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authorGraham Linden <graham@lindenlab.com>2019-01-24 14:54:11 -0800
committerGraham Linden <graham@lindenlab.com>2019-01-24 14:54:11 -0800
commit966dc7fc8fb1fade861e8070e9c5fbbfe4d0cb45 (patch)
treea1cbc6e22bf8e443a32aab1cd78e0fc6049e3674 /indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
parenta6f92d8190e8771d6a3372eb456dbb97c7ca0c8d (diff)
SL-10276
SL-9851 Fix cloud shaders to ignore clouds when cloud_scale is 0. Fix creation of heavenly body geo to avoid degenerate vector math and not randomly flip orientation when crossing zenith. Add sun_up_factor to eliminate sun glow around moon when sun is down.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl73
1 files changed, 39 insertions, 34 deletions
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
index e3fa431ddf..93024bf4e7 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
@@ -66,60 +66,65 @@ vec4 cloudNoise(vec2 uv)
void main()
{
- // Set variables
- vec2 uv1 = vary_texcoord0.xy;
- vec2 uv2 = vary_texcoord1.xy;
+ // Set variables
+ vec2 uv1 = vary_texcoord0.xy;
+ vec2 uv2 = vary_texcoord1.xy;
- vec4 cloudColorSun = vary_CloudColorSun;
- vec4 cloudColorAmbient = vary_CloudColorAmbient;
- float cloudDensity = vary_CloudDensity;
- vec2 uv3 = vary_texcoord2.xy;
- vec2 uv4 = vary_texcoord3.xy;
+ vec4 cloudColorSun = vary_CloudColorSun;
+ vec4 cloudColorAmbient = vary_CloudColorAmbient;
+ float cloudDensity = vary_CloudDensity;
+ vec2 uv3 = vary_texcoord2.xy;
+ vec2 uv4 = vary_texcoord3.xy;
+
+ if (cloud_scale < 0.001)
+ {
+ discard;
+ }
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 * 0.02); //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
+ // Offset texture coords
+ uv1 += cloud_pos_density1.xy + (disturbance * 0.02); //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));
cloudDensity *= 1.0 - (density_variance * density_variance);
- // Compute alpha1, the main cloud opacity
+ // 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.);
+ 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;
+ // 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.);
+ // 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;
+ // And smooth
+ alpha2 = 1. - alpha2;
+ alpha2 = 1. - alpha2 * alpha2;
- // Combine
- vec4 color;
- color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient);
- color *= 2.;
+ // Combine
+ vec4 color;
+ color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient);
+ color *= 2.;
- /// Gamma correct for WL (soft clip effect).
- frag_data[0] = vec4(scaleSoftClip(color.rgb), alpha1);
- frag_data[1] = vec4(0.0,0.0,0.0,0.0);
- frag_data[2] = vec4(0,0,1,0);
+ /// Gamma correct for WL (soft clip effect).
+ frag_data[0] = vec4(scaleSoftClip(color.rgb), alpha1);
+ frag_data[1] = vec4(0.0,0.0,0.0,0.0);
+ frag_data[2] = vec4(0,0,1,0);
}