Merged in SL-12574_tweak_brightness (pull request #43)

SL-12574 tweak brightness

Approved-by: Dave Houlton <euclid@lindenlab.com>
meow-7.2.2
Michael Pohoreski 2020-03-19 17:14:31 +00:00
commit 34fe06290a
3 changed files with 17 additions and 7 deletions

View File

@ -67,6 +67,10 @@ uniform vec4 cloud_color;
uniform float cloud_scale;
// NOTE: Keep these in sync!
// indra\newview\app_settings\shaders\class1\deferred\skyV.glsl
// indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl
// indra\newview\lllegacyatmospherics.cpp
void main()
{

View File

@ -57,6 +57,10 @@ uniform float sun_moon_glow_factor;
uniform vec4 cloud_color;
// NOTE: Keep these in sync!
// indra\newview\app_settings\shaders\class1\deferred\skyV.glsl
// indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl
// indra\newview\lllegacyatmospherics.cpp
void main()
{

View File

@ -254,8 +254,7 @@ LLColor4 LLAtmospherics::calcSkyColorInDir(const LLSettingsSky::ptr_t &psky, Atm
F32 brightness = vars.hazeColor.brightness();
F32 greyscale_sat = brightness * (1.0f - sky_saturation);
LLColor3 sky_color = vars.hazeColor * sky_saturation + smear(greyscale_sat);
//sky_color *= (0.5f + 0.5f * brightness);
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
//sky_color *= (0.5f + 0.5f * brightness); // SL-12574 EEP sky is being attenuated too much
return LLColor4(sky_color, 0.0f);
}
@ -265,6 +264,10 @@ LLColor4 LLAtmospherics::calcSkyColorInDir(const LLSettingsSky::ptr_t &psky, Atm
return LLColor4(sky_color, 0.0f);
}
// NOTE: Keep these in sync!
// indra\newview\app_settings\shaders\class1\deferred\skyV.glsl
// indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl
// indra\newview\lllegacyatmospherics.cpp
void LLAtmospherics::calcSkyColorWLVert(const LLSettingsSky::ptr_t &psky, LLVector3 & Pn, AtmosphericsVars& vars)
{
LLColor3 blue_density = vars.blue_density;
@ -366,19 +369,18 @@ void LLAtmospherics::calcSkyColorWLVert(const LLSettingsSky::ptr_t &psky, LLVect
// Haze color below cloud
vars.hazeColorBelowCloud = (blue_factor * (sunlight + tmpAmbient) + componentMult(haze_factor, sunlight * temp2.mV[0] + tmpAmbient));
LLColor3 final_atten = LLColor3::white - temp1;
final_atten.mV[0] = llmax(final_atten.mV[0], 0.0f);
final_atten.mV[1] = llmax(final_atten.mV[1], 0.0f);
final_atten.mV[2] = llmax(final_atten.mV[2], 0.0f);
// Final atmosphere additive
componentMultBy(vars.hazeColor, LLColor3::white - temp1);
/*
// SL-12574
// Attenuate cloud color by atmosphere
temp1 = componentSqrt(temp1); //less atmos opacity (more transparency) below clouds
// At horizon, blend high altitude sky color towards the darker color below the clouds
vars.hazeColor += componentMult(vars.hazeColorBelowCloud - vars.hazeColor, LLColor3::white - componentSqrt(temp1));
*/
}
void LLAtmospherics::updateFog(const F32 distance, const LLVector3& tosun_in)