diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
5 files changed, 8 insertions, 10 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl index 035e979827..0efde5f949 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl @@ -49,7 +49,6 @@ uniform vec4 cloud_color;  uniform float cloud_shadow;  uniform float cloud_scale;  uniform float cloud_variance; -uniform vec3 ambient;  uniform vec3 camPosLocal;  uniform vec3 sun_dir;  uniform float sun_size; diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl index aed5a9b950..46d09c5aae 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl @@ -50,7 +50,7 @@ uniform vec4 lightnorm;  uniform vec4 sunlight_color;  uniform vec4 moonlight_color;  uniform int sun_up_factor; -uniform vec4 ambient; +uniform vec4 ambient_color;  uniform vec4 blue_horizon;  uniform vec4 blue_density;  uniform float haze_horizon; @@ -145,7 +145,7 @@ void main()  	temp2.x += .25;  	// Increase ambient when there are more clouds -	vec4 tmpAmbient = ambient; +	vec4 tmpAmbient = ambient_color;  	tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;   	// Dim sunlight by cloud shadow percentage diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index 4603c69f2a..de8327eff3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -41,7 +41,7 @@ uniform vec4 lightnorm;  uniform vec4 sunlight_color;  uniform vec4 moonlight_color;  uniform int sun_up_factor; -uniform vec4 ambient; +uniform vec4 ambient_color;  uniform vec4 blue_horizon;  uniform vec4 blue_density;  uniform float haze_horizon; @@ -128,13 +128,13 @@ void main()  	// Haze color above cloud -	vary_HazeColor = (	  blue_horizon * blue_weight * (sunlight + ambient) -				+ (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient) +	vary_HazeColor = (	  blue_horizon * blue_weight * (sunlight + ambient_color) +				+ (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color)  			 );	  	// Increase ambient when there are more clouds -	vec4 tmpAmbient = ambient; +	vec4 tmpAmbient = ambient_color;  	tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;   	// Dim sunlight by cloud shadow percentage diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index a702b8d510..9116b86f39 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -27,7 +27,7 @@ uniform vec4 lightnorm;  uniform vec4 sunlight_color;  uniform vec4 moonlight_color;  uniform int sun_up_factor; -uniform vec4 ambient; +uniform vec4 ambient_color;  uniform vec4 blue_horizon;  uniform vec4 blue_density;  uniform float haze_horizon; @@ -118,7 +118,7 @@ void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, o      temp2.x *= sun_moon_glow_factor;      //increase ambient when there are more clouds -    vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5; +    vec4 tmpAmbient = ambient_color + (vec4(1.) - ambient_color) * cloud_shadow * 0.5;      /*  decrease value and saturation (that in HSV, not HSL) for occluded areas       * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html diff --git a/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl index 537d6ebb99..1d004b2b3e 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl @@ -49,7 +49,6 @@ uniform vec4 cloud_color;  uniform float cloud_shadow;  uniform float cloud_scale;  uniform float cloud_variance; -uniform vec3 ambient;  uniform vec3 camPosLocal;  uniform vec3 sun_dir;  uniform float sun_size;  | 
