From bdb53fd56d56c659941e7e63f83cefc366acef6d Mon Sep 17 00:00:00 2001 From: RunitaiLinden Date: Thu, 16 Nov 2023 16:46:12 -0600 Subject: SL-20611 Make haze effect local lights -- move sky and water haze to their own passes and unify sky and water haze in forward rendering shaders. --- .../shaders/class3/deferred/fullbrightShinyF.glsl | 3 + .../shaders/class3/deferred/hazeF.glsl | 109 +++++++++++++++++++++ .../shaders/class3/deferred/materialF.glsl | 16 ++- .../shaders/class3/deferred/softenLightF.glsl | 34 ------- .../shaders/class3/deferred/waterHazeF.glsl | 58 +++++++++++ 5 files changed, 176 insertions(+), 44 deletions(-) create mode 100644 indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl create mode 100644 indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl (limited to 'indra/newview/app_settings/shaders/class3/deferred') diff --git a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl index 5483a4e29c..6446015b03 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl @@ -40,6 +40,8 @@ in vec3 vary_position; uniform samplerCube environmentMap; vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten); +vec4 applyWaterFogViewLinear(vec3 pos, vec4 color); + void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); vec3 linear_to_srgb(vec3 c); @@ -84,6 +86,7 @@ void main() applyLegacyEnv(color.rgb, legacyenv, spec, pos, norm, env_intensity); color.rgb = atmosFragLighting(color.rgb, additive, atten); + color = applyWaterFogViewLinear(pos.xyz, color); #endif color.a = 1.0; diff --git a/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl new file mode 100644 index 0000000000..7b77a2f5fb --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl @@ -0,0 +1,109 @@ +/** + * @file class3/deferred/hazeF.glsl + * + * $LicenseInfo:firstyear=2023&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2023, 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 + * $/LicenseInfo$ + */ + +out vec4 frag_color; + +uniform sampler2D normalMap; + +// Inputs +uniform vec3 sun_dir; +uniform vec3 moon_dir; +uniform int sun_up_factor; +in vec2 vary_fragcoord; + +vec3 getNorm(vec2 pos_screen); +vec4 getPositionWithDepth(vec2 pos_screen, float depth); +void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); + +float getDepth(vec2 pos_screen); + +vec3 linear_to_srgb(vec3 c); +vec3 srgb_to_linear(vec3 c); + +uniform vec4 waterPlane; + +uniform int cube_snapshot; + +uniform float sky_hdr_scale; + +void main() +{ + vec2 tc = vary_fragcoord.xy; + float depth = getDepth(tc.xy); + vec4 pos = getPositionWithDepth(tc, depth); + vec4 norm = texture(normalMap, tc); + norm.xyz = getNorm(tc); + vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; + + vec3 color = vec3(0); + float bloom = 0.0; + + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; + + calcAtmosphericVarsLinear(pos.xyz, norm.xyz, light_dir, sunlit, amblit, additive, atten); + + vec3 sunlit_linear = srgb_to_linear(sunlit); + vec3 amblit_linear = amblit; + + bool do_atmospherics = false; + + // mask off atmospherics below water + if (dot(pos.xyz, waterPlane.xyz) + waterPlane.w > 0.0) + { + do_atmospherics = true; + } + + vec3 irradiance = vec3(0); + vec3 radiance = vec3(0); + + if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) + { + } + else if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS)) + { + //should only be true of WL sky, just port over base color value + discard; + } + + float alpha = 0.0; + + if (do_atmospherics) + { + alpha = atten.r; + color = srgb_to_linear(additive*2.0); + color *= sky_hdr_scale; + } + else + { + color = vec3(0,0,0); + alpha = 1.0; + } + + frag_color.rgb = max(color.rgb, vec3(0)); //output linear since local lights will be added to this shader's results + frag_color.a = alpha; +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl index acff03ec4b..1880f0c870 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl @@ -37,9 +37,7 @@ uniform float emissive_brightness; // fullbright flag, 1.0 == fullbright, 0.0 otherwise uniform int sun_up_factor; -#ifdef WATER_FOG -vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit); -#endif +vec4 applyWaterFogViewLinear(vec3 