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-rw-r--r--indra/newview/app_settings/settings.xml11
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyF.glsl60
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyV.glsl6
-rw-r--r--indra/newview/lldrawpoolwlsky.cpp5
4 files changed, 53 insertions, 29 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index f248fac2ee..a28ea7294c 100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -9373,6 +9373,17 @@
<key>Value</key>
<real>0.0</real>
</map>
+ <key>RenderHDRISplitScreen</key>
+ <map>
+ <key>Comment</key>
+ <string>What percentage of screen to render using HDRI vs EEP sky.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>1.0</real>
+ </map>
<key>RenderMaxOpenGLVersion</key>
<map>
<key>Comment</key>
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
index 596e9321e8..785c748234 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
@@ -28,8 +28,10 @@ in vec3 vary_HazeColor;
in float vary_LightNormPosDot;
#ifdef HAS_HDRI
-in vec3 vary_position;
+in vec4 vary_position;
+in vec3 vary_rel_pos;
uniform float sky_hdr_scale;
+uniform float hdri_split_screen;
uniform mat3 env_mat;
uniform sampler2D environmentMap;
#endif
@@ -81,33 +83,39 @@ vec3 halo22(float d)
void main()
{
+ vec3 color;
#ifdef HAS_HDRI
- vec3 pos = normalize(vary_position);
- pos = env_mat * pos;
- vec2 texCoord = vec2(atan(pos.z, pos.x) + PI, acos(pos.y)) / vec2(2.0 * PI, PI);
- vec3 color = textureLod(environmentMap, texCoord.xy, 0).rgb * sky_hdr_scale;
- color = min(color, vec3(8192*8192*16)); // stupidly large value arrived at by binary search -- avoids framebuffer corruption from some HDRIs
-
- frag_data[2] = vec4(0.0,0.0,0.0,GBUFFER_FLAG_HAS_HDRI);
-#else
-
- // Potential Fill-rate optimization. Add cloud calculation
- // back in and output alpha of 0 (so that alpha culling kills
- // the fragment) if the sky wouldn't show up because the clouds
- // are fully opaque.
-
- vec3 color = vary_HazeColor;
-
- float rel_pos_lightnorm = vary_LightNormPosDot;
- float optic_d = rel_pos_lightnorm;
- vec3 halo_22 = halo22(optic_d);
- color.rgb += rainbow(optic_d);
- color.rgb += halo_22;
- color.rgb *= 2.;
- color.rgb = clamp(color.rgb, vec3(0), vec3(5));
-
- frag_data[2] = vec4(0.0,0.0,0.0,GBUFFER_FLAG_SKIP_ATMOS);
+ vec3 frag_coord = vary_position.xyz/vary_position.w;
+ if (-frag_coord.x > ((1.0-hdri_split_screen)*2.0-1.0))
+ {
+ vec3 pos = normalize(vary_rel_pos);
+ pos = env_mat * pos;
+ vec2 texCoord = vec2(atan(pos.z, pos.x) + PI, acos(pos.y)) / vec2(2.0 * PI, PI);
+ color = textureLod(environmentMap, texCoord.xy, 0).rgb * sky_hdr_scale;
+ color = min(color, vec3(8192*8192*16)); // stupidly large value arrived at by binary search -- avoids framebuffer corruption from some HDRIs
+
+ frag_data[2] = vec4(0.0,0.0,0.0,GBUFFER_FLAG_HAS_HDRI);
+ }
+ else
#endif
+ {
+ // Potential Fill-rate optimization. Add cloud calculation
+ // back in and output alpha of 0 (so that alpha culling kills
+ // the fragment) if the sky wouldn't show up because the clouds
+ // are fully opaque.
+
+ color = vary_HazeColor;
+
+ float rel_pos_lightnorm = vary_LightNormPosDot;
+ float optic_d = rel_pos_lightnorm;
+ vec3 halo_22 = halo22(optic_d);
+ color.rgb += rainbow(optic_d);
+ color.rgb += halo_22;
+ color.rgb *= 2.;
+ color.rgb = clamp(color.rgb, vec3(0), vec3(5));
+
+ frag_data[2] = vec4(0.0,0.0,0.0,GBUFFER_FLAG_SKIP_ATMOS);
+ }
frag_data[0] = vec4(0);
frag_data[1] = vec4(0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
index bbe9a5a838..e48f69dab5 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
@@ -36,7 +36,8 @@ out vec3 vary_HazeColor;
out float vary_LightNormPosDot;
#ifdef HAS_HDRI
-out vec3 vary_position;
+out vec4 vary_position;
+out vec3 vary_rel_pos;
#endif
// Inputs
@@ -77,7 +78,8 @@ void main()
vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0);
#ifdef HAS_HDRI
- vary_position = rel_pos;
+ vary_rel_pos = rel_pos;
+ vary_position = pos;
#endif
// Adj position vector to clamp altitude
diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp
index 303916110c..323ab5fc07 100644
--- a/indra/newview/lldrawpoolwlsky.cpp
+++ b/indra/newview/lldrawpoolwlsky.cpp
@@ -153,12 +153,15 @@ void LLDrawPoolWLSky::renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 ca
static LLCachedControl<F32> hdri_exposure(gSavedSettings, "RenderHDRIExposure", 0.0f);
static LLCachedControl<F32> hdri_rotation(gSavedSettings, "RenderHDRIRotation", 0.f);
-
+ static LLCachedControl<F32> hdri_split(gSavedSettings, "RenderHDRISplitScreen", 1.f);
+ static LLStaticHashedString hdri_split_screen("hdri_split_screen");
+
LLMatrix3 rot;
rot.setRot(0.f, hdri_rotation*DEG_TO_RAD, 0.f);
sky_shader->uniform1f(LLShaderMgr::SKY_HDR_SCALE, powf(2.f, hdri_exposure));
sky_shader->uniformMatrix3fv(LLShaderMgr::DEFERRED_ENV_MAT, 1, GL_FALSE, (F32*) rot.mMatrix);
+ sky_shader->uniform1f(hdri_split_screen, hdri_split);
}
else
{