diff options
author | Andrey Lihatskiy <alihatskiy@productengine.com> | 2020-09-28 22:39:06 +0300 |
---|---|---|
committer | Andrey Lihatskiy <alihatskiy@productengine.com> | 2020-09-28 22:39:06 +0300 |
commit | 83822fd1992140b85966ca613b026c4bc6c38005 (patch) | |
tree | 8dadfcd76a9c27193e8009d1d361e91e41cf7e71 /indra/newview/app_settings/shaders/class2 | |
parent | 652e8459001e052edd6eeef0b919d4d68c8daa58 (diff) | |
parent | bac6652cdcd2d8333df04c3ebd3a6a7b752328b3 (diff) |
Merge branch 'master' into DRTVWR-516-maint
# Conflicts:
# indra/newview/llvocache.cpp
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
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; } - |