SL-12978 Add note about similar code in C++ and GLSL
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152db2280b
commit
9f0225abaa
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@ -1295,6 +1295,9 @@ void LLSettingsSky::clampColor(LLColor3& color, F32 gamma, F32 scale) const
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color = linear;
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}
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// Similar/Shared Algorithms:
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// indra\llinventory\llsettingssky.cpp -- LLSettingsSky::calculateLightSettings()
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// indra\newview\app_settings\shaders\class1\windlight\atmosphericsFuncs.glsl -- calcAtmosphericVars()
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void LLSettingsSky::calculateLightSettings() const
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{
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// Initialize temp variables
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@ -136,11 +136,13 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
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tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a);
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}
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// Similar/Shared Algorithms:
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// indra\llinventory\llsettingssky.cpp -- LLSettingsSky::calculateLightSettings()
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// indra\newview\app_settings\shaders\class1\windlight\atmosphericsFuncs.glsl -- calcAtmosphericVars()
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//haze color
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additive =
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vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient)
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+ (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x
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+ tmpAmbient));
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vec3 cs = sunlight.rgb * (1.-cloud_shadow);
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additive = (blue_horizon.rgb * blue_weight.rgb) * (cs + tmpAmbient.rgb)
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+ (haze_horizon * haze_weight.rgb) * (cs * temp2.x + tmpAmbient.rgb);
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//brightness of surface both sunlight and ambient
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sunlit = sunlight.rgb * 0.5;
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