SL-13804: Fix clouds flipped along East/West axis to match texture preview Cloud Image and direction to match Cloud Scroll
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d1ed4deba0
commit
9529c81f26
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@ -78,7 +78,15 @@ void main()
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gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
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// Texture coords
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vary_texcoord0 = texcoord0;
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// vary_texcoord0 = texcoord0;
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// SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll
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// Keep in Sync!
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// * indra\newview\llsettingsvo.cpp
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// * indra\newview\app_settings\shaders\class2\windlight\cloudsV.glsl
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// * indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl
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vary_texcoord0 = vec2( -texcoord0.x, texcoord0.y );
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vary_texcoord0.xy -= 0.5;
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vary_texcoord0.xy /= cloud_scale;
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vary_texcoord0.xy += 0.5;
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@ -72,7 +72,12 @@ void main()
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// World / view / projection
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gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
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vary_texcoord0 = texcoord0;
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// SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll
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// Keep in Sync!
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// * indra\newview\llsettingsvo.cpp
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// * indra\newview\app_settings\shaders\class2\windlight\cloudsV.glsl
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// * indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl
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vary_texcoord0 = vec2( -texcoord0.x, texcoord0.y );
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// Get relative position
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vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
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@ -678,8 +678,17 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force)
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{
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shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, 1, light_direction.mV);
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// Legacy? SETTING_CLOUD_SCROLL_RATE("cloud_scroll_rate")
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LLVector4 vect_c_p_d1(mSettings[SETTING_CLOUD_POS_DENSITY1]);
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vect_c_p_d1 += LLVector4(LLEnvironment::instance().getCloudScrollDelta());
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LLVector4 cloud_scroll( LLEnvironment::instance().getCloudScrollDelta() );
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// SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll
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// Keep in Sync!
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// * indra\newview\llsettingsvo.cpp
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// * indra\newview\app_settings\shaders\class2\windlight\cloudsV.glsl
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// * indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl
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cloud_scroll[0] = -cloud_scroll[0];
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vect_c_p_d1 += cloud_scroll;
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shader->uniform4fv(LLShaderMgr::CLOUD_POS_DENSITY1, 1, vect_c_p_d1.mV);
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LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
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