diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/skyF.glsl | 60 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/skyV.glsl | 6 |
2 files changed, 38 insertions, 28 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl index 596e9321e8..785c748234 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl @@ -28,8 +28,10 @@ in vec3 vary_HazeColor; in float vary_LightNormPosDot; #ifdef HAS_HDRI -in vec3 vary_position; +in vec4 vary_position; +in vec3 vary_rel_pos; uniform float sky_hdr_scale; +uniform float hdri_split_screen; uniform mat3 env_mat; uniform sampler2D environmentMap; #endif @@ -81,33 +83,39 @@ vec3 halo22(float d) void main() { + vec3 color; #ifdef HAS_HDRI - vec3 pos = normalize(vary_position); - pos = env_mat * pos; - vec2 texCoord = vec2(atan(pos.z, pos.x) + PI, acos(pos.y)) / vec2(2.0 * PI, PI); - vec3 color = textureLod(environmentMap, texCoord.xy, 0).rgb * sky_hdr_scale; - color = min(color, vec3(8192*8192*16)); // stupidly large value arrived at by binary search -- avoids framebuffer corruption from some HDRIs - - frag_data[2] = vec4(0.0,0.0,0.0,GBUFFER_FLAG_HAS_HDRI); -#else - - // Potential Fill-rate optimization. Add cloud calculation - // back in and output alpha of 0 (so that alpha culling kills - // the fragment) if the sky wouldn't show up because the clouds - // are fully opaque. - - vec3 color = vary_HazeColor; - - float rel_pos_lightnorm = vary_LightNormPosDot; - float optic_d = rel_pos_lightnorm; - vec3 halo_22 = halo22(optic_d); - color.rgb += rainbow(optic_d); - color.rgb += halo_22; - color.rgb *= 2.; - color.rgb = clamp(color.rgb, vec3(0), vec3(5)); - - frag_data[2] = vec4(0.0,0.0,0.0,GBUFFER_FLAG_SKIP_ATMOS); + vec3 frag_coord = vary_position.xyz/vary_position.w; + if (-frag_coord.x > ((1.0-hdri_split_screen)*2.0-1.0)) + { + vec3 pos = normalize(vary_rel_pos); + pos = env_mat * pos; + vec2 texCoord = vec2(atan(pos.z, pos.x) + PI, acos(pos.y)) / vec2(2.0 * PI, PI); + color = textureLod(environmentMap, texCoord.xy, 0).rgb * sky_hdr_scale; + color = min(color, vec3(8192*8192*16)); // stupidly large value arrived at by binary search -- avoids framebuffer corruption from some HDRIs + + frag_data[2] = vec4(0.0,0.0,0.0,GBUFFER_FLAG_HAS_HDRI); + } + else #endif + { + // Potential Fill-rate optimization. Add cloud calculation + // back in and output alpha of 0 (so that alpha culling kills + // the fragment) if the sky wouldn't show up because the clouds + // are fully opaque. + + color = vary_HazeColor; + + float rel_pos_lightnorm = vary_LightNormPosDot; + float optic_d = rel_pos_lightnorm; + vec3 halo_22 = halo22(optic_d); + color.rgb += rainbow(optic_d); + color.rgb += halo_22; + color.rgb *= 2.; + color.rgb = clamp(color.rgb, vec3(0), vec3(5)); + + frag_data[2] = vec4(0.0,0.0,0.0,GBUFFER_FLAG_SKIP_ATMOS); + } frag_data[0] = vec4(0); frag_data[1] = vec4(0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index bbe9a5a838..e48f69dab5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -36,7 +36,8 @@ out vec3 vary_HazeColor; out float vary_LightNormPosDot; #ifdef HAS_HDRI -out vec3 vary_position; +out vec4 vary_position; +out vec3 vary_rel_pos; #endif // Inputs @@ -77,7 +78,8 @@ void main() vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0); #ifdef HAS_HDRI - vary_position = rel_pos; + vary_rel_pos = rel_pos; + vary_position = pos; #endif // Adj position vector to clamp altitude |