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authorAndrey Lihatskiy <alihatskiy@productengine.com>2020-09-28 22:39:06 +0300
committerAndrey Lihatskiy <alihatskiy@productengine.com>2020-09-28 22:39:06 +0300
commit83822fd1992140b85966ca613b026c4bc6c38005 (patch)
tree8dadfcd76a9c27193e8009d1d361e91e41cf7e71 /indra/newview/app_settings/shaders/class2
parent652e8459001e052edd6eeef0b919d4d68c8daa58 (diff)
parentbac6652cdcd2d8333df04c3ebd3a6a7b752328b3 (diff)
Merge branch 'master' into DRTVWR-516-maint
# Conflicts: # indra/newview/llvocache.cpp
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/skyF.glsl149
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl193
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl277
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/skyV.glsl184
4 files changed, 361 insertions, 442 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl
index 1dce85a83b..1485c515a4 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file class2/deferred/skyF.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
* $/LicenseInfo$
*/
@@ -32,13 +32,13 @@ uniform mat4 modelview_projection_matrix;
// 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;
@@ -47,7 +47,7 @@ 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;
@@ -73,16 +73,16 @@ uniform float ice_level;
vec3 rainbow(float d)
{
- d = clamp(d, -1.0, 0.0);
- float rad = (droplet_radius - 5.0f) / 1024.0f;
- return pow(texture2D(rainbow_map, vec2(rad, d)).rgb, vec3(1.8)) * moisture_level;
+ d = clamp(d, -1.0, 0.0);
+ float rad = (droplet_radius - 5.0f) / 1024.0f;
+ return pow(texture2D(rainbow_map, vec2(rad, d)).rgb, vec3(1.8)) * moisture_level;
}
vec3 halo22(float d)
{
- d = clamp(d, 0.1, 1.0);
- float v = sqrt(clamp(1 - (d * d), 0, 1));
- return texture2D(halo_map, vec2(0, v)).rgb * ice_level;
+ d = clamp(d, 0.1, 1.0);
+ float v = sqrt(clamp(1 - (d * d), 0, 1));
+ return texture2D(halo_map, vec2(0, v)).rgb * ice_level;
}
/// Soft clips the light with a gamma correction
@@ -90,115 +90,96 @@ vec3 scaleSoftClip(vec3 light);
void main()
{
-
// World / view / projection
- // Get relative position
- vec3 P = pos.xyz - camPosLocal.xyz + vec3(0,50,0);
+ // Get relative position (offset why?)
+ vec3 rel_pos = pos.xyz - camPosLocal.xyz + vec3(0, 50, 0);
- // Set altitude
- if (P.y > 0.)
+ // Adj position vector to clamp altitude
+ if (rel_pos.y > 0.)
{
- P *= (max_y / P.y);
+ rel_pos *= (max_y / rel_pos.y);
}
- else
+ if (rel_pos.y < 0.)
{
- P *= (-32000. / P.y);
+ rel_pos *= (-32000. / rel_pos.y);
}
- // Can normalize then
- vec3 Pn = normalize(P);
- float Plen = length(P);
+ // Normalized
+ vec3 rel_pos_norm = normalize(rel_pos);
+ float rel_pos_len = length(rel_pos);
// Initialize temp variables
- vec4 temp1 = vec4(0.);
- vec4 temp2 = vec4(0.);
- vec4 blue_weight;
- vec4 haze_weight;
vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
- vec4 light_atten;
-
- float dens_mul = density_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);
+ vec4 light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
// Calculate relative weights
- temp1 = abs(blue_density) + vec4(abs(haze_density));
- blue_weight = blue_density / temp1;
- haze_weight = haze_density / temp1;
+ 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 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);
+ // 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
- temp2.z = Plen * dens_mul;
+ float density_dist = rel_pos_len * density_multiplier;
- // Transparency (-> temp1)
- // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
+ // Transparency (-> combined_haze)
+ // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati
// compiler gets confused.
