From ea9afd66002dc3de45e9f2a5289a676e55372d59 Mon Sep 17 00:00:00 2001 From: Dave Houlton Date: Mon, 8 Jun 2020 16:42:34 -0600 Subject: SL-13084 Combined commit for the EEP specular color fix SL-13084: Fix clouds flipped along East/West axis to match texture preview Cloud Image and direction to match Cloud Scroll SL-13804: Fix clouds flipped along East/West axis to match texture preview Cloud Image and direction to match Cloud Scroll SL-13084: Fix inverted cloud scroll with ALM is off SL-13084: Move texture coords section to top in class2/windlight/cloudsV to match class1/deffered/cloudsV SL-13084: Add references to other common files --- .../shaders/class2/windlight/cloudsV.glsl | 36 +++++++++++++--------- 1 file changed, 21 insertions(+), 15 deletions(-) (limited to 'indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl') diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl index 2c1475d547..a4389f62dc 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl @@ -36,6 +36,7 @@ ATTRIBUTE vec2 texcoord0; VARYING vec4 vary_CloudColorSun; VARYING vec4 vary_CloudColorAmbient; VARYING float vary_CloudDensity; + VARYING vec2 vary_texcoord0; VARYING vec2 vary_texcoord1; VARYING vec2 vary_texcoord2; @@ -66,13 +67,31 @@ uniform vec4 cloud_color; uniform float cloud_scale; +// NOTE: Keep these in sync! +// indra\newview\app_settings\shaders\class1\deferred\skyV.glsl +// indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl +// indra\newview\app-settings\shaders\class2\windlight\cloudsV.glsl +// indra\newview\lllegacyatmospherics.cpp +// indra\newview\llsettingsvo.cpp void main() { - // World / view / projection gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - vary_texcoord0 = texcoord0; + // Texture coords + // SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll + vary_texcoord0 = vec2( -texcoord0.x, texcoord0.y ); // See: LLSettingsVOSky::applySpecial + + vary_texcoord0.xy -= 0.5; + vary_texcoord0.xy /= cloud_scale; + vary_texcoord0.xy += 0.5; + + vary_texcoord1 = vary_texcoord0; + vary_texcoord1.x += lightnorm.x * 0.0125; + vary_texcoord1.y += lightnorm.z * 0.0125; + + vary_texcoord2 = vary_texcoord0 * 16.; + vary_texcoord3 = vary_texcoord1 * 16.; // Get relative position vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); @@ -175,19 +194,6 @@ void main() vary_CloudDensity = 2. * (cloud_shadow - 0.25); - // Texture coords - vary_texcoord0 = texcoord0; - vary_texcoord0.xy -= 0.5; - vary_texcoord0.xy /= cloud_scale; - vary_texcoord0.xy += 0.5; - - vary_texcoord1 = vary_texcoord0; - vary_texcoord1.x += lightnorm.x * 0.0125; - vary_texcoord1.y += lightnorm.z * 0.0125; - - vary_texcoord2 = vary_texcoord0 * 16.; - vary_texcoord3 = vary_texcoord1 * 16.; - // Combine these to minimize register use vary_CloudColorAmbient += oHazeColorBelowCloud; -- cgit v1.2.3 From 7396879ef6ba11ea387bb799b4ab89c82e569f45 Mon Sep 17 00:00:00 2001 From: Dave Houlton Date: Fri, 28 Aug 2020 09:50:01 -0600 Subject: SL-13768 remove moon glow from sky and clouds --- indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl') diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl index a4389f62dc..7d736b8fcc 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl @@ -161,7 +161,8 @@ void main() temp2.x *= sun_moon_glow_factor; // Add "minimum anti-solar illumination" - temp2.x += .25; + // For sun, add to glow. For moon, remove glow entirely. SL-13768 + temp2.x = (sun_moon_glow_factor < 1.0) ? 0.0 : (temp2.x + 0.25); // Increase ambient when there are more clouds vec4 tmpAmbient = ambient_color; -- cgit v1.2.3 From 0f80162dcf0f669630e8e338e358910b95cac196 Mon Sep 17 00:00:00 2001 From: Dave Houlton Date: Fri, 28 Aug 2020 10:33:48 -0600 Subject: SL-13768 de-obfuscate cloud/sky vertex shaders --- .../shaders/class2/windlight/cloudsV.glsl | 76 ++++++++++------------ 1 file changed, 33 insertions(+), 43 deletions(-) (limited to 'indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl') diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl index 7d736b8fcc..e4c36ee657 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl @@ -94,75 +94,66 @@ void main() vary_texcoord3 = vary_texcoord1 * 16.; // Get relative position - vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); + vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0,50,0); // fade clouds beyond a certain point so the bottom of the sky dome doesn't look silly at high altitude - altitude_blend_factor = clamp((P.y + 512.0) / max_y, 0.0, 1.0); + altitude_blend_factor = clamp((rel_pos.y + 512.0) / max_y, 0.0, 1.0); // Set altitude - if (P.y > 0.) + if (rel_pos.y > 0.) { - P *= (max_y / P.y); + rel_pos *= (max_y / rel_pos.y); } else { - P *= (-32000. / P.y); + rel_pos *= (-32000. / rel_pos.y); } // Can normalize then - vec3 Pn = normalize(P); - float Plen = length(P); + vec3 rel_pos_norm = normalize(rel_pos); + float rel_pos_len = length(rel_pos); // Initialize temp variables - vec4 temp1 = vec4(0.); - vec4 temp2 = vec4(0.); - vec4 blue_weight; - vec4 haze_weight; - //vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; vec4 sunlight = sunlight_color; vec4 light_atten; - float dens_mul = density_multiplier; - // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes - light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y); + light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); // Calculate relative weights - temp1 = abs(blue_density) + vec4(abs(haze_density)); - blue_weight = blue_density / temp1; - haze_weight = haze_density / temp1; + vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); + vec4 blue_weight = blue_density / combined_haze; + vec4 haze_weight = haze_density / combined_haze; - // Compute sunlight from P & lightnorm (for long rays like sky) - temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y ); - temp2.y = 1. / temp2.y; - sunlight *= exp( - light_atten * temp2.y); + // Compute sunlight from rel_pos & lightnorm (for long rays like sky) + float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y); + sunlight *= exp( - light_atten * off_axis); // Distance - temp2.z = Plen * dens_mul; + float density_dist = rel_pos_len * density_multiplier; - // Transparency (-> temp1) - // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati + // Transparency (-> combined_haze) + // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati // compiler gets confused. - temp1 = exp(-temp1 * temp2.z); + combined_haze = exp(-combined_haze * density_dist); // Compute haze glow - temp2.x = dot(Pn, lightnorm.xyz); - temp2.x = 1. - temp2.x; - // temp2.x is 0 at the sun and increases away from sun - temp2.x = max(temp2.x, .001); + float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz); + // haze_glow is 0 at the sun and increases away from sun + haze_glow = max(haze_glow, .001); // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - temp2.x *= glow.x; + haze_glow *= glow.x; // Higher glow.x gives dimmer glow (because next step is 1 / "angle") - temp2.x = pow(temp2.x, glow.z); + haze_glow = pow(haze_glow, glow.z); // glow.z should be negative, so we're doing a sort of (1 / "angle") function - temp2.x *= sun_moon_glow_factor; + haze_glow *= sun_moon_glow_factor; // Add "minimum anti-solar illumination" // For sun, add to glow. For moon, remove glow entirely. SL-13768 - temp2.x = (sun_moon_glow_factor < 1.0) ? 0.0 : (temp2.x + 0.25); + haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25); // Increase ambient when there are more clouds vec4 tmpAmbient = ambient_color; @@ -173,23 +164,22 @@ void main() // Haze color below cloud vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient) - + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient) + + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient) ); // CLOUDS - temp2.y = max(0., lightnorm.y * 2.); - temp2.y = 1. / temp2.y; - sunlight *= exp( - light_atten * temp2.y); + off_axis = 1.0 / max(1e-6, lightnorm.y * 2.); + sunlight *= exp( - light_atten * off_axis); // Cloud color out - vary_CloudColorSun = (sunlight * temp2.x) * cloud_color; + vary_CloudColorSun = (sunlight * haze_glow) * cloud_color; vary_CloudColorAmbient = tmpAmbient * cloud_color; // Attenuate cloud color by atmosphere - temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds - vary_CloudColorSun *= temp1; - vary_CloudColorAmbient *= temp1; - vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1); + combined_haze = sqrt(combined_haze); //less atmos opacity (more transparency) below clouds + vary_CloudColorSun *= combined_haze; + vary_CloudColorAmbient *= combined_haze; + vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze); // Make a nice cloud density based on the cloud_shadow value that was passed in. vary_CloudDensity = 2. * (cloud_shadow - 0.25); -- cgit v1.2.3 From 16be7c27c6b092a658ebe054994ccaa88c08b412 Mon Sep 17 00:00:00 2001 From: Dave Houlton Date: Fri, 28 Aug 2020 10:54:23 -0600 Subject: SL-13768 clang-format shader files (whitespace) --- .../shaders/class2/windlight/cloudsV.glsl | 216 ++++++++++----------- 1 file changed, 106 insertions(+), 110 deletions(-) (limited to 'indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl') diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl index e4c36ee657..75e074cbf8 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl @@ -1,24 +1,24 @@ -/** +/** * @file class2\wl\cloudsV.