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-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl11
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl19
4 files changed, 20 insertions, 18 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
index e6cb8f37c7..13544af0b1 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
@@ -196,7 +196,7 @@ void main()
vec3 irradiance = vec3(0);
vec3 radiance = vec3(0);
sampleReflectionProbes(irradiance, radiance, pos.xyz, norm.xyz, gloss);
- irradiance = max(amblit*2.0,irradiance);
+ irradiance = max(amblit*0.75,irradiance);
vec3 f0 = vec3(0.04);
@@ -209,8 +209,8 @@ void main()
float NdotV = clamp(abs(dot(norm.xyz, v)), 0.001, 1.0);
color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness);
- color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, v, light_dir) * sunlit*2.75 * scol;
- color += colorEmissive;
+ color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, v, light_dir) * sunlit * scol;
+ color += colorEmissive*0.5;
color = atmosFragLightingLinear(color, additive, atten);
color = scaleSoftClipFragLinear(color);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl
index 878724982f..0236680ac0 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl
@@ -63,6 +63,6 @@ void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 no
void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity)
{
- color = mix(color.rgb, legacyenv*0.5, envIntensity);
+ color = mix(color.rgb, legacyenv*1.5, envIntensity);
}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
index 20b1e3513e..1463d507bc 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
@@ -33,7 +33,7 @@ vec3 srgb_to_linear(vec3 col);
vec3 linear_to_srgb(vec3 col);
vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten)
-{
+{
if (no_atmo == 1)
{
return light;
@@ -45,14 +45,7 @@ vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten)
vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten)
{
- if (no_atmo == 1)
- {
- return light;
- }
-
- light *= atten.r;
- light += additive;
- return light*2.0;
+ return atmosFragLighting(light, additive, atten);
}
vec3 atmosLighting(vec3 light)
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
index 739f00a8b0..0093e8a31e 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
@@ -50,6 +50,8 @@ uniform float sun_moon_glow_factor;
float getAmbientClamp() { return 1.0f; }
+vec3 srgb_to_linear(vec3 col);
+
// return colors in sRGB space
void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive,
out vec3 atten, bool use_ao)
@@ -148,6 +150,14 @@ vec3 srgb_to_linear(vec3 col);
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive,
out vec3 atten, bool use_ao)
{
+#if 1
+ calcAtmosphericVars(inPositionEye, light_dir, 1.0, sunlit, amblit, additive, atten, false);
+ sunlit = srgb_to_linear(sunlit);
+ additive = srgb_to_linear(additive);
+ amblit = ambient_linear;
+#else
+
+ //EXPERIMENTAL -- attempt to factor out srgb_to_linear conversions above
vec3 rel_pos = inPositionEye;
//(TERRAIN) limit altitude
@@ -217,12 +227,11 @@ void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 light_dir, float ambFact
additive = (blue_horizon.rgb * blue_weight.rgb) * (cs + tmpAmbient.rgb) + (haze_horizon * haze_weight.rgb) * (cs * haze_glow + tmpAmbient.rgb);
// brightness of surface both sunlight and ambient
- sunlit = sunlight.rgb;
+ sunlit = min(sunlight.rgb, vec3(1));
amblit = tmpAmbient.rgb;
additive *= vec3(1.0 - combined_haze);
- //sunlit = srgb_to_linear(sunlit);
- amblit = ambient_linear;
- additive = srgb_to_linear(additive*1.5);
-
+ //sunlit = sunlight_linear;
+ amblit = ambient_linear*0.8;
+#endif
}