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authorDave Parks <davep@lindenlab.com>2022-10-11 20:20:39 -0500
committerDave Parks <davep@lindenlab.com>2022-10-11 20:20:39 -0500
commitb6e576c7c2a1cb395092cc66b1836157872b131f (patch)
treec9a5ae181ff96637021ed994cab07e9a748984a0 /indra/newview/app_settings/shaders/class2/windlight
parentdafa93304335c3c48042e4b5a014dea2480f253f (diff)
SL-18190 Cleanup -- convert some vec4's to vec3's (as they really are), remove some unused glsl files.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/windlight')
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl46
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl38
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/skyV.glsl36
4 files changed, 67 insertions, 67 deletions
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
index 8937488484..c69eba93b6 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
@@ -23,17 +23,17 @@
* $/LicenseInfo$
*/
-uniform vec4 lightnorm;
-uniform vec4 sunlight_color;
+uniform vec3 lightnorm;
+uniform vec3 sunlight_color;
uniform vec3 sunlight_linear;
-uniform vec4 moonlight_color;
+uniform vec3 moonlight_color;
uniform vec3 moonlight_linear;
uniform int sun_up_factor;
-uniform vec4 ambient_color;
+uniform vec3 ambient_color;
uniform vec3 ambient_linear;
-uniform vec4 blue_horizon;
+uniform vec3 blue_horizon;
uniform vec3 blue_horizon_linear;
-uniform vec4 blue_density;
+uniform vec3 blue_density;
uniform vec3 blue_density_linear;
uniform float haze_horizon;
uniform float haze_density;
@@ -42,7 +42,7 @@ uniform float cloud_shadow;
uniform float density_multiplier;
uniform float distance_multiplier;
uniform float max_y;
-uniform vec4 glow;
+uniform vec3 glow;
uniform float scene_light_strength;
uniform mat3 ssao_effect_mat;
uniform int no_atmo;
@@ -63,17 +63,17 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
vec3 rel_pos_norm = normalize(rel_pos);
float rel_pos_len = length(rel_pos);
- vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
+ vec3 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
// sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
- vec4 light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
+ vec3 light_atten = (blue_density + vec3(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
- vec4 combined_haze = blue_density + vec4(haze_density);
- vec4 blue_weight = blue_density / combined_haze;
- vec4 haze_weight = vec4(haze_density) / combined_haze;
+ vec3 combined_haze = blue_density + vec3(haze_density);
+ vec3 blue_weight = blue_density / combined_haze;
+ vec3 haze_weight = vec3(haze_density) / combined_haze;
//(TERRAIN) compute sunlight from lightnorm y component. Factor is roughly cosecant(sun elevation) (for short rays like terrain)
float above_horizon_factor = 1.0 / max(1e-6, lightnorm.y);
@@ -111,10 +111,10 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
haze_glow *= sun_moon_glow_factor;
- vec4 amb_color = ambient_color;
+ vec3 amb_color = ambient_color;
// increase ambient when there are more clouds
- vec4 tmpAmbient = amb_color + (vec4(1.) - amb_color) * cloud_shadow * 0.5;
+ vec3 tmpAmbient = amb_color + (vec3(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
@@ -127,7 +127,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
*/
if (use_ao)
{
- tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a);
+ tmpAmbient = mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor);
}
// Similar/Shared Algorithms:
@@ -179,17 +179,17 @@ void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, ou
vec3 rel_pos_norm = normalize(rel_pos);
float rel_pos_len = length(rel_pos);
- vec4 sunlight = (sun_up_factor == 1) ? vec4(sunlight_linear, 0.0) : vec4(moonlight_linear, 0.0);
+ vec3 sunlight = (sun_up_factor == 1) ? vec3(sunlight_linear, 0.0) : vec3(moonlight_linear, 0.0);
// sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
- vec4 light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
