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-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/transportF.glsl21
7 files changed, 42 insertions, 9 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
index 0f6bf38388..275bc829a7 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
@@ -211,8 +211,10 @@ void main()
dlit = color.rgb * plcol.rgb * plcol.a;
col = dlit*lit*diff_tex*shadow;
- amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance;
- amb_da = min(amb_da,shadow);
+ amb_da += (da*0.5) * proj_ambiance;
+ amb_da += (da*da*0.5 + 0.5) * proj_ambiance;
+ //amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance;
+ //amb_da = min(amb_da,shadow);
}
//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 415c894a43..d220bda332 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -120,7 +120,7 @@ void main()
calcFragAtmospherics(pos.xyz, ambocc, sunlit, amblit, additive, atten);
- float ambient = min(abs(da), 1.0);
+ float ambient = abs(da);
ambient *= 0.5;
ambient *= ambient;
ambient = 1.0 - ambient * smoothstep(0.0, 0.3, scol);
@@ -155,6 +155,8 @@ void main()
col = mix(col.rgb, refcol, envIntensity);
}
+
+vec3 a = col.rgb;
if (norm.w < 0.5)
{
col = mix(atmosFragLighting(col, additive, atten), fullbrightAtmosTransportFrag(col, additive, atten), diffuse.a);
@@ -166,8 +168,9 @@ void main()
col = fogged.rgb;
bloom = fogged.a;
#endif
- }
+//col.rgb = a;
+ }
frag_color.rgb = col.rgb;
frag_color.a = bloom;
}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
index ebb06e0f23..565c00ba79 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
@@ -43,12 +43,17 @@ uniform float max_y;
uniform vec4 glow;
uniform float scene_light_strength;
uniform mat3 ssao_effect_mat;
+uniform int no_atmo;
uniform float sun_moon_glow_factor;
vec3 scaleSoftClipFrag(vec3 light);
vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten)
{
+ if (no_atmo == 1)
+ {
+ return light;
+ }
light *= atten.r;
light += additive;
return light * 2.0;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl
index c836ca98c5..86743dc306 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl
@@ -26,9 +26,11 @@
// Output variables
uniform float scene_light_strength;
+uniform int no_atmo;
vec3 atmosFragAmbient(vec3 light, vec3 amblit)
{
+ if (no_atmo == 1) return light;
return amblit + light / 2.0;
}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl
index 589c95bc96..95b4a76880 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl
@@ -33,9 +33,11 @@ vec3 getAtmosAttenuation();
vec3 getPositionEye();
uniform float scene_light_strength;
+uniform int no_atmo;
vec3 atmosAmbient(vec3 light)
{
+ if (no_atmo == 1) return light + vec3(0.66);
return getAmblitColor() + light / 2.0;
}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl
index e985c50c67..c0439006f7 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl
@@ -26,12 +26,17 @@
uniform vec4 gamma;
+uniform int no_atmo;
vec3 getAtmosAttenuation();
vec3 getAdditiveColor();
vec3 scaleSoftClipFrag(vec3 light)
{
+ if (no_atmo == 1)
+ {
+ return light;
+ }
//soft clip effect:
light = 1. - clamp(light, vec3(0.), vec3(1.));
light = 1. - pow(light, gamma.xxx);
@@ -45,7 +50,8 @@ vec3 scaleSoftClip(vec3 light)
vec3 fullbrightScaleSoftClipFrag(vec3 light, vec3 add, vec3 atten)
{
- return mix(scaleSoftClipFrag(light.rgb), add, atten);
+ //return mix(scaleSoftClipFrag(light.rgb), add, atten);
+ return scaleSoftClipFrag(light.rgb);
}
vec3 fullbrightScaleSoftClip(vec3 light)
diff --git a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
index d799453712..df731662e8 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
@@ -30,21 +30,34 @@
vec3 getAdditiveColor();
vec3 getAtmosAttenuation();
+uniform int no_atmo;
+
vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
{
+ if (no_atmo == 1)
+ {
+ return light;
+ }
light *= atten.r;
- light += additive;
- return light * 2.0;
+ light += additive * 2.0;
+ return light;
}
vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
{
+ if (no_atmo == 1)
+ {
+ return light;
+ }
float brightness = dot(light.rgb, vec3(0.33333));
return mix(atmosTransportFrag(light.rgb, additive, atten), light.rgb + additive.rgb, brightness * brightness);
}
-vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
-{
+vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) {
+ if (no_atmo == 1)
+ {
+ return light;
+ }
float brightness = dot(light.rgb, vec3(0.33333));
return mix(atmosTransportFrag(light.rgb, additive, atten), (light.rgb + additive.rgb) * (2.0 - brightness), brightness * brightness);
}