From 1ff55f293444ff17a9a60c4d489effe5faf1b39b Mon Sep 17 00:00:00 2001 From: Leslie Linden <leslie@lindenlab.com> Date: Mon, 30 Jan 2012 16:44:01 -0800 Subject: [PATCH] EXP-2592 FIX -- (OS X Lion) Graphics issues with Atmospheric Shaders enabled on Intel HD 3000, 10.7.2 * Fixed up shaders to add haze_density and blue_density together correctly as vec4's rather than relying on the shader compiler to add them together properly. --- indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/skyV.glsl | 2 +- .../app_settings/shaders/class1/deferred/softenLightF.glsl | 2 +- .../app_settings/shaders/class2/deferred/softenLightF.glsl | 2 +- .../app_settings/shaders/class2/windlight/atmosphericsV.glsl | 2 +- .../newview/app_settings/shaders/class2/windlight/cloudsV.glsl | 2 +- indra/newview/app_settings/shaders/class2/windlight/skyV.glsl | 2 +- 7 files changed, 7 insertions(+), 7 deletions(-) diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl index 72f319b8e31..17f425475c8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl @@ -99,7 +99,7 @@ void main() // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes - light_atten = (blue_density * 1.0 + haze_density * 0.25) * (density_multiplier * max_y); + light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); // Calculate relative weights temp1 = blue_density + haze_density; diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index deb4f00072d..2c8808bdcef 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -93,7 +93,7 @@ void main() // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes - light_atten = (blue_density * 1.0 + haze_density * 0.25) * (density_multiplier * max_y); + light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); // Calculate relative weights temp1 = blue_density + haze_density; diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index e32dab9bae5..0c53a4ffa5a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -159,7 +159,7 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { //sunlight attenuation effect (hue and brightness) due to atmosphere //this is used later for sunlight modulation at various altitudes - light_atten = (blue_density * 1.0 + vec4(haze_density) * 0.25) * (density_multiplier * max_y); + light_atten = (blue_density + vec4(haze_density * 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 diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 62b2e3a7968..27ea77b5a2d 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -161,7 +161,7 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { //sunlight attenuation effect (hue and brightness) due to atmosphere //this is used later for sunlight modulation at various altitudes - light_atten = (blue_density * 1.0 + vec4(haze_density) * 0.25) * (density_multiplier * max_y); + light_atten = (blue_density + vec4(haze_density * 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 diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl index bf5d1a1b4db..da3d922017d 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl @@ -78,7 +78,7 @@ void calcAtmospherics(vec3 inPositionEye) { //sunlight attenuation effect (hue and brightness) due to atmosphere //this is used later for sunlight modulation at various altitudes - light_atten = (blue_density * 1.0 + vec4(haze_density) * 0.25) * (density_multiplier * max_y); + light_atten = (blue_density + vec4(haze_density * 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 diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl index 549d04a7773..24063597215 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl @@ -98,7 +98,7 @@ void main() // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes - light_atten = (blue_density * 1.0 + haze_density * 0.25) * (density_multiplier * max_y); + light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); // Calculate relative weights temp1 = blue_density + haze_density; diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl index 7406b0253b5..09ffa14f827 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl @@ -90,7 +90,7 @@ void main() // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes - light_atten = (blue_density * 1.0 + haze_density * 0.25) * (density_multiplier * max_y); + light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); // Calculate relative weights temp1 = blue_density + haze_density; -- GitLab