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authorDave Houlton <euclid@lindenlab.com>2020-08-28 10:54:23 -0600
committerDave Houlton <euclid@lindenlab.com>2020-08-28 10:54:23 -0600
commit16be7c27c6b092a658ebe054994ccaa88c08b412 (patch)
treededa02c29b0c8ae9c73bd882a9a332fc14ab774b /indra/newview/app_settings/shaders/class2
parent0f80162dcf0f669630e8e338e358910b95cac196 (diff)
SL-13768 clang-format shader files (whitespace)
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl216
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/skyV.glsl145
2 files changed, 176 insertions, 185 deletions
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
index e4c36ee657..75e074cbf8 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file class2\wl\cloudsV.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2005, Linden Research, Inc.
- *
+ *
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
- *
+ *
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
- *
+ *
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
+ *
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
@@ -33,26 +33,26 @@ ATTRIBUTE vec2 texcoord0;
///////////////////////////////////////////////////////////////////////////////
// Output parameters
-VARYING vec4 vary_CloudColorSun;
-VARYING vec4 vary_CloudColorAmbient;
+VARYING vec4 vary_CloudColorSun;
+VARYING vec4 vary_CloudColorAmbient;
VARYING float vary_CloudDensity;
-VARYING vec2 vary_texcoord0;
-VARYING vec2 vary_texcoord1;
-VARYING vec2 vary_texcoord2;
-VARYING vec2 vary_texcoord3;
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+VARYING vec2 vary_texcoord2;
+VARYING vec2 vary_texcoord3;
VARYING float altitude_blend_factor;
// Inputs
uniform vec3 camPosLocal;
-uniform vec4 lightnorm;
-uniform vec4 sunlight_color;
-uniform vec4 moonlight_color;
-uniform int sun_up_factor;
-uniform vec4 ambient_color;
-uniform vec4 blue_horizon;
-uniform vec4 blue_density;
+uniform vec4 lightnorm;
+uniform vec4 sunlight_color;
+uniform vec4 moonlight_color;
+uniform int sun_up_factor;
+uniform vec4 ambient_color;
+uniform vec4 blue_horizon;
+uniform vec4 blue_density;
uniform float haze_horizon;
uniform float haze_density;
@@ -60,7 +60,7 @@ uniform float cloud_shadow;
uniform float density_multiplier;
uniform float max_y;
-uniform vec4 glow;
+uniform vec4 glow;
uniform float sun_moon_glow_factor;
uniform vec4 cloud_color;
@@ -75,122 +75,118 @@ uniform float cloud_scale;
// indra\newview\llsettingsvo.cpp
void main()
{
- // World / view / projection
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ // World / view / projection
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- // Texture coords
+ // Texture coords
// SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll
- vary_texcoord0 = vec2( -texcoord0.x, texcoord0.y ); // See: LLSettingsVOSky::applySpecial
+ vary_texcoord0 = vec2(-texcoord0.x, texcoord0.y); // See: LLSettingsVOSky::applySpecial
- vary_texcoord0.xy -= 0.5;
- vary_texcoord0.xy /= cloud_scale;
- vary_texcoord0.xy += 0.5;
+ vary_texcoord0.xy -= 0.5;
+ vary_texcoord0.xy /= cloud_scale;
+ vary_texcoord0.xy += 0.5;
- vary_texcoord1 = vary_texcoord0;
- vary_texcoord1.x += lightnorm.x * 0.0125;
- vary_texcoord1.y += lightnorm.z * 0.0125;
+ vary_texcoord1 = vary_texcoord0;
+ vary_texcoord1.x += lightnorm.x * 0.0125;
+ vary_texcoord1.y += lightnorm.z * 0.0125;
- vary_texcoord2 = vary_texcoord0 * 16.;
- vary_texcoord3 = vary_texcoord1 * 16.;
+ vary_texcoord2 = vary_texcoord0 * 16.;
+ vary_texcoord3 = vary_texcoord1 * 16.;
- // Get relative position
- vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0,50,0);
+ // Get relative position
+ vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0);
// fade clouds beyond a certain point so the bottom of the sky dome doesn't look silly at high altitude
altitude_blend_factor = clamp((rel_pos.y + 512.0) / max_y, 0.0, 1.0);
- // Set altitude
- if (rel_pos.y > 0.)
