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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl29
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/srgb.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/waterF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/srgbF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/terrainF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/terrainV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl17
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/transportF.glsl24
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl67
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl19
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class3/windlight/transportF.glsl29
16 files changed, 129 insertions, 137 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 7f2c5add16..1cfc19267c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -88,7 +88,7 @@ vec3 linear_to_srgb(vec3 cl);
vec2 encode_normal (vec3 n);
vec3 decode_normal (vec2 enc);
-vec3 scaleFragSoftClip(vec3 l);
+vec3 scaleSoftClipFrag(vec3 l);
vec3 atmosFragAmbient(vec3 light, vec3 sunlit);
vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten);
vec3 atmosFragAffectDirectionalLight(float light, vec3 sunlit);
@@ -312,7 +312,7 @@ void main()
//color.rgb = mix(diff.rgb, color.rgb, final_alpha);
color.rgb = atmosFragLighting(color.rgb, additive, atten);
- color.rgb = scaleFragSoftClip(color.rgb);
+ color.rgb = scaleSoftClipFrag(color.rgb);
vec4 light = vec4(0,0,0,0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 6e06453a5b..c001ff9ac8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -42,8 +42,8 @@ vec3 linear_to_srgb(vec3 cl);
vec3 atmosFragAmbient(vec3 l, vec3 ambient);
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
-vec3 scaleFragSoftClip(vec3 l);
-vec3 atmosFragAffectDirectionalLight(float intensity, vec3 sunlit);
+vec3 scaleSoftClipFrag(vec3 l);
+
void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
@@ -406,7 +406,7 @@ void main()
col.rgb *= ambient;
- col.rgb = col.rgb + atmosFragAffectDirectionalLight(final_da, sunlit);
+ col.rgb = col.rgb + (final_da * sunlit);
col.rgb *= gamma_diff.rgb;
@@ -455,7 +455,7 @@ void main()
//col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a);
col = atmosFragLighting(col, additive, atten);
- col = scaleFragSoftClip(col);
+ col = scaleSoftClipFrag(col);
//convert to linear space before adding local lights
col = srgb_to_linear(col);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index c3827e3a56..5627275df6 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -69,13 +69,7 @@ vec3 srgb_to_linear(vec3 cs);
vec3 linear_to_srgb(vec3 cl);
vec3 decode_normal (vec2 enc);
-vec3 atmosFragAmbient(vec3 l, vec3 ambient);
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
-vec3 scaleFragSoftClip(vec3 l);
-vec3 atmosFragAffectDirectionalLight(float intensity, vec3 sunlit);
-vec3 fullbrightFragAtmosTransport(vec3 l, vec3 additive, vec3 atten);
-vec3 fullbrightScaleSoftClipFrag(vec3 l, vec3 atten);
-
void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
vec4 getPosition_d(vec2 pos_screen, float depth)
@@ -123,22 +117,20 @@ void main()
vec3 col;
float bloom = 0.0;
{
- vec3 sunlit;
- vec3 amblit;
- vec3 additive;
- vec3 atten;
+ vec3 sunlit;
+ vec3 amblit;
+ vec3 additive;
+ vec3 atten;
calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten);
- col = atmosFragAmbient(vec3(0), amblit);
float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
ambient *= 0.5;
ambient *= ambient;
- ambient = (1.0-ambient);
-
- col.rgb *= ambient;
+ ambient = (1.0 - ambient);
- col += atmosFragAffectDirectionalLight(final_da, sunlit);
-
+ col = amblit;
+ col += (final_da * sunlit);
+ col *= ambient;
col *= diffuse.rgb;
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
@@ -174,9 +166,7 @@ void main()
if (norm.w < 0.5)
{
- vec3 add = additive;
- col = mix(atmosFragLighting(col, add, atten), fullbrightFragAtmosTransport(col, atten, add), diffuse.a);
- col = mix(scaleFragSoftClip(col), fullbrightScaleSoftClipFrag(col, atten), diffuse.a);
+ col = atmosFragLighting(col, additive, atten);
}
#ifdef WATER_FOG
@@ -187,7 +177,6 @@ void main()
col = srgb_to_linear(col);
- //col = vec3(1,0,1);
//col.g = envIntensity;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl b/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl
index 587f3d5a94..00ba0e8fad 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl
@@ -23,6 +23,24 @@
