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authorGraham Linden <graham@lindenlab.com>2018-06-11 22:39:57 +0100
committerGraham Linden <graham@lindenlab.com>2018-06-11 22:39:57 +0100
commitfc8d0de673da0e02915556008a365aca67472eba (patch)
treedab865b50ca106152cae92174995fb8dbe5935e1 /indra/newview/app_settings/shaders/class1/deferred
parent0f608cb764856ae8586a9d9631842a782cb70a23 (diff)
Make cloud rendering use textures defined in sky settings and add code to shaders to lerp between current and next cloud texture.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyF.glsl1
2 files changed, 12 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
index 7b971fcc66..1a4cdff23d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
@@ -39,6 +39,8 @@ VARYING vec4 vary_CloudColorAmbient;
VARYING float vary_CloudDensity;
uniform sampler2D cloud_noise_texture;
+uniform sampler2D cloud_noise_texture_next;
+uniform float blend_factor;
uniform vec4 cloud_pos_density1;
uniform vec4 cloud_pos_density2;
uniform vec4 gamma;
@@ -57,6 +59,14 @@ vec3 scaleSoftClip(vec3 light) {
return light;
}
+vec4 cloudNoise(vec2 uv)
+{
+ vec4 a = texture2D(cloud_noise_texture, uv);
+ vec4 b = texture2D(cloud_noise_texture_next, uv);
+ vec4 cloud_noise_sample = mix(a, b, blend_factor);
+ return cloud_noise_sample;
+}
+
void main()
{
// Set variables
@@ -77,7 +87,7 @@ void main()
// 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;
+ 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.);
// And smooth
@@ -87,7 +97,7 @@ void main()
// 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);
+ float alpha2 = (cloudNoise(uv2).x - 0.5);
alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.);
// And smooth
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
index 4511237e4d..8e4696cfaa 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
@@ -37,7 +37,6 @@ out vec4 frag_data[3];
VARYING vec4 vary_HazeColor;
-uniform sampler2D cloud_noise_texture;
uniform vec4 gamma;
/// Soft clips the light with a gamma correction