights);      vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0 - 1.0; -	c.rgb = pow(c.rgb, exp); +    c.rgb = pow(c.rgb, exp); +    //c.rgb *= moonlight_color.rgb; -	frag_color = vec4(c.rgb, c.a); +    frag_color = vec4(c.rgb, c.a);  } diff --git a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl index 7e2d41cf7b..26f8095dc1 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl @@ -34,6 +34,8 @@ uniform vec3 camPosLocal;  uniform vec4 lightnorm;  uniform vec4 sunlight_color; +uniform vec4 moonlight_color; +uniform int sun_up_factor;  uniform vec4 ambient;  uniform vec4 blue_horizon;  uniform vec4 blue_density; @@ -112,7 +114,7 @@ void main()      vec4 temp2 = vec4(0.);      vec4 blue_weight;      vec4 haze_weight; -    vec4 sunlight = sunlight_color; +    vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;      vec4 light_atten; diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 2c1cc3026f..8bc9add5cf 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -57,6 +57,8 @@ uniform mat3 ssao_effect_mat;  uniform vec3 sun_dir;  uniform vec3 moon_dir; +uniform int sun_up_factor; +  VARYING vec2 vary_fragcoord;  uniform mat4 inv_proj; @@ -89,9 +91,9 @@ void main()      float envIntensity = norm.z;      norm.xyz = getNorm(tc); // unpack norm -    float da_sun  = dot(norm.xyz, normalize(sun_dir.xyz)); -    float da_moon = dot(norm.xyz, normalize(moon_dir.xyz)); -    float da = (da_sun > 0.0) ? da_sun : da_moon; +    float da_sun  = dot(norm.xyz, sun_dir.xyz); +    float da_moon = dot(norm.xyz, moon_dir.xyz); +    float da = (sun_up_factor == 1) ? da_sun : da_moon;            da = clamp(da, 0.0, 1.0);      da = pow(da, global_gamma + 0.3); @@ -106,7 +108,7 @@ void main()          vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;          scol_ambocc = pow(scol_ambocc, vec2(global_gamma + 0.3)); -        float scol = max(scol_ambocc.r, diffuse.a);  +        float scol = max(scol_ambocc.r, diffuse.a);          float ambocc = scol_ambocc.g;          vec3 sunlit; @@ -116,7 +118,8 @@ void main()          calcFragAtmospherics(pos.xyz, ambocc, sunlit, amblit, additive, atten); -        float ambient = dot(norm.xyz, sun_dir.xyz); +        float ambient = da; +          ambient *= 0.5;          ambient *= ambient;          ambient = (1.0-ambient); @@ -124,7 +127,7 @@ void main()          col.rgb = amblit;          col.rgb *= min(ambient, max(scol, 0.5)); -        col += (sunlit * da) * scol; +        col += sunlit * da * scol;          col *= diffuse.rgb; @@ -162,6 +165,9 @@ void main()              col = fogged.rgb;              bloom = fogged.a;          #endif + +//col.rgb = vec3(scol); +//col.rgb = vec3(da * scol);      }      frag_color.rgb = col;      frag_color.a = bloom; diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl index 683ab794d3..efcf848ab1 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl @@ -29,6 +29,8 @@ vec3 getAtmosAttenuation();  uniform vec4 gamma;  uniform vec4 lightnorm;  uniform vec4 sunlight_color; +uniform vec4 moonlight_color; +uniform int sun_up_factor;  uniform vec4 ambient;  uniform vec4 blue_horizon;  uniform vec4 blue_density; @@ -75,7 +77,7 @@ void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit,      vec3 temp2 = vec3(0);      vec4 blue_weight;      vec4 haze_weight; -    vec4 sunlight = sunlight_color; +    vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;      vec4 light_atten;      //sunlight attenuation effect (hue and brightness) due to atmosphere diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl index 86cdae8768..a26752f741 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl @@ -44,6 +44,8 @@ uniform vec3 camPosLocal;  uniform vec4 lightnorm;  uniform vec4 sunlight_color; +uniform vec4 moonlight_color; +uniform int sun_up_factor;  uniform vec4 ambient;  uniform vec4 blue_horizon;  uniform vec4 blue_density; @@ -74,7 +76,7 @@ void calcAtmospherics(vec3 inPositionEye) {      vec3 temp2 = vec3(0);      vec4 blue_weight;      vec4 haze_weight; -    vec4 sunlight = sunlight_color; +    vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;      vec4 light_atten;      //sunlight attenuation effect (hue and brightness) due to atmosphere diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl index 3e3bd929e1..fb978691da 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl @@ -46,6 +46,8 @@ uniform vec3 camPosLocal;  uniform vec4 lightnorm;  uniform vec4 sunlight_color; +uniform vec4 moonlight_color; +uniform int sun_up_factor;  uniform vec4 ambient;  uniform vec4 blue_horizon;  uniform vec4 blue_density; @@ -93,7 +95,7 @@ void main()      vec4 temp2 = vec4(0.);      vec4 blue_weight;      vec4 haze_weight; -    vec4 sunlight = sunlight_color; +    vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;      vec4 light_atten; diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl index f9f1eb7355..a65cc09c73 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl @@ -39,6 +39,8 @@ uniform vec3 camPosLocal;  uniform vec4 lightnorm;  uniform vec4 sunlight_color; +uniform vec4 moonlight_color; +uniform int sun_up_factor;  uniform vec4 ambient;  uniform vec4 blue_horizon;  uniform vec4 blue_density; @@ -82,7 +84,7 @@ void main()  	vec4 temp2 = vec4(0.);  	vec4 blue_weight;  	vec4 haze_weight; -	vec4 sunlight = sunlight_color; +	vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;  	vec4 light_atten;  	// Sunlight attenuation effect (hue and brightness) due to atmosphere diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl index 95d5b52b45..c0ba804a30 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl @@ -44,7 +44,6 @@ uniform sampler2D cloud_noise_texture_next;  uniform float blend_factor;  uniform vec4 cloud_pos_density1;  uniform vec4 cloud_pos_density2; -uniform vec4 sunlight_color;  uniform vec4 cloud_color;  uniform float cloud_shadow;  uniform float cloud_scale; diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl index c111456782..cc7a86f35c 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl @@ -47,7 +47,6 @@ uniform sampler2D cloud_noise_texture_next;  uniform float blend_factor;  uniform vec4 cloud_pos_density1;  uniform vec4 cloud_pos_density2; -uniform vec4 sunlight_color;  uniform vec4 cloud_color;  uniform float cloud_shadow;  uniform float cloud_scale; diff --git a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl index a1b67fc31e..852c2478bc 100644 --- a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl @@ -29,6 +29,8 @@ vec3 getAtmosAttenuation();  uniform vec4 gamma;  uniform vec4 lightnorm;  uniform vec4 sunlight_color; +uniform vec4 moonlight_color; +uniform int sun_up_factor;  uniform vec4 ambient;  uniform vec4 blue_horizon;  uniform vec4 blue_density; @@ -69,7 +71,7 @@ void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit,  	vec3 temp2 = vec3(0);  	vec4 blue_weight;  	vec4 haze_weight; -	vec4 sunlight = sunlight_color; +	vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;  	vec4 light_atten;  	//sunlight attenuation effect (hue and brightness) due to atmosphere diff --git a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl index 3270c243a4..9bd75cf118 100644 --- a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl +++ b/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl @@ -38,6 +38,8 @@ uniform