diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl | 28 |
1 files changed, 14 insertions, 14 deletions
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl index c5bb52169c..549d04a777 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl @@ -49,12 +49,12 @@ uniform vec4 sunlight_color; uniform vec4 ambient; uniform vec4 blue_horizon; uniform vec4 blue_density; -uniform vec4 haze_horizon; -uniform vec4 haze_density; +uniform float haze_horizon; +uniform float haze_density; -uniform vec4 cloud_shadow; -uniform vec4 density_multiplier; -uniform vec4 max_y; +uniform float cloud_shadow; +uniform float density_multiplier; +uniform float max_y; uniform vec4 glow; @@ -76,7 +76,7 @@ void main() // Set altitude if (P.y > 0.) { - P *= (max_y.x / P.y); + P *= (max_y / P.y); } else { @@ -98,12 +98,12 @@ void main() // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes - light_atten = (blue_density * 1.0 + haze_density.x * 0.25) * (density_multiplier.x * max_y.x); + light_atten = (blue_density * 1.0 + haze_density * 0.25) * (density_multiplier * max_y); // Calculate relative weights - temp1 = blue_density + haze_density.x; + temp1 = blue_density + haze_density; blue_weight = blue_density / temp1; - haze_weight = haze_density.x / temp1; + haze_weight = haze_density / temp1; // Compute sunlight from P & lightnorm (for long rays like sky) temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y ); @@ -111,7 +111,7 @@ void main() sunlight *= exp( - light_atten * temp2.y); // Distance - temp2.z = Plen * density_multiplier.x; + temp2.z = Plen * density_multiplier; // Transparency (-> temp1) // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati @@ -135,14 +135,14 @@ void main() // Increase ambient when there are more clouds vec4 tmpAmbient = ambient; - tmpAmbient += (1. - tmpAmbient) * cloud_shadow.x * 0.5; + tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; // Dim sunlight by cloud shadow percentage - sunlight *= (1. - cloud_shadow.x); + sunlight *= (1. - cloud_shadow); // Haze color below cloud vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient) - + (haze_horizon.r * haze_weight) * (sunlight * temp2.x + tmpAmbient) + + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient) ); // CLOUDS @@ -163,7 +163,7 @@ void main() vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1); // Make a nice cloud density based on the cloud_shadow value that was passed in. - vary_CloudDensity = 2. * (cloud_shadow.x - 0.25); + vary_CloudDensity = 2. * (cloud_shadow - 0.25); // Texture coords |