summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
diff options
context:
space:
mode:
authorGraham Linden graham@lindenlab.com <Graham Linden graham@lindenlab.com>2018-03-12 22:26:22 +0100
committerGraham Linden graham@lindenlab.com <Graham Linden graham@lindenlab.com>2018-03-12 22:26:22 +0100
commit4f6682ca29cefb83ac2307657d8605f96051da19 (patch)
treef1c4d894e2a81f659fd44b16de47dddcdbf9fbab /indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
parentd992cff950d69b6935171fae1c304d15ee06e95a (diff)
De-duplicate deferred shader code for atmospherics and transport.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl225
1 files changed, 16 insertions, 209 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 970f39ed02..2234ceeb53 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -39,19 +39,6 @@ out vec4 frag_color;
uniform float display_gamma;
uniform vec4 gamma;
-uniform vec4 lightnorm;
-uniform vec4 sunlight_color;
-uniform vec4 ambient;
-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 float scene_light_strength;
uniform mat3 env_mat;
uniform mat3 ssao_effect_mat;
@@ -84,12 +71,6 @@ VARYING vec3 vary_norm;
VARYING vec4 vertex_color;
#endif
-vec3 vary_PositionEye;
-vec3 vary_SunlitColor;
-vec3 vary_AmblitColor;
-vec3 vary_AdditiveColor;
-vec3 vary_AtmosAttenuation;
-
uniform mat4 inv_proj;
uniform vec2 screen_res;
@@ -107,6 +88,12 @@ vec3 linear_to_srgb(vec3 cl);
vec2 encode_normal (vec3 n);
vec3 decode_normal (vec2 enc);
+vec3 scaleFragSoftClip(vec3 l);
+vec3 atmosFragAmbient(vec3 light, vec3 sunlit);
+vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten);
+vec3 atmosFragAffectDirectionalLight(float light, vec3 sunlit);
+void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
+
vec3 calcDirectionalLight(vec3 n, vec3 l)
{
float a = max(dot(n,l),0.0);
@@ -174,191 +161,6 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc)
}
#endif
-vec3 getSunlitColor()
-{
- return vary_SunlitColor;
-}
-vec3 getAmblitColor()
-{
- return vary_AmblitColor;
-}
-vec3 getAdditiveColor()
-{
- return vary_AdditiveColor;
-}
-vec3 getAtmosAttenuation()
-{
- return vary_AtmosAttenuation;
-}
-
-void setPositionEye(vec3 v)
-{
- vary_PositionEye = v;
-}
-
-void setSunlitColor(vec3 v)
-{
- vary_SunlitColor = v;
-}
-
-void setAmblitColor(vec3 v)
-{
- vary_AmblitColor = v;
-}
-
-void setAdditiveColor(vec3 v)
-{
- vary_AdditiveColor = v;
-}
-
-void setAtmosAttenuation(vec3 v)
-{
- vary_AtmosAttenuation = v;
-}
-
-void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
-
- vec3 P = inPositionEye;
- setPositionEye(P);
-
- vec3 tmpLightnorm = lightnorm.xyz;
-
- vec3 Pn = normalize(P);
- float Plen = length(P);
-
- vec4 temp1 = vec4(0);
- vec3 temp2 = vec3(0);
- vec4 blue_weight;
- vec4 haze_weight;
- vec4 sunlight = sunlight_color;
- vec4 light_atten;
-
- //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)) * (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
-
- temp1 = blue_density + vec4(haze_density);
- blue_weight = blue_density / temp1;
- haze_weight = vec4(haze_density) / temp1;
-
- //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
- temp2.y = max(0.0, tmpLightnorm.y);
- temp2.y = 1. / temp2.y;
- sunlight *= exp( - light_atten * temp2.y);
-
- // main atmospheric scattering line integral
- temp2.z = Plen * density_multiplier;
-
- // Transparency (-> temp1)
- // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati
- // compiler gets confused.