vec3 camPosLocal;  uniform vec4 lightnorm;  uniform vec4 sunlight_color; +uniform vec4 moonlight_color; +uniform int sun_up_factor;  uniform vec4 ambient;  uniform vec4 blue_horizon;  uniform vec4 blue_density; @@ -63,7 +65,7 @@ void calcAtmospherics(vec3 inPositionEye) {  	vec3 temp2 = vec3(0);  	vec4 blue_weight;  	vec4 haze_weight; -	vec4 sunlight = sunlight_color; +	vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;  	vec4 light_atten;  	//sunlight attenuation effect (hue and brightness) due to atmosphere diff --git a/indra/newview/lldrawpool.cpp b/indra/newview/lldrawpool.cpp index 00493c83df..b7504b16bf 100644 --- a/indra/newview/lldrawpool.cpp +++ b/indra/newview/lldrawpool.cpp @@ -449,10 +449,10 @@ void LLRenderPass::applyModelMatrix(const LLDrawInfo& params)  	if (params.mModelMatrix != gGLLastMatrix)  	{  		gGLLastMatrix = params.mModelMatrix; +        gGL.matrixMode(LLRender::MM_MODELVIEW);  		gGL.loadMatrix(gGLModelView);  		if (params.mModelMatrix)  		{ -			llassert(gGL.getMatrixMode() == LLRender::MM_MODELVIEW);  			gGL.multMatrix((GLfloat*) params.mModelMatrix->mMatrix);  		}  		gPipeline.mMatrixOpCount++; diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp index e716214d72..ba2b00ee4e 100644 --- a/indra/newview/lldrawpoolterrain.cpp +++ b/indra/newview/lldrawpoolterrain.cpp @@ -48,6 +48,7 @@  #include "pipeline.h"  #include "llviewershadermgr.h"  #include "llrender.h" +#include "llenvironment.h"  const F32 DETAIL_SCALE = 1.f/16.f;  int DebugDetailMap = 0; @@ -259,6 +260,9 @@ void LLDrawPoolTerrain::beginShadowPass(S32 pass)  	LLFacePool::beginRenderPass(pass);  	gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);  	gDeferredShadowProgram.bind(); + +    LLEnvironment& environment = LLEnvironment::instance(); +    gDeferredShadowProgram.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);  }  void LLDrawPoolTerrain::endShadowPass(S32 pass) diff --git a/indra/newview/lldrawpooltree.cpp b/indra/newview/lldrawpooltree.cpp index 81b0c8b1bb..aa8812ab9d 100644 --- a/indra/newview/lldrawpooltree.cpp +++ b/indra/newview/lldrawpooltree.cpp @@ -38,6 +38,7 @@  #include "llrender.h"  #include "llviewercontrol.h"  #include "llviewerregion.h" +#include "llenvironment.h"  S32 LLDrawPoolTree::sDiffTex = 0;  static LLGLSLShader* shader = NULL; @@ -178,7 +179,10 @@ void LLDrawPoolTree::beginShadowPass(S32 pass)  	glPolygonOffset(gSavedSettings.getF32("RenderDeferredTreeShadowOffset"),  					gSavedSettings.getF32("RenderDeferredTreeShadowBias")); +    LLEnvironment& environment = LLEnvironment::instance(); +  	gDeferredTreeShadowProgram.bind(); +    gDeferredTreeShadowProgram.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);  	gDeferredTreeShadowProgram.setMinimumAlpha(0.5f);  } diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp index acf2a6ea6e..313e74d5cd 100644 --- a/indra/newview/lldrawpoolwlsky.cpp +++ b/indra/newview/lldrawpoolwlsky.cpp @@ -701,6 +701,7 @@ void LLDrawPoolWLSky::renderHeavenlyBodies()              F32 moon_brightness = (float)psky->getMoonBrightness();              moon_shader->uniform1f(LLShaderMgr::MOON_BRIGHTNESS,  moon_brightness); +            moon_shader->uniform4fv(LLShaderMgr::MOONLIGHT_COLOR,  1, gSky.mVOSkyp->getMoon().getColor().mV);              moon_shader->uniform4fv(LLShaderMgr::DIFFUSE_COLOR, 1, color.mV);              moon_shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor); diff --git a/indra/newview/llpaneleditsky.cpp b/indra/newview/llpaneleditsky.cpp index b011522728..bbd1beb246 100644 --- a/indra/newview/llpaneleditsky.cpp +++ b/indra/newview/llpaneleditsky.cpp @@ -451,7 +451,7 @@ BOOL