diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
4 files changed, 10 insertions, 16 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index a82af996a1..a8cac3e5a9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -273,15 +273,11 @@ void main() vec2 abnormal = encode_normal(norm.xyz); vec4 final_color = diffuse_linear; - -#if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE) - final_color.a = emissive_brightness; -#else - final_color.a = max(final_color.a, emissive_brightness); -#endif -#if !defined(HAS_NORMAL_MAP) - final_color.a = 0.0f; +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_EMISSIVE) + // nop, use content of alpha emissive mask as is... +#else + final_color.a = emissive_brightness; #endif vec4 final_specular = spec; @@ -459,6 +455,8 @@ vec3 post_atmo = color.rgb; #else // deferred path + +final_color = diffuse_linear; frag_data[0] = final_color; frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent. frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity. diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index 5ce246a114..c3b046552c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -121,7 +121,7 @@ void main() // temp2.x is 0 at the sun and increases away from sun temp2.x = max(temp2.x, .001); // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - temp2.x *= glow.x; + temp2.x *= glow.x * 0.33333; // Higher glow.x gives dimmer glow (because next step is 1 / "angle") temp2.x = pow(temp2.x, glow.z); // glow.z should be negative, so we're doing a sort of (1 / "angle") function diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainWaterV.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainWaterV.glsl index 416d406f68..a075cfeef2 100644 --- a/indra/newview/app_settings/shaders/class1/environment/terrainWaterV.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/terrainWaterV.glsl @@ -70,10 +70,6 @@ void main() vec4 color = calcLighting(pos.xyz, norm, vec4(1.0)); -#if defined(ALM) - color.rgb *= 0.5f; -#endif - vertex_color.rgb = color.rgb; // Transform and pass tex coords diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index deda4d8b7e..786a65df0f 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -68,7 +68,7 @@ void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, o vec4 light_atten; float dens_mul = density_multiplier; - float dist_mul = max(0.05, distance_multiplier); + float dist_mul = distance_multiplier; //sunlight attenuation effect (hue and brightness) due to atmosphere //this is used later for sunlight modulation at various altitudes @@ -107,9 +107,9 @@ void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, o //temp2.x is 0 at the sun and increases away from sun temp2.x = max(temp2.x, .001); //was glow.y //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - temp2.x *= glow.x * 1.8; + temp2.x *= glow.x; //higher glow.x gives dimmer glow (because next step is 1 / "angle") - temp2.x = pow(temp2.x, glow.z * 0.2); + temp2.x = pow(temp2.x, glow.z); //glow.z should be negative, so we're doing a sort of (1 / "angle") function //add "minimum anti-solar illumination" |