* $/LicenseInfo$
*/
+vec3 rgb2hsv(vec3 c)
+{
+ vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
+ vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
+ vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
+
+ float d = q.x - min(q.w, q.y);
+ float e = 1.0e-10;
+ return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
+}
+
+vec3 hsv2rgb(vec3 c)
+{
+ vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
+ vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
+ return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
+}
+
vec3 srgb_to_linear(vec3 cs)
{
vec3 low_range = cs / vec3(12.92);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
index a29acb3e7d..73f6d9fec3 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
@@ -73,6 +73,7 @@ VARYING vec4 vary_position;
vec3 srgb_to_linear(vec3 cs);
vec2 encode_normal(vec3 n);
+vec3 scaleSoftClipFrag(vec3 l);
vec3 BlendNormal(vec3 bump1, vec3 bump2)
{
@@ -175,7 +176,7 @@ void main()
color.rgb += spec * specular;
color.rgb = atmosTransport(color.rgb);
- color.rgb = scaleSoftClip(color.rgb);
+ color.rgb = scaleSoftClipFrag(color.rgb);
color.a = spec * sunAngle2;
vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz);
diff --git a/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl b/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl
index 835662732a..f98b3a5edf 100644
--- a/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl
@@ -60,3 +60,7 @@ vec3 linear_to_srgb(vec3 cl)
}
+vec3 ColorFromRadiance(vec3 radiance)
+{
+ return vec3(1.0) - exp(-radiance * 0.0001);
+}
diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl
index 668a710c04..46bde7f308 100644
--- a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl
@@ -59,8 +59,10 @@ void main()
vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
/// Add WL Components
- outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb);
+ //outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb);
+ outColor.rgb = atmosLighting(outColor.rgb);
+
frag_color = vec4(scaleSoftClip(outColor.rgb), 1.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
index d09c5f9247..5ffe464172 100644
--- a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
@@ -71,7 +71,7 @@ void main()
/// Potentially better without it for water.
pos /= pos.w;
- vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0));
+ vec4 color = calcLighting(pos.xyz, norm, vec4(0), vec4(1));
vertex_color = color;
diff --git a/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl
index b7f117fc5f..768d93f005 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl
@@ -26,7 +26,7 @@
uniform int no_atmo;
uniform vec4 gamma;
-vec3 scaleFragSoftClip(vec3 light)
+vec3 scaleSoftClipFrag(vec3 light)
{
// For compatibility with lower cards. Do nothing.
return light;
@@ -35,16 +35,19 @@ vec3 scaleFragSoftClip(vec3 light)
/// Soft clips the light with a gamma correction
vec3 scaleSoftClip(vec3 light)
{
- // For compatibility with lower cards. Do nothing.
- return scaleFragSoftClip(light);
+ // For compatibility with lower cards. Do nothing
+ return light;
}
-vec3 fullbrightScaleSoftClipFrag(vec3 light, vec3 atten)
+vec3 fullbrightScaleSoftClipFrag(vec3 light)
{
- return (no_atmo == 1) ? light : mix(scaleFragSoftClip(light.rgb), light.rgb, atten);
+ // For compatibility with lower cards. Do nothing
+ return light;
}
-vec3 fullbrightScaleSoftClip(vec3 light) {
- return fullbrightScaleSoftClipFrag(light, vec3(1));
+vec3 fullbrightScaleSoftClip(vec3 light)
+{
+ // For compatibility with lower cards. Do nothing
+ return light;
}
diff --git a/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl
index c3c8329017..ebce9ea91d 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl
@@ -25,37 +25,19 @@
uniform int no_atmo;
-vec3 atmosFragTransport(vec3 light, vec3 atten, vec3 additive)
-{
- /* stub function for fallback compatibility on class1 hardware */
- return light;
-}
-
-vec3 fullbrightFragAtmosTransport(vec3 light, vec3 atten, vec3 additive)
-{
- /* stub function for fallback compatibility on class1 hardware */
- return light;
-}
-
-vec3 fullbrightFragShinyAtmosTransport(vec3 light, vec3 atten, vec3 additive)
-{
- /* stub function for fallback compatibility on class1 hardware */
- return light;
-}
-
vec3 atmosTransport(vec3 light)
{
/* stub function for fallback compatibility on class1 hardware */
- return atmosFragTransport(light, vec3(1), vec3(0));
+ return light;
}
vec3 fullbrightAtmosTransport(vec3 light)
{