+ vec3 light_atten = (blue_density + vec3(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
- vec4 combined_haze = blue_density + vec4(haze_density);
- vec4 blue_weight = blue_density / combined_haze;
- vec4 haze_weight = vec4(haze_density) / combined_haze;
+ vec3 combined_haze = blue_density + vec3(haze_density);
+ vec3 blue_weight = blue_density / combined_haze;
+ vec3 haze_weight = vec3(haze_density) / combined_haze;
//(TERRAIN) compute sunlight from lightnorm y component. Factor is roughly cosecant(sun elevation) (for short rays like terrain)
float above_horizon_factor = 1.0 / max(1e-6, lightnorm.y);
@@ -227,11 +227,11 @@ void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, ou
haze_glow *= sun_moon_glow_factor;
- //vec4 amb_color = vec4(ambient_linear, 0.0);
- vec4 amb_color = ambient_color;
+ //vec3 amb_color = vec4(ambient_linear, 0.0);
+ vec3 amb_color = ambient_color;
// increase ambient when there are more clouds
- vec4 tmpAmbient = amb_color + (vec4(1.) - amb_color) * cloud_shadow * 0.5;
+ vec3 tmpAmbient = amb_color + (vec3(1.) - amb_color) * cloud_shadow * 0.5;
// Similar/Shared Algorithms:
// indra\llinventory\llsettingssky.cpp -- LLSettingsSky::calculateLightSettings()
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
index fa928d993e..9c5a4903d0 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
@@ -35,15 +35,15 @@ out vec4 frag_color;
// The fragment shader for the sky
/////////////////////////////////////////////////////////////////////////
-VARYING vec4 vary_CloudColorSun;
-VARYING vec4 vary_CloudColorAmbient;
+VARYING vec3 vary_CloudColorSun;
+VARYING vec3 vary_CloudColorAmbient;
VARYING float vary_CloudDensity;
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 vec3 cloud_pos_density1;
+uniform vec3 cloud_pos_density2;
uniform float cloud_scale;
uniform float cloud_variance;
@@ -70,8 +70,8 @@ void main()
vec2 uv1 = vary_texcoord0.xy;
vec2 uv2 = vary_texcoord1.xy;
- vec4 cloudColorSun = vary_CloudColorSun;
- vec4 cloudColorAmbient = vary_CloudColorAmbient;
+ vec3 cloudColorSun = vary_CloudColorSun;
+ vec3 cloudColorAmbient = vary_CloudColorAmbient;
float cloudDensity = vary_CloudDensity;
vec2 uv3 = vary_texcoord2.xy;
vec2 uv4 = vary_texcoord3.xy;
@@ -120,7 +120,7 @@ void main()
alpha2 = 1. - alpha2 * alpha2;
// Combine
- vec4 color;
+ vec3 color;
color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient);
color.rgb *= 2.;
color.rgb = scaleSoftClip(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
index 97ffa9feef..650009d393 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
@@ -33,8 +33,8 @@ ATTRIBUTE vec2 texcoord0;
///////////////////////////////////////////////////////////////////////////////
// Output parameters
-VARYING vec4 vary_CloudColorSun;
-VARYING vec4 vary_CloudColorAmbient;
+VARYING vec3 vary_CloudColorSun;
+VARYING vec3 vary_CloudColorAmbient;
VARYING float vary_CloudDensity;
VARYING vec2 vary_texcoord0;
@@ -46,13 +46,13 @@ VARYING float altitude_blend_factor;
// Inputs
uniform vec3 camPosLocal;
-uniform vec4 lightnorm;
-uniform vec4 sunlight_color;
-uniform vec4 moonlight_color;
+uniform vec3 lightnorm;
+uniform vec3 sunlight_color;
+uniform vec3 moonlight_color;
uniform int sun_up_factor;
-uniform vec4 ambient_color;
-uniform vec4 blue_horizon;
-uniform vec4 blue_density;
+uniform vec3 ambient_color;
+uniform vec3 blue_horizon;
+uniform vec3 blue_density;
uniform float haze_horizon;
uniform float haze_density;
@@ -60,10 +60,10 @@ uniform float cloud_shadow;
uniform float density_multiplier;
uniform float max_y;
-uniform vec4 glow;
+uniform vec3 glow;
uniform float sun_moon_glow_factor;
-uniform vec4 cloud_color;
+uniform vec3 cloud_color;
uniform float cloud_scale;
@@ -114,17 +114,17 @@ void main()
float rel_pos_len = length(rel_pos);
// Initialize temp variables
- vec4 sunlight = sunlight_color;
- vec4 light_atten;
+ vec3 sunlight = sunlight_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 + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
