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authorGeenz <geenz@geenzo.com>2019-04-10 02:11:07 -0700
committerGeenz <geenz@geenzo.com>2019-04-10 02:11:07 -0700
commit08812cbe060e62cb8b61e91bc2f878a74a0015e5 (patch)
tree50e6cd88845b96a7b457bc3f81c56f4d17a114b8 /indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
parentdcd8117b85f45886f78a1a2e9756cb1709d6572a (diff)
Separate out vertex program objects from fragment program objects and use it.
Given that mShaderObjects only ever expects one copy of a given shader object (leading to lots of "shaderV" and "shaderF"), it made having utility shaders a bit more difficult to incorporate. This change makes sure the two are separated. Using this over a multimap largely for readibility. Also, actually, you know, use this functionality. --HG-- branch : OPEN-340
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl128
1 files changed, 10 insertions, 118 deletions
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
index 6c4098b9fb..ac7931209e 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
@@ -34,128 +34,20 @@ void setPositionEye(vec3 v);
vec3 getAdditiveColor();
-//VARYING vec4 vary_CloudUVs;
-//VARYING float vary_CloudDensity;
-
-// Inputs
-uniform vec4 morphFactor;
-uniform vec3 camPosLocal;
-//uniform vec4 camPosWorld;
-
-uniform vec4 lightnorm;
-uniform vec4 sunlight_color;
-uniform vec4 moonlight_color;
-uniform int sun_up_factor;
-uniform vec4 ambient;
-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 sun_moon_glow_factor;
+void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
void calcAtmospherics(vec3 inPositionEye) {
vec3 P = inPositionEye;
setPositionEye(P);
-
- //(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;
-
- //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)) * (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;
-
- //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
- temp2.y = max(0.0, tmpLightnorm.y);
- if (temp2.y > 0.001f)
- {
- temp2.y = 1. / temp2.y;
- }
- temp2.y = max(0.001f, temp2.y);
- sunlight *= exp( - light_atten * temp2.y);
-
- // main atmospheric scattering line integral
- temp2.z = Plen * density_multiplier;
-
- // Transparency (-> temp1)
- // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati
- // compiler gets confused.
- temp1 = exp(-temp1 * temp2.z * distance_multiplier);
-
- //final atmosphere attenuation factor
- setAtmosAttenuation(temp1.rgb);
- //vary_AtmosAttenuation = distance_multiplier / 10000.;
- //vary_AtmosAttenuation = density_multiplier * 100.;
- //vary_AtmosAttenuation = vec4(Plen / 100000., 0., 0., 1.);
-
- //compute haze glow
- //(can use temp2.x as temp because we haven't used it yet)
- temp2.x = dot(Pn, tmpLightnorm.xyz);
- temp2.x = 1. - temp2.x;
- //temp2.x is 0 at the sun and increases away from sun
- temp2.x = max(temp2.x, .03); //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
-
- temp2.x *= sun_moon_glow_factor;
-
- //add "minimum anti-solar illumination"
- temp2.x += .25;
-
- //increase ambient when there are more clouds
- vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5;
-
- vec3 additive =
- vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient)
- + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x
- + tmpAmbient));
- additive = normalize(additive);
-
- //brightness of surface both sunlight and ambient
- setSunlitColor(vec3(sunlight * .5));
- setAmblitColor(vec3(tmpAmbient * .25));
- setAdditiveColor(additive * vec3(1.0 - exp(-temp2.z * distance_multiplier)) * 0.5);
-
- /*
- const float cloudShadowScale = 100.;
- // Get cloud uvs for shadowing
- vec3 cloudPos = inPositionEye + camPosWorld - cloudShadowScale / 2.;
- vary_CloudUVs.xy = cloudPos.xz / cloudShadowScale;
-
- // We can take uv1 and multiply it by (TerrainSpan / CloudSpan)
-// cloudUVs *= (((worldMaxZ - worldMinZ) * 20) /40000.);
- vary_CloudUVs *= (10000./40000.);
-
- // Offset by sun vector * (CloudAltitude / CloudSpan)
- vary_CloudUVs.x += tmpLightnorm.x / tmpLightnorm.y * (3000./40000.);
- vary_CloudUVs.y += tmpLightnorm.z / tmpLightnorm.y * (3000./40000.);
- */
+ vec3 tmpsunlit = vec3(1);
+ vec3 tmpamblit = vec3(1);
+ vec3 tmpaddlit = vec3(1);
+ vec3 tmpattenlit = vec3(1);
+ calcAtmosphericVars(inPositionEye, 1, tmpsunlit, tmpamblit, tmpaddlit, tmpattenlit);
+ setSunlitColor(tmpsunlit);
+ setAmblitColor(tmpamblit);
+ setAdditiveColor(tmpaddlit);
+ setAtmosAttenuation(tmpattenlit);
}