diff options
author | Graham Linden <graham@lindenlab.com> | 2018-10-09 18:44:43 +0100 |
---|---|---|
committer | Graham Linden <graham@lindenlab.com> | 2018-10-09 18:44:43 +0100 |
commit | f8aac192378462b5824d28808ed84833e2cbfe0f (patch) | |
tree | 8b2cfff19afd6fce5e514471e59d3c1496653191 /indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl | |
parent | 8c4258009b09f16751437d0549067ab2950e725a (diff) |
SL-1289
add cloud_variance control for randomized perturbance of clouds to break up tiling monotony
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl | 13 |
1 files changed, 9 insertions, 4 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl index c1a9a6f454..caedd25221 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl @@ -44,6 +44,8 @@ uniform float blend_factor; uniform vec4 cloud_pos_density1; uniform vec4 cloud_pos_density2; uniform vec4 gamma; +uniform float cloud_scale; +uniform float cloud_variance; VARYING vec2 vary_texcoord0; VARYING vec2 vary_texcoord1; @@ -73,16 +75,19 @@ void main() vec2 uv3 = vary_texcoord2.xy; vec2 uv4 = vary_texcoord3.xy; + vec2 disturbance = vec2(cloudNoise(uv1 / 16.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); + // Offset texture coords - uv1 += cloud_pos_density1.xy; //large texture, visible density + uv1 += cloud_pos_density1.xy + disturbance; //large texture, visible density uv2 += cloud_pos_density1.xy; //large texture, self shadow - uv3 += cloud_pos_density2.xy; //small texture, visible density + uv3 += cloud_pos_density2.xy + disturbance; //small texture, visible density uv4 += cloud_pos_density2.xy; //small texture, self shadow // Compute alpha1, the main cloud opacity + float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z; - alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10. * cloud_pos_density1.z, 1.); + alpha1 = min(max(alpha1 + cloudDensity, 0.) * (10. + disturbance.y) * cloud_pos_density1.z, 1.); // And smooth alpha1 = 1. - alpha1 * alpha1; @@ -96,7 +101,7 @@ void main() // Compute alpha2, for self shadowing effect // (1 - alpha2) will later be used as percentage of incoming sunlight float alpha2 = (cloudNoise(uv2).x - 0.5); - alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.); + alpha2 = min(max(alpha2 + cloudDensity, 0.) * (2.5 + disturbance.x) * cloud_pos_density1.z, 1.); // And smooth alpha2 = 1. - alpha2; |