diff options
author | Andrey Lihatskiy <alihatskiy@productengine.com> | 2020-04-27 15:16:21 +0300 |
---|---|---|
committer | Andrey Lihatskiy <alihatskiy@productengine.com> | 2020-04-27 15:16:21 +0300 |
commit | 94dc8f12f86adb3bf79b44ab0bc98e6c0f6899ee (patch) | |
tree | 7434d3d4dde8eedbad54d5b954579029026f1308 /indra/newview/app_settings/shaders/class1/windlight | |
parent | a5eb15da0a89c6f9df7d426c0c3c41df445cfd2f (diff) | |
parent | d7f1c88c35849e56f5b352f13c16a08467d1533b (diff) |
Merge branch 'master' into DRTVWR-507-maint
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/windlight')
17 files changed, 692 insertions, 36 deletions
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl index aacc503e13..4e0618e276 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl @@ -1,5 +1,5 @@ /** - * @file atmosphericsF.glsl + * @file class1\windlight\atmosphericsF.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code @@ -23,11 +23,26 @@ * $/LicenseInfo$ */ +vec3 atmosFragAmbient(vec3 light, vec3 sunlit) +{ + /* stub function for fallback compatibility on class1 hardware */ + return light; +} +vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten) +{ + /* stub function for fallback compatibility on class1 hardware */ + return light; +} + +vec3 atmosFragAffectDirectionalLight(float light, vec3 sunlit) +{ + return light * sunlit; +} vec3 atmosLighting(vec3 light) { - /* stub function for fallback compatibility on class1 hardware */ - return light; + /* stub function for fallback compatibility on class1 hardware */ + return light; } diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl new file mode 100644 index 0000000000..dcb02bd1c1 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -0,0 +1,154 @@ +/** + * @file class1\windlight\atmosphericsFuncs.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2019, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ +uniform vec4 lightnorm; +uniform vec4 sunlight_color; +uniform vec4 moonlight_color; +uniform int sun_up_factor; +uniform vec4 ambient_color; +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 ssao_effect_mat; +uniform int no_atmo; +uniform float sun_moon_glow_factor; + +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; + + //(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; + + vec3 Pn = normalize(P); + float Plen = length(P); + + vec4 temp1 = vec4(0); + vec3 temp2 = vec3(0); + vec4 blue_weight; + vec4 haze_weight; + 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); + //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); + if (abs(temp2.y) > 0.000001f) + { + temp2.y = 1. / abs(temp2.y); + } + temp2.y = max(0.0000001f, temp2.y); + sunlight *= exp(-light_atten * temp2.y); + + // main atmospheric scattering line integral + temp2.z = Plen * dens_mul; + + // Transparency (-> temp1) + // ATI Bugfix -- can't store temp1*temp2.z*dist_mul in a variable because the ati + // compiler gets confused. + temp1 = exp(-temp1 * temp2.z * dist_mul); + + //final atmosphere attenuation factor + atten = temp1.rgb; + + //compute haze glow + //(can use temp2.x as temp because we haven't used it yet) + temp2.x = dot(Pn, tmpLightnorm.xyz); + + // dampen sun additive contrib when not facing it... + 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 + //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; + + temp2.x *= sun_moon_glow_factor; + + vec4 amb_color = ambient_color; + + //increase ambient when there are more clouds + vec4 tmpAmbient = amb_color + (vec4(1.) - amb_color) * 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); + */ + if (use_ao) + { + tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); + } + + //haze color + additive = + 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 + sunlit = sunlight.rgb * 0.5; + amblit = tmpAmbient.rgb * .25; + additive *= vec3(1.0 - temp1); +} diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl new file mode 100644 index 0000000000..206a51db27 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl @@ -0,0 +1,51 @@ +/** + * @file class1\windlight\atmosphericsHelpersF.