diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
15 files changed, 182 insertions, 143 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl index b7036e02cf..8e0a001403 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl @@ -1,24 +1,24 @@ -/** +/**    * @file WLCloudsV.glsl   *   * $LicenseInfo:firstyear=2005&license=viewerlgpl$   * Second Life Viewer Source Code   * Copyright (C) 2005, Linden Research, Inc. - * + *    * This library is free software; you can redistribute it and/or   * modify it under the terms of the GNU Lesser General Public   * License as published by the Free Software Foundation;   * version 2.1 of the License only. - * + *    * This library is distributed in the hope that it will be useful,   * but WITHOUT ANY WARRANTY; without even the implied warranty of   * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU   * Lesser General Public License for more details. - * + *    * You should have received a copy of the GNU Lesser General Public   * License along with this library; if not, write to the Free Software   * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA - * + *    * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ @@ -33,26 +33,26 @@ ATTRIBUTE vec2 texcoord0;  ///////////////////////////////////////////////////////////////////////////////  // Output parameters -VARYING vec4  vary_CloudColorSun; -VARYING vec4  vary_CloudColorAmbient; +VARYING vec4 vary_CloudColorSun; +VARYING vec4 vary_CloudColorAmbient;  VARYING float vary_CloudDensity; -VARYING vec2  vary_texcoord0; -VARYING vec2  vary_texcoord1; -VARYING vec2  vary_texcoord2; -VARYING vec2  vary_texcoord3; +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +VARYING vec2 vary_texcoord2; +VARYING vec2 vary_texcoord3;  VARYING float altitude_blend_factor;  // Inputs  uniform vec3 camPosLocal; -uniform vec4  lightnorm; -uniform vec4  sunlight_color; -uniform vec4  moonlight_color; -uniform int   sun_up_factor; -uniform vec4  ambient_color; -uniform vec4  blue_horizon; -uniform vec4  blue_density; +uniform vec4 lightnorm; +uniform vec4 sunlight_color; +uniform vec4 moonlight_color; +uniform int sun_up_factor; +uniform vec4 ambient_color; +uniform vec4 blue_horizon; +uniform vec4 blue_density;  uniform float haze_horizon;  uniform float haze_density; @@ -60,7 +60,7 @@ uniform float cloud_shadow;  uniform float density_multiplier;  uniform float max_y; -uniform vec4  glow; +uniform vec4 glow;  uniform float sun_moon_glow_factor;  uniform vec4 cloud_color; @@ -75,53 +75,53 @@ uniform float cloud_scale;  //       indra\newview\llsettingsvo.cpp  void main()  { -    // World / view / projection -    gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); +	// World / view / projection +	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); -    // Texture coords +	// Texture coords      // SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll      vary_texcoord0 = vec2(-texcoord0.x, texcoord0.y);  // See: LLSettingsVOSky::applySpecial -    vary_texcoord0.xy -= 0.5; -    vary_texcoord0.xy /= cloud_scale; -    vary_texcoord0.xy += 0.5; +	vary_texcoord0.xy -= 0.5; +	vary_texcoord0.xy /= cloud_scale; +	vary_texcoord0.xy += 0.5; -    vary_texcoord1 = vary_texcoord0; -    vary_texcoord1.x += lightnorm.x * 0.0125; -    vary_texcoord1.y += lightnorm.z * 0.0125; +	vary_texcoord1 = vary_texcoord0; +	vary_texcoord1.x += lightnorm.x * 0.0125; +	vary_texcoord1.y += lightnorm.z * 0.0125; -    vary_texcoord2 = vary_texcoord0 * 16.; -    vary_texcoord3 = vary_texcoord1 * 16.; +	vary_texcoord2 = vary_texcoord0 * 16.; +	vary_texcoord3 = vary_texcoord1 * 16.; -    // Get relative position +	// Get relative position      vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0);      altitude_blend_factor = clamp((rel_pos.y + 512.0) / max_y, 0.0, 1.0); -    // Set altitude +	// Set altitude      if (rel_pos.y > 0) -    { +	{          rel_pos *= (max_y / rel_pos.y); -    } +	}      if (rel_pos.y < 0) -    { -        altitude_blend_factor = 0;  // SL-11589 Fix clouds drooping below horizon +	{ +		altitude_blend_factor = 0; // SL-11589 Fix clouds drooping below horizon          rel_pos *= (-32000. / rel_pos.y); -    } +	} -    // Can normalize then +	// Can normalize then      vec3  rel_pos_norm = normalize(rel_pos);      float rel_pos_len  = length(rel_pos); -    // Initialize temp variables -    vec4 sunlight = sunlight_color; -    vec4 