Merged in SL-12574_tweak_brightness (pull request #43)
SL-12574 tweak brightness Approved-by: Dave Houlton <euclid@lindenlab.com>meow-7.2.2
commit
34fe06290a
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@ -67,6 +67,10 @@ uniform vec4 cloud_color;
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uniform float cloud_scale;
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// NOTE: Keep these in sync!
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// indra\newview\app_settings\shaders\class1\deferred\skyV.glsl
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// indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl
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// indra\newview\lllegacyatmospherics.cpp
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void main()
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{
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@ -57,6 +57,10 @@ uniform float sun_moon_glow_factor;
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uniform vec4 cloud_color;
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// NOTE: Keep these in sync!
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// indra\newview\app_settings\shaders\class1\deferred\skyV.glsl
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// indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl
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// indra\newview\lllegacyatmospherics.cpp
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void main()
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{
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@ -254,8 +254,7 @@ LLColor4 LLAtmospherics::calcSkyColorInDir(const LLSettingsSky::ptr_t &psky, Atm
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F32 brightness = vars.hazeColor.brightness();
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F32 greyscale_sat = brightness * (1.0f - sky_saturation);
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LLColor3 sky_color = vars.hazeColor * sky_saturation + smear(greyscale_sat);
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//sky_color *= (0.5f + 0.5f * brightness);
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sky_color *= (0.85f + 0.15f*brightness); // SL-12574 EEP sky is being attenuated too much; brighten it slightly until calcSkyColorWLVert() is fixed to match Windlight
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//sky_color *= (0.5f + 0.5f * brightness); // SL-12574 EEP sky is being attenuated too much
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return LLColor4(sky_color, 0.0f);
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}
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@ -265,6 +264,10 @@ LLColor4 LLAtmospherics::calcSkyColorInDir(const LLSettingsSky::ptr_t &psky, Atm
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return LLColor4(sky_color, 0.0f);
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}
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// NOTE: Keep these in sync!
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// indra\newview\app_settings\shaders\class1\deferred\skyV.glsl
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// indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl
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// indra\newview\lllegacyatmospherics.cpp
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void LLAtmospherics::calcSkyColorWLVert(const LLSettingsSky::ptr_t &psky, LLVector3 & Pn, AtmosphericsVars& vars)
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{
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LLColor3 blue_density = vars.blue_density;
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@ -366,19 +369,18 @@ void LLAtmospherics::calcSkyColorWLVert(const LLSettingsSky::ptr_t &psky, LLVect
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// Haze color below cloud
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vars.hazeColorBelowCloud = (blue_factor * (sunlight + tmpAmbient) + componentMult(haze_factor, sunlight * temp2.mV[0] + tmpAmbient));
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LLColor3 final_atten = LLColor3::white - temp1;
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final_atten.mV[0] = llmax(final_atten.mV[0], 0.0f);
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final_atten.mV[1] = llmax(final_atten.mV[1], 0.0f);
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final_atten.mV[2] = llmax(final_atten.mV[2], 0.0f);
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// Final atmosphere additive
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componentMultBy(vars.hazeColor, LLColor3::white - temp1);
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/*
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// SL-12574
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// Attenuate cloud color by atmosphere
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temp1 = componentSqrt(temp1); //less atmos opacity (more transparency) below clouds
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// At horizon, blend high altitude sky color towards the darker color below the clouds
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vars.hazeColor += componentMult(vars.hazeColorBelowCloud - vars.hazeColor, LLColor3::white - componentSqrt(temp1));
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*/
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}
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void LLAtmospherics::updateFog(const F32 distance, const LLVector3& tosun_in)
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