diff options
Diffstat (limited to 'indra')
5 files changed, 14 insertions, 10 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 7a1968efee..c3827e3a56 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -174,7 +174,7 @@ void main()  		if (norm.w < 0.5)  		{ -            vec3 add = additive * spec.a; +            vec3 add = additive;  			col = mix(atmosFragLighting(col, add, atten), fullbrightFragAtmosTransport(col, atten, add), diffuse.a);  			col = mix(scaleFragSoftClip(col), fullbrightScaleSoftClipFrag(col, atten), diffuse.a);  		} diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index c7950a2a31..af199fd78c 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -186,7 +186,7 @@ void main()  		if (norm.w < 0.5)  		{ -            vec3 add = additive * spec.a; +            vec3 add = additive;  			col = mix(atmosFragLighting(col, add, atten), fullbrightFragAtmosTransport(col, atten, add), diffuse.a);  			col = mix(scaleFragSoftClip(col), fullbrightScaleSoftClipFrag(col, atten), diffuse.a);  		} diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl index 770f9a5f4f..20c4d82ded 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl @@ -149,6 +149,7 @@ void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit,  	//brightness of surface both sunlight and ambient  	sunlit = vec3(sunlight * .5);  	amblit = vec3(tmpAmbient * .25); -	additive *= vec3(1.0 - temp1); +    additive  = normalize(additive); +	additive *= vec3(1.0 - exp(-temp2.z * distance_multiplier)) * 0.5;  } diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl index d174805cc0..7a6bcd53a1 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl @@ -124,16 +124,22 @@ void calcAtmospherics(vec3 inPositionEye) {  	//increase ambient when there are more clouds  	vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5; -	//haze color -	setAdditiveColor( +    vec3 additive =	  		vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient)  	  + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x -		  + tmpAmbient))); +		  + tmpAmbient)); +    additive = normalize(additive); + +	//haze color +	//setAdditiveColor( +	//	vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) +	//  + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x +	//	  + tmpAmbient)));  	//brightness of surface both sunlight and ambient  	setSunlitColor(vec3(sunlight * .5));  	setAmblitColor(vec3(tmpAmbient * .25)); -	setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); +	setAdditiveColor(additive * vec3(1.0 - exp(-temp2.z * distance_multiplier)) * 0.5);  	// vary_SunlitColor = vec3(0);  	// vary_AmblitColor = vec3(0); diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl index 414ba3236a..99dbee15ee 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl @@ -73,9 +73,6 @@ void setAmblitColor(vec3 v)  void setAdditiveColor(vec3 v)  { -    // SL-1491 clamp additive term to something reasonable to prevent -    // lens flares over non-reflective surfaces -    v = clamp(v, vec3(0), vec3(0.8));  	additive_color = v;  	vary_AdditiveColor = v;  } | 