- temp1 = exp(-temp1 * temp2.z * distance_multiplier);
-
- //final atmosphere attenuation factor
- setAtmosAttenuation(temp1.rgb);
-
- //compute haze glow
- //(can use temp2.x as temp because we haven't used it yet)
- temp2.x = dot(Pn, tmpLightnorm.xyz);
- temp2.x = 1. - temp2.x;
- //temp2.x is 0 at the sun and increases away from sun
- temp2.x = max(temp2.x, .03); //was glow.y
- //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
- temp2.x *= glow.x;
- //higher glow.x gives dimmer glow (because next step is 1 / "angle")
- temp2.x = pow(temp2.x, glow.z);
- //glow.z should be negative, so we're doing a sort of (1 / "angle") function
-
- //add "minimum anti-solar illumination"
- temp2.x += .25;
-
- //increase ambient when there are more clouds
- vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * 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(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a);
-
- //haze color
- setAdditiveColor(
- vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient)
- + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x
- + tmpAmbient)));
-
- //brightness of surface both sunlight and ambient
- setSunlitColor(vec3(sunlight * .5));
- setAmblitColor(vec3(tmpAmbient * .25));
- setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1));
-}
-
-vec3 atmosLighting(vec3 light)
-{
- light *= getAtmosAttenuation().r;
- light += getAdditiveColor();
- return (2.0 * light);
-}
-
-vec3 atmosTransport(vec3 light) {
- light *= getAtmosAttenuation().r;
- light += getAdditiveColor() * 2.0;
- return light;
-}
-vec3 atmosGetDiffuseSunlightColor()
-{
- return getSunlitColor();
-}
-
-vec3 scaleDownLight(vec3 light)
-{
- return (light / vec3(scene_light_strength, scene_light_strength, scene_light_strength));
-}
-
-vec3 scaleUpLight(vec3 light)
-{
- return (light * vec3(scene_light_strength, scene_light_strength, scene_light_strength));
-}
-
-vec3 atmosAmbient(vec3 light)
-{
- return getAmblitColor() + (light * vec3(0.5f, 0.5f, 0.5f));
-}
-
-vec3 atmosAffectDirectionalLight(float lightIntensity)
-{
- return getSunlitColor() * vec3(lightIntensity, lightIntensity, lightIntensity);
-}
-
-vec3 scaleSoftClip(vec3 light)
-{
- //soft clip effect:
- vec3 zeroes = vec3(0.0f, 0.0f, 0.0f);
- vec3 ones = vec3(1.0f, 1.0f, 1.0f);
-
- light = ones - clamp(light, zeroes, ones);
- light = ones - pow(light, gamma.xxx);
-
- return light;
-}
-
-vec3 fullbrightAtmosTransport(vec3 light) {
- float brightness = dot(light.rgb, vec3(0.33333));
-
- return mix(atmosTransport(light.rgb), light.rgb + getAdditiveColor().rgb, brightness * brightness);
-}
-
-vec3 fullbrightScaleSoftClip(vec3 light)
-{
- //soft clip effect:
- return light;
-}
void main()
{
@@ -475,7 +277,12 @@ void main()
vec3 norm = vary_norm;
- calcAtmospherics(pos.xyz, 1.0);
+ vec3 sunlit;
+ vec3 amblit;
+ vec3 additive;
+ vec3 atten;
+
+ calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten);
vec2 abnormal = encode_normal(norm.xyz);
norm.xyz = decode_normal(abnormal.xy);
@@ -490,7 +297,7 @@ void main()
vec4 color = vec4(0,0,0,0);
- color.rgb = atmosAmbient(color.rgb);
+ color.rgb = atmosFragAmbient(color.rgb, amblit);
color.a = final_alpha;
float ambient = abs(da);
@@ -499,13 +306,13 @@ void main()
ambient = (1.0-ambient);
color.rgb *= ambient;
- color.rgb += atmosAffectDirectionalLight(final_da);
+ color.rgb += atmosFragAffectDirectionalLight(final_da, sunlit);
color.rgb *= gamma_diff.rgb;
//color.rgb = mix(diff.rgb, color.rgb, final_alpha);
- color.rgb = atmosLighting(color.rgb);
- color.rgb = scaleSoftClip(color.rgb);
+ color.rgb = atmosFragLighting(color.rgb, additive, atten);
+ color.rgb = scaleFragSoftClip(color.rgb);
vec4 light = vec4(0,0,0,0);