- temp1 = exp(-temp1 * temp2.z);
+ combined_haze = exp(-combined_haze * density_dist);
// Compute haze glow
- temp2.x = dot(Pn, lightnorm.xyz);
- temp2.x = 1. - temp2.x;
- // temp2.x is 0 at the sun and increases away from sun
- temp2.x = max(temp2.x, .001);
- // 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
+ float haze_glow = dot(rel_pos_norm, lightnorm.xyz);
+ 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"
- temp2.x += .25;
-
- temp2.x *= sun_moon_glow_factor;
+ // For sun, add to glow. For moon, remove glow entirely. SL-13768
+ haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (sun_moon_glow_factor * (haze_glow + 0.25));
// Haze color above cloud
- vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient_color)
- + (haze_horizon * haze_weight) * (sunlight * temp2.x + 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. - temp1);
+ 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;
+ // TODO 9/20: DJH what does this do? max(0,(1-ambient)) will change the color
+ vec4 ambient = ambient_color + max(vec4(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 = (blue_horizon * blue_weight * (sunlight + tmpAmbient)
- + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
- );
+ vec4 add_below_cloud = blue_horizon * blue_weight * (sunlight + ambient)
+ + haze_horizon * haze_weight * (sunlight * haze_glow + ambient);
-
-
// Attenuate cloud color by atmosphere
- temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds
+ 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(temp1));
-
- float optic_d = dot(Pn, lightnorm.xyz);
-
- vec3 halo_22 = halo22(optic_d);
+ color += (add_below_cloud - color) * (1. - sqrt(combined_haze));
+ float optic_d = dot(rel_pos_norm, lightnorm.xyz);
+ vec3 halo_22 = halo22(optic_d);
color.rgb += rainbow(optic_d);
-
color.rgb += halo_22;
-
color.rgb *= 2.;
color.rgb = scaleSoftClip(color.rgb);
- /// Gamma correct for WL (soft clip effect).
+ // Gamma correct for WL (soft clip effect).
frag_data[0] = vec4(color.rgb, 1.0);
- frag_data[1] = vec4(0.0,0.0,0.0,0.0);
- frag_data[2] = vec4(0.0,0.0,0.0,1.0); //1.0 in norm.w masks off fog
+ frag_data[1] = vec4(0.0, 0.0, 0.0, 0.0);
+ frag_data[2] = vec4(0.0, 0.0, 0.0, 1.0); // 1.0 in norm.w masks off fog
}
-
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index b0dff0c628..f4db53e0b7 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file class2/deferred/softenLightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, 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
* $/LicenseInfo$
*/
@@ -39,7 +39,7 @@ uniform sampler2DRect specularRect;
uniform sampler2DRect normalMap;
uniform sampler2DRect lightMap;
uniform sampler2DRect depthMap;
-uniform samplerCube environmentMap;
+uniform samplerCube environmentMap;
uniform sampler2D lightFunc;
uniform float blur_size;
@@ -50,7 +50,7 @@ uniform mat3 env_mat;
uniform vec3 sun_dir;
uniform vec3 moon_dir;
-uniform int sun_up_factor;
+uniform int sun_up_factor;
VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
@@ -61,10 +61,10 @@ vec4 getPositionWithDepth(vec2 pos_screen, float depth);
void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
float getAmbientClamp();
-vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
-vec3 scaleSoftClipFrag(vec3 l);
-vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
-vec3 fullbrightScaleSoftClip(vec3 light);
+vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
+vec3 scaleSoftClipFrag(vec3 l);
+vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
