diff options
author | Dave Parks <davep@lindenlab.com> | 2022-09-28 16:49:11 -0500 |
---|---|---|
committer | Dave Parks <davep@lindenlab.com> | 2022-09-28 16:49:11 -0500 |
commit | f887f65830c05d15517cbd8f15ca0e59210dfbee (patch) | |
tree | ea68a0c48699a965e3f28b781c38d497bac4e0a3 /indra/newview/app_settings/shaders/class2/windlight | |
parent | a63fcfc9d584075bb263ccf10857852b3327be43 (diff) |
SL-18190 WIP - Linear space atmospherics take 2
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/windlight')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl | 2 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl | 96 |
2 files changed, 94 insertions, 4 deletions
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl index e578f618da..20b1e3513e 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl @@ -52,7 +52,7 @@ vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten) light *= atten.r; light += additive; - return light; + return light*2.0; } vec3 atmosLighting(vec3 light) diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl index e7e1938a11..516550be1c 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl @@ -22,15 +22,24 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ + +vec3 srgb_to_linear(vec3 col); + uniform vec4 lightnorm; uniform vec4 sunlight_color; +vec3 sunlight_linear = srgb_to_linear(sunlight_color.rgb); uniform vec4 moonlight_color; +vec3 moonlight_linear = srgb_to_linear(moonlight_color.rgb); uniform int sun_up_factor; uniform vec4 ambient_color; +vec3 ambient_linear = srgb_to_linear(ambient_color.rgb); uniform vec4 blue_horizon; +vec3 blue_horizon_linear = srgb_to_linear(blue_horizon.rgb); uniform vec4 blue_density; +vec3 blue_density_linear = srgb_to_linear(blue_density.rgb); uniform float haze_horizon; uniform float haze_density; +vec3 haze_density_linear = srgb_to_linear(vec3(haze_density)); uniform float cloud_shadow; uniform float density_multiplier; uniform float distance_multiplier; @@ -41,8 +50,6 @@ uniform mat3 ssao_effect_mat; uniform int no_atmo; uniform float sun_moon_glow_factor; -vec3 srgb_to_linear(vec3 col); - float getAmbientClamp() { return 1.0f; } // return colors in sRGB space @@ -136,13 +143,96 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou additive *= vec3(1.0 - combined_haze); } + + + // return colors in linear space void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao) { - calcAtmosphericVars(inPositionEye, light_dir, ambFactor, sunlit, amblit, additive, atten, use_ao); +#if 0 + calcAtmosphericVars(inPositionEye, light_dir, 1.0, sunlit, amblit, additive, atten, false); sunlit = srgb_to_linear(sunlit)*2.25; amblit = srgb_to_linear(amblit)*0.15; additive = srgb_to_linear(additive); atten = srgb_to_linear(atten); +#else + vec3 rel_pos = inPositionEye; + + //(TERRAIN) limit altitude + if (abs(rel_pos.y) > max_y) rel_pos *= (max_y / rel_pos.y); + + vec3 rel_pos_norm = normalize(rel_pos); + float rel_pos_len = length(rel_pos); + vec3 sunlight = (sun_up_factor == 1) ? sunlight_linear : moonlight_linear; + + // sunlight attenuation effect (hue and brightness) due to atmosphere + // this is used later for sunlight modulation at various altitudes + vec3 light_atten = (blue_density_linear + (haze_density_linear * 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 + + + vec3 combined_haze_linear = blue_density_linear + haze_density_linear; + vec3 combined_haze = blue_density.rgb + vec3(haze_density); + vec3 blue_weight = blue_density_linear / combined_haze_linear; + vec3 haze_weight = haze_density_linear / combined_haze_linear; + + //(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); + sunlight *= exp(-light_atten * above_horizon_factor); // for sun [horizon..overhead] this maps to an exp curve [0..1] + + // main atmospheric scattering line integral + float density_dist = rel_pos_len * density_multiplier; + + // Transparency (-> combined_haze) + // ATI Bugfix -- can't store combined_haze*density_dist*distance_multiplier in a variable because the ati + // compiler gets confused. + combined_haze = exp(-combined_haze * density_dist * distance_multiplier); + combined_haze_linear = exp(-combined_haze_linear * density_dist * distance_multiplier); + // final atmosphere attenuation factor + atten = combined_haze.rgb; + + // compute haze glow + float haze_glow = dot(rel_pos_norm, lightnorm.xyz); + + // dampen sun additive contrib when not facing it... + // SL-13539: This "if" clause causes an "additive" white artifact at roughly 77 degreees. + // if (length(light_dir) > 0.01) + haze_glow *= max(0.0f, dot(light_dir, rel_pos_norm)); + + haze_glow = 1. - haze_glow; + // haze_glow is 0 at the sun and increases away from sun + haze_glow = max(haze_glow, .001); // set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) + haze_glow *= glow.x; + // higher glow.x gives dimmer glow (because next step is 1 / "angle") + haze_glow = pow(haze_glow, glow.z); + // glow.z should be negative, so we're doing a sort of (1 / "angle") function + + // add "minimum anti-solar illumination" + haze_glow += .25; + + haze_glow *= sun_moon_glow_factor; + + vec3 amb_color = ambient_linear; + + // increase ambient when there are more clouds + vec3 tmpAmbient = amb_color + (vec3(1.) - amb_color) * cloud_shadow * 0.5; + + // Similar/Shared Algorithms: + // indra\llinventory\llsettingssky.cpp -- LLSettingsSky::calculateLightSettings() + // indra\newview\app_settings\shaders\class1\windlight\atmosphericsFuncs.glsl -- calcAtmosphericVars() + // haze color + vec3 cs = sunlight.rgb * (1. - cloud_shadow); + additive = (blue_horizon_linear.rgb * blue_weight.rgb) * (cs + tmpAmbient.rgb) + (haze_horizon * haze_weight.rgb) * (cs * haze_glow + tmpAmbient.rgb); + + // brightness of surface both sunlight and ambient + sunlit = sunlight.rgb; + amblit = tmpAmbient.rgb; + additive *= vec3(1.0 - combined_haze_linear); + + sunlit *= 0.8; + amblit *= 0.05; + additive *= 0.25; +#endif } |