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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl5
-rw-r--r--indra/newview/llvowlsky.cpp17
-rw-r--r--indra/newview/llvowlsky.h2
6 files changed, 31 insertions, 9 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
index 60ccfa64db..3fcb416601 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
@@ -51,6 +51,7 @@ VARYING vec2 vary_texcoord0;
VARYING vec2 vary_texcoord1;
VARYING vec2 vary_texcoord2;
VARYING vec2 vary_texcoord3;
+VARYING float altitude_blend_factor;
/// Soft clips the light with a gamma correction
vec3 scaleSoftClip(vec3 light);
@@ -102,10 +103,8 @@ void main()
alpha1 = 1. - alpha1 * alpha1;
alpha1 = 1. - alpha1 * alpha1;
- if (alpha1 < 0.001f)
- {
- discard;
- }
+ alpha1 *= altitude_blend_factor;
+ alpha1 = clamp(alpha1, 0.0, 1.0);
// Compute alpha2, for self shadowing effect
// (1 - alpha2) will later be used as percentage of incoming sunlight
@@ -119,6 +118,7 @@ void main()
// Combine
vec4 color;
color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient);
+ color.rgb= max(vec3(0), color.rgb);
color *= 2.;
/// Gamma correct for WL (soft clip effect).
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
index 4beb334f5a..cfe5632ec0 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
@@ -41,6 +41,7 @@ VARYING vec2 vary_texcoord0;
VARYING vec2 vary_texcoord1;
VARYING vec2 vary_texcoord2;
VARYING vec2 vary_texcoord3;
+VARYING float altitude_blend_factor;
// Inputs
uniform vec3 camPosLocal;
@@ -77,12 +78,15 @@ void main()
// Get relative position
vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
+ altitude_blend_factor = (P.y > -4096.0) ? 1.0 : 1.0 - clamp(abs(P.y) / max_y, 0.0, 1.0);
+
// Set altitude
if (P.y > 0.)
{
P *= (max_y / P.y);
}
else
+ if (P.y <= 0.0)
{
P *= (-32000. / P.y);
}
@@ -122,7 +126,6 @@ void main()
// compiler gets confused.
temp1 = exp(-temp1 * temp2.z);
-
// Compute haze glow
temp2.x = dot(Pn, lightnorm.xyz);
temp2.x = 1. - temp2.x;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
index 93024bf4e7..666ae84e5c 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
@@ -52,6 +52,7 @@ VARYING vec2 vary_texcoord0;
VARYING vec2 vary_texcoord1;
VARYING vec2 vary_texcoord2;
VARYING vec2 vary_texcoord3;
+VARYING float altitude_blend_factor;
/// Soft clips the light with a gamma correction
vec3 scaleSoftClip(vec3 light);
@@ -103,6 +104,8 @@ void main()
alpha1 = 1. - alpha1 * alpha1;
alpha1 = 1. - alpha1 * alpha1;
+ alpha1 *= altitude_blend_factor;
+
if (alpha1 < 0.001f)
{
discard;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
index fb978691da..3cb69c33a1 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
@@ -40,6 +40,7 @@ VARYING vec2 vary_texcoord0;
VARYING vec2 vary_texcoord1;
VARYING vec2 vary_texcoord2;
VARYING vec2 vary_texcoord3;
+VARYING float altitude_blend_factor;
// Inputs
uniform vec3 camPosLocal;
@@ -76,6 +77,9 @@ void main()
// Get relative position
vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
+ // fade clouds beyond a certain point so the bottom of the sky dome doesn't look silly at high altitude
+ altitude_blend_factor = (P.y > -4096.0) ? 1.0 : 1.0 - clamp(abs(P.y) / max_y, 0.0, 1.0);
+
// Set altitude
if (P.y > 0.)
{
@@ -86,6 +90,7 @@ void main()
P *= (-32000. / P.y);
}
+
// Can normalize then
vec3 Pn = normalize(P);
float Plen = length(P);
diff --git a/indra/newview/llvowlsky.cpp b/indra/newview/llvowlsky.cpp
index 37689e0683..40cb0d2c24 100644
--- a/indra/newview/llvowlsky.cpp
+++ b/indra/newview/llvowlsky.cpp
@@ -111,7 +111,7 @@ inline F32 LLVOWLSky::calcPhi(U32 i)
t = t*t;
t = 1.f - t;
- return F_PI_BY_TWO * t;
+ return F_PI * t;
}
void LLVOWLSky::resetVertexBuffers()
@@ -248,8 +248,11 @@ BOOL LLVOWLSky::updateGeometry(LLDrawable * drawable)
LL_ERRS() << "Failed updating WindLight sky geometry." << LL_ENDL;
}
+ U32 vertex_count = 0;
+ U32 index_count = 0;
+
// fill it
- buildStripsBuffer(begin_stack, end_stack, vertices, texCoords, indices);
+ buildStripsBuffer(begin_stack, end_stack, vertex_count, index_count, vertices, texCoords, indices);
// and unlock the buffer
segment->flush();
@@ -360,7 +363,10 @@ void LLVOWLSky::initStars()
}
}
-void LLVOWLSky::buildStripsBuffer(U32 begin_stack, U32 end_stack,
+void LLVOWLSky::buildStripsBuffer(U32 begin_stack,
+ U32 end_stack,
+ U32& vertex_count,
+ U32& index_count,
LLStrider<LLVector3> & vertices,
LLStrider<LLVector2> & texCoords,
LLStrider<U16> & indices)
@@ -380,7 +386,7 @@ void LLVOWLSky::buildStripsBuffer(U32 begin_stack, U32 end_stack,
llassert(end_stack <= num_stacks);
// stacks are iterated one-indexed since phi(0) was handled by the fan above
- for(i = begin_stack + 1; i <= end_stack+1; ++i)
+ for(i = begin_stack; i <= end_stack; ++i)
{
phi0 = calcPhi(i);
@@ -434,6 +440,9 @@ void LLVOWLSky::buildStripsBuffer(U32 begin_stack, U32 end_stack,
*indices++ = i * num_slices + k ;
count_indices++ ;
}
+
+ vertex_count = count_verts;
+ index_count = count_indices;
}
void LLVOWLSky::updateStarColors()
diff --git a/indra/newview/llvowlsky.h b/indra/newview/llvowlsky.h
index 73ecf1a717..2b7ebe75dd 100644
--- a/indra/newview/llvowlsky.h
+++ b/indra/newview/llvowlsky.h
@@ -66,6 +66,8 @@ private:
// begin_stack is the first stack to be included, end_stack is the first
// stack not to be included.
static void buildStripsBuffer(U32 begin_stack, U32 end_stack,
+ U32& vertex_count,
+ U32& index_count,
LLStrider<LLVector3> & vertices,
LLStrider<LLVector2> & texCoords,
LLStrider<U16> & indices);