From 338aeef7e9e8cfd167489e0707f3e4a884d2c00f Mon Sep 17 00:00:00 2001 From: Andrey Kleshchev Date: Fri, 30 Sep 2022 21:54:10 +0300 Subject: SL-14696 SL-13629 Re-add gradation fix after merging a contribution --- doc/contributions.txt | 1 + indra/newview/app_settings/shaders/class1/deferred/skyF.glsl | 7 +++++++ 2 files changed, 8 insertions(+) diff --git a/doc/contributions.txt b/doc/contributions.txt index d74ec13637..1408bab8ca 100755 --- a/doc/contributions.txt +++ b/doc/contributions.txt @@ -1377,6 +1377,7 @@ Sovereign Engineer OPEN-343 SL-11625 BUG-229030 + SL-14696 SL-14705 SL-14706 SL-14707 diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl index 9772063f03..de22312d3c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl @@ -54,6 +54,13 @@ vec3 rainbow(float d) // Unfortunately the texture is inverted, so we need to invert the y coord, but keep the 'interesting' // part within the same 0.175..0.250 range, i.e. d = (1 - d) - 1.575 d = clamp(-0.575 - d, 0.0, 1.0); + + // With the colors in the lower 1/4 of the texture, inverting the coords leaves most of it inaccessible. + // So, we can stretch the texcoord above the colors (ie > 0.25) to fill the entire remaining coordinate + // space. This improves gradation, reduces banding within the rainbow interior. (1-0.25) / (0.425/0.25) = 4.2857 + float interior_coord = max(0.0, d - 0.25) * 4.2857; + d = clamp(d, 0.0, 0.25) + interior_coord; + float rad = (droplet_radius - 5.0f) / 1024.0f; return pow(texture2D(rainbow_map, vec2(rad+0.5, d)).rgb, vec3(1.8)) * moisture_level; } -- cgit v1.2.3