+vec3 fullbrightScaleSoftClip(vec3 light);
vec3 linear_to_srgb(vec3 c);
vec3 srgb_to_linear(vec3 c);
@@ -73,128 +73,85 @@ vec3 srgb_to_linear(vec3 c);
vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif
-void main()
+void main()
{
- vec2 tc = vary_fragcoord.xy;
- float depth = texture2DRect(depthMap, tc.xy).r;
- vec4 pos = getPositionWithDepth(tc, depth);
- vec4 norm = texture2DRect(normalMap, tc);
+ vec2 tc = vary_fragcoord.xy;
+ float depth = texture2DRect(depthMap, tc.xy).r;
+ vec4 pos = getPositionWithDepth(tc, depth);
+ vec4 norm = texture2DRect(normalMap, tc);
float envIntensity = norm.z;
- norm.xyz = getNorm(tc);
-
- vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
- float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0);
- float light_gamma = 1.0/1.3;
- da = pow(da, light_gamma);
-
+ norm.xyz = getNorm(tc);
+
+ vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
+ float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0);
+ float light_gamma = 1.0 / 1.3;
+ da = pow(da, light_gamma);
+
vec4 diffuse = texture2DRect(diffuseRect, tc);
-
- vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
+ vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
- scol_ambocc = pow(scol_ambocc, vec2(light_gamma));
+ scol_ambocc = pow(scol_ambocc, vec2(light_gamma));
+ float scol = max(scol_ambocc.r, diffuse.a);
+ float ambocc = scol_ambocc.g;
- float scol = max(scol_ambocc.r, diffuse.a);
+ vec3 color = vec3(0);
+ float bloom = 0.0;
- float ambocc = scol_ambocc.g;
+ vec3 sunlit;
+ vec3 amblit;
+ vec3 additive;
+ vec3 atten;
+ calcAtmosphericVars(pos.xyz, light_dir, ambocc, sunlit, amblit, additive, atten, true);
- vec3 color = vec3(0);
- float bloom = 0.0;
+ color.rgb = amblit;
+
+ float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
+ ambient *= 0.5;
+ ambient *= ambient;
+ ambient = (1.0 - ambient);
+ color.rgb *= ambient;
+
+ vec3 sun_contrib = min(da, scol) * sunlit;
+ color.rgb += sun_contrib;
+ color.rgb *= diffuse.rgb;
+
+ vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
+
+ if (spec.a > 0.0) // specular reflection
{
- vec3 sunlit;
- vec3 amblit;
- vec3 additive;
- vec3 atten;
-
- calcAtmosphericVars(pos.xyz, light_dir, ambocc, sunlit, amblit, additive, atten, true);
-
- color.rgb = amblit;
-
- float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
- ambient *= 0.5;
- ambient *= ambient;
- ambient = (1.0 - ambient);
-
- color.rgb *= ambient;
-
- vec3 sun_contrib = min(da, scol) * sunlit;
-
- color.rgb += sun_contrib;
-
- color.rgb *= diffuse.rgb;
-
- vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
-
- if (spec.a > 0.0) // specular reflection
- {
-
-#if 1 //EEP
- vec3 npos = -normalize(pos.xyz);
-
- //vec3 ref = dot(pos+lv, norm);
- vec3 h = normalize(light_dir.xyz+npos);
- float nh = dot(norm.xyz, h);
- float nv = dot(norm.xyz, npos);
- float vh = dot(npos, h);
- float sa = nh;
- float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
-
- float gtdenom = 2 * nh;
- float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
-
- if (nh > 0.0)
- {
- float scontrib = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
- vec3 sp = sun_contrib*scontrib / 6.0;
- sp = clamp(sp, vec3(0), vec3(1));
- bloom += dot(sp, sp) / 4.0;
- color += sp * spec.rgb;
- }
-#else //PRODUCTION
- float sa = dot(refnormpersp, light_dir.xyz);
- vec3 dumbshiny = sunlit*(texture2D(lightFunc, vec2(sa, spec.a)).r);
-
- // add the two types of shiny together
- vec3 spec_contrib = dumbshiny * spec.rgb;