+ light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y);
// Calculate relative weights
- vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density));
- vec4 blue_weight = blue_density / combined_haze;
- vec4 haze_weight = haze_density / combined_haze;
+ vec3 combined_haze = abs(blue_density) + vec3(abs(haze_density));
+ vec3 blue_weight = blue_density / combined_haze;
+ vec3 haze_weight = haze_density / combined_haze;
// Compute sunlight from rel_pos & lightnorm (for long rays like sky)
float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y);
@@ -155,14 +155,14 @@ void main()
haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25);
// Increase ambient when there are more clouds
- vec4 tmpAmbient = ambient_color;
+ vec3 tmpAmbient = ambient_color;
tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;
// Dim sunlight by cloud shadow percentage
sunlight *= (1. - cloud_shadow);
// Haze color below cloud
- vec4 additiveColorBelowCloud =
+ vec3 additiveColorBelowCloud =
(blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient));
// CLOUDS
@@ -178,7 +178,7 @@ void main()
combined_haze = sqrt(combined_haze); // less atmos opacity (more transparency) below clouds
vary_CloudColorSun *= combined_haze;
vary_CloudColorAmbient *= combined_haze;
- vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze);
+ vec3 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze);
// Make a nice cloud density based on the cloud_shadow value that was passed in.
vary_CloudDensity = 2. * (cloud_shadow - 0.25);
diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
index 3edc94f4ca..8f7726bb0b 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
@@ -32,18 +32,18 @@ ATTRIBUTE vec3 position;
///////////////////////////////////////////////////////////////////////////////
// Output parameters
-VARYING vec4 vary_HazeColor;
+VARYING vec3 vary_HazeColor;
// Inputs
uniform vec3 camPosLocal;
-uniform vec4 lightnorm;
-uniform vec4 sunlight_color;
-uniform vec4 moonlight_color;
+uniform vec3 lightnorm;
+uniform vec3 sunlight_color;
+uniform vec3 moonlight_color;
uniform int sun_up_factor;
-uniform vec4 ambient_color;
-uniform vec4 blue_horizon;
-uniform vec4 blue_density;
+uniform vec3 ambient_color;
+uniform vec3 blue_horizon;
+uniform vec3 blue_density;
uniform float haze_horizon;
uniform float haze_density;
@@ -52,7 +52,7 @@ uniform float density_multiplier;
uniform float distance_multiplier;
uniform float max_y;
-uniform vec4 glow;
+uniform vec3 glow;
uniform float sun_moon_glow_factor;
void main()
@@ -81,17 +81,17 @@ void main()
float rel_pos_len = length(rel_pos);
// Initialize temp variables
- vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
- vec4 light_atten;
+ 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 + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
+ light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y);
// Calculate relative weights
- vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density));
- vec4 blue_weight = blue_density / combined_haze;
- vec4 haze_weight = haze_density / combined_haze;
+ vec3 combined_haze = abs(blue_density) + vec3(abs(haze_density));
+ vec3 blue_weight = blue_density / combined_haze;
+ vec3 haze_weight = haze_density / combined_haze;
// Compute sunlight from rel_pos & lightnorm (for long rays like sky)
float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y);
@@ -119,21 +119,21 @@ void main()
// 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);
- vec4 color =
+ 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
- vec4 tmpAmbient = ambient_color;
- tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5;
+ vec3 tmpAmbient = ambient_color;
+ tmpAmbient += 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
- vec4 additiveColorBelowCloud =
+ vec3 additiveColorBelowCloud =
(blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient));
// Attenuate cloud color by atmosphere