pos, vec4 color); vec3 atmosFragLightingLinear(vec3 l, vec3 additive, vec3 atten); vec3 scaleSoftClipFragLinear(vec3 l); @@ -386,13 +384,6 @@ void main() glare += cur_glare; } - color.rgb = atmosFragLightingLinear(color.rgb, additive, atten); - -#ifdef WATER_FOG - vec4 temp = applyWaterFogViewLinear(pos, vec4(color, 0.0), sunlit_linear); - color = temp.rgb; -#endif - vec3 npos = normalize(-pos.xyz); vec3 light = vec3(0, 0, 0); @@ -408,6 +399,11 @@ void main() color += light; + color.rgb = atmosFragLightingLinear(color.rgb, additive, atten); + + vec4 temp = applyWaterFogViewLinear(pos, vec4(color, 0.0)); + color = temp.rgb; + glare *= 1.0-emissive; glare = min(glare, 1.0); float al = max(diffcol.a, glare) * vertex_color.a; diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 35e99c5bd2..5e8fe9301a 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -83,10 +83,6 @@ uniform vec4 waterPlane; uniform int cube_snapshot; -#ifdef WATER_FOG -vec4 applyWaterFogViewLinear(vec3 pos, vec4 color); -#endif - uniform float sky_hdr_scale; void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist); @@ -167,18 +163,6 @@ void main() vec3 sunlit_linear = srgb_to_linear(sunlit); vec3 amblit_linear = amblit; - bool do_atmospherics = false; - -#ifndef WATER_FOG - // when above water, mask off atmospherics below water - if (dot(pos.xyz, waterPlane.xyz) + waterPlane.w > 0.0) - { - do_atmospherics = true; - } -#else - do_atmospherics = true; -#endif - vec3 irradiance = vec3(0); vec3 radiance = vec3(0); @@ -203,11 +187,6 @@ void main() vec3 v = -normalize(pos.xyz); color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, colorEmissive, ao, additive, atten); - - if (do_atmospherics) - { - color = atmosFragLightingLinear(color, additive, atten); - } } else if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS)) { @@ -273,21 +252,8 @@ void main() { // add environment map applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, envIntensity); } - - - if (do_atmospherics) - { - color = atmosFragLightingLinear(color, additive, atten); - } } - - - #ifdef WATER_FOG - vec4 fogged = applyWaterFogViewLinear(pos.xyz, vec4(color, bloom)); - color = fogged.rgb; - #endif - frag_color.rgb = max(color.rgb, vec3(0)); //output linear since local lights will be added to this shader's results frag_color.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl new file mode 100644 index 0000000000..f63d70cbd7 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl @@ -0,0 +1,58 @@ +/** + * @file class3/deferred/waterHazeF.glsl + * + * $LicenseInfo:firstyear=2023&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2023, 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 + * $/LicenseInfo$ + */ + +out vec4 frag_color; + +// Inputs +in vec2 vary_fragcoord; + +uniform sampler2D normalMap; + +vec4 getPositionWithDepth(vec2 pos_screen, float depth); +float getDepth(vec2 pos_screen); + +vec4 getWaterFogView(vec3 pos); + +void main() +{ + vec2 tc = vary_fragcoord.xy; + float depth = getDepth(tc.xy); + vec4 pos = getPositionWithDepth(tc, depth); + vec4 norm = texture(normalMap, tc); + + if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) + { + } + else if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS)) + { + //should only be true of WL sky, just port over base color value + discard; + } + + vec4 fogged = getWaterFogView(pos.xyz); + + frag_color.rgb = max(fogged.rgb, vec3(0)); //output linear since local lights will be added to this shader's results + frag_color.a = fogged.a; +} -- cgit v1.2.3 From 68875523e09f9fe06fc4b3cd5225995bb13966c3 Mon Sep 17 00:00:00 2001 From: RunitaiLinden Date: Thu, 30 Nov 2023 12:01:45 -0600 Subject: SL-20611 Incorporate water haze into new post effect atmospherics goodness --- .../shaders/class3/deferred/hazeF.glsl | 16 +++--- .../shaders/class3/deferred/waterHazeF.glsl | 13 +---- .../shaders/class3/deferred/waterHazeV.glsl | 59 ++++++++++++++++++++++ 3 files changed, 68 insertions(+), 20 deletions(-) create mode 100644 indra/newview/app_settings/shaders/class3/deferred/waterHazeV.glsl (limited to 'indra/newview/app_settings/shaders/class3/deferred') diff --git a/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl index 7b77a2f5fb..e8f7d73f1f 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl @@ -68,23 +68,21 @@ void main() calcAtmosphericVarsLinear(pos.xyz, norm.xyz, light_dir, sunlit, amblit, additive, atten); vec3 sunlit_linear = srgb_to_linear(sunlit); - vec3 amblit_linear = amblit; - + + // mask off atmospherics below water (when camera is under water) bool do_atmospherics = false; - - // mask off atmospherics below water - if (dot(pos.xyz, waterPlane.xyz) + waterPlane.w > 0.0) + + if (dot(vec3(0), waterPlane.xyz) + waterPlane.w > 0.0 || + dot(pos.xyz, waterPlane.xyz) + waterPlane.w > 0.0) { do_atmospherics = true; } + vec3 irradiance = vec3(0); vec3 radiance = vec3(0); - if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) - { - } - else if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS)) + if (depth >= 1.0) { //should only be true of WL sky, just port over base color value discard; diff --git a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl index f63d70cbd7..025bcdaf3e 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl @@ -26,7 +26,7 @@ out vec4 frag_color; // Inputs -in vec2 vary_fragcoord; +in vec4 vary_fragcoord; uniform sampler2D normalMap; @@ -37,20 +37,11 @@ vec4 getWaterFogView(vec3 pos); void main() { - vec2 tc = vary_fragcoord.xy; + vec2 tc = vary_fragcoord.xy/vary_fragcoord.w*0.5+0.5; float depth = getDepth(tc.xy); vec4 pos = getPositionWithDepth(tc, depth); vec4 norm = texture(normalMap, tc); - if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) - { - } - else if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS)) - { - //should only be true of WL sky, just port over base color value - discard; - } - vec4 fogged = getWaterFogView(pos.xyz); frag_color.rgb = max(fogged.rgb, vec3(0)); //output linear since local lights will be added to this shader's results diff --git a/indra/newview/app_settings/shaders/class3/deferred/waterHazeV.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterHazeV.glsl new file mode 100644 index 0000000000..16381a5d51 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/waterHazeV.glsl @@ -0,0 +1,59 @@ +/** + * @file class3/deferred/waterHazeV.glsl + * + * $LicenseInfo:firstyear=2023&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2023, 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 + * $/LicenseInfo$ + */ + +in vec3 position; + +uniform vec2 screen_res; + +out vec4 vary_fragcoord; + +// forwards +void setAtmosAttenuation(vec3 c); +void setAdditiveColor(vec3 c); + +uniform vec4 waterPlane; + +uniform int above_water; + +uniform mat4 modelview_projection_matrix; + +void main() +{ + //transform vertex + vec4 pos = vec4(position.xyz, 1.0); + + if (above_water > 0) + { + pos = modelview_projection_matrix*pos; + } + + gl_Position = pos; + + // appease OSX GLSL compiler/linker by touching all the varyings we said we would + setAtmosAttenuation(vec3(1)); + setAdditiveColor(vec3(0)); + + vary_fragcoord = pos; +} -- cgit v1.2.3 From 6472b75bcd70470fe5775d1cf6eb70a75b3d76e5 Mon Sep 17 00:00:00 2001 From: RunitaiLinden Date: Mon, 4 Dec 2023 16:50:06 -0600 Subject: SL-20611 Followup -- fix edge cases with transparent objects around eye/object above/below water. --- .../app_settings/shaders/class3/deferred/fullbrightShinyF.glsl | 2 -- .../newview/app_settings/shaders/class3/deferred/materialF.glsl | 9 ++------- 2 files changed, 2 insertions(+), 9 deletions(-) (limited to 'indra/newview/app_settings/shaders/class3/deferred') diff --git a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl index 6446015b03..8430cca325 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl @@ -85,8 +85,6 @@ void main() color.rgb = srgb_to_linear(color.rgb); applyLegacyEnv(color.rgb, legacyenv, spec, pos, norm, env_intensity); - color.rgb = atmosFragLighting(color.rgb, additive, atten); - color = applyWaterFogViewLinear(pos.xyz, color); #endif color.a = 1.0; diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl index 1880f0c870..ec1e49eeb4 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl @@ -37,9 +37,7 @@ uniform float