- return fullbrightFragAtmosTransport(light, vec3(1), vec3(0));
+ return light;
}
vec3 fullbrightShinyAtmosTransport(vec3 light)
{
- return fullbrightFragShinyAtmosTransport(light, vec3(1), vec3(0));
+ return light;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index af199fd78c..fa81317f3f 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -1,5 +1,5 @@
/**
- * @file softenLightF.glsl
+ * @file class2/deferred/softenLightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -72,17 +72,43 @@ VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
+uniform int no_atmo;
+
vec3 srgb_to_linear(vec3 cs);
vec3 linear_to_srgb(vec3 cl);
vec3 decode_normal (vec2 enc);
-vec3 atmosFragAmbient(vec3 l, vec3 ambient);
-vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
-vec3 scaleFragSoftClip(vec3 l);
-vec3 atmosFragAffectDirectionalLight(float intensity, vec3 sunlit);
void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
-vec3 fullbrightFragAtmosTransport(vec3 l, vec3 additive, vec3 atten);
-vec3 fullbrightScaleSoftClipFrag(vec3 l, vec3 atten);
+vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
+vec3 fullbrightScaleSoftClipFrag(vec3 l);
+vec3 scaleSoftClipFrag(vec3 l);
+
+vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten) {
+ if (no_atmo == 0)
+ {
+ light *= atten.r;
+ 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) {
+ 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);
+}
vec4 getPosition_d(vec2 pos_screen, float depth)
{
@@ -121,7 +147,6 @@ void main()
float light_gamma = 1.0/1.3;
da = pow(da, light_gamma);
-
vec4 diffuse = texture2DRect(diffuseRect, tc);
//convert to gamma space
@@ -136,27 +161,23 @@ void main()
scol_ambocc = pow(scol_ambocc, vec2(light_gamma));
float scol = max(scol_ambocc.r, diffuse.a);
-
-
-
float ambocc = scol_ambocc.g;
- vec3 sunlit;
- vec3 amblit;
- vec3 additive;
- vec3 atten;
+ vec3 sunlit;
+ vec3 amblit;
+ vec3 additive;
+ vec3 atten;
calcFragAtmospherics(pos.xyz, ambocc, sunlit, amblit, additive, atten);
-
- col = atmosFragAmbient(vec3(0), amblit);
+
float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
ambient *= 0.5;
ambient *= ambient;
ambient = (1.0-ambient);
- col.rgb *= ambient;
+ col.rgb = ambient * amblit;
- col += atmosFragAffectDirectionalLight(max(min(da, scol), 0.0), sunlit);
+ col += sunlit * max(min(da, scol), 0.0);
col *= diffuse.rgb;
@@ -173,7 +194,6 @@ void main()
bloom = dot(spec_contrib, spec_contrib) / 6;
col += spec_contrib;
}
-
col = mix(col, diffuse.rgb, diffuse.a);
@@ -186,13 +206,12 @@ void main()
if (norm.w < 0.5)
{
- vec3 add = additive;
- col = mix(atmosFragLighting(col, add, atten), fullbrightFragAtmosTransport(col, atten, add), diffuse.a);
- col = mix(scaleFragSoftClip(col), fullbrightScaleSoftClipFrag(col, atten), diffuse.a);
+ col = mix(atmosFragLighting(col, additive, atten), fullbrightAtmosTransportFrag(col, additive, atten), diffuse.a);
+ col = mix(scaleSoftClipFrag(col), fullbrightScaleSoftClipFrag(col), diffuse.a);
}
#ifdef WATER_FOG
- vec4 fogged = applyWaterFogView(pos,vec4(col, bloom));
+ vec4 fogged = applyWaterFogView(pos.xyz,vec4(col, bloom));
col = fogged.rgb;
bloom = fogged.a;
#endif
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
index 20c4d82ded..89bdbfc0e6 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
@@ -43,17 +43,7 @@ uniform float scene_light_strength;
uniform mat3 ssao_effect_mat;
uniform int no_atmo;
-vec3 scaleFragSoftClip(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);
- return light;
-}
+vec3 scaleSoftClipFrag(vec3 light);
vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten)
{
diff --git a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl
index f2764b72c3..187876acf7 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl
@@ -30,8 +30,8 @@ uniform int no_atmo;
vec3 getAtmosAttenuation();
-/// Soft clips the light with a gamma correction
-vec3 scaleSoftClip(vec3 light) {
+vec3 scaleSoftClipFrag(vec3 light)
+{
if (no_atmo == 1)
{
return light;
@@ -39,16 +39,21 @@ vec3 scaleSoftClip(vec3 light) {
//soft clip effect:
light = 1. - clamp(light, vec3(0.), vec3(1.));
light = 1. - pow(light, gamma.xxx);
-
return light;
}
-vec3 fullbrightScaleSoftClipFrag(vec3 light, vec3 atten)
+vec3 scaleSoftClip(vec3 light)
+{
+ return scaleSoftClipFrag(light);
+}
+
+vec3 fullbrightScaleSoftClipFrag(vec3 light)
{
- return (no_atmo == 1) ? light : mix(scaleSoftClip(light.rgb), light.rgb, atten);
+ return scaleSoftClipFrag(light.rgb);
}