light_atten; +	// Initialize temp variables +	vec4 sunlight = sunlight_color; +	vec4 light_atten; -    // Sunlight attenuation effect (hue and brightness) due to atmosphere -    // this is used later for sunlight modulation at various altitudes +	// Sunlight attenuation effect (hue and brightness) due to atmosphere +	// this is used later for sunlight modulation at various altitudes      light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); -    // Calculate relative weights +	// Calculate relative weights      vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density));      vec4 blue_weight   = blue_density / combined_haze;      vec4 haze_weight   = haze_density / combined_haze; @@ -130,63 +130,64 @@ void main()      float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y);      sunlight *= exp(-light_atten * off_axis); -    // Distance +	// Distance      float density_dist = rel_pos_len * density_multiplier;      // Transparency (-> combined_haze)      // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati -    // compiler gets confused. +	// compiler gets confused.      combined_haze = exp(-combined_haze * density_dist); -    // Compute haze glow +	// Compute haze glow      float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz);      // haze_glow is 0 at the sun and increases away from sun      haze_glow = max(haze_glow, .001); -    // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) +		// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)      haze_glow *= glow.x; -    // Higher glow.x gives dimmer glow (because next step is 1 / "angle") +		// Higher glow.x gives dimmer glow (because next step is 1 / "angle")      haze_glow = pow(haze_glow, glow.z); -    // glow.z should be negative, so we're doing a sort of (1 / "angle") function +		// glow.z should be negative, so we're doing a sort of (1 / "angle") function      haze_glow *= sun_moon_glow_factor; -    // Add "minimum anti-solar illumination" +	// Add "minimum anti-solar illumination"      // For sun, add to glow.  For moon, remove glow entirely. SL-13768      haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25); -    // Increase ambient when there are more clouds -    vec4 tmpAmbient = ambient_color; -    tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; +	// Increase ambient when there are more clouds +	vec4 tmpAmbient = ambient_color; +	tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;  -    // Dim sunlight by cloud shadow percentage -    sunlight *= (1. - cloud_shadow); +	// Dim sunlight by cloud shadow percentage +	sunlight *= (1. - cloud_shadow); -    // Haze color below cloud +	// Haze color below cloud      vec4 additiveColorBelowCloud =          (blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient)); -    // CLOUDS +	// CLOUDS +    sunlight = sunlight_color;  // SL-14707 reset color -- Clouds are unusually dim in EEP      off_axis = 1.0 / max(1e-6, lightnorm.y * 2.);      sunlight *= exp(-light_atten * off_axis); -    // Cloud color out +	// Cloud color out      vary_CloudColorSun     = (sunlight * haze_glow) * cloud_color; -    vary_CloudColorAmbient = tmpAmbient * cloud_color; - -    // Attenuate cloud color by atmosphere +	vary_CloudColorAmbient = tmpAmbient * cloud_color; +	 +	// Attenuate cloud color by atmosphere      combined_haze = sqrt(combined_haze);  // less atmos opacity (more transparency) below clouds      vary_CloudColorSun *= combined_haze;      vary_CloudColorAmbient *= combined_haze;      vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze); -    // Make a nice cloud density based on the cloud_shadow value that was passed in. -    vary_CloudDensity = 2. * (cloud_shadow - 0.25); +	// Make a nice cloud density based on the cloud_shadow value that was passed in. +	vary_CloudDensity = 2. * (cloud_shadow - 0.25); -    // Combine these to minimize register use -    vary_CloudColorAmbient += oHazeColorBelowCloud; +	// Combine these to minimize register use +	vary_CloudColorAmbient += oHazeColorBelowCloud; -    // needs this to compile on mac -    // vary_AtmosAttenuation = vec3(0.0,0.0,0.0); +	// needs this to compile on mac +	//vary_AtmosAttenuation = vec3(0.0,0.0,0.0); -    // END CLOUDS +	// END CLOUDS  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl index 6b36d00f97..9fcee04c32 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl @@ -64,28 +64,27 @@ void main()  #else  	