From 51bb3c15c8ac6c85ed1a7e8526ba6b60794ac29e Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 19 May 2011 20:38:39 -0500 Subject: SH-469 WIP -- get rid of LLMultiSampleBuffer and use GL_ARB_texture_multisample instead. --- .../app_settings/shaders/class1/deferred/skyF.glsl | 44 ++++++++++++++++++++++ 1 file changed, 44 insertions(+) create mode 100644 indra/newview/app_settings/shaders/class1/deferred/skyF.glsl (limited to 'indra/newview/app_settings/shaders/class1/deferred/skyF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl new file mode 100644 index 0000000000..91143943b6 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl @@ -0,0 +1,44 @@ +/** + * @file WLSkyF.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + +///////////////////////////////////////////////////////////////////////// +// The fragment shader for the sky +///////////////////////////////////////////////////////////////////////// + +varying vec4 vary_HazeColor; + +uniform sampler2D cloud_noise_texture; +uniform vec4 gamma; + +/// Soft clips the light with a gamma correction +vec3 scaleSoftClip(vec3 light) { + //soft clip effect: + light = 1. - clamp(light, vec3(0.), vec3(1.)); + light = 1. - pow(light, gamma.xxx); + + return light; +} + +void main() +{ + // 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. + + vec4 color; + color = vary_HazeColor; + color *= 2.; + + /// Gamma correct for WL (soft clip effect). + gl_FragData[0] = vec4(scaleSoftClip(color.rgb), 1.0); + gl_FragData[1] = vec4(0.0,0.0,0.0,0.0); + gl_FragData[2] = vec4(0,0,1,0); +} + -- cgit v1.2.3 From ece32418e7c1828a65c88e526a5afcb635c5453a Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 31 May 2011 14:35:59 -0500 Subject: SH-1682 Dynamically adjust the number of texture channels to use for indexed texture rendering based on available hardware. --- indra/newview/app_settings/shaders/class1/deferred/skyF.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/skyF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl index 91143943b6..820c82ffd7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl @@ -5,7 +5,7 @@ * $/LicenseInfo$ */ -#version 120 + ///////////////////////////////////////////////////////////////////////// // The fragment shader for the sky -- cgit v1.2.3