diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl | 14 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl | 16 | 
2 files changed, 19 insertions, 11 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl index 3557c0766e..c66f3f62b2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl @@ -40,17 +40,21 @@ uniform sampler2D diffuseMap;  uniform sampler2D altDiffuseMap;  uniform float blend_factor; // interp factor between sunDisc A/B  VARYING vec2 vary_texcoord0; +VARYING float sun_fade;  void main()   { -	vec4 sunDiscA = texture2D(diffuseMap, vary_texcoord0.xy); -	vec4 sunDiscB = texture2D(altDiffuseMap, vary_texcoord0.xy); +    vec4 sunDiscA = texture2D(diffuseMap, vary_texcoord0.xy); +    vec4 sunDiscB = texture2D(altDiffuseMap, vary_texcoord0.xy);      vec4 c     = mix(sunDiscA, sunDiscB, blend_factor);      c.rgb = clamp(c.rgb, vec3(0), vec3(1)); -	c.rgb = pow(c.rgb, vec3(0.7f)); -	c.rgb = fullbrightAtmosTransport(c.rgb); +    c.rgb = pow(c.rgb, vec3(0.7f)); +    c.rgb = fullbrightAtmosTransport(c.rgb);      c.rgb = fullbrightScaleSoftClip(c.rgb); -	frag_data[0] = c; + +    c.a *= sun_fade; + +    frag_data[0] = c;      frag_data[1] = vec4(0.0f);      frag_data[2] = vec4(0.0, 1.0, 0.0, 1.0);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl index c67ed8e6d9..0d117c6bc7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl @@ -31,18 +31,22 @@ ATTRIBUTE vec3 position;  ATTRIBUTE vec2 texcoord0;  VARYING vec2 vary_texcoord0; +VARYING float sun_fade;  void calcAtmospherics(vec3 eye_pos);  void main()  { -	//transform vertex -	vec4 vert = vec4(position.xyz - vec3(0, 0, 50), 1.0); -	vec4 pos  = modelview_projection_matrix*vert; +    //transform vertex +    vec3 offset = vec3(0, 0, 50); +    vec4 vert = vec4(position.xyz - offset, 1.0); +    vec4 pos  = modelview_projection_matrix*vert; -	gl_Position = pos; -	 +    sun_fade = smoothstep(0.3, 1.0, (position.z + 50) / 512.0f); + +    gl_Position = pos; +          calcAtmospherics(pos.xyz); -	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; +    vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;  } | 
