Fix issue with OSX shader compiler not implementing #if correctly (nice job, Timmy).
parent
2456715a40
commit
50b383e5aa
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@ -955,13 +955,13 @@ void LLSettingsSky::updateSettings()
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bool LLSettingsSky::getIsSunUp() const
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{
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LLVector3 sunDir = getSunDirection();
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return sunDir.mV[2] > NIGHTTIME_ELEVATION_SIN;
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return sunDir.mV[2] > 0;//NIGHTTIME_ELEVATION_SIN;
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}
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bool LLSettingsSky::getIsMoonUp() const
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{
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LLVector3 moonDir = getMoonDirection();
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return moonDir.mV[2] > NIGHTTIME_ELEVATION_SIN;
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return moonDir.mV[2] > 0;//NIGHTTIME_ELEVATION_SIN;
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}
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void LLSettingsSky::calculateHeavenlyBodyPositions() const
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@ -286,7 +286,7 @@ bool LLRenderTarget::allocateDepth()
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U32 internal_type = LLTexUnit::getInternalType(mUsage);
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stop_glerror();
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clear_glerror();
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LLImageGL::setManualImage(internal_type, 0, GL_DEPTH_COMPONENT24, mResX, mResY, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL, false);
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LLImageGL::setManualImage(internal_type, 0, GL_DEPTH_COMPONENT32F, mResX, mResY, GL_DEPTH_COMPONENT, GL_FLOAT, NULL, false);
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gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
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}
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@ -465,6 +465,7 @@ void LLRenderTarget::clear(U32 mask_in)
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U32 mask = GL_COLOR_BUFFER_BIT;
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if (mUseDepth)
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{
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glClearDepth(1.25f);
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mask |= GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
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}
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if (mFBO)
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@ -8763,7 +8763,7 @@
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<key>Type</key>
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<string>Boolean</string>
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<key>Value</key>
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<integer>0</integer>
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<integer>1</integer>
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</map>
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<key>RenderLocalLights</key>
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<map>
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@ -61,5 +61,7 @@ void main()
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frag_data[0] = vec4(c.rgb, c.a);
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frag_data[1] = vec4(0.0);
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frag_data[2] = vec4(0.0f);
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gl_FragDepth = 0.9998f;
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}
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@ -44,18 +44,20 @@ vec3 scaleSoftClip(vec3 light);
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void main()
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{
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// Potential Fill-rate optimization. Add cloud calculation
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// back in and output alpha of 0 (so that alpha culling kills
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// the fragment) if the sky wouldn't show up because the clouds
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// are fully opaque.
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// Potential Fill-rate optimization. Add cloud calculation
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// back in and output alpha of 0 (so that alpha culling kills
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// the fragment) if the sky wouldn't show up because the clouds
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// are fully opaque.
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vec4 color;
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color = vary_HazeColor;
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color *= 2.;
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vec4 color;
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color = vary_HazeColor;
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color *= 2.;
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/// Gamma correct for WL (soft clip effect).
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frag_data[0] = vec4(scaleSoftClip(color.rgb), 1.0);
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frag_data[1] = vec4(0.0,0.0,0.0,0.0);
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frag_data[2] = vec4(0.5,0.5,0.0,1.0); //1.0 in norm.w masks off fog
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/// Gamma correct for WL (soft clip effect).
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frag_data[0] = vec4(scaleSoftClip(color.rgb), 1.0);
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frag_data[1] = vec4(0.0,0.0,0.0,0.0);
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frag_data[2] = vec4(0.5,0.5,0.0,1.0); //1.0 in norm.w masks off fog
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gl_FragDepth = 0.999f;
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}
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@ -165,11 +165,11 @@ void main()
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color.rgb = atmosTransport(color.rgb);
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color.rgb = scaleSoftClipFrag(color.rgb);
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color.a = spec * sunAngle2;
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color.a = (water_edge > 0) ? 1.0 : (spec * sunAngle2);
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vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz);
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frag_data[0] = vec4(color.rgb, color); // diffuse
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frag_data[0] = vec4(color.rgb, 1); // diffuse
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frag_data[1] = vec4(0); // speccolor, spec
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frag_data[2] = vec4(encode_normal(screenspacewavef.xyz*0.5+0.5), 0.05, 0);// normalxy, 0, 0
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}
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@ -157,7 +157,7 @@ void main()
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color.rgb = scaleSoftClip(color.rgb);
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color.a = spec * sunAngle2;
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#if WATER_EDGE
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#if defined(WATER_EDGE)
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gl_FragDepth = 0.9999847f;
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#endif
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@ -248,7 +248,7 @@ void LLDrawPoolWLSky::renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 ca
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if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY))
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{
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LLGLSPipelineDepthTestSkyBox sky(true, false);
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LLGLSPipelineDepthTestSkyBox sky(true, true);
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sky_shader->bind();
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@ -151,7 +151,7 @@ void LLPanelSettingsWaterMainTab::refresh()
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getChild<LLUICtrl>(FIELD_WATER_NORMAL_SCALE_X)->setValue(vect3[0]);
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getChild<LLUICtrl>(FIELD_WATER_NORMAL_SCALE_Y)->setValue(vect3[1]);
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getChild<LLUICtrl>(FIELD_WATER_NORMAL_SCALE_Z)->setValue(vect3[2]);
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getChild<LLUICtrl>(FIELD_WATER_FRESNEL_SCALE)->setValue(mWaterSettings->getFresnelOffset());
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getChild<LLUICtrl>(FIELD_WATER_FRESNEL_SCALE)->setValue(mWaterSettings->getFresnelScale());
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getChild<LLUICtrl>(FIELD_WATER_FRESNEL_OFFSET)->setValue(mWaterSettings->getFresnelOffset());
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getChild<LLUICtrl>(FIELD_WATER_SCALE_ABOVE)->setValue(mWaterSettings->getScaleAbove());
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getChild<LLUICtrl>(FIELD_WATER_SCALE_BELOW)->setValue(mWaterSettings->getScaleBelow());
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@ -157,6 +157,7 @@ void display_startup()
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LLGLState::checkStates();
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LLGLState::checkTextureChannels();
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glClearDepth(1.25f);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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LLGLSUIDefault gls_ui;
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gPipeline.disableLights();
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@ -752,6 +753,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
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LLGLState::checkClientArrays();
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}
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glClearDepth(1.25f);
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glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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}
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@ -4605,7 +4605,7 @@ BOOL LLViewerWindow::rawSnapshot(LLImageRaw *raw, S32 image_width, S32 image_hei
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// PRE SNAPSHOT
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gDisplaySwapBuffers = FALSE;
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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setCursor(UI_CURSOR_WAIT);
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