diff options
author | Dave Houlton <euclid@lindenlab.com> | 2020-09-01 13:57:51 -0600 |
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committer | Dave Houlton <euclid@lindenlab.com> | 2020-09-02 15:46:33 -0600 |
commit | 04eba4c3eae812a18f29fd378901287ad318b4dd (patch) | |
tree | b9f832ee61173023d34701b220e41c1e672cca41 /indra/newview/app_settings/shaders/class1/windlight | |
parent | 912afc940bc2e9680630ce2e9b282ecfc9b84050 (diff) |
SL-12978 de-obfuscate, banish the temps
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/windlight')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl | 68 |
1 files changed, 27 insertions, 41 deletions
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index bc6b006afa..9370118d70 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -46,78 +46,63 @@ 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) { - vec3 P = inPositionEye; + vec3 rel_pos = inPositionEye; //(TERRAIN) limit altitude - if (P.y > max_y) P *= ( max_y / P.y); - if (P.y < -max_y) P *= (-max_y / P.y); - - vec3 tmpLightnorm = lightnorm.xyz; + rel_pos.y = clamp(rel_pos.y, -max_y, max_y); - vec3 Pn = normalize(P); - float Plen = length(P); - - vec4 temp1 = vec4(0); - vec3 temp2 = vec3(0); - vec4 blue_weight; - vec4 haze_weight; + vec3 rel_pos_norm = normalize(rel_pos); + float rel_pos_len = length(rel_pos); vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; - vec4 light_atten; - - float dens_mul = density_multiplier; - float dist_mul = distance_multiplier; //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)) * (dens_mul * max_y); + 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 - temp1 = blue_density + vec4(haze_density); - blue_weight = blue_density / temp1; - haze_weight = vec4(haze_density) / temp1; + vec4 combined_haze = blue_density + vec4(haze_density); + 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(tmpLightnorm.z); + 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] // main atmospheric scattering line integral - temp2.z = Plen * dens_mul; + float density_dist = rel_pos_len * density_multiplier; - // Transparency (-> temp1) - // ATI Bugfix -- can't store temp1*temp2.z*dist_mul in a variable because the ati + // Transparency (-> combined_haze) + // ATI Bugfix -- can't store combined_haze*density_dist*distance_multiplier in a variable because the ati // compiler gets confused. - temp1 = exp(-temp1 * temp2.z * dist_mul); + combined_haze = exp(-combined_haze * density_dist * distance_multiplier); //final atmosphere attenuation factor - atten = temp1.rgb; + atten = combined_haze.rgb; //compute haze glow - //(can use temp2.x as temp because we haven't used it yet) - temp2.x = dot(Pn, tmpLightnorm.xyz); + 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. // if (length(light_dir) > 0.01) - { - temp2.x *= max(0.0f, dot(light_dir, Pn)); - } - temp2.x = 1. - temp2.x; - //temp2.x is 0 at the sun and increases away from sun - temp2.x = max(temp2.x, .001); //was glow.y + 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) - temp2.x *= glow.x; + haze_glow *= glow.x; //higher glow.x gives dimmer glow (because next step is 1 / "angle") - temp2.x = pow(temp2.x, glow.z); + haze_glow = pow(haze_glow, 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; + haze_glow += .25; - temp2.x *= sun_moon_glow_factor; + haze_glow *= sun_moon_glow_factor; vec4 amb_color = ambient_color; @@ -143,10 +128,11 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou //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 * temp2.x + tmpAmbient.rgb); + + (haze_horizon * haze_weight.rgb) * (cs * haze_glow + tmpAmbient.rgb); //brightness of surface both sunlight and ambient sunlit = sunlight.rgb * 0.5; amblit = tmpAmbient.rgb * .25; - additive *= vec3(1.0 - temp1); + additive *= vec3(1.0 - combined_haze); } + |