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2005, Linden Research, Inc. - * + * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. - * + * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. - * + * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * + * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ @@ -33,26 +33,26 @@ ATTRIBUTE vec2 texcoord0; /////////////////////////////////////////////////////////////////////////////// // Output parameters -VARYING vec4 vary_CloudColorSun; -VARYING vec4 vary_CloudColorAmbient; +VARYING vec4 vary_CloudColorSun; +VARYING vec4 vary_CloudColorAmbient; VARYING float vary_CloudDensity; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec2 vary_texcoord3; +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +VARYING vec2 vary_texcoord2; +VARYING vec2 vary_texcoord3; VARYING float altitude_blend_factor; // Inputs uniform vec3 camPosLocal; -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 moonlight_color; -uniform int sun_up_factor; -uniform vec4 ambient_color; -uniform vec4 blue_horizon; -uniform vec4 blue_density; +uniform vec4 lightnorm; +uniform vec4 sunlight_color; +uniform vec4 moonlight_color; +uniform int sun_up_factor; +uniform vec4 ambient_color; +uniform vec4 blue_horizon; +uniform vec4 blue_density; uniform float haze_horizon; uniform float haze_density; @@ -60,7 +60,7 @@ uniform float cloud_shadow; uniform float density_multiplier; uniform float max_y; -uniform vec4 glow; +uniform vec4 glow; uniform float sun_moon_glow_factor; uniform vec4 cloud_color; @@ -75,122 +75,118 @@ uniform float cloud_scale; // indra\newview\llsettingsvo.cpp void main() { - // World / view / projection - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + // World / view / projection + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - // Texture coords + // Texture coords // SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll - vary_texcoord0 = vec2( -texcoord0.x, texcoord0.y ); // See: LLSettingsVOSky::applySpecial + vary_texcoord0 = vec2(-texcoord0.x, texcoord0.y); // See: LLSettingsVOSky::applySpecial - vary_texcoord0.xy -= 0.5; - vary_texcoord0.xy /= cloud_scale; - vary_texcoord0.xy += 0.5; + vary_texcoord0.xy -= 0.5; + vary_texcoord0.xy /= cloud_scale; + vary_texcoord0.xy += 0.5; - vary_texcoord1 = vary_texcoord0; - vary_texcoord1.x += lightnorm.x * 0.0125; - vary_texcoord1.y += lightnorm.z * 0.0125; + vary_texcoord1 = vary_texcoord0; + vary_texcoord1.x += lightnorm.x * 0.0125; + vary_texcoord1.y += lightnorm.z * 0.0125; - vary_texcoord2 = vary_texcoord0 * 16.; - vary_texcoord3 = vary_texcoord1 * 16.; + vary_texcoord2 = vary_texcoord0 * 16.; + vary_texcoord3 = vary_texcoord1 * 16.; - // Get relative position - vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0,50,0); + // Get relative position + vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0); // fade clouds beyond a certain point so the bottom of the sky dome doesn't look silly at high altitude altitude_blend_factor = clamp((rel_pos.y + 512.0) / max_y, 0.0, 1.0); - // Set altitude - if (rel_pos.y > 0.) - { - rel_pos *= (max_y / rel_pos.y); - } - else - { - rel_pos *= (-32000. / rel_pos.y); - } - - // Can normalize then - vec3 rel_pos_norm = normalize(rel_pos); - float rel_pos_len = length(rel_pos); - - // Initialize temp variables - vec4 sunlight = sunlight_color; - vec4 light_atten; - - // Sunlight attenuation effect (hue and brightness) due to atmosphere - // this is used later for sunlight modulation at various altitudes - light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); - - // Calculate relative weights - vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); - vec4 blue_weight = blue_density / combined_haze; - vec4 haze_weight = haze_density / combined_haze; - - // Compute sunlight from rel_pos & lightnorm (for long rays like sky) - float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y); - sunlight *= exp( - light_atten * off_axis); - - // Distance - float density_dist = rel_pos_len * density_multiplier; - - // Transparency (-> combined_haze) - // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati - // compiler gets confused. - combined_haze = exp(-combined_haze * density_dist); - - - // Compute haze glow + // Set altitude + if (rel_pos.y > 0.) + { + rel_pos *= (max_y / rel_pos.y); + } + else + { + rel_pos *= (-32000. / rel_pos.y); + } + + // Can normalize then + vec3 rel_pos_norm = normalize(rel_pos); + float rel_pos_len = length(rel_pos); + + // Initialize temp variables + vec4 sunlight = sunlight_color; + vec4 light_atten; + + // Sunlight attenuation effect (hue and brightness) due to atmosphere + // this is used later for sunlight