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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl17
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/srgbF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/transportF.glsl60
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl12
6 files changed, 23 insertions, 72 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl
index 3c51a8e44c..c8d6e395a3 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl
@@ -29,8 +29,6 @@
out vec4 frag_color;
-vec3 fullbrightAtmosTransport(vec3 light);
-
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
index 5515d8e2a3..631ffc9625 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
@@ -45,7 +45,8 @@ vec3 srgb_to_linear(vec3 cs);
vec3 legacy_adjust_fullbright(vec3 c);
vec3 legacy_adjust(vec3 c);
vec3 linear_to_srgb(vec3 cl);
-vec3 fullbrightAtmosTransport(vec3 light);
+vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten);
+void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
#ifdef HAS_ALPHA_MASK
uniform float minimum_alpha;
@@ -79,8 +80,18 @@ void main()
color.rgb *= vertex_color.rgb;
-#ifdef WATER_FOG
vec3 pos = vary_position;
+
+#ifndef IS_HUD
+ vec3 sunlit;
+ vec3 amblit;
+ vec3 additive;
+ vec3 atten;
+ calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false);
+#endif
+
+#ifdef WATER_FOG
+
vec4 fogged = applyWaterFogView(pos, vec4(color.rgb, final_alpha));
color.rgb = fogged.rgb;
color.a = fogged.a;
@@ -92,7 +103,7 @@ void main()
color.rgb = legacy_adjust(color.rgb);
color.rgb = srgb_to_linear(color.rgb);
color.rgb = legacy_adjust_fullbright(color.rgb);
- color.rgb = fullbrightAtmosTransport(color.rgb);
+ color.rgb = atmosFragLighting(color.rgb, additive, atten);
#endif
frag_color = max(color, vec4(0));
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
index 406a7ef3b3..370aa75d04 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
@@ -23,8 +23,6 @@
* $/LicenseInfo$
*/
-/*[EXTRA_CODE_HERE]*/
-
out vec4 frag_color;
void main()
diff --git a/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl b/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl
index 3817633df0..689c345b2c 100644
--- a/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl
@@ -125,6 +125,6 @@ vec3 legacy_adjust(vec3 c)
vec3 legacy_adjust_fullbright(vec3 c)
{
float exp_scale = texture(exposureMap, vec2(0.5, 0.5)).r;
- return c / exp_scale * 1.34;
+ return c / exp_scale * 1.34; //magic 1.34 arrived at by binary search for a value that reproduces midpoint grey consistenty
}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
deleted file mode 100644
index 8221ba9516..0000000000
--- a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
+++ /dev/null
@@ -1,60 +0,0 @@
-/**
- * @file class2\wl\transportF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-//////////////////////////////////////////////////////////
-// The fragment shader for the terrain atmospherics
-//////////////////////////////////////////////////////////
-
-vec3 getAdditiveColor();
-vec3 getAtmosAttenuation();
-
-vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten);
-
-// the below implementations are deprecated but remain here as adapters for shaders that haven't been refactored yet
-
-vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
-{
- return atmosFragLighting(light, additive, atten);
-}
-
-vec3 atmosTransport(vec3 light)
-{
- return atmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());
-}
-
-vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
-{
- return atmosTransportFrag(light, additive, atten);
-}
-
-vec3 fullbrightAtmosTransport(vec3 light)
-{
- return atmosTransport(light);
-}
-
-vec3 fullbrightShinyAtmosTransport(vec3 light)
-{
- return atmosTransport(light);
-}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl
index 6b7dc7ac1d..f1b1997c43 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl
@@ -43,8 +43,9 @@ VARYING vec3 vary_position;
uniform samplerCube environmentMap;
-vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
-
+vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten);
+vec3 legacy_adjust_fullbright(vec3 c);
+vec3 legacy_adjust(vec3 c);
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 linear_to_srgb(vec3 c);
@@ -84,10 +85,13 @@ void main()
vec3 norm = normalize(vary_texcoord1.xyz);
vec4 spec = vec4(0,0,0,0);
sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, vec2(0), pos.xyz, norm.xyz, spec.a, env_intensity);
- applyLegacyEnv(color.rgb, legacyenv, spec, pos, norm, env_intensity);
+ color.rgb = legacy_adjust(color.rgb);
color.rgb = srgb_to_linear(color.rgb);
- color.rgb = fullbrightAtmosTransportFrag(color.rgb, additive, atten);
+ color.rgb = legacy_adjust_fullbright(color.rgb);
+
+ applyLegacyEnv(color.rgb, legacyenv, spec, pos, norm, env_intensity);
+ color.rgb = atmosFragLighting(color.rgb, additive, atten);
#endif
color.a = 1.0;