diff options
Diffstat (limited to 'indra')
12 files changed, 28 insertions, 26 deletions
diff --git a/indra/llinventory/llsettingssky.cpp b/indra/llinventory/llsettingssky.cpp index a7b87c4d96..9211a48a8e 100644 --- a/indra/llinventory/llsettingssky.cpp +++ b/indra/llinventory/llsettingssky.cpp @@ -1295,9 +1295,15 @@ void LLSettingsSky::calculateLightSettings() const mSunDiffuse = gammaCorrect(componentMult(sunlight, light_transmittance)); mSunAmbient = gammaCorrect(componentMult(tmpAmbient, light_transmittance) * 0.5); - LLColor3 moonlight(0.75, 0.75, 0.92); - mMoonDiffuse = gammaCorrect(componentMult(moonlight, light_transmittance) * 0.25f); - mMoonAmbient = gammaCorrect(componentMult(moonlight, light_transmittance) * 0.125f); + F32 moon_brightness = getMoonBrightness(); + + LLColor3 moonlight_a(0.66, 0.66, 0.66); + LLColor3 moonlight_b(0.66, 0.66, 1.0); + + LLColor3 moonlight = lerp(moonlight_b, moonlight_a, moon_brightness); + + mMoonDiffuse = gammaCorrect(componentMult(moonlight, light_transmittance) * moon_brightness * 0.25f); + mMoonAmbient = gammaCorrect(componentMult(moonlight_b, light_transmittance) * 0.0125f); mTotalAmbient = mSunAmbient; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl index d964ce8eee..e257b668c8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl @@ -52,7 +52,7 @@ void main() // mix factor which blends when sunlight is brighter // and shows true moon color at night - vec3 luma_weights = vec3(0.2, 0.3, 0.2); + vec3 luma_weights = vec3(0.3, 0.5, 0.3); float mix = 1.0 - dot(normalize(sunlight_color.rgb), luma_weights); diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 3364d5b5fc..57916eb3e5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -158,7 +158,7 @@ void main() proj_tc.xyz /= proj_tc.w; - float fa = (falloff * 0.5)+1.0; + float fa = falloff+1.0; float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0); dist_atten *= dist_atten; dist_atten *= 2.0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index 55410c1ed7..f8264d971c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -89,7 +89,7 @@ void main() float noise = texture2D(noiseMap, frag.xy/128.0).b; vec3 col = texture2DRect(diffuseRect, frag.xy).rgb; - float fa = (falloff * 0.5)+1.0; + float fa = falloff+1.0; float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); dist_atten *= dist_atten; dist_atten *= 2.0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index b546519a7d..d09bc25334 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -155,7 +155,7 @@ void main() proj_tc.xyz /= proj_tc.w; - float fa = (falloff * 0.5)+1.0; + float fa = falloff+1.0; float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0); dist_atten *= dist_atten; dist_atten *= 2.0; diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl index 947c301110..c8bbdd109d 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl @@ -52,7 +52,7 @@ void main() // mix factor which blends when sunlight is brighter // and shows true moon color at night - vec3 luma_weights = vec3(0.2, 0.3, 0.2); + vec3 luma_weights = vec3(0.3, 0.5, 0.3); float mix = 1.0f - dot(normalize(sunlight_color.rgb), luma_weights); vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0 - 1.0; diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index f817817f37..9e14c03a96 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -156,8 +156,8 @@ void main() { vec4 shd = texture2DRect(lightMap, frag.xy); shadow = (proj_shadow_idx==0)?shd.b:shd.a; - shadow = clamp(shadow, 0.0, 1.0); shadow += shadow_fade; + shadow = clamp(shadow, 0.0, 1.0); } vec3 norm = texture2DRect(normalMap, frag.xy).xyz; @@ -177,7 +177,7 @@ void main() proj_tc.xyz /= proj_tc.w; - float fa = (falloff * 0.5)+1.0; + float fa = falloff+1.0; float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0); dist_atten *= dist_atten; dist_atten *= 2.0; diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index 510d1ca9fd..93b55ab9c1 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -156,8 +156,8 @@ void main() { vec4 shd = texture2DRect(lightMap, frag.xy); shadow = (proj_shadow_idx == 0) ? shd.b : shd.a; - shadow = clamp(shadow, 0.0, 1.0); shadow += shadow_fade; + shadow = clamp(shadow, 0.0, 1.0); } vec3 norm = texture2DRect(normalMap, frag.xy).xyz; @@ -175,7 +175,7 @@ void main() proj_tc.xyz /= proj_tc.w; - float fa = (falloff * 0.5) + 1.0; + float fa = falloff + 1.0; float dist_atten = min(1.0 - (dist - 1.0 * (1.0 - fa)) / fa, 1.0); dist_atten *= dist_atten; dist_atten *= 2.0; diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl index dec9afcfb7..abb6a3a5d8 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl @@ -157,8 +157,8 @@ void main() { vec4 shd = texture2DRect(lightMap, frag.xy); shadow = (proj_shadow_idx == 0) ? shd.b : shd.a; - shadow = clamp(shadow, 0.0, 1.0); shadow += shadow_fade; + shadow = clamp(shadow, 0.0, 1.0); } vec3 norm = texture2DRect(normalMap, frag.xy).xyz; diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl index 6a813cac15..afc542b8bc 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -157,8 +157,8 @@ void main() { vec4 shd = texture2DRect(lightMap, frag.xy); shadow = (proj_shadow_idx == 0) ? shd.b : shd.a; - shadow = clamp(shadow, 0.0, 1.0); shadow += shadow_fade; + shadow = clamp(shadow, 0.0, 1.0); } vec3 norm = texture2DRect(normalMap, frag.xy).xyz; diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp index 4ddd9c4568..b4b3e19abc 100644 --- a/indra/newview/llvovolume.cpp +++ b/indra/newview/llvovolume.cpp @@ -3278,18 +3278,14 @@ void LLVOVolume::updateSpotLightPriority() F32 r = getLightRadius(); LLVector3 pos = mDrawable->getPositionAgent(); -#if OLD_SPOT_PRIO_CALC LLVector3 at(0,0,-1); at *= getRenderRotation(); pos += at * r; at = LLViewerCamera::getInstance()->getAtAxis(); pos -= at * r; - + mSpotLightPriority = gPipeline.calcPixelArea(pos, LLVector3(r,r,r), *LLViewerCamera::getInstance()); -#else - mSpotLightPriority = (gAgent.getPositionAgent() - pos).length() + r; -#endif if (mLightTexture.notNull()) { diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 658410fd3d..4c93d16fb1 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -8703,7 +8703,7 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget* screen_target) LLVector4a center; center.load3(drawablep->getPositionAgent().mV); const F32* c = center.getF32ptr(); - F32 s = volume->getLightRadius(); + F32 s = volume->getLightRadius()*1.5f; LLColor3 col = volume->getLightColor(); @@ -8750,7 +8750,7 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget* screen_target) gDeferredLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c); gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s); gDeferredLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); - gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()); + gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f); gGL.syncMatrices(); mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center)); @@ -8770,7 +8770,7 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget* screen_target) mat.mult_matrix_vec(tc); fullscreen_lights.push_back(LLVector4(tc.v[0], tc.v[1], tc.v[2], s)); - light_colors.push_back(LLVector4(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff())); + light_colors.push_back(LLVector4(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f)); } } unbindDeferredShader(gDeferredLightProgram); @@ -8795,7 +8795,7 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget* screen_target) LLVector4a center; center.load3(drawablep->getPositionAgent().mV); const F32* c = center.getF32ptr(); - F32 s = volume->getLightRadius(); + F32 s = volume->getLightRadius()*1.5f; sVisibleLightCount++; @@ -8809,7 +8809,7 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget* screen_target) gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c); gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s); gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); - gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()); + gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f); gGL.syncMatrices(); mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center)); @@ -8888,7 +8888,7 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget* screen_target) LLVector3 center = drawablep->getPositionAgent(); F32* c = center.mV; - F32 s = volume->getLightRadius(); + F32 s = volume->getLightRadius()*1.5f; sVisibleLightCount++; @@ -8906,7 +8906,7 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget* screen_target) gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v); gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s); gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); - gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()); + gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f); mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); } |