From b79d0d2fdd047636598cbc9b088c3d4a10a84460 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Mon, 10 Jun 2019 09:15:35 -0700 Subject: SL-10969, SL-11051 Make fullbright alpha mask with mask cutoff == 0 not generate shadows. Adjust handling of ambient across forward and deferred again. --- indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl | 1 - indra/newview/app_settings/shaders/class3/lighting/lightV.glsl | 2 +- .../newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl | 4 ++-- 3 files changed, 3 insertions(+), 4 deletions(-) (limited to 'indra/newview/app_settings/shaders/class3') diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 6400e5169e..82a899ad65 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -53,7 +53,6 @@ uniform vec4 glow; uniform float global_gamma; uniform mat3 env_mat; uniform vec4 shadow_clip; -uniform mat3 ssao_effect_mat; uniform vec3 sun_dir; VARYING vec2 vary_fragcoord; diff --git a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl index cba87a1db7..30ad493331 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl @@ -35,7 +35,7 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color) vec4 c = sumLights(pos, norm, color); #if !defined(AMBIENT_KILL) - c.rgb += atmosAmbient() * color.rgb * 2.0 * getAmbientClamp(); + c.rgb += atmosAmbient() * color.rgb * getAmbientClamp(); #endif return c; diff --git a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl index 27fdae962e..7b4269ca6f 100644 --- a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl +++ b/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl @@ -32,7 +32,7 @@ void setPositionEye(vec3 v); vec3 getAdditiveColor(); -void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); +void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); void calcAtmospherics(vec3 inPositionEye) { @@ -42,7 +42,7 @@ void calcAtmospherics(vec3 inPositionEye) { vec3 tmpamblit = vec3(1); vec3 tmpaddlit = vec3(1); vec3 tmpattenlit = vec3(1); - calcAtmosphericVars(inPositionEye, 1, tmpsunlit, tmpamblit, tmpaddlit, tmpattenlit); + calcAtmosphericVars(inPositionEye, 1, tmpsunlit, tmpamblit, tmpaddlit, tmpattenlit, true); setSunlitColor(tmpsunlit); setAmblitColor(tmpamblit); setAdditiveColor(tmpaddlit); -- cgit v1.2.3