SL-11545, SL-11543, SL-10625

Fix emissives without normal maps clobbering the alpha output in materialF.

Modify glow size calc to get close to pre-EEP sun glow behavior (may require sky vert settings >= mid).

Make bake ignore alpha readback for Intel until we can determine why their drivers now go boom.
meow-7.2.2
Graham Linden 2019-07-03 10:04:05 -07:00
parent 7e5000bb64
commit 48f169423b
7 changed files with 17 additions and 21 deletions

View File

@ -1065,7 +1065,7 @@ LLTexLayer::~LLTexLayer()
iter != mAlphaCache.end(); iter++ )
{
U8* alpha_data = iter->second;
delete [] alpha_data;
ll_aligned_free_32(alpha_data);
}
}
@ -1572,7 +1572,7 @@ void LLTexLayer::renderMorphMasks(S32 x, S32 y, S32 width, S32 height, const LLC
{
alpha_cache_t::iterator iter2 = mAlphaCache.begin(); // arbitrarily grab the first entry
alpha_data = iter2->second;
delete [] alpha_data;
ll_aligned_free_32(alpha_data);
mAlphaCache.erase(iter2);
}
@ -1588,7 +1588,9 @@ void LLTexLayer::renderMorphMasks(S32 x, S32 y, S32 width, S32 height, const LLC
mAlphaCache[cache_index] = alpha_data;
bool skip_readback = LLRender::sNsightDebugSupport; // nSight doesn't support use of glReadPixels
// || gGLManager.mIsIntel; SL-10625?
// SL-10625 and neither does Intel in many cases
skip_readback = skip_readback || gGLManager.mIsIntel;
if (!skip_readback)
{

View File

@ -273,15 +273,11 @@ void main()
vec2 abnormal = encode_normal(norm.xyz);
vec4 final_color = diffuse_linear;
#if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE)
final_color.a = emissive_brightness;
#else
final_color.a = max(final_color.a, emissive_brightness);
#endif
#if !defined(HAS_NORMAL_MAP)
final_color.a = 0.0f;
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_EMISSIVE)
// nop, use content of alpha emissive mask as is...
#else
final_color.a = emissive_brightness;
#endif
vec4 final_specular = spec;
@ -459,6 +455,8 @@ vec3 post_atmo = color.rgb;
#else
// deferred path
final_color = diffuse_linear;
frag_data[0] = final_color;
frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent.
frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity.

View File

@ -121,7 +121,7 @@ void main()
// temp2.x is 0 at the sun and increases away from sun
temp2.x = max(temp2.x, .001);
// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
temp2.x *= glow.x;
temp2.x *= glow.x * 0.33333;
// Higher glow.x gives dimmer glow (because next step is 1 / "angle")
temp2.x = pow(temp2.x, glow.z);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function

View File

@ -70,10 +70,6 @@ void main()
vec4 color = calcLighting(pos.xyz, norm, vec4(1.0));
#if defined(ALM)
color.rgb *= 0.5f;
#endif
vertex_color.rgb = color.rgb;
// Transform and pass tex coords

View File

@ -68,7 +68,7 @@ void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, o
vec4 light_atten;
float dens_mul = density_multiplier;
float dist_mul = max(0.05, distance_multiplier);
float dist_mul = distance_multiplier;
//sunlight attenuation effect (hue and brightness) due to atmosphere
//this is used later for sunlight modulation at various altitudes
@ -107,9 +107,9 @@ void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, o
//temp2.x is 0 at the sun and increases away from sun
temp2.x = max(temp2.x, .001); //was glow.y
//set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
temp2.x *= glow.x * 1.8;
temp2.x *= glow.x;
//higher glow.x gives dimmer glow (because next step is 1 / "angle")
temp2.x = pow(temp2.x, glow.z * 0.2);
temp2.x = pow(temp2.x, glow.z);
//glow.z should be negative, so we're doing a sort of (1 / "angle") function
//add "minimum anti-solar illumination"

View File

@ -148,7 +148,7 @@ void main()
// temp2.x is 0 at the sun and increases away from sun
temp2.x = max(temp2.x, .001);
// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
temp2.x *= glow.x;
temp2.x *= glow.x * 0.33333;
// Higher glow.x gives dimmer glow (because next step is 1 / "angle")
temp2.x = pow(temp2.x, glow.z);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function

View File

@ -119,7 +119,7 @@ void main()
// temp2.x is 0 at the sun and increases away from sun
temp2.x = max(temp2.x, .001);
// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
temp2.x *= glow.x;
temp2.x *= glow.x * 0.333333;
// Higher glow.x gives dimmer glow (because next step is 1 / "angle")
temp2.x = pow(temp2.x, glow.z);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function