From 2e499bcc40871b6a68700203cc83fe7d81c79c24 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 28 Sep 2022 19:14:00 -0500 Subject: SL-18190 Prune srgb_to_linear from atmosphericsFuncs.glsl --- .../class2/windlight/atmosphericsFuncs.glsl | 28 +++++++--------------- 1 file changed, 9 insertions(+), 19 deletions(-) (limited to 'indra/newview/app_settings/shaders/class2') diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl index 516550be1c..3d6c15fe55 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl @@ -23,23 +23,21 @@ * $/LicenseInfo$ */ -vec3 srgb_to_linear(vec3 col); - uniform vec4 lightnorm; uniform vec4 sunlight_color; -vec3 sunlight_linear = srgb_to_linear(sunlight_color.rgb); +uniform vec3 sunlight_linear; uniform vec4 moonlight_color; -vec3 moonlight_linear = srgb_to_linear(moonlight_color.rgb); +uniform vec3 moonlight_linear; uniform int sun_up_factor; uniform vec4 ambient_color; -vec3 ambient_linear = srgb_to_linear(ambient_color.rgb); +uniform vec3 ambient_linear; uniform vec4 blue_horizon; -vec3 blue_horizon_linear = srgb_to_linear(blue_horizon.rgb); +uniform vec3 blue_horizon_linear; uniform vec4 blue_density; -vec3 blue_density_linear = srgb_to_linear(blue_density.rgb); +uniform vec3 blue_density_linear; uniform float haze_horizon; uniform float haze_density; -vec3 haze_density_linear = srgb_to_linear(vec3(haze_density)); +uniform float haze_density_linear; uniform float cloud_shadow; uniform float density_multiplier; uniform float distance_multiplier; @@ -150,13 +148,6 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao) { -#if 0 - calcAtmosphericVars(inPositionEye, light_dir, 1.0, sunlit, amblit, additive, atten, false); - sunlit = srgb_to_linear(sunlit)*2.25; - amblit = srgb_to_linear(amblit)*0.15; - additive = srgb_to_linear(additive); - atten = srgb_to_linear(atten); -#else vec3 rel_pos = inPositionEye; //(TERRAIN) limit altitude @@ -168,15 +159,15 @@ void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 light_dir, float ambFact // sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes - vec3 light_atten = (blue_density_linear + (haze_density_linear * 0.25)) * (density_multiplier * max_y); + vec3 light_atten = (blue_density_linear + vec3(haze_density_linear * 0.25)) * (density_multiplier * max_y); // 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_linear = blue_density_linear + haze_density_linear; + vec3 combined_haze_linear = blue_density_linear + vec3(haze_density_linear); vec3 combined_haze = blue_density.rgb + vec3(haze_density); vec3 blue_weight = blue_density_linear / combined_haze_linear; - vec3 haze_weight = haze_density_linear / combined_haze_linear; + vec3 haze_weight = vec3(haze_density_linear) / combined_haze_linear; //(TERRAIN) compute sunlight from lightnorm y component. Factor is roughly cosecant(sun elevation) (for short rays like terrain) float above_horizon_factor = 1.0 / max(1e-6, lightnorm.y); @@ -234,5 +225,4 @@ void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 light_dir, float ambFact sunlit *= 0.8; amblit *= 0.05; additive *= 0.25; -#endif } -- cgit v1.2.3