From a49e2b604e6b505e083e24b10e39053196d917c1 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Mon, 12 Nov 2018 15:54:53 -0800 Subject: SL-10044 SL-10045 Fix class 1 and 2 transport/gamma funcs and made usage consistent across all shaders. Fix class1\environment\waterV reverting to old d1/d2 names for wave directions. --- .../shaders/class2/deferred/softenLightF.glsl | 32 ++++------------------ 1 file changed, 5 insertions(+), 27 deletions(-) (limited to 'indra/newview/app_settings/shaders/class2/deferred') diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index c92dbda185..308a85d2d9 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -49,6 +49,7 @@ uniform vec4 morphFactor; uniform vec3 camPosLocal; //uniform vec4 camPosWorld; uniform vec4 gamma; +uniform vec4 lightnorm; uniform vec4 sunlight_color; uniform vec4 ambient; uniform vec4 blue_horizon; @@ -83,32 +84,9 @@ vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); vec3 fullbrightScaleSoftClipFrag(vec3 l); vec3 scaleSoftClipFrag(vec3 l); -vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten) -{ - if (no_atmo == 1) - { - return light; - } - return (light + additive) * atten.r * 2.0; -} - -vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) { - if (no_atmo == 1) - { - return light; - } - float brightness = dot(light.rgb, vec3(0.33333)); - return mix(atmosTransportFrag(light.rgb, additive, atten), light.rgb + additive.rgb, brightness * brightness); -} - -vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) { - if (no_atmo == 1) - { - return light; - } - float brightness = dot(light.rgb, vec3(0.33333)); - return mix(atmosTransportFrag(light.rgb, additive, atten), (light.rgb + additive.rgb) * (2.0 - brightness), brightness * brightness); -} +vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten); +vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten); +vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten); vec4 getPosition_d(vec2 pos_screen, float depth) { @@ -175,7 +153,7 @@ void main() ambient *= ambient; ambient = (1.0-ambient); - col.rgb = ambient * amblit; + col.rgb = ambient * ((col * 0.5) + amblit); col += sunlit * max(min(da, scol), 0.0); -- cgit v1.2.3