vec4 color = texture2D(diffuseMap, vary_texcoord0.xy);  #endif - +	  	color.rgb *= vertex_color.rgb;  	// SL-9632 HUDs are affected by Atmosphere  	if (no_atmo == 0)  	{ -		vec3 sunlit; -		vec3 amblit; -		vec3 additive; -		vec3 atten; +	vec3 sunlit; +	vec3 amblit; +	vec3 additive; +	vec3 atten;  		vec3 pos = vary_position.xyz/vary_position.w; -		calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false); - -		vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; -		float env_intensity = vertex_color.a; +	calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false); +	 +	vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;	 +	float env_intensity = vertex_color.a;  	//color.rgb = srgb_to_linear(color.rgb);  		color.rgb = mix(color.rgb, envColor.rgb, env_intensity); - -		color.rgb = fullbrightAtmosTransportFrag(color.rgb, additive, atten); -		color.rgb = fullbrightScaleSoftClip(color.rgb); +	color.rgb = fullbrightAtmosTransportFrag(color.rgb, additive, atten); +	color.rgb = fullbrightScaleSoftClip(color.rgb);  	}  /* diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl index d29e8a9423..eb6e56e718 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl @@ -40,6 +40,8 @@ uniform sampler2D specularMap;  VARYING vec2 vary_texcoord0; +vec3 linear_to_srgb(vec3 c); +  void main()   {  	vec4 col = texture2D(diffuseMap, vary_texcoord0.xy); @@ -52,6 +54,7 @@ void main()  	vec4 norm = texture2D(normalMap,   vary_texcoord0.xy);  	vec4 spec = texture2D(specularMap, vary_texcoord0.xy); +	col.rgb = linear_to_srgb(col.rgb);  	frag_data[0] = vec4(col.rgb, 0.0);  	frag_data[1] = spec;  	frag_data[2] = vec4(norm.xy,0,0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 80d19102b6..e1f7031af6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -406,6 +406,8 @@ void main()      vec3 light = vec3(0, 0, 0); +    final_specular.rgb = srgb_to_linear(final_specular.rgb); // SL-14035 +  #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w );      LIGHT_LOOP(1) diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index 8c402fcb54..09c47165dd 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -73,9 +73,7 @@ void main()      vec3 norm = getNorm(frag.xy);      vec4 spec = texture2DRect(specularRect, frag.xy); -    spec.rgb  = srgb_to_linear(spec.rgb);      vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb; -    diff.rgb  = srgb_to_linear(diff.rgb);      float noise = texture2D(noiseMap, frag.xy / 128.0).b;      vec3  npos  = normalize(-pos); diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 9bba45bc4e..ec3fb9c543 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -182,10 +182,6 @@ void main()  	vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; -    // SL-12005 Projector light pops as we get closer, more objectionable than being in wrong color space. -    //          We can't switch to linear here unless we do it everywhere* -	// *gbuffer is sRGB, convert to linear whenever sampling from it -    diff_tex.rgb = srgb_to_linear(diff_tex.rgb);  	vec3 dlit = vec3(0, 0, 0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index d805c9ea48..18616a9bb3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -90,7 +90,6 @@ void main()      float noise = texture2D(noiseMap, frag.xy/128.0).b;      vec3 col = texture2DRect(diffuseRect, frag.xy).rgb; -    col.rgb = srgb_to_linear(col.rgb);      float fa = falloff+1.0;      float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); @@ -127,7 +126,7 @@ void main()      {          discard;      } -//col.rgb = vec3(0);         +      frag_color.rgb = col;         frag_color.a = 0.0;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index f80f1a985a..7f2c603f87 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -90,7 +90,7 @@ void main()      vec4 diffuse = texture2DRect(diffuseRect, tc);      //convert to gamma space -    //diffuse.rgb = linear_to_srgb(diffuse.rgb); +    diffuse.rgb = linear_to_srgb(diffuse.rgb); // SL-14035      vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);      vec3 color = vec3(0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl index 454af2a9bc..b2fa5d8a25 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl @@ -49,10 +49,6 @@ void main()      vec4 sunDiscB = texture2D(altDiffuseMap, vary_texcoord0.xy);      vec4 c     = mix(sunDiscA, sunDiscB, blend_factor); -    c.rgb = srgb_to_linear(c.rgb); -    c.rgb = clamp(c.rgb, vec3(0), vec3(1)); -    