SL-13084 Combined commit for the EEP specular color fix

SL-13084: Fix clouds flipped along East/West axis to match texture preview Cloud Image and direction to match Cloud Scroll

SL-13804: Fix clouds flipped along East/West axis to match texture preview Cloud Image and direction to match Cloud Scroll

SL-13084: Fix inverted cloud scroll with ALM is off

SL-13084: Move texture coords section to top in class2/windlight/cloudsV to match class1/deffered/cloudsV

SL-13084: Add references to other common files
meow-7.2.2
Dave Houlton 2020-06-08 16:42:34 -06:00 committed by Andrey Lihatskiy
parent 4c8821df9d
commit ea9afd6600
3 changed files with 36 additions and 18 deletions

View File

@ -70,15 +70,18 @@ uniform float cloud_scale;
// NOTE: Keep these in sync!
// indra\newview\app_settings\shaders\class1\deferred\skyV.glsl
// indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl
// indra\newview\app-settings\shaders\class2\windlight\cloudsV.glsl
// indra\newview\lllegacyatmospherics.cpp
// indra\newview\llsettingsvo.cpp
void main()
{
// World / view / projection
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
// Texture coords
vary_texcoord0 = texcoord0;
// SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll
vary_texcoord0 = vec2( -texcoord0.x, texcoord0.y ); // See: LLSettingsVOSky::applySpecial
vary_texcoord0.xy -= 0.5;
vary_texcoord0.xy /= cloud_scale;
vary_texcoord0.xy += 0.5;

View File

@ -36,6 +36,7 @@ ATTRIBUTE vec2 texcoord0;
VARYING vec4 vary_CloudColorSun;
VARYING vec4 vary_CloudColorAmbient;
VARYING float vary_CloudDensity;
VARYING vec2 vary_texcoord0;
VARYING vec2 vary_texcoord1;
VARYING vec2 vary_texcoord2;
@ -66,13 +67,31 @@ uniform vec4 cloud_color;
uniform float cloud_scale;
// NOTE: Keep these in sync!
// indra\newview\app_settings\shaders\class1\deferred\skyV.glsl
// indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl
// indra\newview\app-settings\shaders\class2\windlight\cloudsV.glsl
// indra\newview\lllegacyatmospherics.cpp
// indra\newview\llsettingsvo.cpp
void main()
{
// World / view / projection
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
vary_texcoord0 = texcoord0;
// Texture coords
// SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll
vary_texcoord0 = vec2( -texcoord0.x, texcoord0.y ); // See: LLSettingsVOSky::applySpecial
vary_texcoord0.xy -= 0.5;
vary_texcoord0.xy /= cloud_scale;
vary_texcoord0.xy += 0.5;
vary_texcoord1 = vary_texcoord0;
vary_texcoord1.x += lightnorm.x * 0.0125;
vary_texcoord1.y += lightnorm.z * 0.0125;
vary_texcoord2 = vary_texcoord0 * 16.;
vary_texcoord3 = vary_texcoord1 * 16.;
// Get relative position
vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
@ -175,19 +194,6 @@ void main()
vary_CloudDensity = 2. * (cloud_shadow - 0.25);
// Texture coords
vary_texcoord0 = texcoord0;
vary_texcoord0.xy -= 0.5;
vary_texcoord0.xy /= cloud_scale;
vary_texcoord0.xy += 0.5;
vary_texcoord1 = vary_texcoord0;
vary_texcoord1.x += lightnorm.x * 0.0125;
vary_texcoord1.y += lightnorm.z * 0.0125;
vary_texcoord2 = vary_texcoord0 * 16.;
vary_texcoord3 = vary_texcoord1 * 16.;
// Combine these to minimize register use
vary_CloudColorAmbient += oHazeColorBelowCloud;

View File

@ -678,8 +678,17 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force)
{
shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, 1, light_direction.mV);
// Legacy? SETTING_CLOUD_SCROLL_RATE("cloud_scroll_rate")
LLVector4 vect_c_p_d1(mSettings[SETTING_CLOUD_POS_DENSITY1]);
vect_c_p_d1 += LLVector4(LLEnvironment::instance().getCloudScrollDelta());
LLVector4 cloud_scroll( LLEnvironment::instance().getCloudScrollDelta() );
// SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll
// Keep in Sync!
// * indra\newview\llsettingsvo.cpp
// * indra\newview\app_settings\shaders\class2\windlight\cloudsV.glsl
// * indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl
cloud_scroll[0] = -cloud_scroll[0];
vect_c_p_d1 += cloud_scroll;
shader->uniform4fv(LLShaderMgr::CLOUD_POS_DENSITY1, 1, vect_c_p_d1.mV);
LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();