From 95e1badaa4566bea41479623bf5b5112f7184cd5 Mon Sep 17 00:00:00 2001 From: RunitaiLinden Date: Mon, 26 Feb 2024 13:46:39 -0600 Subject: https://github.com/secondlife/jira-archive-internal/issues/71006 Fix for probes going off the rails -- sanity clamp sky glow (#893) --- .../app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/windlight') diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index a1da4b1f9a..8769cc0239 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -98,7 +98,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou haze_glow = max(haze_glow, .001); // set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) haze_glow *= glow.x; // higher glow.x gives dimmer glow (because next step is 1 / "angle") - haze_glow = pow(haze_glow, glow.z); + haze_glow = clamp(pow(haze_glow, glow.z), -10, 10); // glow.z should be negative, so we're doing a sort of (1 / "angle") function // add "minimum anti-solar illumination" -- cgit v1.2.3 From 43e605b8339105151fa7e97b27359d87479a3461 Mon Sep 17 00:00:00 2001 From: RunitaiLinden Date: Thu, 28 Mar 2024 16:07:09 -0500 Subject: #731 Fix for divide by zero when haze density set to zero (#1085) --- .../app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/windlight') diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index 8769cc0239..40b7f9cf0e 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -66,7 +66,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou // I had thought blue_density and haze_density should have equal weighting, // but attenuation due to haze_density tends to seem too strong - vec3 combined_haze = blue_density + vec3(haze_density); + vec3 combined_haze = max(blue_density + vec3(haze_density), vec3(1e-6)); vec3 blue_weight = blue_density / combined_haze; vec3 haze_weight = vec3(haze_density) / combined_haze; -- cgit v1.2.3 From bbc9d9db4838e60724c8ba93c2efdbaa522595c1 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 15 May 2024 14:15:55 -0500 Subject: #1466 Loosen clamp on haze glow to fix skies that want to be bonkers (#1470) --- .../app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/windlight') diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index 40b7f9cf0e..d077670c96 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -98,7 +98,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou haze_glow = max(haze_glow, .001); // set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) haze_glow *= glow.x; // higher glow.x gives dimmer glow (because next step is 1 / "angle") - haze_glow = clamp(pow(haze_glow, glow.z), -10, 10); + haze_glow = clamp(pow(haze_glow, glow.z), -100000, 100000); // glow.z should be negative, so we're doing a sort of (1 / "angle") function // add "minimum anti-solar illumination" -- cgit v1.2.3