emissive_brightness; // fullbright flag, 1.0 == fullbright, 0.0 otherwise uniform int sun_up_factor; -vec4 applyWaterFogViewLinear(vec3 pos, vec4 color); - -vec3 atmosFragLightingLinear(vec3 l, vec3 additive, vec3 atten); +vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color); vec3 scaleSoftClipFragLinear(vec3 l); void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist); @@ -399,10 +397,7 @@ void main() color += light; - color.rgb = atmosFragLightingLinear(color.rgb, additive, atten); - - vec4 temp = applyWaterFogViewLinear(pos, vec4(color, 0.0)); - color = temp.rgb; + color.rgb = applySkyAndWaterFog(pos.xyz, additive, atten, vec4(color, 1.0)).rgb; glare *= 1.0-emissive; glare = min(glare, 1.0); -- cgit v1.2.3 From f3b87145775d3803306036d1e31fa39177f2600e Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 11 Dec 2023 15:28:25 -0600 Subject: SL-20611 Followup -- fix for artifacts on water surface from GPUs that don't like to read from a depth buffer that is bound for writing --- .../app_settings/shaders/class3/deferred/waterHazeF.glsl | 16 ++++++++++++++++ 1 file changed, 16 insertions(+) (limited to 'indra/newview/app_settings/shaders/class3/deferred') diff --git a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl index 025bcdaf3e..13619a82d3 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl @@ -35,10 +35,26 @@ float getDepth(vec2 pos_screen); vec4 getWaterFogView(vec3 pos); +uniform int above_water; + void main() { vec2 tc = vary_fragcoord.xy/vary_fragcoord.w*0.5+0.5; float depth = getDepth(tc.xy); + + if (above_water > 0) + { + // we want to depth test when the camera is above water, but some GPUs have a hard time + // with depth testing against render targets that are bound for sampling in the same shader + // so we do it manually here + + float cur_depth = vary_fragcoord.z/vary_fragcoord.w*0.5+0.5; + if (cur_depth > depth) + { + discard; + } + } + vec4 pos = getPositionWithDepth(tc, depth); vec4 norm = texture(normalMap, tc); -- cgit v1.2.3 From fefdd5aef92e0ba7f37147d7ba057b3b0459c4bf Mon Sep 17 00:00:00 2001 From: RunitaiLinden Date: Wed, 13 Dec 2023 14:47:40 -0600 Subject: SL-20730 Scrub nans from haze alpha --- indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl | 4 ++-- indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl | 4 ++-- 2 files changed, 4 insertions(+), 4 deletions(-) (limited to 'indra/newview/app_settings/shaders/class3/deferred') diff --git a/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl index e8f7d73f1f..229f332b36 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl @@ -102,6 +102,6 @@ void main() alpha = 1.0; } - frag_color.rgb = max(color.rgb, vec3(0)); //output linear since local lights will be added to this shader's results - frag_color.a = alpha; + frag_color = max(vec4(color.rgb, alpha), vec4(0)); //output linear since local lights will be added to this shader's results + } diff --git a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl index 13619a82d3..f6b8299f91 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl @@ -60,6 +60,6 @@ void main() vec4 fogged = getWaterFogView(pos.xyz); - frag_color.rgb = max(fogged.rgb, vec3(0)); //output linear since local lights will be added to this shader's results - frag_color.a = fogged.a; + frag_color = max(fogged, vec4(0)); //output linear since local lights will be added to this shader's results + } -- cgit v1.2.3 From 8b86e2ad1b1326cb3e98acd857dc93f4f1455b8c Mon Sep 17 00:00:00 2001 From: RunitaiLinden Date: Thu, 14 Dec 2023 14:11:46 -0600 Subject: SL-20611 Followup -- fix for depth based atmospheric mask making atmospherics effect sun/moon/clouds --- indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class3/deferred') diff --git a/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl index 229f332b36..0b154e82ad 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl @@ -78,13 +78,12 @@ void main() do_atmospherics = true; } - vec3 irradiance = vec3(0); vec3 radiance = vec3(0); if (depth >= 1.0) { - //should only be true of WL sky, just port over base color value + //should only be true of sky, clouds, sun/moon, and stars discard; } -- cgit v1.2.3