diff options
| author | Graham Linden <graham@lindenlab.com> | 2019-07-24 16:07:53 -0700 | 
|---|---|---|
| committer | Graham Linden <graham@lindenlab.com> | 2019-07-24 16:07:53 -0700 | 
| commit | eb9a977a36742fb052b4d92c911c37816967cd6e (patch) | |
| tree | af54c59c204350bc3f44fd2dbfd10a47db970cd1 /indra/newview/app_settings/shaders/class2/windlight | |
| parent | 53b71f0dc3d8a947225c2ca2ecf22b30fb7667d2 (diff) | |
SL-11550
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/windlight')
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/windlight/skyV.glsl | 50 | 
1 files changed, 24 insertions, 26 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl index d81a8feb96..0d141342ce 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl @@ -54,17 +54,19 @@ uniform float max_y;  uniform vec4 glow;  uniform float sun_moon_glow_factor; +  uniform vec4 cloud_color;  void main()  {  	// World / view / projection -	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); +    vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); +	gl_Position = pos; +	  	// Get relative position  	vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); -	//vec3 P = position.xyz + vec3(0,50,0);  	// Set altitude  	if (P.y > 0.) @@ -78,7 +80,8 @@ void main()  	// Can normalize then  	vec3 Pn = normalize(P); -	float  Plen = length(P); + +	float Plen = length(P);  	// Initialize temp variables  	vec4 temp1 = vec4(0.); @@ -89,29 +92,28 @@ void main()  	vec4 light_atten;      float dens_mul = density_multiplier; -    float dist_mul = max(0.05, distance_multiplier);  	// 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)) * (dens_mul * max_y);  	// Calculate relative weights -	temp1 = blue_density + haze_density; +	temp1 = abs(blue_density) + vec4(abs(haze_density));  	blue_weight = blue_density / temp1;  	haze_weight = haze_density / temp1;  	// Compute sunlight from P & lightnorm (for long rays like sky) -	temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y ); -	temp2.y = 1. / temp2.y; -	sunlight *= exp( - light_atten * temp2.y); +    temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y ); +    temp2.y = 1. / temp2.y; +    sunlight *= exp( - light_atten * temp2.y);  	// Distance  	temp2.z = Plen * dens_mul;  	// Transparency (-> temp1) -	// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati -	// compiler gets confused. -	temp1 = exp(-temp1 * temp2.z); +    // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati +    // compiler gets confused. +    temp1 = exp(-temp1 * temp2.z);  	// Compute haze glow  	temp2.x = dot(Pn, lightnorm.xyz); @@ -124,40 +126,36 @@ void main()  	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; +    vec4 color = (    blue_horizon * blue_weight * (sunlight + ambient_color) +                + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color) +             ); -	// Haze color above cloud -	vary_HazeColor = (	  blue_horizon * blue_weight * (sunlight + ambient_color) -				+ (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color) -			 );	 +    // Final atmosphere additive +    color *= (1. - temp1);  	// Increase ambient when there are more clouds  	vec4 tmpAmbient = ambient_color; -	tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;  +	tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5;   	// Dim sunlight by cloud shadow percentage -	sunlight *= (1. - cloud_shadow); +	sunlight *= max(0.0, (1. - cloud_shadow));  	// Haze color below cloud  	vec4 additiveColorBelowCloud = (	  blue_horizon * blue_weight * (sunlight + tmpAmbient)  				+ (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)  			 );	 -	// Final atmosphere additive -	vary_HazeColor *= (1. - temp1); -	  	// Attenuate cloud color by atmosphere  	temp1 = sqrt(temp1);	//less atmos opacity (more transparency) below clouds  	// At horizon, blend high altitude sky color towards the darker color below the clouds -	vary_HazeColor += (additiveColorBelowCloud - vary_HazeColor) * (1. - sqrt(temp1)); -	 -	// won't compile on mac without this being set -	//vary_AtmosAttenuation = vec3(0.0,0.0,0.0); +	color += (additiveColorBelowCloud - color) * (1. - sqrt(temp1)); + +    // Haze color above cloud +	vary_HazeColor = color;	  } | 