c.rgb = pow(c.rgb, vec3(0.7f)); -      //c.rgb = fullbrightAtmosTransport(c.rgb);      c.rgb = fullbrightScaleSoftClip(c.rgb); diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl index 6f7e777d23..5e966293c6 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl @@ -48,15 +48,15 @@ void fullbright_shiny_lighting()  {  	vec4 color = diffuseLookup(vary_texcoord0.xy);  	color.rgb *= vertex_color.rgb; - +	  	// SL-9632 HUDs are affected by Atmosphere  	if (no_atmo == 0)  	{ -		vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; -		color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a*0.75); // MAGIC NUMBER SL-12574; ALM: Off, Quality > Low +	vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;	 +	color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a*0.75); // MAGIC NUMBER SL-12574; ALM: Off, Quality > Low -		color.rgb = fullbrightShinyAtmosTransport(color.rgb); -		color.rgb = fullbrightScaleSoftClip(color.rgb); +	color.rgb = fullbrightShinyAtmosTransport(color.rgb); +	color.rgb = fullbrightScaleSoftClip(color.rgb);  	}  /*  	// NOTE: HUD objects will be full bright. Uncomment if you want "some" environment lighting effecting these HUD objects. diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl index a0699affbf..3b4d358cfa 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl @@ -1,30 +1,37 @@ -/**  +/**   * @file class1\windlight\atmosphericVarsF.glsl   *   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * Second Life Viewer Source Code   * Copyright (C) 2007, Linden Research, Inc. - *  + *   * This library is free software; you can redistribute it and/or   * modify it under the terms of the GNU Lesser General Public   * License as published by the Free Software Foundation;   * version 2.1 of the License only. - *  + *   * This library is distributed in the hope that it will be useful,   * but WITHOUT ANY WARRANTY; without even the implied warranty of   * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU   * Lesser General Public License for more details. - *  + *   * You should have received a copy of the GNU Lesser General Public   * License along with this library; if not, write to the Free Software   * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA - *  + *   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -  -vec3 getPositionEye() -{ -	return vec3(0,0,0); -} +VARYING vec3 vary_AdditiveColor; +VARYING vec3 vary_AtmosAttenuation; + +vec3 getAmblitColor() { return vec3(0, 0, 0); } + +vec3 getAdditiveColor() { return vary_AdditiveColor; } + +vec3 getAtmosAttenuation() { return vec3(vary_AtmosAttenuation); } + +vec3 getSunlitColor() { return vec3(0, 0, 0); } + +vec3 getPositionEye() { return vec3(0, 0, 0); } diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl index bd1d150fc8..1fea2c3628 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl @@ -1,36 +1,56 @@ -/**  +/**   * @file class1\windlight\atmosphericVarsV.glsl   *   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * Second Life Viewer Source Code   * Copyright (C) 2007, Linden Research, Inc. - *  + *   * This library is free software; you can redistribute it and/or   * modify it under the terms of the GNU Lesser General Public   * License as published by the Free Software Foundation;   * version 2.1 of the License only. - *  + *   * This library is distributed in the hope that it will be useful,   * but WITHOUT ANY WARRANTY; without even the implied warranty of   * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU   * Lesser General Public License for more details. - *  + *   * You should have received a copy of the GNU Lesser General Public   * License along with this library; if not, write to the Free Software   * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA - *  + *   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -  +VARYING vec3 vary_AdditiveColor; +VARYING vec3 vary_AtmosAttenuation; -vec3 getPositionEye() +vec3 additive_color; +vec3 atmos_attenuation; +vec3 sunlit_color; +vec3 amblit_color; +vec3 position_eye; + +vec3 getSunlitColor() { return sunlit_color; } +void setSunlitColor(vec3 v) { sunlit_color = v; } + +vec3 getAdditiveColor() { return additive_color; } +void setAdditiveColor(vec3 v)  { -	return vec3(0,0,0); +    additive_color     = v; +    vary_AdditiveColor = v;  } -void setPositionEye(vec3 v) +vec3 getAmblitColor() { return amblit_color; } +void