diff options
Diffstat (limited to 'indra')
6 files changed, 12 insertions, 19 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl index 1d1545be7e..35b7602569 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl @@ -35,7 +35,7 @@ uniform float minimum_alpha;  void main()   { -    float alpha = texture(diffuseMap,vary_texcoord0.xy).a; +    float alpha = texture(diffuseMap,vary_texcoord0.xy).a * vertex_color.a;      if (alpha < minimum_alpha)      { diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl index 1d5f810cf3..380d493636 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl @@ -69,12 +69,16 @@ void main()      mirrorClip(vary_position);      vec4 basecolor = texture(diffuseMap, base_color_texcoord.xy).rgba; +    basecolor.rgb = srgb_to_linear(basecolor.rgb); + +    basecolor *= vertex_color; +      if (basecolor.a < minimum_alpha)      {          discard;      } -    vec3 col = vertex_color.rgb * srgb_to_linear(basecolor.rgb); +    vec3 col = basecolor.rgb;      // from mikktspace.com      vec3 vNt = texture(bumpMap, normal_texcoord.xy).xyz*2.0-1.0; @@ -108,7 +112,7 @@ void main()      //emissive = tnorm*0.5+0.5;      // See: C++: addDeferredAttachments(), GLSL: softenLightF      frag_data[0] = max(vec4(col, 0.0), vec4(0));                                                   // Diffuse -    frag_data[1] = max(vec4(spec.rgb,vertex_color.a), vec4(0));                                    // PBR linear packed Occlusion, Roughness, Metal. +    frag_data[1] = max(vec4(spec.rgb,0.0), vec4(0));                                    // PBR linear packed Occlusion, Roughness, Metal.      frag_data[2] = vec4(tnorm, GBUFFER_FLAG_HAS_PBR); // normal, environment intensity, flags      frag_data[3] = max(vec4(emissive,0), vec4(0));                                                // PBR sRGB Emissive  } diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index 40b7f9cf0e..d077670c96 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -98,7 +98,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou      haze_glow = max(haze_glow, .001);  // set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)      haze_glow *= glow.x;      // higher glow.x gives dimmer glow (because next step is 1 / "angle") -    haze_glow = clamp(pow(haze_glow, glow.z), -10, 10); +    haze_glow = clamp(pow(haze_glow, glow.z), -100000, 100000);      // 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/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp index 7e089c77b7..0697c5a0c5 100644 --- a/indra/newview/lldrawpoolterrain.cpp +++ b/indra/newview/lldrawpoolterrain.cpp @@ -431,7 +431,6 @@ void LLDrawPoolTerrain::renderFullShaderPBR(bool local_materials)  	LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;  	llassert(shader); -		      // Like for PBR materials, PBR terrain texture transforms are defined by      // the KHR_texture_transform spec, but with the following notable @@ -446,7 +445,6 @@ void LLDrawPoolTerrain::renderFullShaderPBR(bool local_materials)      //      i.e. this isn't fully compliant with KHR_texture_transform, but is      //      compliant when all texture infos used by a material have the same      //      texture transform. -      LLGLTFMaterial::TextureTransform::PackTight transforms_packed[terrain_material_count];      for (U32 i = 0; i < terrain_material_count; ++i)  	{ diff --git a/indra/newview/llface.cpp b/indra/newview/llface.cpp index 6ef0894ae4..fa7b5f2b17 100644 --- a/indra/newview/llface.cpp +++ b/indra/newview/llface.cpp @@ -1261,11 +1261,11 @@ bool LLFace::getGeometryVolume(const LLVolume& volume,      {          color = tep->getGLTFRenderMaterial()->mBaseColor;      } - -	if (rebuild_color) +     +    if (rebuild_color)  	{ //decide if shiny goes in alpha channel of color  		if (tep &&  -			!isInAlphaPool())  // <--- alpha channel MUST contain transparency, not shiny +			!isInAlphaPool() && tep->getGLTFRenderMaterial() == nullptr)  // <--- alpha channel MUST contain transparency, not shiny  	{  			LLMaterial* mat = tep->getMaterialParams().get(); diff --git a/indra/newview/llfetchedgltfmaterial.cpp b/indra/newview/llfetchedgltfmaterial.cpp index e58027e579..6e45e2a0f3 100644 --- a/indra/newview/llfetchedgltfmaterial.cpp +++ b/indra/newview/llfetchedgltfmaterial.cpp @@ -77,16 +77,7 @@ void LLFetchedGLTFMaterial::bind(LLViewerTexture* media_tex)      {          if (mAlphaMode == LLGLTFMaterial::ALPHA_MODE_MASK)          { -            // dividing the alpha cutoff by transparency here allows the shader to compare against -            // the alpha value of the texture without needing the transparency value -            if (mBaseColor.mV[3] > 0.f) -            { -                min_alpha = mAlphaCutoff / mBaseColor.mV[3]; -            } -            else -            { -                min_alpha = 1024.f; -            } +            min_alpha = mAlphaCutoff;          }          shader->uniform1f(LLShaderMgr::MINIMUM_ALPHA, min_alpha);      } | 
