diff options
Diffstat (limited to 'indra/newview/app_settings/shaders')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl | 27 | 
1 files changed, 12 insertions, 15 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index dcb02bd1c1..4d12c5d19a 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -47,13 +47,13 @@ float getAmbientClamp()  } -void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao) { - +void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao) +{      vec3 P = inPositionEye;      //(TERRAIN) limit altitude -    if (P.y > max_y) P *= (max_y / P.y); -    if (P.y < -max_y) P *= (-max_y / P.y);  +    if (P.y >  max_y) P *= ( max_y / P.y); +    if (P.y < -max_y) P *= (-max_y / P.y);      vec3 tmpLightnorm = lightnorm.xyz; @@ -81,13 +81,8 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou      haze_weight = vec4(haze_density) / temp1;      //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) -    temp2.y = max(0.0, tmpLightnorm.y); -    if (abs(temp2.y) > 0.000001f) -    { -        temp2.y = 1. / abs(temp2.y); -    } -    temp2.y = max(0.0000001f, temp2.y); -    sunlight *= exp(-light_atten * temp2.y); +    // SL-12978: temp2.y = 1; optimized away +    sunlight *= exp(-light_atten);      // main atmospheric scattering line integral      temp2.z = Plen * dens_mul; @@ -141,11 +136,13 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou          tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a);      } +    // Similar/Shared Algorithms: +    //     indra\llinventory\llsettingssky.cpp                                        -- LLSettingsSky::calculateLightSettings() +    //     indra\newview\app_settings\shaders\class1\windlight\atmosphericsFuncs.glsl -- calcAtmosphericVars()      //haze color -        additive = -        vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) -      + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x -          + tmpAmbient)); +        vec3 cs  = sunlight.rgb * (1.-cloud_shadow); +        additive = (blue_horizon.rgb * blue_weight.rgb) * (cs           + tmpAmbient.rgb) +                 + (haze_horizon     * haze_weight.rgb) * (cs * temp2.x + tmpAmbient.rgb);      //brightness of surface both sunlight and ambient      sunlit = sunlight.rgb * 0.5; | 
