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authorGraham Linden <graham@lindenlab.com>2019-06-18 10:40:54 -0700
committerGraham Linden <graham@lindenlab.com>2019-06-18 10:40:54 -0700
commit9d138b1440fc68d5f4b687fbf4e8635d6d2bdfe5 (patch)
tree0ed8e2782b26f967a9564c438f74eefbbd28f35a
parentc1a586d7e459858d31ad1549a79294832dd8e62e (diff)
Fix sky atmospherics in class1 to match class2 and Mid.
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyF.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyV.glsl49
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/skyF.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/skyF.glsl2
4 files changed, 36 insertions, 34 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
index 894ce8a5e9..7d4d9eb49f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
@@ -41,8 +41,6 @@ uniform vec4 gamma;
/// Soft clips the light with a gamma correction
vec3 scaleSoftClip(vec3 light);
-vec3 srgb_to_linear(vec3 c);
-vec3 linear_to_srgb(vec3 c);
void main()
{
@@ -53,14 +51,14 @@ void main()
vec4 color;
color = vary_HazeColor;
- color.rgb *= 2.0f;
- //color.rgb = scaleSoftClip(color.rgb);
- //color.rgb = linear_to_srgb(color.rgb);
+
+ color.rgb *= 2.;
+ color.rgb = scaleSoftClip(color.rgb);
/// Gamma correct for WL (soft clip effect).
- frag_data[0] = vec4(color.rgb, 1.0);
+ frag_data[0] = vec4(color.rgb, 0.0);
frag_data[1] = vec4(0.0,0.0,0.0,0.0);
- frag_data[2] = vec4(0.5,0.5,0.0,1.0); //1.0 in norm.w masks off fog
+ frag_data[2] = vec4(0.0,0.0,0.0,1.0); //1.0 in norm.w masks off fog
gl_FragDepth = 0.99999f;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
index bdc2a676da..45e79f36ea 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
@@ -53,6 +53,7 @@ uniform float distance_multiplier;
uniform float max_y;
uniform vec4 glow;
+uniform float sun_moon_glow_factor;
uniform vec4 cloud_color;
@@ -60,11 +61,12 @@ void main()
{
// World / view / projection
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+
+ gl_Position = pos;
// Get relative position
- vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
- //vec3 P = position.xyz + vec3(0,50,0);
+ vec3 P = pos.xyz - camPosLocal.xyz + vec3(0,50,0);
// Set altitude
if (P.y > 0.)
@@ -78,6 +80,7 @@ void main()
// Can normalize then
vec3 Pn = normalize(P);
+
float Plen = length(P);
// Initialize temp variables
@@ -89,29 +92,30 @@ void main()
vec4 light_atten;
float dens_mul = density_multiplier;
- float dist_mul = distance_multiplier;
+ float dist_mul = max(0.05, distance_multiplier);
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y);
// Calculate relative weights
- temp1 = blue_density + haze_density;
+ temp1 = abs(blue_density) + vec4(abs(haze_density));
blue_weight = blue_density / temp1;
haze_weight = haze_density / temp1;
// Compute sunlight from P & lightnorm (for long rays like sky)
- temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
- temp2.y = 1. / temp2.y;
- sunlight *= exp( - light_atten * temp2.y);
+ temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
+ temp2.y = 1. / temp2.y;
+ sunlight *= exp( - light_atten * temp2.y);
// Distance
temp2.z = Plen * dens_mul;
// Transparency (-> temp1)
- // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
- // compiler gets confused.
- temp1 = exp(-temp1 * temp2.z * dist_mul);
+ // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
+ // compiler gets confused.
+ //temp1 = exp(-temp1 * temp2.z * dist_mul);
+ temp1 = exp(-temp1 * dist_mul);
// Compute haze glow
@@ -128,35 +132,34 @@ void main()
// Add "minimum anti-solar illumination"
temp2.x += .25;
+ temp2.x *= sun_moon_glow_factor;
- // Haze color above cloud
- vary_HazeColor = ( blue_horizon * blue_weight * (sunlight + ambient_color)
- + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color)
- );
+ vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient_color)
+ + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color)
+ );
+ // Final atmosphere additive
+ color *= (1. - temp1);
// Increase ambient when there are more clouds
vec4 tmpAmbient = ambient_color;
- tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;
+ tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5;
// Dim sunlight by cloud shadow percentage
- sunlight *= (1. - cloud_shadow);
+ sunlight *= max(0.0, (1. - cloud_shadow));
// Haze color below cloud
vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
+ (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
);
- // Final atmosphere additive
- vary_HazeColor *= (1. - temp1);
-
// Attenuate cloud color by atmosphere
temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds
// At horizon, blend high altitude sky color towards the darker color below the clouds
- vary_HazeColor += (additiveColorBelowCloud - vary_HazeColor) * (1. - sqrt(temp1));
+ color += (additiveColorBelowCloud - color) * (1. - sqrt(temp1));
- // won't compile on mac without this being set
- //vary_AtmosAttenuation = vec3(0.0,0.0,0.0);
+ // Haze color above cloud
+ vary_HazeColor = color;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl
index 0f33bac3c6..889a989985 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl
@@ -165,6 +165,8 @@ void main()
+ (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color)
);
+ // Final atmosphere additive
+ color *= (1. - temp1);
// Increase ambient when there are more clouds
vec4 tmpAmbient = ambient_color;
@@ -178,8 +180,7 @@ void main()
+ (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
);
- // Final atmosphere additive
- color *= (1. - temp1);
+
// Attenuate cloud color by atmosphere
temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds
@@ -201,6 +202,6 @@ void main()
/// Gamma correct for WL (soft clip effect).
frag_data[0] = vec4(color.rgb, 1.0);
frag_data[1] = vec4(0.0,0.0,0.0,0.0);
- frag_data[2] = vec4(0.5,0.5,0.0,1.0); //1.0 in norm.w masks off fog
+ frag_data[2] = vec4(0.0,0.0,0.0,1.0); //1.0 in norm.w masks off fog
}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
index 02e10b7b50..de6fb276aa 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
@@ -49,7 +49,7 @@ void main()
vec4 color;
color = vary_HazeColor;
- color *= 2.;
+ color.rgb *= 2.;
/// Gamma correct for WL (soft clip effect).
frag_color.rgb = scaleSoftClip(color.rgb);
frag_color.a = 1.0;