diff options
| author | Dave Houlton <euclid@lindenlab.com> | 2020-09-01 14:23:39 -0600 | 
|---|---|---|
| committer | Dave Houlton <euclid@lindenlab.com> | 2020-09-02 15:46:33 -0600 | 
| commit | a027e8d4813c839babe2163943e46bf7f93fa005 (patch) | |
| tree | 079ec4535a3c49b04d34c518f8ecf798cb552f90 | |
| parent | 04eba4c3eae812a18f29fd378901287ad318b4dd (diff) | |
SL-12978 clang-format shader file (whitespace)
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl | 104 | 
1 files changed, 50 insertions, 54 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index 9370118d70..9c50453898 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -1,75 +1,73 @@ -/**  +/**   * @file class1\windlight\atmosphericsFuncs.glsl   *   * $LicenseInfo:firstyear=2005&license=viewerlgpl$   * Second Life Viewer Source Code   * Copyright (C) 2019, Linden Research, Inc. - *  + *   * This library is free software; you can redistribute it and/or   * modify it under the terms of the GNU Lesser General Public   * License as published by the Free Software Foundation;   * version 2.1 of the License only. - *  + *   * This library is distributed in the hope that it will be useful,   * but WITHOUT ANY WARRANTY; without even the implied warranty of   * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU   * Lesser General Public License for more details. - *  + *   * You should have received a copy of the GNU Lesser General Public   * License along with this library; if not, write to the Free Software   * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA - *  + *   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 moonlight_color; -uniform int sun_up_factor; -uniform vec4 ambient_color; -uniform vec4 blue_horizon; -uniform vec4 blue_density; +uniform vec4  lightnorm; +uniform vec4  sunlight_color; +uniform vec4  moonlight_color; +uniform int   sun_up_factor; +uniform vec4  ambient_color; +uniform vec4  blue_horizon; +uniform vec4  blue_density;  uniform float haze_horizon;  uniform float haze_density;  uniform float cloud_shadow;  uniform float density_multiplier;  uniform float distance_multiplier;  uniform float max_y; -uniform vec4 glow; +uniform vec4  glow;  uniform float scene_light_strength; -uniform mat3 ssao_effect_mat; -uniform int no_atmo; +uniform mat3  ssao_effect_mat; +uniform int   no_atmo;  uniform float sun_moon_glow_factor; -float getAmbientClamp() -{ -    return 1.0f; -} +float getAmbientClamp() { return 1.0f; } -void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao) +void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, +                         out vec3 atten, bool use_ao)  {      vec3 rel_pos = inPositionEye; -    +      //(TERRAIN) limit altitude      rel_pos.y = clamp(rel_pos.y, -max_y, max_y); -    vec3 rel_pos_norm = normalize(rel_pos); -    float rel_pos_len = length(rel_pos); -    vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; +    vec3  rel_pos_norm = normalize(rel_pos); +    float rel_pos_len  = length(rel_pos); +    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 +    // sunlight attenuation effect (hue and brightness) due to atmosphere +    // this is used later for sunlight modulation at various altitudes      vec4 light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); -        //I had thought blue_density and haze_density should have equal weighting, -        //but attenuation due to haze_density tends to seem too strong +    // I had thought blue_density and haze_density should have equal weighting, +    // but attenuation due to haze_density tends to seem too strong      vec4 combined_haze = blue_density + vec4(haze_density); -    vec4 blue_weight = blue_density / combined_haze; -    vec4 haze_weight = vec4(haze_density) / combined_haze; +    vec4 blue_weight   = blue_density / combined_haze; +    vec4 haze_weight   = vec4(haze_density) / combined_haze;      //(TERRAIN) compute sunlight from lightnorm z component, roughly cosine(sun elevation) (for short rays like terrain)      float above_horizon_angle = abs(lightnorm.z); -    sunlight *= exp(-light_atten * above_horizon_angle);    // for atten and angle in [0..1], this maps to something like [0.3..1] +    sunlight *= exp(-light_atten * above_horizon_angle);  // for atten and angle in [0..1], this maps to something like [0.3..1]      // main atmospheric scattering line integral      float density_dist = rel_pos_len * density_multiplier; @@ -79,43 +77,43 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou      // compiler gets confused.      combined_haze = exp(-combined_haze * density_dist * distance_multiplier); -    //final atmosphere attenuation factor +    // final atmosphere attenuation factor      atten = combined_haze.rgb; -     -    //compute haze glow + +    // compute haze glow      float haze_glow = dot(rel_pos_norm, lightnorm.xyz);      // dampen sun additive contrib when not facing it... -	// SL-13539: This "if" clause causes an "additive" white artifact at roughly 77 degreees. +    // SL-13539: This "if" clause causes an "additive" white artifact at roughly 77 degreees.      //    if (length(light_dir) > 0.01)      haze_glow *= max(0.0f, dot(light_dir, rel_pos_norm)); -  +      haze_glow = 1. - haze_glow; -        //haze_glow is 0 at the sun and increases away from sun -    haze_glow = max(haze_glow, .001);    //was glow.y -        //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) +    // 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)      haze_glow *= glow.x; -        //higher glow.x gives dimmer glow (because next step is 1 / "angle") +    // higher glow.x gives dimmer glow (because next step is 1 / "angle")      haze_glow = pow(haze_glow, glow.z); -        //glow.z should be negative, so we're doing a sort of (1 / "angle") function +    // glow.z should be negative, so we're doing a sort of (1 / "angle") function -    //add "minimum anti-solar illumination" +    // add "minimum anti-solar illumination"      haze_glow += .25;      haze_glow *= sun_moon_glow_factor; -  -    vec4 amb_color = ambient_color;  -     -    //increase ambient when there are more clouds + +    vec4 amb_color = ambient_color; + +    // increase ambient when there are more clouds      vec4 tmpAmbient = amb_color + (vec4(1.) - amb_color) * cloud_shadow * 0.5; -     +      /*  decrease value and saturation (that in HSV, not HSL) for occluded areas       * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html       * // The following line of code performs the equivalent of:       * float ambAlpha = tmpAmbient.a;       * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis       * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue); -     * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha); +     * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, +     * ambAlpha);       */      if (use_ao)      { @@ -125,14 +123,12 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou      // Similar/Shared Algorithms:      //     indra\llinventory\llsettingssky.cpp                                        -- LLSettingsSky::calculateLightSettings()      //     indra\newview\app_settings\shaders\class1\windlight\atmosphericsFuncs.glsl -- calcAtmosphericVars() -    //haze color -        vec3 cs  = sunlight.rgb * (1.-cloud_shadow); -        additive = (blue_horizon.rgb * blue_weight.rgb) * (cs           + tmpAmbient.rgb) -                 + (haze_horizon     * haze_weight.rgb) * (cs * haze_glow + tmpAmbient.rgb); +    // haze color +    vec3 cs = sunlight.rgb * (1. - cloud_shadow); +    additive = (blue_horizon.rgb * blue_weight.rgb) * (cs + tmpAmbient.rgb) + (haze_horizon * haze_weight.rgb) * (cs * haze_glow + tmpAmbient.rgb); -    //brightness of surface both sunlight and ambient +    // brightness of surface both sunlight and ambient      sunlit = sunlight.rgb * 0.5;      amblit = tmpAmbient.rgb * .25;      additive *= vec3(1.0 - combined_haze);  } - | 
