diff options
Diffstat (limited to 'indra/newview/lllegacyatmospherics.cpp')
-rw-r--r-- | indra/newview/lllegacyatmospherics.cpp | 29 |
1 files changed, 15 insertions, 14 deletions
diff --git a/indra/newview/lllegacyatmospherics.cpp b/indra/newview/lllegacyatmospherics.cpp index 68613be19c..720c7e2388 100644 --- a/indra/newview/lllegacyatmospherics.cpp +++ b/indra/newview/lllegacyatmospherics.cpp @@ -242,7 +242,8 @@ LLColor4 LLAtmospherics::calcSkyColorInDir(AtmosphericsVars& vars, const LLVecto calcSkyColorWLVert(Pn, vars); - LLColor3 sky_color = isShiny ? vars.hazeColor : psky->gammaCorrect(vars.hazeColor * 2.0f); + LLColor3 sky_color = isShiny ? vars.hazeColor : + !gPipeline.canUseWindLightShaders() ? vars.hazeColor * 2.0f : psky->gammaCorrect(vars.hazeColor * 2.0f); if (isShiny) { @@ -306,6 +307,7 @@ void LLAtmospherics::calcSkyColorWLVert(LLVector3 & Pn, AtmosphericsVars& vars) // this is used later for sunlight modulation at various altitudes LLColor3 light_atten = vars.light_atten; LLColor3 light_transmittance = psky->getLightTransmittance(Plen); + (void)light_transmittance; // silence Clang warn-error // Calculate relative weights LLColor3 temp2(0.f, 0.f, 0.f); @@ -321,22 +323,18 @@ void LLAtmospherics::calcSkyColorWLVert(LLVector3 & Pn, AtmosphericsVars& vars) } // Compute sunlight from P & lightnorm (for long rays like sky) - temp2.mV[1] = llmax(F_APPROXIMATELY_ZERO, llmax(0.f, lighty)); - - if (temp2.mV[1] > 0.0000001f) - { - temp2.mV[1] = 1.f / temp2.mV[1]; - } - temp2.mV[1] = llmax(temp2.mV[1], 0.0000001f); + temp2.mV[1] = llmax(F_APPROXIMATELY_ZERO, llmax(0.f, Pn[1]) * 1.0f + sun_norm.mV[1] ); + temp2.mV[1] = 1.f / temp2.mV[1]; componentMultBy(sunlight, componentExp((light_atten * -1.f) * temp2.mV[1])); - componentMultBy(sunlight, light_transmittance); + //componentMultBy(sunlight, light_transmittance); // Distance temp2.mV[2] = Plen * density_multiplier; // Transparency (-> temp1) - temp1 = componentExp((temp1 * -1.f) * temp2.mV[2] * distance_multiplier); + temp1 = componentExp((temp1 * -1.f) * temp2.mV[2]);// * distance_multiplier); + (void)distance_multiplier; // Compute haze glow temp2.mV[0] = Pn * LLVector3(sun_norm); @@ -347,7 +345,7 @@ void LLAtmospherics::calcSkyColorWLVert(LLVector3 & Pn, AtmosphericsVars& vars) // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) // Higher glow.x gives dimmer glow (because next step is 1 / "angle") - temp2.mV[0] *= (glow.mV[0] > 0) ? glow.mV[0] : F32_MIN; + temp2.mV[0] *= glow.mV[0]; temp2.mV[0] = pow(temp2.mV[0], glow.mV[2]); // glow.z should be negative, so we're doing a sort of (1 / "angle") function @@ -374,10 +372,13 @@ void LLAtmospherics::calcSkyColorWLVert(LLVector3 & Pn, AtmosphericsVars& vars) final_atten.mV[2] = llmax(final_atten.mV[2], 0.0f); // Final atmosphere additive - componentMultBy(vars.hazeColor, final_atten); + componentMultBy(vars.hazeColor, LLColor3::white - temp1); + + // Attenuate cloud color by atmosphere + temp1 = componentSqrt(temp1); //less atmos opacity (more transparency) below clouds // At horizon, blend high altitude sky color towards the darker color below the clouds - vars.hazeColor += componentMult(vars.hazeColorBelowCloud - vars.hazeColor, final_atten); + vars.hazeColor += componentMult(vars.hazeColorBelowCloud - vars.hazeColor, LLColor3::white - componentSqrt(temp1)); } void LLAtmospherics::updateFog(const F32 distance, const LLVector3& tosun_in) @@ -441,7 +442,7 @@ void LLAtmospherics::updateFog(const F32 distance, const LLVector3& tosun_in) vars.density_multiplier = psky->getDensityMultiplier(); vars.distance_multiplier = psky->getDistanceMultiplier(); vars.max_y = psky->getMaxY(); - vars.sun_norm = LLEnvironment::instance().getLightDirectionCFR(); + vars.sun_norm = LLEnvironment::instance().getSunDirectionCFR(); vars.sunlight = psky->getSunlightColor(); vars.ambient = psky->getAmbientColor(); vars.glow = psky->getGlow(); |