diff options
Diffstat (limited to 'indra/newview')
6 files changed, 12 insertions, 18 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index a82af996a1..a8cac3e5a9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -273,15 +273,11 @@ void main()      vec2 abnormal   = encode_normal(norm.xyz);      vec4 final_color = diffuse_linear; -     -#if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE) -    final_color.a = emissive_brightness; -#else -    final_color.a = max(final_color.a, emissive_brightness); -#endif -#if !defined(HAS_NORMAL_MAP) -    final_color.a = 0.0f; +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_EMISSIVE) +    // nop, use content of alpha emissive mask as is... +#else +    final_color.a = emissive_brightness;      #endif      vec4 final_specular = spec; @@ -459,6 +455,8 @@ vec3 post_atmo = color.rgb;  #else      // deferred path + +final_color = diffuse_linear;      frag_data[0] = final_color;      frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent.      frag_data[2] = final_normal; // XY = Normal.  Z = Env. intensity. diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index 5ce246a114..c3b046552c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -121,7 +121,7 @@ void main()  		// temp2.x is 0 at the sun and increases away from sun  	temp2.x = max(temp2.x, .001);	  		// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) -	temp2.x *= glow.x; +	temp2.x *= glow.x * 0.33333;  		// Higher glow.x gives dimmer glow (because next step is 1 / "angle")  	temp2.x = pow(temp2.x, glow.z);  		// glow.z should be negative, so we're doing a sort of (1 / "angle") function diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainWaterV.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainWaterV.glsl index 416d406f68..a075cfeef2 100644 --- a/indra/newview/app_settings/shaders/class1/environment/terrainWaterV.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/terrainWaterV.glsl @@ -70,10 +70,6 @@ void main()  	vec4 color = calcLighting(pos.xyz, norm, vec4(1.0)); -#if defined(ALM)	 -    color.rgb *= 0.5f; -#endif -  	vertex_color.rgb = color.rgb;  	// Transform and pass tex coords diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index deda4d8b7e..786a65df0f 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -68,7 +68,7 @@ void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, o      vec4 light_atten;      float dens_mul = density_multiplier; -    float dist_mul = max(0.05, distance_multiplier); +    float dist_mul = distance_multiplier;      //sunlight attenuation effect (hue and brightness) due to atmosphere      //this is used later for sunlight modulation at various altitudes @@ -107,9 +107,9 @@ void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, o          //temp2.x is 0 at the sun and increases away from sun      temp2.x = max(temp2.x, .001);    //was glow.y          //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) -    temp2.x *= glow.x * 1.8; +    temp2.x *= glow.x;          //higher glow.x gives dimmer glow (because next step is 1 / "angle") -    temp2.x = pow(temp2.x, glow.z * 0.2); +    temp2.x = pow(temp2.x, glow.z);          //glow.z should be negative, so we're doing a sort of (1 / "angle") function      //add "minimum anti-solar illumination" diff --git a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl index b826cff304..e3e58dd046 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl @@ -148,7 +148,7 @@ void main()          // temp2.x is 0 at the sun and increases away from sun      temp2.x = max(temp2.x, .001);             // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) -    temp2.x *= glow.x; +    temp2.x *= glow.x * 0.33333;          // Higher glow.x gives dimmer glow (because next step is 1 / "angle")      temp2.x = pow(temp2.x, glow.z);          // glow.z should be negative, so we're doing a sort of (1 / "angle") function diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl index d81a8feb96..57ad8a92e5 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl @@ -119,7 +119,7 @@ void main()  		// temp2.x is 0 at the sun and increases away from sun  	temp2.x = max(temp2.x, .001);	  		// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) -	temp2.x *= glow.x; +	temp2.x *= glow.x * 0.333333;  		// Higher glow.x gives dimmer glow (because next step is 1 / "angle")  	temp2.x = pow(temp2.x, glow.z);  		// glow.z should be negative, so we're doing a sort of (1 / "angle") function | 
