diff options
| author | Rider Linden <rider@lindenlab.com> | 2018-11-20 11:00:18 -0800 |
|---|---|---|
| committer | Rider Linden <rider@lindenlab.com> | 2018-11-20 11:00:18 -0800 |
| commit | 6c8eebf76209489010694a4e0af8d911e9606498 (patch) | |
| tree | de1b57f8f97d184cc64a837c22cc7b355949af16 /indra/newview/app_settings/shaders/class2 | |
| parent | 29130c5483146d4d27272ef12e986520778ca2c8 (diff) | |
| parent | db424c0de3e3803155f0c18376466e8e57beba58 (diff) | |
Merge
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
6 files changed, 104 insertions, 101 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 308a85d2d9..541122fb18 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -153,10 +153,9 @@ void main() ambient *= ambient; ambient = (1.0-ambient); - col.rgb = ambient * ((col * 0.5) + amblit); - - col += sunlit * max(min(da, scol), 0.0); - + col.rgb = amblit; + col.rgb *= ambient; + col += sunlit * min(da, scol); col *= diffuse.rgb; vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl index 9653e0809e..2a629f4f42 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl @@ -51,9 +51,9 @@ vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten) { return light; } - light *= atten.r; - light += additive * 2.0; - return light; + light *= atten.r; + light += additive; + return light * 2.0; } vec3 atmosLighting(vec3 light) @@ -63,84 +63,84 @@ vec3 atmosLighting(vec3 light) void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten) { - vec3 P = inPositionEye; - - 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 - atten = temp1.rgb; - - //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; - - /* 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 - * // The following line of code performs the equivalent of: - * float ambAlpha = tmpAmbient.a; - * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis - * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue); - * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha); - */ - tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); - - //haze color + vec3 P = inPositionEye; + + 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 + atten = temp1.rgb; + + //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; + + /* 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 + * // The following line of code performs the equivalent of: + * float ambAlpha = tmpAmbient.a; + * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis + * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue); + * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha); + */ + tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); + + //haze color additive = - vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) - + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x - + tmpAmbient)); + 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 - sunlit = vec3(sunlight * .5); - amblit = vec3(tmpAmbient * .25); + //brightness of surface both sunlight and ambient + sunlit = vec3(sunlight * .5); + amblit = vec3(tmpAmbient * .25); additive = normalize(additive); - additive *= vec3(1.0 - exp(-temp2.z * distance_multiplier)) * 0.5; + additive *= vec3(1.0 - exp(-temp2.z * distance_multiplier)) * 0.5; } diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl index 63c683c99e..86743dc306 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl @@ -26,19 +26,21 @@ // Output variables uniform float scene_light_strength; +uniform int no_atmo; vec3 atmosFragAmbient(vec3 light, vec3 amblit) { - return amblit + light / 2.0; + if (no_atmo == 1) return light; + return amblit + light / 2.0; } vec3 atmosFragAffectDirectionalLight(float lightIntensity, vec3 sunlit) { - return sunlit * lightIntensity; + return sunlit * lightIntensity; } vec3 scaleDownLightFrag(vec3 light) { - return (light / scene_light_strength ); + return (light / scene_light_strength ); } diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl index 62a034ce05..95b4a76880 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl @@ -33,29 +33,31 @@ vec3 getAtmosAttenuation(); vec3 getPositionEye(); uniform float scene_light_strength; +uniform int no_atmo; vec3 atmosAmbient(vec3 light) { - return getAmblitColor() + light / 2.0; + if (no_atmo == 1) return light + vec3(0.66); + return getAmblitColor() + light / 2.0; } vec3 atmosAffectDirectionalLight(float lightIntensity) { - return getSunlitColor() * lightIntensity; + return getSunlitColor() * lightIntensity; } vec3 atmosGetDiffuseSunlightColor() { - return getSunlitColor(); + return getSunlitColor(); } vec3 scaleDownLight(vec3 light) { - return (light / scene_light_strength ); + return (light / scene_light_strength ); } vec3 scaleUpLight(vec3 light) { - return (light * scene_light_strength); + return (light * scene_light_strength); } diff --git a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl index 6401845af2..ac7c57747e 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl @@ -48,11 +48,11 @@ vec3 scaleSoftClip(vec3 light) } vec3 fullbrightScaleSoftClipFrag(vec3 light) { - return mix(scaleSoftClip(light.rgb), light.rgb, getAtmosAttenuation()); + return scaleSoftClipFrag(light.rgb); } vec3 fullbrightScaleSoftClip(vec3 light) { - return fullbrightScaleSoftClipFrag(light); + return scaleSoftClipFrag(light); } diff --git a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl index 359fea3073..df731662e8 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl @@ -36,11 +36,11 @@ vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten) { if (no_atmo == 1) { - return light; + return light; } light *= atten.r; - light += additive * 2.0; - return light; + light += additive * 2.0; + return light; } vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) @@ -49,17 +49,17 @@ vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) { return light; } - float brightness = dot(light.rgb, vec3(0.33333)); - return mix(atmosTransportFrag(light.rgb, additive, atten), light.rgb + additive.rgb, brightness * brightness); + float brightness = dot(light.rgb, vec3(0.33333)); + return mix(atmosTransportFrag(light.rgb, additive, atten), light.rgb + additive.rgb, brightness * brightness); } -vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 atten, vec3 additive) { +vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) { if (no_atmo == 1) { return light; } - float brightness = dot(light.rgb, vec3(0.33333)); - return mix(atmosTransportFrag(light.rgb, additive, atten), (light.rgb + additive.rgb) * (2.0 - brightness), brightness * brightness); + float brightness = dot(light.rgb, vec3(0.33333)); + return mix(atmosTransportFrag(light.rgb, additive, atten), (light.rgb + additive.rgb) * (2.0 - brightness), brightness * brightness); } vec3 atmosTransport(vec3 light) |
