diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
3 files changed, 45 insertions, 45 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl index 64e094e3c5..72f319b8e3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl @@ -50,18 +50,18 @@ uniform vec4 sunlight_color; uniform vec4 ambient; uniform vec4 blue_horizon; uniform vec4 blue_density; -uniform vec4 haze_horizon; -uniform vec4 haze_density; +uniform float haze_horizon; +uniform float haze_density; -uniform vec4 cloud_shadow; -uniform vec4 density_multiplier; -uniform vec4 max_y; +uniform float cloud_shadow; +uniform float density_multiplier; +uniform float max_y; uniform vec4 glow; uniform vec4 cloud_color; -uniform vec4 cloud_scale; +uniform float cloud_scale; void main() { @@ -77,7 +77,7 @@ void main() // Set altitude if (P.y > 0.) { - P *= (max_y.x / P.y); + P *= (max_y / P.y); } else { @@ -99,12 +99,12 @@ void main() // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes - light_atten = (blue_density * 1.0 + haze_density.x * 0.25) * (density_multiplier.x * max_y.x); + light_atten = (blue_density * 1.0 + haze_density * 0.25) * (density_multiplier * max_y); // Calculate relative weights - temp1 = blue_density + haze_density.x; + temp1 = blue_density + haze_density; blue_weight = blue_density / temp1; - haze_weight = haze_density.x / temp1; + haze_weight = haze_density / temp1; // Compute sunlight from P & lightnorm (for long rays like sky) temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y ); @@ -112,7 +112,7 @@ void main() sunlight *= exp( - light_atten * temp2.y); // Distance - temp2.z = Plen * density_multiplier.x; + temp2.z = Plen * density_multiplier; // Transparency (-> temp1) // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati @@ -136,14 +136,14 @@ void main() // Increase ambient when there are more clouds vec4 tmpAmbient = ambient; - tmpAmbient += (1. - tmpAmbient) * cloud_shadow.x * 0.5; + tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; // Dim sunlight by cloud shadow percentage - sunlight *= (1. - cloud_shadow.x); + sunlight *= (1. - cloud_shadow); // Haze color below cloud vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient) - + (haze_horizon.r * haze_weight) * (sunlight * temp2.x + tmpAmbient) + + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient) ); // CLOUDS @@ -164,13 +164,13 @@ void main() vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1); // Make a nice cloud density based on the cloud_shadow value that was passed in. - vary_CloudDensity = 2. * (cloud_shadow.x - 0.25); + vary_CloudDensity = 2. * (cloud_shadow - 0.25); // Texture coords vary_texcoord0 = texcoord0; vary_texcoord0.xy -= 0.5; - vary_texcoord0.xy /= cloud_scale.x; + vary_texcoord0.xy /= cloud_scale; vary_texcoord0.xy += 0.5; vary_texcoord1 = vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index 721de18e0b..deb4f00072 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -44,12 +44,12 @@ uniform vec4 sunlight_color; uniform vec4 ambient; uniform vec4 blue_horizon; uniform vec4 blue_density; -uniform vec4 haze_horizon; -uniform vec4 haze_density; +uniform float haze_horizon; +uniform float haze_density; -uniform vec4 cloud_shadow; -uniform vec4 density_multiplier; -uniform vec4 max_y; +uniform float cloud_shadow; +uniform float density_multiplier; +uniform float max_y; uniform vec4 glow; @@ -71,7 +71,7 @@ void main() // Set altitude if (P.y > 0.) { - P *= (max_y.x / P.y); + P *= (max_y / P.y); } else { @@ -93,12 +93,12 @@ void main() // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes - light_atten = (blue_density * 1.0 + haze_density.x * 0.25) * (density_multiplier.x * max_y.x); + light_atten = (blue_density * 1.0 + haze_density * 0.25) * (density_multiplier * max_y); // Calculate relative weights - temp1 = blue_density + haze_density.x; + temp1 = blue_density + haze_density; blue_weight = blue_density / temp1; - haze_weight = haze_density.x / temp1; + haze_weight = haze_density / temp1; // Compute sunlight from P & lightnorm (for long rays like sky) temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y ); @@ -106,7 +106,7 @@ void main() sunlight *= exp( - light_atten * temp2.y); // Distance - temp2.z = Plen * density_multiplier.x; + temp2.z = Plen * density_multiplier; // Transparency (-> temp1) // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati @@ -131,20 +131,20 @@ void main() // Haze color above cloud vary_HazeColor = ( blue_horizon * blue_weight * (sunlight + ambient) - + (haze_horizon.r * haze_weight) * (sunlight * temp2.x + ambient) + + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient) ); // Increase ambient when there are more clouds vec4 tmpAmbient = ambient; - tmpAmbient += (1. - tmpAmbient) * cloud_shadow.x * 0.5; + tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; // Dim sunlight by cloud shadow percentage - sunlight *= (1. - cloud_shadow.x); + sunlight *= (1. - cloud_shadow); // Haze color below cloud vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient) - + (haze_horizon.r * haze_weight) * (sunlight * temp2.x + tmpAmbient) + + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient) ); // Final atmosphere additive diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 51110ae4df..e32dab9bae 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -51,12 +51,12 @@ uniform vec4 sunlight_color; uniform vec4 ambient; uniform vec4 blue_horizon; uniform vec4 blue_density; -uniform vec4 haze_horizon; -uniform vec4 haze_density; -uniform vec4 cloud_shadow; -uniform vec4 density_multiplier; -uniform vec4 distance_multiplier; -uniform vec4 max_y; +uniform float haze_horizon; +uniform float haze_density; +uniform float cloud_shadow; +uniform float density_multiplier; +uniform float distance_multiplier; +uniform float max_y; uniform vec4 glow; uniform float scene_light_strength; uniform mat3 env_mat; @@ -159,13 +159,13 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { //sunlight attenuation effect (hue and brightness) due to atmosphere //this is used later for sunlight modulation at various altitudes - light_atten = (blue_density * 1.0 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x); + light_atten = (blue_density * 1.0 + vec4(haze_density) * 0.25) * (density_multiplier * max_y); //I had thought blue_density and haze_density should have equal weighting, //but attenuation due to haze_density tends to seem too strong - temp1 = blue_density + vec4(haze_density.r); + temp1 = blue_density + vec4(haze_density); blue_weight = blue_density / temp1; - haze_weight = vec4(haze_density.r) / temp1; + haze_weight = vec4(haze_density) / temp1; //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) temp2.y = max(0.0, tmpLightnorm.y); @@ -173,12 +173,12 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { sunlight *= exp( - light_atten * temp2.y); // main atmospheric scattering line integral - temp2.z = Plen * density_multiplier.x; + temp2.z = Plen * density_multiplier; // Transparency (-> temp1) - // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati + // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati // compiler gets confused. - temp1 = exp(-temp1 * temp2.z * distance_multiplier.x); + temp1 = exp(-temp1 * temp2.z * distance_multiplier); //final atmosphere attenuation factor setAtmosAttenuation(temp1.rgb); @@ -199,7 +199,7 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { temp2.x += .25; //increase ambient when there are more clouds - vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 0.5; + vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5; /* decrease value and saturation (that in HSV, not HSL) for occluded areas * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html @@ -213,8 +213,8 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { //haze color setAdditiveColor( - vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient) - + (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * temp2.x + vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) + + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x + tmpAmbient))); //brightness of surface both sunlight and ambient |