- {
- rel_pos *= (max_y / rel_pos.y);
- }
- else
- {
- rel_pos *= (-32000. / rel_pos.y);
- }
-
- // Can normalize then
- vec3 rel_pos_norm = normalize(rel_pos);
- float rel_pos_len = length(rel_pos);
-
- // Initialize temp variables
- 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);
-
- // 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;
-
- // 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);
- sunlight *= exp( - light_atten * off_axis);
-
- // Distance
- float density_dist = rel_pos_len * density_multiplier;
-
- // Transparency (-> combined_haze)
- // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati
- // compiler gets confused.
- combined_haze = exp(-combined_haze * density_dist);
-
-
- // Compute haze glow
+ // Set altitude
+ if (rel_pos.y > 0.)
+ {
+ rel_pos *= (max_y / rel_pos.y);
+ }
+ else
+ {
+ rel_pos *= (-32000. / rel_pos.y);
+ }
+
+ // Can normalize then
+ vec3 rel_pos_norm = normalize(rel_pos);
+ float rel_pos_len = length(rel_pos);
+
+ // Initialize temp variables
+ 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);
+
+ // 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;
+
+ // 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);
+ sunlight *= exp(-light_atten * off_axis);
+
+ // Distance
+ float density_dist = rel_pos_len * density_multiplier;
+
+ // Transparency (-> combined_haze)
+ // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati
+ // compiler gets confused.
+ combined_haze = exp(-combined_haze * density_dist);
+
+ // Compute haze glow
float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz);
// 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
+ 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
haze_glow *= sun_moon_glow_factor;
- // Add "minimum anti-solar illumination"
+ // Add "minimum anti-solar illumination"
// 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);
- // Increase ambient when there are more clouds
- vec4 tmpAmbient = ambient_color;
- tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;
+ // Increase ambient when there are more clouds
+ vec4 tmpAmbient = ambient_color;
+ tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;
- // Dim sunlight by cloud shadow percentage
- sunlight *= (1. - cloud_shadow);
+ // Dim sunlight by cloud shadow percentage
+ sunlight *= (1. - cloud_shadow);
- // Haze color below cloud
- vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
- + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient)
- );
+ // Haze color below cloud
+ vec4 additiveColorBelowCloud =
+ (blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient));
- // CLOUDS
- off_axis = 1.0 / max(1e-6, lightnorm.y * 2.);
- sunlight *= exp( - light_atten * off_axis);
+ // CLOUDS
+ off_axis = 1.0 / max(1e-6, lightnorm.y * 2.);
+ sunlight *= exp(-light_atten * off_axis);
- // Cloud color out
- vary_CloudColorSun = (sunlight * haze_glow) * cloud_color;
- vary_CloudColorAmbient = tmpAmbient * cloud_color;
-
- // Attenuate cloud color by atmosphere
- 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);
+ // Cloud color out
+ vary_CloudColorSun = (sunlight * haze_glow) * cloud_color;
+ vary_CloudColorAmbient = tmpAmbient * cloud_color;
- // Make a nice cloud density based on the cloud_shadow value that was passed in.
- vary_CloudDensity = 2. * (cloud_shadow - 0.25);
+ // Attenuate cloud color by atmosphere
+ 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);
+ // Make a nice cloud density based on the cloud_shadow value that was passed in.
+ vary_CloudDensity = 2. * (cloud_shadow - 0.25);
- // Combine these to minimize register use
- vary_CloudColorAmbient += oHazeColorBelowCloud;
+ // Combine these to minimize register use
+ vary_CloudColorAmbient += oHazeColorBelowCloud;
- // needs this to compile on mac
- //vary_AtmosAttenuation = vec3(0.0,0.0,0.0);
+ // needs this to compile on mac
+ // vary_AtmosAttenuation = vec3(0.0,0.0,0.0);
- // END CLOUDS
+ // END CLOUDS
}
-
diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
index 1ee9c33c1a..6528066a4e 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
@@ -1,28 +1,28 @@
-/**
+/**
* @file class2\wl\skyV.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2005, Linden Research, Inc.
