diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/moonF.glsl | 15 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/windlight/moonF.glsl | 18 | 
2 files changed, 26 insertions, 7 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl index e86bca3ddd..f65a6eb32b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl @@ -39,6 +39,7 @@ vec3 fullbrightScaleSoftClip(vec3 light);  uniform vec4 color;  uniform vec4 sunlight_color;  uniform vec3 lumWeights; +uniform float moon_brightness;  uniform float minLuminance;  uniform sampler2D diffuseMap;  uniform sampler2D altDiffuseMap; @@ -51,15 +52,23 @@ void main()  	vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy);      vec4 c     = mix(moonA, moonB, blend_factor); +    if (c.a < 0.1f) +    { +        discard; +    } +  	c.rgb = pow(c.rgb, vec3(0.7f));  	c.rgb = fullbrightAtmosTransport(c.rgb);      c.rgb = fullbrightScaleSoftClip(c.rgb);      // mix factor which blends when sunlight is brighter      // and shows true moon color at night -    vec3 luma_weights = vec3(0.1, 0.3, 0.0); -    float mix = 1.0f - dot(sunlight_color.rgb, luma_weights); -	frag_data[0] = vec4(c.rgb, mix * c.a); +    vec3 luma_weights = vec3(0.2, 0.3, 0.2); +    float mix = 1.0f - dot(normalize(sunlight_color.rgb), luma_weights); + +    c.rgb = pow(c.rgb, 1.2 - vec3(mix * moon_brightness)); + +	frag_data[0] = vec4(c.rgb, mix * (moon_brightness + (c.a  * 0.25)));  	frag_data[1] = vec4(0.0);  	frag_data[2] = vec4(0.0f);  } diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl index 933625986c..8cc7fc3bb5 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl @@ -39,6 +39,7 @@ vec3 fullbrightScaleSoftClip(vec3 light);  uniform vec4 color;  uniform vec4 sunlight_color;  uniform vec3 lumWeights; +uniform float moon_brightness;  uniform float minLuminance;  uniform sampler2D diffuseMap;  uniform sampler2D altDiffuseMap; @@ -51,13 +52,22 @@ void main()  	vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy);      vec4 c     = mix(moonA, moonB, blend_factor); -    c.rgb = pow(c.rgb, vec3(0.45f)); +    if (c.a < 0.1f) +    { +        discard; +    } + +	c.rgb = pow(c.rgb, vec3(0.7f));  	c.rgb = fullbrightAtmosTransport(c.rgb);      c.rgb = fullbrightScaleSoftClip(c.rgb); +      // mix factor which blends when sunlight is brighter      // and shows true moon color at night -    vec3 luma_weights = vec3(0.1, 0.3, 0.0); -    float mix = 1.0f - dot(sunlight_color.rgb, luma_weights); -	frag_color = vec4(c.rgb, mix * c.a); +    vec3 luma_weights = vec3(0.2, 0.3, 0.2); +    float mix = 1.0f - dot(normalize(sunlight_color.rgb), luma_weights); + +    c.rgb = pow(c.rgb, 1.2 - vec3(mix * moon_brightness)); + +	frag_color = vec4(c.rgb, mix * (moon_brightness + (c.a * 0.25)));  } | 