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +uniform vec4 sunlight_color; +uniform vec4 light_ambient; +uniform int no_atmo; + +vec3 atmosAmbient() +{ + if (no_atmo == 1) return vec3(0.16); + return light_ambient.rgb; +} + +vec3 atmosAffectDirectionalLight(float lightIntensity) +{ + return sunlight_color.rgb * lightIntensity; +} + +vec3 atmosGetDiffuseSunlightColor() +{ + return sunlight_color.rgb; +} + +vec3 scaleDownLight(vec3 light) +{ + /* stub function for fallback compatibility on class1 hardware */ + return light; +} + diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl index 6ff860362c..c266f9732f 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl @@ -1,5 +1,5 @@ /** - * @file atmosphericsHelpersV.glsl + * @file class1\windlight\atmosphericsHelpersV.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code @@ -23,33 +23,35 @@ * $/LicenseInfo$ */ -uniform vec4 sunlight_color_copy; +uniform vec4 sunlight_color; uniform vec4 light_ambient; +uniform int no_atmo; -vec3 atmosAmbient(vec3 light) +vec3 atmosAmbient() { - return light + light_ambient.rgb; + if (no_atmo == 1) return vec3(0.66); + return light_ambient.rgb; } vec3 atmosAffectDirectionalLight(float lightIntensity) { - return sunlight_color_copy.rgb * lightIntensity; + return sunlight_color.rgb * lightIntensity; } vec3 atmosGetDiffuseSunlightColor() { - return sunlight_color_copy.rgb; + return sunlight_color.rgb; } vec3 scaleDownLight(vec3 light) { - /* stub function for fallback compatibility on class1 hardware */ - return light; + /* stub function for fallback compatibility on class1 hardware */ + return light; } vec3 scaleUpLight(vec3 light) { - /* stub function for fallback compatibility on class1 hardware */ - return light; + /* stub function for fallback compatibility on class1 hardware */ + return light; } diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl index 76d7d5059d..20457ad125 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl @@ -1,5 +1,5 @@ /** - * @file atmosphericsV.glsl + * @file class1\windlight\atmosphericsV.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code @@ -29,7 +29,7 @@ void setPositionEye(vec3 v); void calcAtmospherics(vec3 inPositionEye) { - /* stub function for fallback compatibility on class1 hardware */ - setPositionEye(inPositionEye); + /* stub function for fallback compatibility on class1 hardware */ + setPositionEye(inPositionEye); } diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl index 8bdae328bd..a0699affbf 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl @@ -1,5 +1,5 @@ /** - * @file atmosphericVarsF.glsl + * @file class1\windlight\atmosphericVarsF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl index 8ec9ae617c..bd1d150fc8 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl @@ -1,5 +1,5 @@ /** - * @file atmosphericVarsV.glsl + * @file class1\windlight\atmosphericVarsV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl index 636d4af006..5dc086ab1e 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl @@ -1,5 +1,5 @@ /** - * @file atmosphericVarsWaterF.glsl + * @file class1\windlight\atmosphericVarsWaterF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl index 8afcc20f6d..e59eca265a 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl @@ -1,5 +1,5 @@ /** - * @file atmosphericVarsWaterV.glsl + * @file class1\windlight\atmosphericVarsWaterV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code diff --git a/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl new file mode 100644 index 0000000000..82fad4db5a --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl @@ -0,0 +1,127 @@ +/** + * @file class1/windlight/cloudShadowF.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +uniform sampler2D diffuseMap; + +VARYING vec4 pos; +VARYING float target_pos_x; +VARYING float vary_CloudDensity; +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +VARYING vec2 vary_texcoord2; +VARYING vec2 vary_texcoord3; + +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 sunlight_color; +uniform vec4 cloud_color; +uniform float cloud_shadow; +uniform float cloud_scale; +uniform float cloud_variance; +uniform vec3 camPosLocal; +uniform vec3 sun_dir; +uniform float sun_size; +uniform float far_z; + +#if !defined(DEPTH_CLAMP) +VARYING vec4 post_pos; +#endif + +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 normalize(cloud_noise_sample); +} + +void main() +{ + if (cloud_scale >= 0.0001) + { + // Set variables + vec2 uv1 = vary_texcoord0.xy; + vec2 uv2 = vary_texcoord1.xy; + vec2 uv3 = vary_texcoord2.xy; + float cloudDensity = 2.0 * (cloud_shadow - 0.25); + + vec2 uv4 = vary_texcoord3.xy; + + vec2 disturbance = vec2(cloudNoise(uv1 / 8.