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authorDave Parks <davep@lindenlab.com>2023-02-02 14:35:22 -0600
committerDave Parks <davep@lindenlab.com>2023-02-02 14:35:22 -0600
commit55ee008035cd41ac2c8c2b95bd251adcb3699c5a (patch)
tree3c39277e429b8742c7cff815e6aea4e75e942490 /indra/newview/app_settings/shaders/class1
parent93b1da52f56293663d9bfe5272a83a77185f4cff (diff)
parentdc1dd7a274e1ce49eb68ca525eba7f2e39032fa8 (diff)
Merge branch 'DRTVWR-559' of github.com:secondlife/viewer into DRTVWR-559
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyF.glsl50
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyV.glsl35
2 files changed, 64 insertions, 21 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
index adc2db60b6..849e1c4893 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
@@ -25,6 +25,17 @@
/*[EXTRA_CODE_HERE]*/
+// Inputs
+VARYING vec4 vary_HazeColor;
+VARYING float vary_LightNormPosDot;
+
+uniform sampler2D rainbow_map;
+uniform sampler2D halo_map;
+
+uniform float moisture_level;
+uniform float droplet_radius;
+uniform float ice_level;
+
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else
@@ -37,9 +48,34 @@ out vec4 frag_data[3];
VARYING vec3 vary_HazeColor;
+vec3 rainbow(float d)
+{
+ // 'Interesting' values of d are -0.75 .. -0.825, i.e. when view vec nearly opposite of sun vec
+ // Rainbox tex is mapped with REPEAT, so -.75 as tex coord is same as 0.25. -0.825 -> 0.175. etc.
+ // SL-13629
+ // Unfortunately the texture is inverted, so we need to invert the y coord, but keep the 'interesting'
+ // part within the same 0.175..0.250 range, i.e. d = (1 - d) - 1.575
+ d = clamp(-0.575 - d, 0.0, 1.0);
+
+ // With the colors in the lower 1/4 of the texture, inverting the coords leaves most of it inaccessible.
+ // So, we can stretch the texcoord above the colors (ie > 0.25) to fill the entire remaining coordinate
+ // space. This improves gradation, reduces banding within the rainbow interior. (1-0.25) / (0.425/0.25) = 4.2857
+ float interior_coord = max(0.0, d - 0.25) * 4.2857;
+ d = clamp(d, 0.0, 0.25) + interior_coord;
+
+ float rad = (droplet_radius - 5.0f) / 1024.0f;
+ return pow(texture2D(rainbow_map, vec2(rad+0.5, d)).rgb, vec3(1.8)) * moisture_level;
+}
+
+vec3 halo22(float d)
+{
+ d = clamp(d, 0.1, 1.0);
+ float v = sqrt(clamp(1 - (d * d), 0, 1));
+ return texture2D(halo_map, vec2(0, v)).rgb * ice_level;
+}
+
/// Soft clips the light with a gamma correction
vec3 scaleSoftClip(vec3 light);
-vec3 srgb_to_linear(vec3 c);
void main()
{
@@ -48,14 +84,18 @@ void main()
// the fragment) if the sky wouldn't show up because the clouds
// are fully opaque.
- vec3 color;
- color = vary_HazeColor;
+ vec3 color = vary_HazeColor;
+ float rel_pos_lightnorm = vary_LightNormPosDot;
+ float optic_d = rel_pos_lightnorm;
+ vec3 halo_22 = halo22(optic_d);
+ color.rgb += rainbow(optic_d);
+ color.rgb += halo_22;
color.rgb *= 2.;
color.rgb = scaleSoftClip(color.rgb);
- /// Gamma correct for WL (soft clip effect).
- frag_data[0] = vec4(color.rgb, 0.0);
+ // Gamma correct for WL (soft clip effect).
+ frag_data[0] = vec4(color.rgb, 1.0);
frag_data[1] = vec4(0.0,0.0,0.0,0.0);
frag_data[2] = vec4(0.0,0.0,0.0,GBUFFER_FLAG_SKIP_ATMOS); //1.0 in norm.w masks off fog
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
index ff53646fd4..3b24311f2b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
@@ -33,6 +33,7 @@ ATTRIBUTE vec3 position;
// Output parameters
VARYING vec3 vary_HazeColor;
+VARYING float vary_LightNormPosDot;
// Inputs
uniform vec3 camPosLocal;
@@ -70,27 +71,29 @@ void main()
vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0);
// Adj position vector to clamp altitude
- if (rel_pos.y > 0)
+ if (rel_pos.y > 0.)
{
rel_pos *= (max_y / rel_pos.y);
}
- if (rel_pos.y < 0)
+ if (rel_pos.y < 0.)
{
rel_pos *= (-32000. / rel_pos.y);
}
- // Can normalize then
- vec3 rel_pos_norm = normalize(rel_pos);
+ // Normalized
+ vec3 rel_pos_norm = normalize(rel_pos);
+ float rel_pos_len = length(rel_pos);
- float rel_pos_len = length(rel_pos);
+ // Grab this value and pass to frag shader for rainbows
+ float rel_pos_lightnorm_dot = dot(rel_pos_norm, lightnorm.xyz);
+ vary_LightNormPosDot = rel_pos_lightnorm_dot;
// Initialize temp variables
vec3 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
- vec3 light_atten;
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
- light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y);
+ vec3 light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y);
// Calculate relative weights
vec3 combined_haze = abs(blue_density) + vec4(abs(haze_density));
@@ -110,7 +113,7 @@ void main()
combined_haze = exp(-combined_haze * density_dist);
// Compute haze glow
- float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz);
+ float haze_glow = 1.0 - rel_pos_lightnorm_dot;
// haze_glow is 0 at the sun and increases away from sun
haze_glow = max(haze_glow, .001);
// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
@@ -121,30 +124,30 @@ void main()
// Add "minimum anti-solar illumination"
// For sun, add to glow. For moon, remove glow entirely. SL-13768
- haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25);
+ haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (sun_moon_glow_factor * (haze_glow + 0.25));
- vec3 color =
- (blue_horizon * blue_weight * (sunlight + ambient_color) + (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient_color));
+ // Haze color above cloud
+ vec3 color = (blue_horizon * blue_weight * (sunlight + ambient_color)
+ + (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient_color));
// Final atmosphere additive
color *= (1. - combined_haze);
// Increase ambient when there are more clouds
- vec3 tmpAmbient = ambient_color;
- tmpAmbient += max(vec3(0), (1. - ambient_color)) * cloud_shadow * 0.5;
+ vec3 ambient = ambient_color + max(vec3(0), (1. - ambient_color)) * cloud_shadow * 0.5;
// Dim sunlight by cloud shadow percentage
sunlight *= max(0.0, (1. - cloud_shadow));
// Haze color below cloud
- vec3 additiveColorBelowCloud =
- (blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient));
+ vec3 add_below_cloud = (blue_horizon * blue_weight * (sunlight + ambient)
+ + (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient));
// Attenuate cloud color by atmosphere
combined_haze = sqrt(combined_haze); // less atmos opacity (more transparency) below clouds
// At horizon, blend high altitude sky color towards the darker color below the clouds
- color += (additiveColorBelowCloud - color) * (1. - sqrt(combined_haze));
+ color += (add_below_cloud - color) * (1. - sqrt(combined_haze));
// Haze color above cloud
vary_HazeColor = color;