- *
+ *
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
- *
+ *
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
- *
+ *
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
+ *
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
@@ -37,13 +37,13 @@ VARYING vec4 vary_HazeColor;
// Inputs
uniform vec3 camPosLocal;
-uniform vec4 lightnorm;
-uniform vec4 sunlight_color;
-uniform vec4 moonlight_color;
-uniform int sun_up_factor;
-uniform vec4 ambient_color;
-uniform vec4 blue_horizon;
-uniform vec4 blue_density;
+uniform vec4 lightnorm;
+uniform vec4 sunlight_color;
+uniform vec4 moonlight_color;
+uniform int sun_up_factor;
+uniform vec4 ambient_color;
+uniform vec4 blue_horizon;
+uniform vec4 blue_density;
uniform float haze_horizon;
uniform float haze_density;
@@ -52,103 +52,98 @@ uniform float density_multiplier;
uniform float distance_multiplier;
uniform float max_y;
-uniform vec4 glow;
+uniform vec4 glow;
uniform float sun_moon_glow_factor;
uniform vec4 cloud_color;
void main()
{
-
- // World / view / projection
+ // World / view / projection
vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
- gl_Position = pos;
-
- // Get relative position
- vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0,50,0);
+ gl_Position = pos;
+
+ // Get relative position
+ vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0);
- // Set altitude
- if (rel_pos.y > 0.)
- {
- rel_pos *= (max_y / rel_pos.y);
- }
- else
- {
- rel_pos *= (-32000. / rel_pos.y);
- }
+ // Set altitude
+ if (rel_pos.y > 0.)
+ {
+ rel_pos *= (max_y / rel_pos.y);
+ }
+ else
+ {
+ rel_pos *= (-32000. / rel_pos.y);
+ }
- // Can normalize then
- vec3 rel_pos_norm = normalize(rel_pos);
+ // Can normalize then
+ vec3 rel_pos_norm = normalize(rel_pos);
- float rel_pos_len = length(rel_pos);
+ float rel_pos_len = length(rel_pos);
- // Initialize temp variables
- vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
- vec4 light_atten;
+ // Initialize temp variables
+ vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_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);
+ // 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);
- // 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;
+ // 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;
- // 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);
- sunlight *= exp( - light_atten * off_axis);
+ // 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);
+ sunlight *= exp(-light_atten * off_axis);
- // Distance
- float density_dist = rel_pos_len * density_multiplier;
+ // Distance
+ float density_dist = rel_pos_len * density_multiplier;
- // Transparency (-> combined_haze)
+ // Transparency (-> combined_haze)
// ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati
// compiler gets confused.
combined_haze = exp(-combined_haze * density_dist);
- // Compute haze glow
+ // Compute haze glow
float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz);
// 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 = 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"
// 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 = ( blue_horizon * blue_weight * (sunlight + ambient_color)
- + (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient_color)
- );
-
+ vec4 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;
+ // Increase ambient when there are more clouds
+ vec4 tmpAmbient = ambient_color;
+ tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5;
- // Dim sunlight by cloud shadow percentage
- sunlight *= max(0.0, (1. - cloud_shadow));
+ // Dim sunlight by cloud shadow percentage
+ sunlight *= max(0.0, (1. - cloud_shadow));
- // Haze color below cloud
- vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
- + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient)
- );
+ // Haze color below cloud
+ vec4 additiveColorBelowCloud =
+ (blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient));
- // Attenuate cloud color by atmosphere
- combined_haze = sqrt(combined_haze); //less atmos opacity (more transparency) below clouds
+ // Attenuate cloud color by atmosphere
+ combined_haze = sqrt(combined_haze); // less atmos opacity (more transparency) below clouds
- // At horizon, blend high altitude sky color towards the darker color below the clouds
- color += (additiveColorBelowCloud - color) * (1. - sqrt(combined_haze));
+ // At horizon, blend high altitude sky color towards the darker color below the clouds
+ color += (additiveColorBelowCloud - color) * (1. - sqrt(combined_haze));
// Haze color above cloud
vary_HazeColor = color;
}
-