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author | Nyx (Neal Orman) <nyx@lindenlab.com> | 2011-07-26 15:51:44 -0400 |
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committer | Nyx (Neal Orman) <nyx@lindenlab.com> | 2011-07-26 15:51:44 -0400 |
commit | 60d15f78e17a2203d73d58c3f1c2af941d599277 (patch) | |
tree | 58da32e9df5e9727e437efa90e98a0d4d2a3b0e9 /indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl | |
parent | 85b316e5df41444eafe77964f1a4758ccfd40784 (diff) | |
parent | f79a058f3ce50361b732061ab30f4a1923fba445 (diff) |
merge with latest mesh-dev
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl | 79 |
1 files changed, 79 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl new file mode 100644 index 0000000000..ef300d5631 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl @@ -0,0 +1,79 @@ +/** + * @file WLCloudsF.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + + +///////////////////////////////////////////////////////////////////////// +// The fragment shader for the sky +///////////////////////////////////////////////////////////////////////// + +varying vec4 vary_CloudColorSun; +varying vec4 vary_CloudColorAmbient; +varying float vary_CloudDensity; + +uniform sampler2D cloud_noise_texture; +uniform vec4 cloud_pos_density1; +uniform vec4 cloud_pos_density2; +uniform vec4 gamma; + +/// Soft clips the light with a gamma correction +vec3 scaleSoftClip(vec3 light) { + //soft clip effect: + light = 1. - clamp(light, vec3(0.), vec3(1.)); + light = 1. - pow(light, gamma.xxx); + + return light; +} + +void main() +{ + // Set variables + vec2 uv1 = gl_TexCoord[0].xy; + vec2 uv2 = gl_TexCoord[1].xy; + + vec4 cloudColorSun = vary_CloudColorSun; + vec4 cloudColorAmbient = vary_CloudColorAmbient; + float cloudDensity = vary_CloudDensity; + vec2 uv3 = gl_TexCoord[2].xy; + vec2 uv4 = gl_TexCoord[3].xy; + + // Offset texture coords + uv1 += cloud_pos_density1.xy; //large texture, visible density + uv2 += cloud_pos_density1.xy; //large texture, self shadow + uv3 += cloud_pos_density2.xy; //small texture, visible density + uv4 += cloud_pos_density2.xy; //small texture, self shadow + + + // Compute alpha1, the main cloud opacity + float alpha1 = (texture2D(cloud_noise_texture, uv1).x - 0.5) + (texture2D(cloud_noise_texture, uv3).x - 0.5) * cloud_pos_density2.z; + alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10. * cloud_pos_density1.z, 1.); + + // And smooth + alpha1 = 1. - alpha1 * alpha1; + alpha1 = 1. - alpha1 * alpha1; + + + // Compute alpha2, for self shadowing effect + // (1 - alpha2) will later be used as percentage of incoming sunlight + float alpha2 = (texture2D(cloud_noise_texture, uv2).x - 0.5); + alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.); + + // And smooth + alpha2 = 1. - alpha2; + alpha2 = 1. - alpha2 * alpha2; + + // Combine + vec4 color; + color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient); + color *= 2.; + + /// Gamma correct for WL (soft clip effect). + gl_FragData[0] = vec4(scaleSoftClip(color.rgb), alpha1); + gl_FragData[1] = vec4(0.0,0.0,0.0,0.0); + gl_FragData[2] = vec4(0,0,1,0); +} + |