setAmblitColor(vec3 v) { amblit_color = v; } + +vec3 getAtmosAttenuation() { return atmos_attenuation; } +void setAtmosAttenuation(vec3 v)  { -	 +    atmos_attenuation     = v; +    vary_AtmosAttenuation = v;  } + +vec3 getPositionEye() { return position_eye; } +void setPositionEye(vec3 v) { position_eye = v; } diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl index 5dc086ab1e..f83434b7ec 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl @@ -1,33 +1,38 @@ -/**  +/**   * @file class1\windlight\atmosphericVarsWaterF.glsl   *   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * Second Life Viewer Source Code   * Copyright (C) 2007, Linden Research, Inc. - *  + *   * This library is free software; you can redistribute it and/or   * modify it under the terms of the GNU Lesser General Public   * License as published by the Free Software Foundation;   * version 2.1 of the License only. - *  + *   * This library is distributed in the hope that it will be useful,   * but WITHOUT ANY WARRANTY; without even the implied warranty of   * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU   * Lesser General Public License for more details. - *  + *   * You should have received a copy of the GNU Lesser General Public   * License along with this library; if not, write to the Free Software   * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA - *  + *   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -   VARYING vec3 vary_PositionEye; +VARYING vec3 vary_AdditiveColor; +VARYING vec3 vary_AtmosAttenuation; + +vec3 getSunlitColor() { return vec3(0, 0, 0); } + +vec3 getAmblitColor() { return vec3(0, 0, 0); } + +vec3 getAdditiveColor() { return vary_AdditiveColor; } -vec3 getPositionEye() -{ -	return vary_PositionEye; -} +vec3 getAtmosAttenuation() { return vary_AtmosAttenuation; } +vec3 getPositionEye() { return vary_PositionEye; } diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl index e59eca265a..65d1176777 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl @@ -1,37 +1,51 @@ -/**  +/**   * @file class1\windlight\atmosphericVarsWaterV.glsl   *   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * Second Life Viewer Source Code   * Copyright (C) 2007, Linden Research, Inc. - *  + *   * This library is free software; you can redistribute it and/or   * modify it under the terms of the GNU Lesser General Public   * License as published by the Free Software Foundation;   * version 2.1 of the License only. - *  + *   * This library is distributed in the hope that it will be useful,   * but WITHOUT ANY WARRANTY; without even the implied warranty of   * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU   * Lesser General Public License for more details. - *  + *   * You should have received a copy of the GNU Lesser General Public   * License along with this library; if not, write to the Free Software   * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA - *  + *   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -  -  +  VARYING vec3 vary_PositionEye; +VARYING vec3 vary_AdditiveColor; +VARYING vec3 vary_AtmosAttenuation; -vec3 getPositionEye() -{ -	return vary_PositionEye; -} +vec3 atmos_attenuation; +vec3 sunlit_color; +vec3 amblit_color; + +vec3 getSunlitColor() { return sunlit_color; } +void setSunlitColor(vec3 v) { sunlit_color = v; } + +vec3 getAmblitColor() { return amblit_color; } +void setAmblitColor(vec3 v) { amblit_color = v; } -void setPositionEye(vec3 v) +vec3 getAdditiveColor() { return vary_AdditiveColor; } +void setAdditiveColor(vec3 v) { vary_AdditiveColor = v; } + +vec3 getAtmosAttenuation() { return atmos_attenuation; } +void setAtmosAttenuation(vec3 v)  { -	vary_PositionEye = v; +    atmos_attenuation     = v; +    vary_AtmosAttenuation = v;  } + +vec3 getPositionEye() { return vary_PositionEye; } +void setPositionEye(vec3 v) { vary_PositionEye = v; } diff --git a/indra/newview/app_settings/shaders/class1/windlight/sunDiscF.glsl b/indra/newview/app_settings/shaders/class1/windlight/sunDiscF.glsl index b9ae7a0226..5a41dc644a 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/sunDiscF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/sunDiscF.glsl @@ -51,7 +51,6 @@ void main()  // SL-9806 stars poke through  //    c.a *= sun_fade; -    c.rgb = pow(c.rgb, vec3(0.7f));      c.rgb = fullbrightAtmosTransport(c.rgb);      c.rgb = fullbrightScaleSoftClip(c.rgb);      frag_color = c; | 
