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| author | Dave Houlton <euclid@lindenlab.com> | 2020-09-16 16:42:53 -0600 | 
|---|---|---|
| committer | Dave Houlton <euclid@lindenlab.com> | 2020-09-16 16:42:53 -0600 | 
| commit | 038929158c630564c65019f1dcf3a9e7cd92e682 (patch) | |
| tree | 708c7a011a280bb3945f0d5564c4659b355db410 | |
| parent | be99bca2c31ffeaa7d559fe54fc9f7c4376af169 (diff) | |
SL-13768 de-obfuscate the ALM version of skyF.glsl
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/skyF.glsl | 102 | 
1 files changed, 40 insertions, 62 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl index 0c9892acad..b9e561c112 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl @@ -92,110 +92,88 @@ void main()  {      // World / view / projection -    // Get relative position -    vec3 P = pos.xyz - camPosLocal.xyz + vec3(0,50,0); - -    // Set altitude -    if (P.y > 0.) -    { -        P *= (max_y / P.y); -    } -    else -    { -        P *= (-32000. / P.y); -    } - -    // Can normalize then -    vec3 Pn = normalize(P); -    float  Plen = length(P); +    // Get relative position (offset why?) +    vec3 rel_pos = pos.xyz - camPosLocal.xyz + vec3(0,50,0); -    // Initialize temp variables -    vec4 temp1 = vec4(0.); -    vec4 temp2 = vec4(0.); -    vec4 blue_weight; -    vec4 haze_weight; -    vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; -    vec4 light_atten; +    // Adj position vector to clamp altitude +    if (rel_pos.y > 0.) { rel_pos *= (max_y / rel_pos.y); } +    if (rel_pos.y < 0.) { rel_pos *= (-32000. / rel_pos.y); } + +    // Normalized +    vec3 rel_pos_norm = normalize(rel_pos); +    float  rel_pos_len = length(rel_pos); -    float dens_mul = density_multiplier; +    // Initialize temp variables +    vec4  sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;      // 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); +    vec4 light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);      // Calculate relative weights -    temp1 = abs(blue_density) + vec4(abs(haze_density)); -    blue_weight = blue_density / temp1; -    haze_weight = haze_density / temp1; +    vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); +    vec4 blue_weight = blue_density / combined_haze; +    vec4 haze_weight = haze_density / combined_haze; -    // 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); +    // Compute sunlight from rel_pos & lightnorm (for long rays like sky) +    float off_axis = 1.0 / max(1e-6, max(0, rel_pos_norm.y) + lightnorm.y ); +    sunlight *= exp( - light_atten * off_axis);      // Distance -    temp2.z = Plen * dens_mul; +    float density_dist = rel_pos_len * density_multiplier; -    // Transparency (-> temp1) -    // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati +    // Transparency (-> combined_haze) +    // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati      // compiler gets confused. -    temp1 = exp(-temp1 * temp2.z); +    combined_haze = exp(-combined_haze * density_dist);      // Compute haze glow -    temp2.x = dot(Pn, lightnorm.xyz); -    temp2.x = 1. - temp2.x; -        // temp2.x is 0 at the sun and increases away from sun -    temp2.x = max(temp2.x, .001);    +    float haze_glow = dot(rel_pos_norm, lightnorm.xyz); +    haze_glow = 1. - haze_glow; +        // haze_glow is 0 at the sun and increases away from sun +    haze_glow = max(haze_glow, .001);             // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) -    temp2.x *= glow.x; +    haze_glow *= glow.x;          // Higher glow.x gives dimmer glow (because next step is 1 / "angle") -    temp2.x = pow(temp2.x, glow.z); +    haze_glow = pow(haze_glow, glow.z);          // glow.z should be negative, so we're doing a sort of (1 / "angle") function      // Add "minimum anti-solar illumination"      // For sun, add to glow.  For moon, remove glow entirely. SL-13768 -    temp2.x = (sun_moon_glow_factor < 1.0) ? 0.0 : (sun_moon_glow_factor * (temp2.x + 0.25)); +    haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (sun_moon_glow_factor * (haze_glow + 0.25));      // Haze color above cloud -    vec4 color = (    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 * haze_glow + ambient_color);       // Final atmosphere additive -    color *= (1. - temp1); +    color *= (1. - combined_haze);      // Increase ambient when there are more clouds -    vec4 tmpAmbient = ambient_color; -    tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5;  +    // TODO 9/20: DJH what does this do?  max(0,(1-ambient)) will change the color +    vec4 ambient = ambient_color + max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5;       // Dim sunlight by cloud shadow percentage      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) -             );  - -     +    vec4 add_below_cloud = blue_horizon * blue_weight * (sunlight + ambient) +                         + haze_horizon * haze_weight * (sunlight * haze_glow + ambient);      // Attenuate cloud color by atmosphere -    temp1 = sqrt(temp1);    //less atmos opacity (more transparency) below clouds +    combined_haze = sqrt(combined_haze);    //less atmos opacity (more transparency) below clouds      // At horizon, blend high altitude sky color towards the darker color below the clouds -    color += (additiveColorBelowCloud - color) * (1. - sqrt(temp1)); +    color += (add_below_cloud - color) * (1. - sqrt(combined_haze)); -    float optic_d = dot(Pn, lightnorm.xyz); - +    float optic_d = dot(rel_pos_norm, lightnorm.xyz);      vec3 halo_22 = halo22(optic_d); -      color.rgb += rainbow(optic_d); -      color.rgb += halo_22; -      color.rgb *= 2.;      color.rgb = scaleSoftClip(color.rgb); -    /// Gamma correct for WL (soft clip effect). +    // 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(0.0,0.0,0.0,1.0); //1.0 in norm.w masks off fog | 