LLPanelSettingsSkySunMoonTab::postBuild()      getChild<LLUICtrl>(FIELD_SKY_MOON_ROTATION)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onMoonRotationChanged(); });      getChild<LLUICtrl>(FIELD_SKY_MOON_IMAGE)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onMoonImageChanged(); });      getChild<LLTextureCtrl>(FIELD_SKY_MOON_IMAGE)->setDefaultImageAssetID(LLSettingsSky::GetDefaultMoonTextureId()); -    getChild<LLTextureCtrl>(FIELD_SKY_MOON_IMAGE)->setBlankImageAssetID(LLUUID::null); +    getChild<LLTextureCtrl>(FIELD_SKY_MOON_IMAGE)->setBlankImageAssetID(LLSettingsSky::GetDefaultMoonTextureId());      getChild<LLTextureCtrl>(FIELD_SKY_MOON_IMAGE)->setAllowNoTexture(TRUE);      getChild<LLUICtrl>(FIELD_SKY_MOON_SCALE)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onMoonScaleChanged(); });      getChild<LLUICtrl>(FIELD_SKY_MOON_BRIGHTNESS)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onMoonBrightnessChanged(); }); diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 82c59282d5..0898b0d53d 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -6075,9 +6075,7 @@ void LLPipeline::setupAvatarLights(bool for_edit)      LLEnvironment& environment = LLEnvironment::instance();      LLSettingsSky::ptr_t psky = environment.getCurrentSky(); -    bool sun_up         = environment.getIsSunUp(); -    bool moon_up        = environment.getIsMoonUp(); -    bool sun_is_primary = sun_up || !moon_up; +    bool sun_up = environment.getIsSunUp();  	if (for_edit)  	{ @@ -6113,13 +6111,13 @@ void LLPipeline::setupAvatarLights(bool for_edit)  	}  	else if (gAvatarBacklight) // Always true (unless overridden in a devs .ini)  	{ -        LLVector3 light_dir = sun_is_primary ? LLVector3(mSunDir) : LLVector3(mMoonDir); +        LLVector3 light_dir = sun_up ? LLVector3(mSunDir) : LLVector3(mMoonDir);  		LLVector3 opposite_pos = -light_dir;  		LLVector3 orthog_light_pos = light_dir % LLVector3::z_axis;  		LLVector4 backlight_pos = LLVector4(lerp(opposite_pos, orthog_light_pos, 0.3f), 0.0f);  		backlight_pos.normalize(); -		LLColor4 light_diffuse = sun_is_primary ? mSunDiffuse : mMoonDiffuse; +		LLColor4 light_diffuse = sun_up ? mSunDiffuse : mMoonDiffuse;  		LLColor4 backlight_diffuse(1.f - light_diffuse.mV[VRED], 1.f - light_diffuse.mV[VGREEN], 1.f - light_diffuse.mV[VBLUE], 1.f);  		F32 max_component = 0.001f; @@ -6351,9 +6349,7 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)  		gGL.setAmbientLightColor(ambient);  	} -    bool sun_up         = environment.getIsSunUp(); -    bool moon_up        = environment.getIsMoonUp(); -    bool sun_is_primary = sun_up || !moon_up; +    bool sun_up = environment.getIsSunUp();  	// Light 0 = Sun or Moon (All objects)  	{ @@ -6379,15 +6375,15 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)  		}  		mMoonDiffuse.clamp(); -		LLColor4  light_diffuse = sun_is_primary ? mSunDiffuse : mMoonDiffuse; -        LLVector4 light_dir     = sun_is_primary ? mSunDir     : mMoonDir; +        LLVector4 light_dir = sun_up ? mSunDir : mMoonDir; -		mHWLightColors[0] = light_diffuse; +		mHWLightColors[0] = mSunDiffuse;  		LLLightState* light = gGL.getLight(0);          light->setPosition(light_dir); -		light->setDiffuse(light_diffuse); +		light->setDiffuse(mSunDiffuse); +        light->setDiffuseB(mMoonDiffuse);  		light->setAmbient(LLColor4::black);  		light->setSpecular(LLColor4::black);  		light->setConstantAttenuation(1.f); @@ -8596,32 +8592,14 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget* screen_target)  		vert[1].set(-1,-3,0);  		vert[2].set(3,1,0); -        const LLEnvironment& environment = LLEnvironment::instance(); +		setupHWLights(NULL); //to