From 067d83b640d3fae45098ef8bc71e913c1eb65a44 Mon Sep 17 00:00:00 2001 From: mobserveur Date: Thu, 11 Sep 2025 18:50:58 +0200 Subject: Fix for multithreaded textures on Mac and more optimisations This commit fixes an issue with the multithreaded textures option on Mac and adds some more optimisations. --- .../app_settings/shaders/class1/effects/bloomExtractF.glsl | 12 ++++++++++-- indra/newview/app_settings/shaders/class1/interface/uiF.glsl | 3 +-- 2 files changed, 11 insertions(+), 4 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1') diff --git a/indra/newview/app_settings/shaders/class1/effects/bloomExtractF.glsl b/indra/newview/app_settings/shaders/class1/effects/bloomExtractF.glsl index d878ab053e..66d86eec1f 100644 --- a/indra/newview/app_settings/shaders/class1/effects/bloomExtractF.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/bloomExtractF.glsl @@ -2,7 +2,7 @@ out vec4 frag_color; uniform sampler2D diffuseMap; uniform sampler2D bloomExtractORM; // orm -uniform sampler2D bloomExtractEmissive; // emissive +//uniform sampler2D bloomExtractEmissive; // emissive uniform sampler2D bloomExtractEmissive2; // emissive 2 uniform float bloomExtractBrightness = 0.9; @@ -15,6 +15,12 @@ void main() { vec4 col = texture(diffuseMap, vary_texcoord0.xy); + if(col.a > 0.001) + { + discard; + return; + } + //int valid = 0; //float brightness = dot(col.rgb, vec3(0.2126, 0.7152, 0.0722)); float brightness = dot(col.rgb, vec3(0.3, 0.5, 0.2)); @@ -25,14 +31,16 @@ void main() return; } + /* vec3 emi = texture(bloomExtractEmissive, vary_texcoord0.xy).rgb; if(emi.r + emi.g + emi.b > 0.01) { discard; return; } + */ - emi = texture(bloomExtractEmissive2, vary_texcoord0.xy).rgb; + vec3 emi = texture(bloomExtractEmissive2, vary_texcoord0.xy).rgb; if(emi.r + emi.g + emi.b > 0.01) { discard; diff --git a/indra/newview/app_settings/shaders/class1/interface/uiF.glsl b/indra/newview/app_settings/shaders/class1/interface/uiF.glsl index 42cc333829..6120dbd37e 100644 --- a/indra/newview/app_settings/shaders/class1/interface/uiF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/uiF.glsl @@ -27,12 +27,11 @@ out vec4 frag_color; uniform sampler2D diffuseMap; -uniform float mpHDRBoost = 1.0; in vec2 vary_texcoord0; in vec4 vertex_color; void main() { - frag_color = mpHDRBoost * vertex_color*texture(diffuseMap, vary_texcoord0.xy); + frag_color = vertex_color*texture(diffuseMap, vary_texcoord0.xy); } -- cgit v1.2.3