diff options
Diffstat (limited to 'indra')
8 files changed, 19 insertions, 16 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl index fe336fc3a8..baf54c1fbe 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl @@ -132,7 +132,7 @@ void main()  	temp2.x = pow(temp2.x, glow.z);  		// glow.z should be negative, so we're doing a sort of (1 / "angle") function -        temp2.x *= sun_up_factor; +        //temp2.x *= sun_up_factor;  	// Add "minimum anti-solar illumination"  	temp2.x += .25; diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl index 0a68fc82f7..e1bac4f248 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl @@ -37,10 +37,11 @@ void calcAtmospherics(vec3 eye_pos);  void main()  {      //transform vertex -    vec4 vert = vec4(position.xyz, 1.0); +    vec3 offset = vec3(0, 0, 50); +    vec4 vert = vec4(position.xyz - offset, 1.0);      vec4 pos = (modelview_matrix * vert); -    gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); +    gl_Position = modelview_projection_matrix*vert;      calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl index aaa6768ed7..1c43a7332e 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl @@ -36,13 +36,14 @@ VARYING vec2 vary_texcoord0;  void main()  { -	//transform vertex -	vec4 vert = vec4(position.xyz, 1.0); -	vec4 pos = (modelview_matrix * vert); +    //transform vertex +    vec3 offset = vec3(0, 0, 50); +    vec4 vert = vec4(position.xyz - offset, 1.0); +    vec4 pos = (modelview_matrix * vert); -	gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); -	 -	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; -	 -	calcAtmospherics(pos.xyz); +    gl_Position = modelview_projection_matrix*vert; +     +    vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; +     +    calcAtmospherics(pos.xyz);  } diff --git a/indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl b/indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl index 1fa32c3f3b..ca116628f1 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl @@ -38,7 +38,8 @@ void calcAtmospherics(vec3 eye_pos);  void main()  {      //transform vertex -    vec4 vert = vec4(position.xyz, 1.0); +    vec3 offset = vec3(0, 0, 50); +    vec4 vert = vec4(position.xyz - offset, 1.0);      vec4 pos = modelview_projection_matrix*vert;      sun_fade = smoothstep(0.3, 1.0, (position.z + 50) / 512.0f); diff --git a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl index 6ddd7e7c86..792aa4e85c 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl @@ -153,7 +153,7 @@ void main()      // Add "minimum anti-solar illumination"      temp2.x += .25; -    temp2.x *= sun_up_factor; +    //temp2.x *= sun_up_factor;      // Haze color above cloud      vec4 color = (    blue_horizon * blue_weight * (sunlight + ambient) diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl index 5cf3cd1dd2..8d1e5e3281 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl @@ -119,7 +119,7 @@ void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit,      //add "minimum anti-solar illumination"      temp2.x += .25; -    temp2.x *= sun_up_factor; +    //temp2.x *= sun_up_factor;      //increase ambient when there are more clouds      vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5; diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl index 644cd5a35b..a250cf2c45 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl @@ -131,7 +131,7 @@ void main()      temp2.x = pow(temp2.x, glow.z);          // glow.z should be negative, so we're doing a sort of (1 / "angle") function -    temp2.x *= sun_up_factor; +    //temp2.x *= sun_up_factor;      // Add "minimum anti-solar illumination"      temp2.x += .25; diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl index 04cf4052b8..f509f9f8d4 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 = pow(temp2.x, glow.z);  		// glow.z should be negative, so we're doing a sort of (1 / "angle") function -        temp2.x *= sun_up_factor; +        //temp2.x *= sun_up_factor;  	// Add "minimum anti-solar illumination"  	temp2.x += .25; | 
