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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl5
-rw-r--r--indra/newview/llviewershadermgr.cpp4
5 files changed, 19 insertions, 14 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 1bc576a4ec..68a735e813 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -194,7 +194,8 @@ void main()
vec3 light_dir = (sun_up_factor == 1) ? sun_dir: moon_dir;
float da = dot(norm.xyz, light_dir.xyz);
-
+ da = clamp(da, -1.0, 1.0);
+
float final_da = da;
final_da = clamp(final_da, 0.0f, 1.0f);
final_da = pow(final_da, 1.0/1.3);
@@ -204,13 +205,13 @@ void main()
color.rgb = amblit;
color.a = final_alpha;
- float ambient = abs(da);
+ float ambient = da;
ambient *= 0.5;
ambient *= ambient;
ambient = max(0.9, ambient); // keeps shadows dark
ambient = 1.0 - ambient;
- vec3 sun_contrib = min(final_da, shadow) * sunlit;
+ vec3 sun_contrib = mix(final_da, min(final_da, shadow), 0.1) * sunlit;
color.rgb *= ambient;
color.rgb += sun_contrib;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 4e24e61018..8691e729ee 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -296,18 +296,19 @@ void main()
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
float da = dot(norm.xyz, light_dir.xyz);
+ da = clamp(da, -1.0, 1.0);
float final_da = da;
final_da = clamp(final_da, 0.0, 1.0);
final_da = pow(final_da, 1.0 / 1.3);
- float ambient = abs(da);
+ float ambient = da;
ambient *= 0.5;
ambient *= ambient;
ambient = max(0.9, ambient);
ambient = 1.0 - ambient;
- vec3 sun_contrib = min(final_da, shadow) * sunlit;
+ vec3 sun_contrib = mix(final_da, min(final_da, shadow), 0.1) * sunlit;
col.rgb = amblit;
col.rgb *= ambient;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index e44b441727..361ed40eaf 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -86,13 +86,15 @@ void main()
float envIntensity = norm.z;
norm.xyz = getNorm(tc);
+ float light_gamma = 1.0/1.3;
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
float da = dot(normalize(norm.xyz), light_dir.xyz);
- da = clamp(da, 0.0, 1.0);
+ da = clamp(da, -1.0, 1.0);
- float light_gamma = 1.0/1.3;
- da = pow(da, light_gamma);
+ float final_da = da;
+ final_da = clamp(final_da, 0.0, 1.0);
+ final_da = pow(final_da, light_gamma);
vec4 diffuse = texture2DRect(diffuseRect, tc);
@@ -107,12 +109,12 @@ void main()
calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten);
- float ambient = min(abs(da), 1.0);
+ float ambient = da;
ambient *= 0.5;
ambient *= ambient;
ambient = 1.0 - ambient;
- vec3 sun_contrib = da * sunlit;
+ vec3 sun_contrib = final_da * sunlit;
col.rgb = amblit;
col.rgb *= ambient;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 92888e0fd2..688e4e1d59 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -99,6 +99,7 @@ void main()
vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
float da = dot(normalize(norm.xyz), light_dir.xyz);
+ da = clamp(da, -1.0, 1.0);
vec4 diffuse = texture2DRect(diffuseRect, tc);
@@ -122,13 +123,13 @@ void main()
calcFragAtmospherics(pos.xyz, ambocc, sunlit, amblit, additive, atten);
- float ambient = abs(da);
+ float ambient = da;
ambient *= 0.5;
ambient *= ambient;
ambient = max(0.9, ambient);
ambient = 1.0 - ambient;
- vec3 sun_contrib = min(scol, final_da) * sunlit;
+ vec3 sun_contrib = mix(final_da, min(scol, final_da), 0.1) * sunlit;
col.rgb = amblit;
col.rgb *= ambient;
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 952ff3ec9f..c6d727430c 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -2110,7 +2110,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSoftenProgram.mFeatures.hasTransport = true;
gDeferredSoftenProgram.mFeatures.hasGamma = true;
gDeferredSoftenProgram.mFeatures.isDeferred = true;
- gDeferredSoftenProgram.mFeatures.hasShadows = true;
+ gDeferredSoftenProgram.mFeatures.hasShadows = use_sun_shadow;
gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -2143,7 +2143,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSoftenWaterProgram.mFeatures.hasTransport = true;
gDeferredSoftenWaterProgram.mFeatures.hasGamma = true;
gDeferredSoftenWaterProgram.mFeatures.isDeferred = true;
- gDeferredSoftenWaterProgram.mFeatures.hasShadows = true;
+ gDeferredSoftenWaterProgram.mFeatures.hasShadows = use_sun_shadow;
if (gSavedSettings.getBOOL("RenderDeferredSSAO"))
{ //if using SSAO, take screen space light map into account as if shadows are enabled