diff options
Diffstat (limited to 'indra/newview/app_settings')
5 files changed, 36 insertions, 23 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl index 3557c0766e..c66f3f62b2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl @@ -40,17 +40,21 @@ uniform sampler2D diffuseMap;  uniform sampler2D altDiffuseMap;  uniform float blend_factor; // interp factor between sunDisc A/B  VARYING vec2 vary_texcoord0; +VARYING float sun_fade;  void main()   { -	vec4 sunDiscA = texture2D(diffuseMap, vary_texcoord0.xy); -	vec4 sunDiscB = texture2D(altDiffuseMap, vary_texcoord0.xy); +    vec4 sunDiscA = texture2D(diffuseMap, vary_texcoord0.xy); +    vec4 sunDiscB = texture2D(altDiffuseMap, vary_texcoord0.xy);      vec4 c     = mix(sunDiscA, sunDiscB, blend_factor);      c.rgb = clamp(c.rgb, vec3(0), vec3(1)); -	c.rgb = pow(c.rgb, vec3(0.7f)); -	c.rgb = fullbrightAtmosTransport(c.rgb); +    c.rgb = pow(c.rgb, vec3(0.7f)); +    c.rgb = fullbrightAtmosTransport(c.rgb);      c.rgb = fullbrightScaleSoftClip(c.rgb); -	frag_data[0] = c; + +    c.a *= sun_fade; + +    frag_data[0] = c;      frag_data[1] = vec4(0.0f);      frag_data[2] = vec4(0.0, 1.0, 0.0, 1.0);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl index c67ed8e6d9..0d117c6bc7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl @@ -31,18 +31,22 @@ ATTRIBUTE vec3 position;  ATTRIBUTE vec2 texcoord0;  VARYING vec2 vary_texcoord0; +VARYING float sun_fade;  void calcAtmospherics(vec3 eye_pos);  void main()  { -	//transform vertex -	vec4 vert = vec4(position.xyz - vec3(0, 0, 50), 1.0); -	vec4 pos  = modelview_projection_matrix*vert; +    //transform vertex +    vec3 offset = vec3(0, 0, 50); +    vec4 vert = vec4(position.xyz - offset, 1.0); +    vec4 pos  = modelview_projection_matrix*vert; -	gl_Position = pos; -	 +    sun_fade = smoothstep(0.3, 1.0, (position.z + 50) / 512.0f); + +    gl_Position = pos; +          calcAtmospherics(pos.xyz); -	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; +    vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;  } diff --git a/indra/newview/app_settings/shaders/class1/windlight/sunDiscF.glsl b/indra/newview/app_settings/shaders/class1/windlight/sunDiscF.glsl index 3f2375ee4d..668379164d 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/sunDiscF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/sunDiscF.glsl @@ -40,15 +40,18 @@ uniform sampler2D diffuseMap;  uniform sampler2D altDiffuseMap;  uniform float blend_factor; // interp factor between sun A/B  VARYING vec2 vary_texcoord0; +VARYING float sun_fade;  void main()   { -	vec4 sunA = texture2D(diffuseMap, vary_texcoord0.xy); -	vec4 sunB = texture2D(altDiffuseMap, vary_texcoord0.xy); +    vec4 sunA = texture2D(diffuseMap, vary_texcoord0.xy); +    vec4 sunB = texture2D(altDiffuseMap, vary_texcoord0.xy);      vec4 c     = mix(sunA, sunB, blend_factor); +    c.a *= sun_fade; +      c.rgb = pow(c.rgb, vec3(0.7f)); -	c.rgb = fullbrightAtmosTransport(c.rgb); +    c.rgb = fullbrightAtmosTransport(c.rgb);      c.rgb = fullbrightScaleSoftClip(c.rgb); -	frag_color = c; +    frag_color = c;  } diff --git a/indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl b/indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl index dd33a4be60..1fa32c3f3b 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl @@ -31,18 +31,20 @@ ATTRIBUTE vec3 position;  ATTRIBUTE vec2 texcoord0;  VARYING vec2 vary_texcoord0; +VARYING float sun_fade;  void calcAtmospherics(vec3 eye_pos);  void main()  { -	//transform vertex -	vec4 vert = vec4(position.xyz - vec3(0, 0, 50), 1.0); -	vec4 pos = modelview_projection_matrix*vert; +    //transform vertex +    vec4 vert = vec4(position.xyz, 1.0); +    vec4 pos = modelview_projection_matrix*vert; -	gl_Position = pos; -	 +    sun_fade = smoothstep(0.3, 1.0, (position.z + 50) / 512.0f); +    gl_Position = pos; +          calcAtmospherics(pos.xyz); -	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; +    vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;  } diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl index 8c1a7c6281..5ccf786fce 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl @@ -62,8 +62,8 @@ void calcAtmospherics(vec3 inPositionEye) {      setPositionEye(P);      //(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; 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