SL-13768 remove moon glow from sky and clouds
parent
798457fbdd
commit
7396879ef6
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@ -161,7 +161,8 @@ void main()
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temp2.x *= sun_moon_glow_factor;
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// Add "minimum anti-solar illumination"
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temp2.x += .25;
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// For sun, add to glow. For moon, remove glow entirely. SL-13768
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temp2.x = (sun_moon_glow_factor < 1.0) ? 0.0 : (temp2.x + 0.25);
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// Increase ambient when there are more clouds
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vec4 tmpAmbient = ambient_color;
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@ -131,7 +131,8 @@ void main()
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// glow.z should be negative, so we're doing a sort of (1 / "angle") function
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// Add "minimum anti-solar illumination"
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temp2.x += .25;
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// For sun, add to glow. For moon, remove glow entirely. SL-13768
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temp2.x = (sun_moon_glow_factor < 1.0) ? 0.0 : (temp2.x + 0.25);
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vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient_color)
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+ (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color)
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@ -161,7 +161,8 @@ void main()
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temp2.x *= sun_moon_glow_factor;
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// Add "minimum anti-solar illumination"
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temp2.x += .25;
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// For sun, add to glow. For moon, remove glow entirely. SL-13768
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temp2.x = (sun_moon_glow_factor < 1.0) ? 0.0 : (temp2.x + 0.25);
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// Increase ambient when there are more clouds
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vec4 tmpAmbient = ambient_color;
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@ -127,7 +127,8 @@ void main()
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// glow.z should be negative, so we're doing a sort of (1 / "angle") function
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// Add "minimum anti-solar illumination"
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temp2.x += .25;
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// For sun, add to glow. For moon, remove glow entirely. SL-13768
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temp2.x = (sun_moon_glow_factor < 1.0) ? 0.0 : (temp2.x + 0.25);
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vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient_color)
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+ (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color)
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@ -156,6 +157,6 @@ void main()
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color += (additiveColorBelowCloud - color) * (1. - sqrt(temp1));
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// Haze color above cloud
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vary_HazeColor = color;
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vary_HazeColor = color;
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}
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@ -216,10 +216,11 @@ void LLDrawPoolWLSky::renderSkyHaze(const LLVector3& camPosLocal, F32 camHeightL
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if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY))
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{
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LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
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LLGLSPipelineDepthTestSkyBox sky(true, false);
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sky_shader->bind();
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sky_shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, 1);
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sky_shader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, 1.0f);
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sky_shader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, psky->getSunMoonGlowFactor());
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renderDome(origin, camHeightLocal, sky_shader);
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sky_shader->unbind();
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}
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