-vec3 fullbrightScaleSoftClip(vec3 light) {
- return (no_atmo == 1) ? light : fullbrightScaleSoftClipFrag(light.rgb, getAtmosAttenuation());
+vec3 fullbrightScaleSoftClip(vec3 light)
+{
+ return fullbrightScaleSoftClipFrag(light.rgb);
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index d2fd70c9e2..2615400e52 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -115,7 +115,6 @@ void main()
float light_gamma = 1.0/1.3;
da = pow(da, light_gamma);
-
vec4 diffuse = texture2DRect(diffuseRect, tc);
//convert to gamma space
@@ -133,14 +132,6 @@ void main()
float ambocc = scol_ambocc.g;
- vec3 sunlit;
- vec3 amblit;
- vec3 additive;
- vec3 atten;
-
- //calcFragAtmospherics(pos.xyz, ambocc, sunlit, amblit, additive, atten);
- //col += atmosFragAffectDirectionalLight(max(min(da, scol), 0.0), sunlit);
-
col *= diffuse.rgb;
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
@@ -158,8 +149,7 @@ void main()
bloom = dot(spec_contrib, spec_contrib) / 6;
col += spec_contrib;
}
-
-
+
col = mix(col, diffuse.rgb, diffuse.a);
if (envIntensity > 0.0)
@@ -169,12 +159,6 @@ void main()
col = mix(col.rgb, refcol, envintensity);
}
- if (norm.w < 0.5)
- {
- //col = mix(atmosFragLighting(col, additive, atten), fullbrightFragAtmosTransport(col, atten, additive), diffuse.a);
- //col = mix(scaleFragSoftClip(col), fullbrightScaleSoftClipFrag(col, atten), diffuse.a);
- }
-
#ifdef WATER_FOG
vec4 fogged = applyWaterFogView(pos,vec4(col, bloom));
col = fogged.rgb;
diff --git a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl
index c809a41a0f..a1b67fc31e 100644
--- a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl
+++ b/indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl
@@ -42,13 +42,7 @@ uniform vec4 glow;
uniform float scene_light_strength;
uniform mat3 ssao_effect_mat;
-vec3 scaleFragSoftClip(vec3 light)
-{
- //soft clip effect:
- light = 1. - clamp(light, vec3(0.), vec3(1.));
- light = 1. - pow(light, gamma.xxx);
- return light;
-}
+vec3 scaleSoftClipFrag(vec3 light);
vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten)
{
diff --git a/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl
index c2f4c43101..5c93af386b 100644
--- a/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl
+++ b/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl
@@ -32,41 +32,42 @@ vec3 getAtmosAttenuation();
uniform int no_atmo;
-vec3 atmosFragTransport(vec3 light, vec3 atten, vec3 additive) {
- if (no_atmo == 0)
+vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten) {
+ if (no_atmo == 1)
{
- light *= atten.r;
- light += additive * 2.0;
+ return light;
}
+ light *= atten.r;
+ light += additive * 2.0;
return light;
}
-vec3 fullbrightFragAtmosTransport(vec3 light, vec3 atten, vec3 additive) {
- if (no_atmo)
+vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) {
+ if (no_atmo == 1)
{
return light;
}
- loat brightness = dot(light.rgb, vec3(0.33333));
- return mix(atmosFragTransport(light.rgb, atten, additive), light.rgb + additive.rgb, brightness * brightness);
+ float brightness = dot(light.rgb, vec3(0.33333));
+ return mix(atmosTransportFrag(light.rgb, additive,a tten), light.rgb + additive.rgb, brightness * brightness);
}
-vec3 fullbrightFragShinyAtmosTransport(vec3 light, vec3 atten, vec3 additive) {
- if (no_atmo)
+vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 atten, vec3 additive) {
+ if (no_atmo == 1)
{
return light;
}
float brightness = dot(light.rgb, vec3(0.33333));
- return mix(atmosFragTransport(light.rgb, atten, additive), (light.rgb + additive.rgb) * (2.0 - brightness), brightness * brightness);
+ return mix(atmosTransportFrag(light.rgb, additive, atten), (light.rgb + additive.rgb) * (2.0 - brightness), brightness * brightness);
}
vec3 atmosTransport(vec3 light) {
- return no_atmo ? light : atmosFragTransport(light, getAtmosAttenuation(), getAdditiveColor());
+ return (no_atmo == 1) ? light : atmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());
}
vec3 fullbrightAtmosTransport(vec3 light) {
- return no_atmo ? light : fullbrightFragAtmosTransport(light, getAtmosAttenuation(), getAdditiveColor());
+ return (no_atmo == 1) ? light : fullbrightAtmosTransportFrag(light, GetAdditiveColor(), getAtmosAttenuation());
}
vec3 fullbrightShinyAtmosTransport(vec3 light) {
- return no_atmo ? light : fullbrightFragShinyAtmosTransport(light, getAtmosAttenuation(), getAdditiveColor());
+ return (no_atmo == 1) ? light : fullbrightShinyAtmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());
}