SL-13768 remove moon glow from sky and clouds

meow-7.2.2
Dave Houlton 2020-08-28 09:50:01 -06:00
parent 798457fbdd
commit 7396879ef6
5 changed files with 11 additions and 6 deletions

View File

@ -161,7 +161,8 @@ void main()
temp2.x *= sun_moon_glow_factor;
// Add "minimum anti-solar illumination"
temp2.x += .25;
// For sun, add to glow. For moon, remove glow entirely. SL-13768
temp2.x = (sun_moon_glow_factor < 1.0) ? 0.0 : (temp2.x + 0.25);
// Increase ambient when there are more clouds
vec4 tmpAmbient = ambient_color;

View File

@ -131,7 +131,8 @@ void main()
// glow.z should be negative, so we're doing a sort of (1 / "angle") function
// Add "minimum anti-solar illumination"
temp2.x += .25;
// For sun, add to glow. For moon, remove glow entirely. SL-13768
temp2.x = (sun_moon_glow_factor < 1.0) ? 0.0 : (temp2.x + 0.25);
vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient_color)
+ (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color)

View File

@ -161,7 +161,8 @@ void main()
temp2.x *= sun_moon_glow_factor;
// Add "minimum anti-solar illumination"
temp2.x += .25;
// For sun, add to glow. For moon, remove glow entirely. SL-13768
temp2.x = (sun_moon_glow_factor < 1.0) ? 0.0 : (temp2.x + 0.25);
// Increase ambient when there are more clouds
vec4 tmpAmbient = ambient_color;

View File

@ -127,7 +127,8 @@ void main()
// glow.z should be negative, so we're doing a sort of (1 / "angle") function
// Add "minimum anti-solar illumination"
temp2.x += .25;
// For sun, add to glow. For moon, remove glow entirely. SL-13768
temp2.x = (sun_moon_glow_factor < 1.0) ? 0.0 : (temp2.x + 0.25);
vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient_color)
+ (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color)
@ -156,6 +157,6 @@ void main()
color += (additiveColorBelowCloud - color) * (1. - sqrt(temp1));
// Haze color above cloud
vary_HazeColor = color;
vary_HazeColor = color;
}

View File

@ -216,10 +216,11 @@ void LLDrawPoolWLSky::renderSkyHaze(const LLVector3& camPosLocal, F32 camHeightL
if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY))
{
LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
LLGLSPipelineDepthTestSkyBox sky(true, false);
sky_shader->bind();
sky_shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, 1);
sky_shader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, 1.0f);
sky_shader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, psky->getSunMoonGlowFactor());
renderDome(origin, camHeightLocal, sky_shader);
sky_shader->unbind();
}