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); + vec2 disturbance2 = vec2(cloudNoise((uv1 + uv3) / 4.0f).x, cloudNoise((uv4 + uv2) / 8.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); + + // Offset texture coords + uv1 += cloud_pos_density1.xy + (disturbance * 0.2); //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 + + float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y) * 4.0); + + cloudDensity *= 1.0 - (density_variance * density_variance); + + // 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.); + + // And smooth + alpha1 = 1. - alpha1 * alpha1; + alpha1 = 1. - alpha1 * alpha1; + + if (alpha1 < 0.001f) + { + discard; + } + + // 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.); + + // And smooth + alpha2 = 1. - alpha2; + alpha2 = 1. - alpha2 * alpha2; + + frag_color = vec4(alpha1, alpha1, alpha1, 1); + } + else + { + frag_color = vec4(1); + } + +#if !defined(DEPTH_CLAMP) + gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); +#endif + +} diff --git a/indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl new file mode 100644 index 0000000000..09b6004481 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl @@ -0,0 +1,61 @@ +/** + * @file class1\windlight\cloudShadowV.glsl + * + * $LicenseInfo:firstyear=2011&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2011, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +uniform mat4 texture_matrix0; +uniform mat4 modelview_projection_matrix; +uniform float shadow_target_width; + +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; + +#if !defined(DEPTH_CLAMP) +VARYING float pos_zd2; +#endif + +VARYING vec4 pos; +VARYING float target_pos_x; +VARYING vec2 vary_texcoord0; + +void passTextureIndex(); + +void main() +{ + //transform vertex + vec4 pre_pos = vec4(position.xyz, 1.0); + pos = modelview_projection_matrix * pre_pos; + target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; + +#if !defined(DEPTH_CLAMP) + pos_zd2 = pos.z * 0.5; + gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); +#else + gl_Position = pos; +#endif + + passTextureIndex(); + + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; +} diff --git a/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl index 62f4e51449..fc51e81177 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl @@ -1,5 +1,5 @@ /** - * @file gammaF.glsl + * @file class1\windlight\gammaF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code @@ -23,17 +23,30 @@ * $/LicenseInfo$ */ +uniform int no_atmo; - -uniform vec4 gamma; +vec3 scaleSoftClipFrag(vec3 light) +{ + // For compatibility with lower cards. Do nothing. + return light; +} /// Soft clips the light with a gamma correction -vec3 scaleSoftClip(vec3 light) { - // For compatibility with lower cards. Do nothing. +vec3 scaleSoftClip(vec3 light) +{ + // For compatibility with lower cards. Do nothing + return light; +} + +vec3 fullbrightScaleSoftClipFrag(vec3 light, vec3 additive, vec3 atten) +{ + // For compatibility with lower cards. Do nothing return light; } -vec3 fullbrightScaleSoftClip(vec3 light) { - return scaleSoftClip(light); +vec3 fullbrightScaleSoftClip(vec3 light) +{ + // For compatibility with lower cards. Do nothing + return light; } diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl new file mode 100644 index 0000000000..24f3992e32 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl @@ -0,0 +1,64 @@ +/** + * @file class1\wl\moonF.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +#extension GL_ARB_texture_rectangle : enable + +/*[EXTRA_CODE_HERE]*/ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +uniform vec4 color; +uniform vec4 sunlight_color; +uniform vec4 moonlight_color; +uniform vec3 lumWeights; +uniform float moon_brightness; +uniform float minLuminance; +uniform sampler2D diffuseMap; +uniform sampler2D altDiffuseMap; +uniform float blend_factor; // interp factor between moon A/B +VARYING vec2 vary_texcoord0; + +void main() +{ + vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy); + vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy); + vec4 c = mix(moonA, moonB, blend_factor); + + // mix factor which blends when sunlight is brighter + // and shows