- bloom = dot(spec_contrib, spec_contrib) / 6;
- color.rgb += spec_contrib;
-#endif
+ float sa = dot(refnormpersp, light_dir.xyz);
+ vec3 dumbshiny = sunlit * scol * (texture2D(lightFunc, vec2(sa, spec.a)).r);
+
+ // add the two types of shiny together
+ vec3 spec_contrib = dumbshiny * spec.rgb;
+ bloom = dot(spec_contrib, spec_contrib) / 6;
+ color.rgb += spec_contrib;
+ }
+
+ color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a);
- }
-
- color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a);
-
- if (envIntensity > 0.0)
- { //add environmentmap
- vec3 env_vec = env_mat * refnormpersp;
- vec3 reflected_color = textureCube(environmentMap, env_vec).rgb;
- color = mix(color.rgb, reflected_color, envIntensity);
- }
-
- if (norm.w < 0.5)
- {
- color = mix(atmosFragLighting(color, additive, atten), fullbrightAtmosTransportFrag(color, additive, atten), diffuse.a);
- color = mix(scaleSoftClipFrag(color), fullbrightScaleSoftClip(color), diffuse.a);
- }
-
- #ifdef WATER_FOG
- vec4 fogged = applyWaterFogView(pos.xyz,vec4(color, bloom));
- color = fogged.rgb;
- bloom = fogged.a;
- #endif
+ if (envIntensity > 0.0)
+ { // add environmentmap
+ vec3 env_vec = env_mat * refnormpersp;
+ vec3 reflected_color = textureCube(environmentMap, env_vec).rgb;
+ color = mix(color.rgb, reflected_color, envIntensity);
+ }
+ if (norm.w < 0.5)
+ {
+ color = mix(atmosFragLighting(color, additive, atten), fullbrightAtmosTransportFrag(color, additive, atten), diffuse.a);
+ color = mix(scaleSoftClipFrag(color), fullbrightScaleSoftClip(color), diffuse.a);
}
-// linear debuggables
-//color.rgb = vec3(final_da);
-//color.rgb = vec3(ambient);
-//color.rgb = vec3(scol);
-//color.rgb = diffuse_srgb.rgb;
+#ifdef WATER_FOG
+ vec4 fogged = applyWaterFogView(pos.xyz, vec4(color, bloom));
+ color = fogged.rgb;
+ bloom = fogged.a;
+#endif
// convert to linear as fullscreen lights need to sum in linear colorspace
// and will be gamma (re)corrected downstream...
-
frag_color.rgb = srgb_to_linear(color.rgb);
- frag_color.a = bloom;
+ frag_color.a = bloom;
}
-
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
index 2c1475d547..1f881eb44b 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
* $/LicenseInfo$
*/
@@ -33,25 +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;
@@ -59,141 +60,133 @@ 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;
uniform float cloud_scale;
+// NOTE: Keep these in sync!
+// indra\newview\app_settings\shaders\class1\deferred\skyV.glsl
+// indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl
+// indra\newview\app-settings\shaders\class2\windlight\cloudsV.glsl
+// indra\newview\lllegacyatmospherics.cpp
+// indra\newview\llsettingsvo.cpp
void main()
{
+ // World / view / projection
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+
+ // 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
- // World / view / projection
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0.xy -= 0.5;
+ vary_texcoord0.xy /= cloud_scale;
+ vary_texcoord0.xy += 0.5;
- vary_texcoord0 = texcoord0;
+ vary_texcoord1 = vary_texcoord0;
+ vary_texcoord1.x += lightnorm.x * 0.0125;
+ vary_texcoord1.y += lightnorm.z * 0.0125;
- // Get relative position
- vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
+ vary_texcoord2 = vary_texcoord0 * 16.;
+ vary_texcoord3 = vary_texcoord1 * 16.;
+
+ // 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((P.y + 512.0) / max_y, 0.0, 1.0);
-
- // Set altitude
- if (P.y > 0.)
