SL-9632 Fix HUD objects to not use environment lighting

meow-7.2.2
Ptolemy 2020-06-18 15:15:54 -07:00
parent b490a59ce2
commit 7f9765a41c
3 changed files with 40 additions and 21 deletions

View File

@ -42,6 +42,9 @@ VARYING vec4 vary_position;
uniform samplerCube environmentMap;
// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; used in LLDrawPoolAlpha::beginRenderPass()
uniform int no_atmo;
vec3 fullbrightShinyAtmosTransport(vec3 light);
vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
vec3 fullbrightScaleSoftClip(vec3 light);
@ -51,7 +54,9 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
vec3 linear_to_srgb(vec3 c);
vec3 srgb_to_linear(vec3 c);
// See:
// class1\deferred\fullbrightShinyF.glsl
// class1\lighting\lightFullbrightShinyF.glsl
void main()
{
#ifdef HAS_DIFFUSE_LOOKUP
@ -59,25 +64,28 @@ void main()
#else
vec4 color = texture2D(diffuseMap, vary_texcoord0.xy);
#endif
color.rgb *= vertex_color.rgb;
vec3 pos = vary_position.xyz/vary_position.w;
vec3 sunlit;
vec3 amblit;
vec3 additive;
vec3 atten;
// SL-9632 HUDs are affected by Atmosphere
if (no_atmo == 0)
{
vec3 sunlit;
vec3 amblit;
vec3 additive;
vec3 atten;
vec3 pos = vary_position.xyz/vary_position.w;
calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false);
vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
float env_intensity = vertex_color.a;
color.rgb = mix(color.rgb, envColor.rgb, env_intensity);
calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false);
vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
float env_intensity = vertex_color.a;
//color.rgb = srgb_to_linear(color.rgb);
color.rgb = fullbrightAtmosTransportFrag(color.rgb, additive, atten);
color.rgb = fullbrightScaleSoftClip(color.rgb);
color.rgb = mix(color.rgb, envColor.rgb, env_intensity);
color.rgb = fullbrightAtmosTransportFrag(color.rgb, additive, atten);
color.rgb = fullbrightScaleSoftClip(color.rgb);
}
color.a = 1.0;

View File

@ -35,20 +35,30 @@ VARYING vec3 vary_texcoord1;
uniform samplerCube environmentMap;
// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; used in LLDrawPoolAlpha::beginRenderPass()
uniform int no_atmo;
vec3 fullbrightShinyAtmosTransport(vec3 light);
vec3 fullbrightScaleSoftClip(vec3 light);
// See:
// class1\deferred\fullbrightShinyF.glsl
// class1\lighting\lightFullbrightShinyF.glsl
void fullbright_shiny_lighting()
{
vec4 color = diffuseLookup(vary_texcoord0.xy);
color.rgb *= vertex_color.rgb;
vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a*0.75); // MAGIC NUMBER SL-12574; ALM: Off, Quality > Low
color.rgb = fullbrightShinyAtmosTransport(color.rgb);
// SL-9632 HUDs are affected by Atmosphere
if (no_atmo == 0)
{
vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a*0.75); // MAGIC NUMBER SL-12574; ALM: Off, Quality > Low
color.rgb = fullbrightScaleSoftClip(color.rgb);
color.rgb = fullbrightShinyAtmosTransport(color.rgb);
color.rgb = fullbrightScaleSoftClip(color.rgb);
}
color.a = 1.0;

View File

@ -53,7 +53,8 @@ void main()
passTextureIndex();
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy;
// SL-9632 HUDs are affected by Atmosphere
if (no_atmo == 1)
{
vertex_color = diffuse_color;