true moon color at night + vec3 luma_weights = vec3(0.3, 0.5, 0.3); + float mix = 1.0f - dot(normalize(sunlight_color.rgb), luma_weights); + + vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0 - 1.0; + c.rgb = pow(c.rgb, exp); + //c.rgb *= moonlight_color.rgb; + + frag_color = vec4(c.rgb, c.a); +} + diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl new file mode 100644 index 0000000000..8cd4b2ef47 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl @@ -0,0 +1,49 @@ +/** + * @file class1\wl\moonV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; + +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; + +void calcAtmospherics(vec3 inPositionEye); + +VARYING vec2 vary_texcoord0; + +void main() +{ + //transform vertex + vec3 offset = vec3(0, 0, 50); + vec4 vert = vec4(position.xyz - offset, 1.0); + vec4 pos = (modelview_matrix * vert); + + gl_Position = modelview_projection_matrix*vert; + + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + + calcAtmospherics(pos.xyz); +} diff --git a/indra/newview/app_settings/shaders/class1/windlight/sunDiscF.glsl b/indra/newview/app_settings/shaders/class1/windlight/sunDiscF.glsl new file mode 100644 index 0000000000..b9ae7a0226 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/windlight/sunDiscF.glsl @@ -0,0 +1,59 @@ +/** + * @file class1\wl\sunDiscF.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +#extension GL_ARB_texture_rectangle : enable + +/*[EXTRA_CODE_HERE]*/ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +vec3 fullbrightAtmosTransport(vec3 light); +vec3 fullbrightScaleSoftClip(vec3 light); + +uniform sampler2D diffuseMap; +uniform sampler2D altDiffuseMap; +uniform float blend_factor; // interp factor between sun A/B +VARYING vec2 vary_texcoord0; +VARYING float sun_fade; + +void main() +{ + vec4 sunA = texture2D(diffuseMap, vary_texcoord0.xy); + vec4 sunB = texture2D(altDiffuseMap, vary_texcoord0.xy); + vec4 c = mix(sunA, sunB, blend_factor); + +// SL-9806 stars poke through +// c.a *= sun_fade; + + c.rgb = pow(c.rgb, vec3(0.7f)); + c.rgb = fullbrightAtmosTransport(c.rgb); + c.rgb = fullbrightScaleSoftClip(c.rgb); + frag_color = c; +} + diff --git a/indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl b/indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl new file mode 100644 index 0000000000..6c0e795f6b --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl @@ -0,0 +1,51 @@ +/** + * @file class1\wl\sunDiscV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; + +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; + +VARYING vec2 vary_texcoord0; +VARYING float sun_fade; + +void calcAtmospherics(vec3 eye_pos); + +void main() +{ + //transform vertex + vec3 offset = vec3(0, 0, 50); + vec4 vert = vec4(position.xyz - offset, 1.0); + vec4 pos = modelview_projection_matrix*vert; + + sun_fade = smoothstep(0.3, 1.0, (position.z + 50) / 512.0f); + gl_Position = pos; + + calcAtmospherics(pos.xyz); + + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; +} diff --git a/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl index 7c95ecdb14..a937d9fa99 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl @@ -1,5 +1,5 @@ /** - * @file transportF.glsl + * @file class1/windlight/transportF.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code @@ -22,25 +22,35 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - +uniform int no_atmo; -vec3 atmosTransport(vec3 light) +vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten) { - /* stub function for fallback compatibility on class1 hardware */ + /* stub function for fallback compatibility on class1 hardware */ return light; } -vec3 fullbrightAtmosTransport(vec3 light) +vec3 atmosTransport(vec3 light) { /* stub function for fallback compatibility on class1 hardware */ - return light; + return light; +} + +vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) +{ + /* stub function for fallback compatibility on class1 hardware */ + return light; } +vec3 fullbrightAtmosTransport(vec3 light) +{ + /* stub function for fallback compatibility on class1 hardware */ + return light; +} vec3 fullbrightShinyAtmosTransport(vec3 light) { - /* stub function for fallback compatibility on class1 hardware */ - return light; + /* stub function for fallback compatibility on class1 hardware */ + return light; } - |