diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl | 21 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl | 34 |
2 files changed, 44 insertions, 11 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index 1de8b25a7d..8b2a69b924 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -35,19 +35,19 @@ in vec3 vary_position; in vec4 vertex_color; in vec2 vary_texcoord0; -vec4 applyWaterFogViewLinear(vec3 pos, vec4 color); - vec3 srgb_to_linear(vec3 cs); vec3 linear_to_srgb(vec3 cl); -vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten); -void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); #ifdef HAS_ALPHA_MASK uniform float minimum_alpha; #endif #ifdef IS_ALPHA +uniform vec4 waterPlane; void waterClip(vec3 pos); +void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, + out vec3 atten); +vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color); #endif void main() @@ -77,21 +77,20 @@ void main() vec3 pos = vary_position; #ifndef IS_HUD + color.rgb = srgb_to_linear(color.rgb); + color.a = final_alpha; +#ifdef IS_ALPHA + vec3 sunlit; vec3 amblit; vec3 additive; vec3 atten; calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten); - color.rgb = srgb_to_linear(color.rgb); - -#ifdef IS_ALPHA - color.rgb = atmosFragLighting(color.rgb, additive, atten); + color.rgb = applySkyAndWaterFog(pos, additive, atten, color).rgb; + #endif - vec4 fogged = applyWaterFogViewLinear(pos, vec4(color.rgb, final_alpha)); - color.rgb = fogged.rgb; - color.a = fogged.a; #endif frag_color = max(color, vec4(0)); diff --git a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl index 140e01cc2a..f796bb5f3f 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl @@ -33,6 +33,8 @@ uniform float waterFogKS; vec3 srgb_to_linear(vec3 col); vec3 linear_to_srgb(vec3 col); +vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten); + // get a water fog color that will apply the appropriate haze to a color given // a blend function of (ONE, SOURCE_ALPHA) vec4 getWaterFogViewNoClip(vec3 pos) @@ -108,3 +110,35 @@ vec4 applyWaterFogViewLinear(vec3 pos, vec4 color) return applyWaterFogViewLinearNoClip(pos, color); } +// for post deferred shaders, apply sky and water fog in a way that is consistent with +// the deferred rendering haze post effects +vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color) +{ + bool eye_above_water = dot(vec3(0), waterPlane.xyz) + waterPlane.w > 0.0; + bool obj_above_water = dot(pos.xyz, waterPlane.xyz) + waterPlane.w > 0.0; + + if (eye_above_water) + { + if (!obj_above_water) + { + color.rgb = applyWaterFogViewLinearNoClip(pos, color).rgb; + } + else + { + color.rgb = atmosFragLighting(color.rgb, additive, atten); + } + } + else + { + if (obj_above_water) + { + color.rgb = atmosFragLighting(color.rgb, additive, atten); + } + else + { + color.rgb = applyWaterFogViewLinearNoClip(pos, color).rgb; + } + } + + return color; +} |