diff options
author | Runitai Linden <davep@lindenlab.com> | 2020-03-20 16:50:37 -0500 |
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committer | Runitai Linden <davep@lindenlab.com> | 2020-03-20 16:50:37 -0500 |
commit | 3e472948db34e8efc905b5b50249f4587ba1507f (patch) | |
tree | 9ec5d453b5beca5f6ce9ee9de719e4be4b8f1a9d /indra/newview/app_settings/shaders/class2/windlight | |
parent | 8c1b9d3e7a194c106ee79067e3136c37ea7e84e1 (diff) |
WIP - Make EEP match production.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/windlight')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl | 128 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class2/windlight/transportF.glsl | 17 |
2 files changed, 122 insertions, 23 deletions
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl index a4bd0d566b..445d7c6352 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl @@ -32,20 +32,124 @@ void setPositionEye(vec3 v); vec3 getAdditiveColor(); -void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); +//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 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; 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 = sunlight_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); + temp2.y = 1. / 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 + + //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; + + //haze color + setAdditiveColor( + 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 + setSunlitColor(vec3(sunlight * .5)); + setAmblitColor(vec3(tmpAmbient * .25)); + setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); + + // vary_SunlitColor = vec3(0); + // vary_AmblitColor = vec3(0); + // vary_AdditiveColor = vec4(Pn, 1.0); + + /* + 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.); - vec3 P = inPositionEye; - setPositionEye(P); - vec3 tmpsunlit = vec3(1); - vec3 tmpamblit = vec3(1); - vec3 tmpaddlit = vec3(1); - vec3 tmpattenlit = vec3(1); - calcAtmosphericVars(inPositionEye, vec3(0), 1, tmpsunlit, tmpamblit, tmpaddlit, tmpattenlit, false); - setSunlitColor(tmpsunlit); - setAmblitColor(tmpamblit); - setAdditiveColor(tmpaddlit); - setAtmosAttenuation(tmpattenlit); + // Offset by sun vector * (CloudAltitude / CloudSpan) + vary_CloudUVs.x += tmpLightnorm.x / tmpLightnorm.y * (3000./40000.); + vary_CloudUVs.y += tmpLightnorm.z / tmpLightnorm.y * (3000./40000.); + */ } diff --git a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl index f69d36f715..b0cf9b0002 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl @@ -34,14 +34,9 @@ uniform int no_atmo; vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten) { - if (no_atmo == 1) - { - return light * 2.0; - } - // fullbright responds minimally to atmos scatter effects - light *= min(15.0 * atten.r, 1.0); - light += (0.1 * additive); - return light * 2.0; + light *= atten.r; + light += additive * 2.0; + return light; } vec3 atmosTransport(vec3 light) @@ -52,7 +47,7 @@ vec3 atmosTransport(vec3 light) vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) { float brightness = dot(light.rgb * 0.5, vec3(0.3333)) + 0.1; - return atmosTransportFrag(light * 0.5, additive * brightness, atten); + return mix(atmosTransport(light.rgb), light.rgb + additive, brightness * brightness); } vec3 fullbrightAtmosTransport(vec3 light) @@ -62,6 +57,6 @@ vec3 fullbrightAtmosTransport(vec3 light) vec3 fullbrightShinyAtmosTransport(vec3 light) { - float brightness = dot(light.rgb * 0.5, vec3(0.33333)) + 0.1; - return atmosTransportFrag(light * 0.5, getAdditiveColor() * (brightness * brightness), getAtmosAttenuation()); + float brightness = dot(light.rgb, vec3(0.33333)); + return mix(atmosTransport(light.rgb), (light.rgb + getAdditiveColor().rgb) * (2.0 - brightness), brightness * brightness); } |