diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl | 3 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl | 5 | 
2 files changed, 8 insertions, 0 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl index 93024bf4e7..666ae84e5c 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl @@ -52,6 +52,7 @@ VARYING vec2 vary_texcoord0;  VARYING vec2 vary_texcoord1;  VARYING vec2 vary_texcoord2;  VARYING vec2 vary_texcoord3; +VARYING float altitude_blend_factor;  /// Soft clips the light with a gamma correction  vec3 scaleSoftClip(vec3 light); @@ -103,6 +104,8 @@ void main()      alpha1 = 1. - alpha1 * alpha1;      alpha1 = 1. - alpha1 * alpha1;   +    alpha1 *= altitude_blend_factor; +      if (alpha1 < 0.001f)      {          discard; diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl index fb978691da..3cb69c33a1 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl @@ -40,6 +40,7 @@ VARYING vec2 vary_texcoord0;  VARYING vec2 vary_texcoord1;  VARYING vec2 vary_texcoord2;  VARYING vec2 vary_texcoord3; +VARYING float altitude_blend_factor;  // Inputs  uniform vec3 camPosLocal; @@ -76,6 +77,9 @@ void main()      // Get relative position      vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); +    // fade clouds beyond a certain point so the bottom of the sky dome doesn't look silly at high altitude +    altitude_blend_factor = (P.y > -4096.0) ? 1.0 : 1.0 - clamp(abs(P.y) / max_y, 0.0, 1.0); +      // Set altitude      if (P.y > 0.)      { @@ -86,6 +90,7 @@ void main()          P *= (-32000. / P.y);      } +      // Can normalize then      vec3 Pn = normalize(P);      float  Plen = length(P); | 
