diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index ea2690ba09de3d3a7c3d302dbabd0412f2799a4b..ca9b6e93bf9e4a3bcd449397dd90c5c4a7066a1e 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -106,6 +106,13 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou // increase ambient when there are more clouds vec4 tmpAmbient = amb_color + (vec4(1.) - amb_color) * cloud_shadow * 0.5; + // Similar/Shared Algorithms: + // indra\llinventory\llsettingssky.cpp -- LLSettingsSky::calculateLightSettings() + // indra\newview\app_settings\shaders\class1\windlight\atmosphericsFuncs.glsl -- calcAtmosphericVars() + // haze color + vec3 cs = sunlight.rgb * (1. - cloud_shadow); + additive = (blue_horizon.rgb * blue_weight.rgb) * (cs + tmpAmbient.rgb) + (haze_horizon * haze_weight.rgb) * (cs * haze_glow + tmpAmbient.rgb); + /* decrease value and saturation (that in HSV, not HSL) for occluded areas * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html * // The following line of code performs the equivalent of: @@ -120,13 +127,6 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); } - // Similar/Shared Algorithms: - // indra\llinventory\llsettingssky.cpp -- LLSettingsSky::calculateLightSettings() - // indra\newview\app_settings\shaders\class1\windlight\atmosphericsFuncs.glsl -- calcAtmosphericVars() - // haze color - vec3 cs = sunlight.rgb * (1. - cloud_shadow); - additive = (blue_horizon.rgb * blue_weight.rgb) * (cs + tmpAmbient.rgb) + (haze_horizon * haze_weight.rgb) * (cs * haze_glow + tmpAmbient.rgb); - // brightness of surface both sunlight and ambient sunlit = sunlight.rgb * 0.5; amblit = tmpAmbient.rgb * .25;