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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl11
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/encodeNormF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl19
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl9
6 files changed, 55 insertions, 11 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl
index 2d40e63eff..6b36d00f97 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl
@@ -83,10 +83,21 @@ void main()
//color.rgb = srgb_to_linear(color.rgb);
color.rgb = mix(color.rgb, envColor.rgb, env_intensity);
+
color.rgb = fullbrightAtmosTransportFrag(color.rgb, additive, atten);
color.rgb = fullbrightScaleSoftClip(color.rgb);
}
+/*
+ // NOTE: HUD objects will be full bright. Uncomment if you want "some" environment lighting effecting these HUD objects.
+ else
+ {
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ float env_intensity = vertex_color.a;
+ color.rgb = mix(color.rgb, envColor.rgb, env_intensity);
+ }
+*/
+
color.a = 1.0;
//color.rgb = linear_to_srgb(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class1/environment/encodeNormF.glsl b/indra/newview/app_settings/shaders/class1/environment/encodeNormF.glsl
index 50e781fa78..6cd2445522 100644
--- a/indra/newview/app_settings/shaders/class1/environment/encodeNormF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/encodeNormF.glsl
@@ -23,6 +23,9 @@
* $/LicenseInfo$
*/
+// Lambert Azimuthal Equal-Area projection
+// See: https://aras-p.info/texts/CompactNormalStorage.html
+// Also see: A_bit_more_deferred_-_CryEngine3.ppt
vec2 encode_normal(vec3 n)
{
float f = sqrt(8 * n.z + 8);
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl
index ab8b617746..0bb48061e0 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl
@@ -31,6 +31,9 @@ out vec4 frag_color;
uniform float minimum_alpha;
+// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO;
+uniform int no_atmo;
+
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
@@ -48,9 +51,12 @@ void default_lighting()
color *= vertex_color;
- color.rgb = atmosLighting(color.rgb);
-
- color.rgb = scaleSoftClip(color.rgb);
+ // SL-9632 HUDs are affected by Atmosphere
+ if (no_atmo == 0)
+ {
+ color.rgb = atmosLighting(color.rgb);
+ color.rgb = scaleSoftClip(color.rgb);
+ }
frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl
index 46390e4a0e..1855cfceeb 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl
@@ -30,7 +30,10 @@ out vec4 frag_color;
#endif
uniform float minimum_alpha;
-uniform float texture_gamma;
+uniform float texture_gamma; // either 1.0 or 2.2; see: "::TEXTURE_GAMMA"
+
+// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; used in LLDrawPoolAlpha::beginRenderPass()
+uniform int no_atmo;
vec3 fullbrightAtmosTransport(vec3 light);
vec3 fullbrightScaleSoftClip(vec3 light);
@@ -50,9 +53,17 @@ void fullbright_lighting()
color.rgb *= vertex_color.rgb;
color.rgb = pow(color.rgb, vec3(texture_gamma));
- color.rgb = fullbrightAtmosTransport(color.rgb);
-
- color.rgb = fullbrightScaleSoftClip(color.rgb);
+
+ // SL-9632 HUDs are affected by Atmosphere
+ if (no_atmo == 0)
+ {
+ color.rgb = fullbrightAtmosTransport(color.rgb);
+ color.rgb = fullbrightScaleSoftClip(color.rgb);
+ }
+
+ //*TODO: Are we missing an inverse pow() here?
+ // class1\lighting\lightFullbrightF.glsl has:
+ // color.rgb = pow(color.rgb, vec3(1.0/texture_gamma));
frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl
index b967709c57..5fcdf3107c 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl
@@ -34,6 +34,9 @@ VARYING vec2 vary_texcoord0;
uniform float texture_gamma;
+// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO;
+uniform int no_atmo;
+
vec3 fullbrightAtmosTransport(vec3 light);
vec3 fullbrightScaleSoftClip(vec3 light);
@@ -43,9 +46,12 @@ void fullbright_lighting()
color.rgb = pow(color.rgb, vec3(texture_gamma));
- color.rgb = fullbrightAtmosTransport(color.rgb);
-
- color.rgb = fullbrightScaleSoftClip(color.rgb);
+ // SL-9632 HUDs are affected by Atmosphere
+ if (no_atmo == 0)
+ {
+ color.rgb = fullbrightAtmosTransport(color.rgb);
+ color.rgb = fullbrightScaleSoftClip(color.rgb);
+ }
color.rgb = pow(color.rgb, vec3(1.0/texture_gamma));
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl
index 3eaaa41866..6f7e777d23 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl
@@ -56,9 +56,16 @@ void fullbright_shiny_lighting()
color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a*0.75); // MAGIC NUMBER SL-12574; ALM: Off, Quality > Low
color.rgb = fullbrightShinyAtmosTransport(color.rgb);
-
color.rgb = fullbrightScaleSoftClip(color.rgb);
}
+/*
+ // NOTE: HUD objects will be full bright. Uncomment if you want "some" environment lighting effecting these HUD objects.
+ else
+ {
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a*0.75); // MAGIC NUMBER SL-12574; ALM: Off, Quality > Low
+ }
+*/
color.a = 1.0;