- {
- P *= (max_y / P.y);
- }
- else
- {
- P *= (-32000. / P.y);
- }
-
- // Can normalize then
- vec3 Pn = normalize(P);
- float Plen = length(P);
-
- // Initialize temp variables
- vec4 temp1 = vec4(0.);
- vec4 temp2 = vec4(0.);
- vec4 blue_weight;
- vec4 haze_weight;
- //vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
- vec4 sunlight = sunlight_color;
- vec4 light_atten;
-
- float dens_mul = density_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 = 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);
-
- // 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);
-
-
- // Compute haze glow
- temp2.x = dot(Pn, lightnorm.xyz);
- temp2.x = 1. - temp2.x;
- // temp2.x is 0 at the sun and increases away from sun
- temp2.x = max(temp2.x, .001);
- // 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
-
- temp2.x *= sun_moon_glow_factor;
-
- // Add "minimum anti-solar illumination"
- temp2.x += .25;
-
- // 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);
-
- // Haze color below cloud
- vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
- + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
- );
-
- // CLOUDS
- temp2.y = max(0., lightnorm.y * 2.);
- temp2.y = 1. / temp2.y;
- sunlight *= exp( - light_atten * temp2.y);
-
- // Cloud color out
- vary_CloudColorSun = (sunlight * temp2.x) * cloud_color;
- vary_CloudColorAmbient = tmpAmbient * cloud_color;
-
- // Attenuate cloud color by atmosphere
- temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds
- vary_CloudColorSun *= temp1;
- vary_CloudColorAmbient *= temp1;
- vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1);
-
- // Make a nice cloud density based on the cloud_shadow value that was passed in.
- vary_CloudDensity = 2. * (cloud_shadow - 0.25);
-
-
- // Texture coords
- vary_texcoord0 = texcoord0;
- 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_texcoord2 = vary_texcoord0 * 16.;
- vary_texcoord3 = vary_texcoord1 * 16.;
-
- // Combine these to minimize register use
- vary_CloudColorAmbient += oHazeColorBelowCloud;
-
- // needs this to compile on mac
- //vary_AtmosAttenuation = vec3(0.0,0.0,0.0);
-
- // END CLOUDS
+ altitude_blend_factor = clamp((rel_pos.y + 512.0) / max_y, 0.0, 1.0);
+
+ // Adj position vector to clamp altitude
+ if (rel_pos.y > 0.)
+ {
+ rel_pos *= (max_y / rel_pos.y);
+ }
+ if (rel_pos.y < 0.)
+ {
+ 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 *= sun_moon_glow_factor;
+
+ // 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;
+
+ // 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));
+
+ // 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);
+
+ // 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;
+
+ // needs this to compile on mac
+ // vary_AtmosAttenuation = vec3(0.0,0.0,0.0);
+
+ // 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 0d141342ce..a0a33b8642 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;
@@ -52,110 +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 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
-
- // Set altitude
- if (P.y > 0.)
- {
- P *= (max_y / P.y);
- }
- else
- {
- P *= (-32000. / P.y);
- }
-
- // Can normalize then
- vec3 Pn = normalize(P);
-
- float Plen = length(P);
-
- // Initialize temp variables
- vec4 temp1 = vec4(0.);
- vec4 temp2 = vec4(0.);
- vec4 blue_weight;
- vec4 haze_weight;
- vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
- vec4 light_atten;
-
- float dens_mul = density_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 = 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);
-
- // 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);
+ gl_Position = pos;
+
+ // Get relative position
+ vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0);
+
+ // Adj position vector to clamp altitude
+ if (rel_pos.y > 0.)
+ {
+ rel_pos *= (max_y / rel_pos.y);
+ }
+ if (rel_pos.y < 0.)
+ {
+ rel_pos *= (-32000. / rel_pos.y);
+ }
- // Compute haze glow
- temp2.x = dot(Pn, lightnorm.xyz);
- temp2.x = 1. - temp2.x;
- // temp2.x is 0 at the sun and increases away from sun
- temp2.x = max(temp2.x, .001);
- // 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
+ // Can normalize then
+ vec3 rel_pos_norm = normalize(rel_pos);
- // Add "minimum anti-solar illumination"
- temp2.x += .25;
+ float rel_pos_len = length(rel_pos);
- vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient_color)
- + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color)
- );
+ // 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);
+
+ // 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
+
+ // 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));
// Final atmosphere additive
- color *= (1. - temp1);
+ 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 * temp2.x + 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
- temp1 = sqrt(temp1); //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(temp1));
+ // 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;
+ vary_HazeColor = color;
}
-