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Alchemy Viewer
Alchemy Viewer
Commits
2c964e82
Commit
2c964e82
authored
4 years ago
by
Michael Pohoreski
Browse files
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Merged in SL-13465 (pull request #239)
Approved-by: Dave Houlton
parents
8189c900
f156730f
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Changes
2
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2 changed files
indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
+14
-2
14 additions, 2 deletions
...a/newview/app_settings/shaders/class1/deferred/moonF.glsl
indra/newview/app_settings/shaders/class1/windlight/moonF.glsl
+11
-2
11 additions, 2 deletions
.../newview/app_settings/shaders/class1/windlight/moonF.glsl
with
25 additions
and
4 deletions
indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
+
14
−
2
View file @
2c964e82
...
@@ -45,6 +45,12 @@ uniform float blend_factor; // interp factor between moon A/B
...
@@ -45,6 +45,12 @@ uniform float blend_factor; // interp factor between moon A/B
VARYING
vec2
vary_texcoord0
;
VARYING
vec2
vary_texcoord0
;
vec3
srgb_to_linear
(
vec3
c
);
vec3
srgb_to_linear
(
vec3
c
);
vec3
getAdditiveColor
();
/// Soft clips the light with a gamma correction
vec3
scaleSoftClip
(
vec3
light
);
void
main
()
void
main
()
{
{
vec4
moonA
=
texture2D
(
diffuseMap
,
vary_texcoord0
.
xy
);
vec4
moonA
=
texture2D
(
diffuseMap
,
vary_texcoord0
.
xy
);
...
@@ -58,13 +64,19 @@ void main()
...
@@ -58,13 +64,19 @@ void main()
vec3
luma_weights
=
vec3
(
0
.
3
,
0
.
5
,
0
.
3
);
vec3
luma_weights
=
vec3
(
0
.
3
,
0
.
5
,
0
.
3
);
vec4
light_color
=
max
(
sunlight_color
,
moonlight_color
);
vec4
light_color
=
max
(
sunlight_color
,
moonlight_color
);
float
mix
=
1
.
0
-
dot
(
normalize
(
light_color
.
rgb
),
luma_weights
);
float
blend
=
1
.
0
-
dot
(
normalize
(
light_color
.
rgb
),
luma_weights
);
vec3
exp
=
vec3
(
1
.
0
-
mix
*
moon_brightness
)
*
2
.
0
-
1
.
0
;
vec3
exp
=
vec3
(
1
.
0
-
blend
*
moon_brightness
)
*
2
.
0
-
1
.
0
;
c
.
rgb
=
pow
(
c
.
rgb
,
exp
);
c
.
rgb
=
pow
(
c
.
rgb
,
exp
);
//c.rgb *= moonlight_color.rgb;
//c.rgb *= moonlight_color.rgb;
// Partial atmospherics calculation
vec3
ac
=
getAdditiveColor
();
c
.
rgb
+=
ac
;
c
.
rgb
=
scaleSoftClip
(
c
.
rgb
);
frag_data
[
0
]
=
vec4
(
c
.
rgb
,
c
.
a
);
frag_data
[
0
]
=
vec4
(
c
.
rgb
,
c
.
a
);
frag_data
[
1
]
=
vec4
(
0
.
0
);
frag_data
[
1
]
=
vec4
(
0
.
0
);
frag_data
[
2
]
=
vec4
(
0
.
0
f
);
frag_data
[
2
]
=
vec4
(
0
.
0
f
);
...
...
This diff is collapsed.
Click to expand it.
indra/newview/app_settings/shaders/class1/windlight/moonF.glsl
+
11
−
2
View file @
2c964e82
...
@@ -44,6 +44,9 @@ uniform sampler2D altDiffuseMap;
...
@@ -44,6 +44,9 @@ uniform sampler2D altDiffuseMap;
uniform
float
blend_factor
;
// interp factor between moon A/B
uniform
float
blend_factor
;
// interp factor between moon A/B
VARYING
vec2
vary_texcoord0
;
VARYING
vec2
vary_texcoord0
;
vec3
getAdditiveColor
();
vec3
scaleSoftClip
(
vec3
light
);
void
main
()
void
main
()
{
{
vec4
moonA
=
texture2D
(
diffuseMap
,
vary_texcoord0
.
xy
);
vec4
moonA
=
texture2D
(
diffuseMap
,
vary_texcoord0
.
xy
);
...
@@ -53,12 +56,18 @@ void main()
...
@@ -53,12 +56,18 @@ void main()
// mix factor which blends when sunlight is brighter
// mix factor which blends when sunlight is brighter
// and shows true moon color at night
// and shows true moon color at night
vec3
luma_weights
=
vec3
(
0
.
3
,
0
.
5
,
0
.
3
);
vec3
luma_weights
=
vec3
(
0
.
3
,
0
.
5
,
0
.
3
);
float
mix
=
1
.
0
f
-
dot
(
normalize
(
sunlight_color
.
rgb
),
luma_weights
);
float
blend
=
1
.
0
f
-
dot
(
normalize
(
sunlight_color
.
rgb
),
luma_weights
);
vec3
exp
=
vec3
(
1
.
0
-
mix
*
moon_brightness
)
*
2
.
0
-
1
.
0
;
vec3
exp
=
vec3
(
1
.
0
-
blend
*
moon_brightness
)
*
2
.
0
-
1
.
0
;
c
.
rgb
=
pow
(
c
.
rgb
,
exp
);
c
.
rgb
=
pow
(
c
.
rgb
,
exp
);
//c.rgb *= moonlight_color.rgb;
//c.rgb *= moonlight_color.rgb;
// Partial atmospherics calculation
vec3
ac
=
getAdditiveColor
();
c
.
rgb
+=
ac
;
c
.
rgb
=
scaleSoftClip
(
c
.
rgb
);
frag_color
=
vec4
(
c
.
rgb
,
c
.
a
);
frag_color
=
vec4
(
c
.
rgb
,
c
.
a
);
}
}
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