set mSun/MoonDir; -        bool sun_up  = environment.getIsSunUp(); -        bool moon_up = environment.getIsMoonUp(); -		 -		{ -			setupHWLights(NULL); //to set mSun/MoonDir; -			glh::vec4f tc(mSunDir.mV); -			mat.mult_matrix_vec(tc); +		glh::vec4f tc(mSunDir.mV); +		mat.mult_matrix_vec(tc); +        mTransformedSunDir.set(tc.v); -            glh::vec4f tc_moon(mMoonDir.mV); -            mTransformedMoonDir.set(tc_moon.v); -            mTransformedMoonDir.normalize(); - -            bool sun_is_primary = sun_up || !moon_up;             -            if (sun_is_primary) -            { -                mTransformedSunDir.set(tc.v); -                mTransformedSunDir.normalize(); -            } -            else -            { -                mTransformedSunDir.set(tc_moon.v); -                mTransformedSunDir.normalize(); -            }             -		} +        glh::vec4f tc_moon(mMoonDir.mV); +        mTransformedMoonDir.set(tc_moon.v);  		gGL.pushMatrix();  		gGL.loadIdentity(); @@ -8757,6 +8735,10 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget* screen_target)  			LL_RECORD_BLOCK_TIME(FTM_ATMOSPHERICS);  			bindDeferredShader(soften_shader);	 + +            LLEnvironment& environment = LLEnvironment::instance(); +            soften_shader.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0); +  			{  				LLGLDepthTest depth(GL_FALSE);  				LLGLDisable blend(GL_BLEND); @@ -9870,6 +9852,8 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera  	stop_glerror(); +    LLEnvironment& environment = LLEnvironment::instance(); +  	LLVertexBuffer::unbind();  	{ @@ -9880,6 +9864,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera  		else  		{  			gDeferredShadowProgram.bind(); +            gDeferredShadowProgram.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);  		}  		gGL.diffuseColor4f(1,1,1,1); @@ -9911,6 +9896,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera  		gDeferredShadowProgram.unbind();  		renderGeomShadow(shadow_cam);  		gDeferredShadowProgram.bind(); +        gDeferredShadowProgram.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);  	}  	else  	{ @@ -9921,6 +9907,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera  		LL_RECORD_BLOCK_TIME(FTM_SHADOW_ALPHA);  		gDeferredShadowAlphaMaskProgram.bind();  		gDeferredShadowAlphaMaskProgram.uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); +        gDeferredShadowAlphaMaskProgram.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);  		U32 mask =	LLVertexBuffer::MAP_VERTEX |   					LLVertexBuffer::MAP_TEXCOORD0 |  @@ -9935,6 +9922,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera  		mask = mask & ~LLVertexBuffer::MAP_TEXTURE_INDEX;  		gDeferredTreeShadowProgram.bind(); +        gDeferredTreeShadowProgram.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);  		renderMaskedObjects(LLRenderPass::PASS_NORMSPEC_MASK, mask);  		renderMaskedObjects(LLRenderPass::PASS_MATERIAL_ALPHA_MASK, mask);  		renderMaskedObjects(LLRenderPass::PASS_SPECMAP_MASK, mask); @@ -10625,9 +10613,8 @@ void LLPipeline::generateSunShadow(LLCamera& camera)      bool sun_up         = environment.getIsSunUp();      bool moon_up        = environment.getIsMoonUp(); -    bool sun_is_primary = sun_up || !moon_up; -    bool ignore_shadows = (sun_is_primary && (mSunDiffuse == LLColor4::black)) -                       || (moon_up        && (mMoonDiffuse == LLColor4::black)) +    bool ignore_shadows = (sun_up  && (mSunDiffuse == LLColor4::black)) +                       || (moon_up && (mMoonDiffuse == LLColor4::black))                         || !(sun_up || moon_up);  	if (ignore_shadows) | 
