From 338aeef7e9e8cfd167489e0707f3e4a884d2c00f Mon Sep 17 00:00:00 2001
From: Andrey Kleshchev <andreykproductengine@lindenlab.com>
Date: Fri, 30 Sep 2022 21:54:10 +0300
Subject: [PATCH] SL-14696 SL-13629 Re-add gradation fix after merging a
 contribution

---
 doc/contributions.txt                                      | 1 +
 .../newview/app_settings/shaders/class1/deferred/skyF.glsl | 7 +++++++
 2 files changed, 8 insertions(+)

diff --git a/doc/contributions.txt b/doc/contributions.txt
index d74ec136376..1408bab8cab 100755
--- a/doc/contributions.txt
+++ b/doc/contributions.txt
@@ -1377,6 +1377,7 @@ Sovereign Engineer
     OPEN-343
 	SL-11625
     BUG-229030
+	SL-14696
 	SL-14705
 	SL-14706
 	SL-14707
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
index 9772063f037..de22312d3cc 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
@@ -54,6 +54,13 @@ vec3 rainbow(float d)
     // Unfortunately the texture is inverted, so we need to invert the y coord, but keep the 'interesting'
     // part within the same 0.175..0.250 range, i.e. d = (1 - d) - 1.575
     d         = clamp(-0.575 - d, 0.0, 1.0);
+
+    // With the colors in the lower 1/4 of the texture, inverting the coords leaves most of it inaccessible.
+    // So, we can stretch the texcoord above the colors (ie > 0.25) to fill the entire remaining coordinate
+    // space. This improves gradation, reduces banding within the rainbow interior. (1-0.25) / (0.425/0.25) = 4.2857
+    float interior_coord = max(0.0, d - 0.25) * 4.2857;
+    d = clamp(d, 0.0, 0.25) + interior_coord;
+
     float rad = (droplet_radius - 5.0f) / 1024.0f;
     return pow(texture2D(rainbow_map, vec2(rad+0.5, d)).rgb, vec3(1.8)) * moisture_level;
 }
-- 
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