SL-20611 Followup -- fix for depth based atmospheric mask making atmospherics effect sun/moon/clouds
parent
7bfe590a36
commit
8b86e2ad1b
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@ -78,13 +78,12 @@ void main()
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do_atmospherics = true;
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}
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vec3 irradiance = vec3(0);
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vec3 radiance = vec3(0);
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if (depth >= 1.0)
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{
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//should only be true of WL sky, just port over base color value
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//should only be true of sky, clouds, sun/moon, and stars
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discard;
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}
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@ -53,7 +53,9 @@ public:
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// before grass, so grass should be the first alpha masked pool. Other ordering should be done
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// based on fill rate and likelihood to occlude future passes (faster, large occluders first).
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//
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POOL_SIMPLE = 1,
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POOL_SKY = 1,
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POOL_WL_SKY,
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POOL_SIMPLE,
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POOL_FULLBRIGHT,
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POOL_BUMP,
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POOL_TERRAIN,
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@ -64,8 +66,6 @@ public:
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POOL_TREE,
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POOL_ALPHA_MASK,
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POOL_FULLBRIGHT_ALPHA_MASK,
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POOL_SKY,
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POOL_WL_SKY,
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POOL_AVATAR,
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POOL_CONTROL_AV, // Animesh
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POOL_GLOW,
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@ -87,6 +87,9 @@ void LLDrawPoolWLSky::endDeferredPass(S32 pass)
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cloud_shader = nullptr;
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sun_shader = nullptr;
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moon_shader = nullptr;
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// clear the depth buffer so haze shaders can use unwritten depth as a mask
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glClear(GL_DEPTH_BUFFER_BIT);
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}
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void LLDrawPoolWLSky::renderDome(const LLVector3& camPosLocal, F32 camHeightLocal, LLGLSLShader * shader) const
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