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Diffstat (limited to 'indra/newview/llsettingsvo.cpp')
-rw-r--r--indra/newview/llsettingsvo.cpp64
1 files changed, 29 insertions, 35 deletions
diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp
index a49bd11ffd..fd27c83270 100644
--- a/indra/newview/llsettingsvo.cpp
+++ b/indra/newview/llsettingsvo.cpp
@@ -675,6 +675,8 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force)
LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
LLVector3 light_direction = LLVector3(LLEnvironment::instance().getClampedLightNorm().mV);
+ bool radiance_pass = gCubeSnapshot && !gPipeline.mReflectionMapManager.isRadiancePass();
+
LLShaderUniforms* shader = &((LLShaderUniforms*)ptarget)[LLGLSLShader::SG_DEFAULT];
{
shader->uniform3fv(LLViewerShaderMgr::LIGHTNORM, light_direction);
@@ -682,34 +684,33 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force)
}
shader = &((LLShaderUniforms*)ptarget)[LLGLSLShader::SG_SKY];
- {
- shader->uniform3fv(LLViewerShaderMgr::LIGHTNORM, light_direction);
- // Legacy? SETTING_CLOUD_SCROLL_RATE("cloud_scroll_rate")
- LLVector4 vect_c_p_d1(mSettings[SETTING_CLOUD_POS_DENSITY1]);
- LLVector4 cloud_scroll( LLEnvironment::instance().getCloudScrollDelta() );
+ shader->uniform3fv(LLViewerShaderMgr::LIGHTNORM, light_direction);
- // SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll
- // Keep in Sync!
- // * indra\newview\llsettingsvo.cpp
- // * indra\newview\app_settings\shaders\class2\windlight\cloudsV.glsl
- // * indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl
- cloud_scroll[0] = -cloud_scroll[0];
- vect_c_p_d1 += cloud_scroll;
- shader->uniform3fv(LLShaderMgr::CLOUD_POS_DENSITY1, LLVector3(vect_c_p_d1.mV));
+ // Legacy? SETTING_CLOUD_SCROLL_RATE("cloud_scroll_rate")
+ LLVector4 vect_c_p_d1(mSettings[SETTING_CLOUD_POS_DENSITY1]);
+ LLVector4 cloud_scroll( LLEnvironment::instance().getCloudScrollDelta() );
- LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
+ // SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll
+ // Keep in Sync!
+ // * indra\newview\llsettingsvo.cpp
+ // * indra\newview\app_settings\shaders\class2\windlight\cloudsV.glsl
+ // * indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl
+ cloud_scroll[0] = -cloud_scroll[0];
+ vect_c_p_d1 += cloud_scroll;
+ shader->uniform3fv(LLShaderMgr::CLOUD_POS_DENSITY1, LLVector3(vect_c_p_d1.mV));
- // TODO -- make these getters return vec3s
- LLVector3 sunDiffuse = LLVector3(psky->getSunlightColor().mV);
- LLVector3 moonDiffuse = LLVector3(psky->getMoonlightColor().mV);
+ LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
- shader->uniform3fv(LLShaderMgr::SUNLIGHT_COLOR, sunDiffuse);
- shader->uniform3fv(LLShaderMgr::MOONLIGHT_COLOR, moonDiffuse);
+ // TODO -- make these getters return vec3s
+ LLVector3 sunDiffuse = LLVector3(psky->getSunlightColor().mV);
+ LLVector3 moonDiffuse = LLVector3(psky->getMoonlightColor().mV);
+
+ shader->uniform3fv(LLShaderMgr::SUNLIGHT_COLOR, sunDiffuse);
+ shader->uniform3fv(LLShaderMgr::MOONLIGHT_COLOR, moonDiffuse);
+
+ shader->uniform3fv(LLShaderMgr::CLOUD_COLOR, LLVector3(psky->getCloudColor().mV));
- shader->uniform3fv(LLShaderMgr::CLOUD_COLOR, LLVector3(psky->getCloudColor().mV));
- }
-
shader = &((LLShaderUniforms*)ptarget)[LLGLSLShader::SG_ANY];
shader->uniform1f(LLShaderMgr::SCENE_LIGHT_STRENGTH, mSceneLightStrength);
@@ -717,27 +718,20 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force)
shader->uniform3fv(LLShaderMgr::AMBIENT, LLVector3(ambient.mV));
- if (gCubeSnapshot && !gPipeline.mReflectionMapManager.isRadiancePass())
+ if (radiance_pass)
{ // during an irradiance map update, disable ambient lighting (direct lighting only) and desaturate sky color (avoid tinting the world blue)
shader->uniform3fv(LLShaderMgr::AMBIENT_LINEAR, LLVector3::zero.mV);
-
- auto max_vec = [](LLVector3 col)
- {
- col.mV[0] = col.mV[1] = col.mV[2] = llmax(llmax(col.mV[0], col.mV[1]), col.mV[2]);
- return col;
- };
- shader->uniform3fv(LLShaderMgr::BLUE_HORIZON_LINEAR, max_vec(linearColor3v(getBlueHorizon() / 2.f))); // note magic number of 2.f comes from SLIDER_SCALE_BLUE_HORIZON_DENSITY
- shader->uniform3fv(LLShaderMgr::BLUE_DENSITY_LINEAR, max_vec(linearColor3v(getBlueDensity() / 2.f)));
}
else
{
shader->uniform3fv(LLShaderMgr::AMBIENT_LINEAR, linearColor3v(getAmbientColor() / 3.f)); // note magic number 3.f comes from SLIDER_SCALE_SUN_AMBIENT
- shader->uniform3fv(LLShaderMgr::BLUE_HORIZON_LINEAR, linearColor3v(getBlueHorizon() / 2.f)); // note magic number of 2.f comes from SLIDER_SCALE_BLUE_HORIZON_DENSITY
- shader->uniform3fv(LLShaderMgr::BLUE_DENSITY_LINEAR, linearColor3v(getBlueDensity() / 2.f));
}
- shader->uniform3fv(LLShaderMgr::SUNLIGHT_LINEAR, linearColor3v(getSunlightColor()));
- shader->uniform3fv(LLShaderMgr::MOONLIGHT_LINEAR,linearColor3v(getMoonlightColor()));
+ shader->uniform3fv(LLShaderMgr::BLUE_HORIZON_LINEAR, linearColor3v(getBlueHorizon() / 2.f)); // note magic number of 2.f comes from SLIDER_SCALE_BLUE_HORIZON_DENSITY
+ shader->uniform3fv(LLShaderMgr::BLUE_DENSITY_LINEAR, linearColor3v(getBlueDensity() / 2.f));
+
+ shader->uniform3fv(LLShaderMgr::SUNLIGHT_LINEAR, linearColor3v(sunDiffuse));
+ shader->uniform3fv(LLShaderMgr::MOONLIGHT_LINEAR,linearColor3v(moonDiffuse));
shader->uniform1f(LLShaderMgr::REFLECTION_PROBE_AMBIANCE, getTotalReflectionProbeAmbiance());