modulation at various altitudes + light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); + + // Calculate relative weights + vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); + vec4 blue_weight = blue_density / combined_haze; + vec4 haze_weight = haze_density / combined_haze; + + // Compute sunlight from rel_pos & lightnorm (for long rays like sky) + float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y); + sunlight *= exp(-light_atten * off_axis); + + // Distance + float density_dist = rel_pos_len * density_multiplier; + + // Transparency (-> combined_haze) + // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati + // compiler gets confused. + combined_haze = exp(-combined_haze * density_dist); + + // Compute haze glow float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz); // haze_glow is 0 at the sun and increases away from sun - 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); - // glow.z should be negative, so we're doing a sort of (1 / "angle") function + 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); + // glow.z should be negative, so we're doing a sort of (1 / "angle") function haze_glow *= sun_moon_glow_factor; - // Add "minimum anti-solar illumination" + // Add "minimum anti-solar illumination" // For sun, add to glow. For moon, remove glow entirely. SL-13768 haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25); - // Increase ambient when there are more clouds - vec4 tmpAmbient = ambient_color; - tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; + // Increase ambient when there are more clouds + vec4 tmpAmbient = ambient_color; + tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; - // Dim sunlight by cloud shadow percentage - sunlight *= (1. - cloud_shadow); + // Dim sunlight by cloud shadow percentage + sunlight *= (1. - cloud_shadow); - // Haze color below cloud - vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient) - + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient) - ); + // Haze color below cloud + vec4 additiveColorBelowCloud = + (blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient)); - // CLOUDS - off_axis = 1.0 / max(1e-6, lightnorm.y * 2.); - sunlight *= exp( - light_atten * off_axis); + // CLOUDS + off_axis = 1.0 / max(1e-6, lightnorm.y * 2.); + sunlight *= exp(-light_atten * off_axis); - // Cloud color out - vary_CloudColorSun = (sunlight * haze_glow) * cloud_color; - vary_CloudColorAmbient = tmpAmbient * cloud_color; - - // Attenuate cloud color by atmosphere - combined_haze = sqrt(combined_haze); //less atmos opacity (more transparency) below clouds - vary_CloudColorSun *= combined_haze; - vary_CloudColorAmbient *= combined_haze; - vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze); + // Cloud color out + vary_CloudColorSun = (sunlight * haze_glow) * cloud_color; + vary_CloudColorAmbient = tmpAmbient * cloud_color; - // Make a nice cloud density based on the cloud_shadow value that was passed in. - vary_CloudDensity = 2. * (cloud_shadow - 0.25); + // Attenuate cloud color by atmosphere + combined_haze = sqrt(combined_haze); // less atmos opacity (more transparency) below clouds + vary_CloudColorSun *= combined_haze; + vary_CloudColorAmbient *= combined_haze; + vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze); + // Make a nice cloud density based on the cloud_shadow value that was passed in. + vary_CloudDensity = 2. * (cloud_shadow - 0.25); - // Combine these to minimize register use - vary_CloudColorAmbient += oHazeColorBelowCloud; + // Combine these to minimize register use + vary_CloudColorAmbient += oHazeColorBelowCloud; - // needs this to compile on mac - //vary_AtmosAttenuation = vec3(0.0,0.0,0.0); + // needs this to compile on mac + // vary_AtmosAttenuation = vec3(0.0,0.0,0.0); - // END CLOUDS + // END CLOUDS } - -- cgit v1.2.3 From e8f4017b910ae6276772f540eef80ac0c788cb57 Mon Sep 17 00:00:00 2001 From: Dave Houlton Date: Wed, 16 Sep 2020 17:11:01 -0600 Subject: DRTVWR-4976 Misc shader cleanup. Removed some potential div-by-0 NaNs and a mangled clamp. --- indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl') diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl index 75e074cbf8..1f881eb44b 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl @@ -99,12 +99,12 @@ void main() // fade clouds beyond a certain point so the bottom of the sky dome doesn't look silly at high altitude altitude_blend_factor = clamp((rel_pos.y + 512.0) / max_y, 0.0, 1.0); - // Set altitude + // Adj position vector to clamp altitude if (rel_pos.y > 0.) { rel_pos *= (max_y / rel_pos.y); } - else + if (rel_pos.y < 0.) { rel_pos *= (-32000. / rel_pos.y); } -- cgit v1.2.3