diff options
author | Graham Linden <graham@lindenlab.com> | 2018-11-09 18:31:29 +0000 |
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committer | Graham Linden <graham@lindenlab.com> | 2018-11-09 18:31:29 +0000 |
commit | db270df7cc00c1e2519749831e7e98c2c10e3ee6 (patch) | |
tree | 7638f00884b1b2ec7ee4d08159ddcb967db9a928 /indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl | |
parent | 2929998982f37221a58b9fa8037748a2e905f4b1 (diff) |
Back out changes causing broken shadows and other render shenanigans.
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl | 77 |
1 files changed, 21 insertions, 56 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl index f8373215f0..9f06319da3 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl @@ -1,5 +1,5 @@ /** - * @file class3/deferred/cloudsF.glsl + * @file WLCloudsF.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code @@ -24,9 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; +out vec4 frag_color; #else -#define frag_data gl_FragData +#define frag_color gl_FragColor #endif ///////////////////////////////////////////////////////////////////////// @@ -36,37 +36,20 @@ out vec4 frag_data[3]; 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 vec3 vary_pos; uniform sampler2D cloud_noise_texture; uniform sampler2D cloud_noise_texture_next; uniform float blend_factor; uniform vec4 cloud_pos_density1; uniform vec4 cloud_pos_density2; -uniform vec4 sunlight_color; -uniform vec4 cloud_color; -uniform float cloud_shadow; +uniform vec4 gamma; uniform float cloud_scale; uniform float cloud_variance; -uniform vec3 ambient; -uniform vec3 camPosLocal; -uniform vec3 sun_dir; -uniform float sun_size; -uniform float far_z; - -uniform sampler2D transmittance_texture; -uniform sampler3D scattering_texture; -uniform sampler3D single_mie_scattering_texture; -uniform sampler2D irradiance_texture; -uniform sampler2D sh_input_r; -uniform sampler2D sh_input_g; -uniform sampler2D sh_input_b; - -vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance); + +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +VARYING vec2 vary_texcoord2; +VARYING vec2 vary_texcoord3; /// Soft clips the light with a gamma correction vec3 scaleSoftClip(vec3 light); @@ -84,9 +67,11 @@ void main() // Set variables vec2 uv1 = vary_texcoord0.xy; vec2 uv2 = vary_texcoord1.xy; - vec2 uv3 = vary_texcoord2.xy; - float cloudDensity = 2.0 * (cloud_shadow - 0.25); + vec4 cloudColorSun = vary_CloudColorSun; + vec4 cloudColorAmbient = vary_CloudColorAmbient; + float cloudDensity = vary_CloudDensity; + vec2 uv3 = vary_texcoord2.xy; vec2 uv4 = vary_texcoord3.xy; vec2 disturbance = vec2(cloudNoise(uv1 / 16.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); @@ -97,53 +82,33 @@ void main() uv3 += cloud_pos_density2.xy + disturbance; //small texture, visible density uv4 += cloud_pos_density2.xy; //small texture, self shadow - float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0)); - - cloudDensity *= 1.0 - (density_variance * density_variance); // Compute alpha1, the main cloud opacity + float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z; - alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10 * cloud_pos_density1.z, 1.); + alpha1 = min(max(alpha1 + cloudDensity, 0.) * (10. + disturbance.y) * cloud_pos_density1.z, 1.); // And smooth alpha1 = 1. - alpha1 * alpha1; alpha1 = 1. - alpha1 * alpha1; - if (alpha1 < 0.001f) - { - discard; - } // Compute alpha2, for self shadowing effect // (1 - alpha2) will later be used as percentage of incoming sunlight float alpha2 = (cloudNoise(uv2).x - 0.5); - alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.); + alpha2 = min(max(alpha2 + cloudDensity, 0.) * (2.5 + disturbance.x) * cloud_pos_density1.z, 1.); // And smooth alpha2 = 1. - alpha2; alpha2 = 1. - alpha2 * alpha2; - vec3 view_ray = vary_pos.xyz + camPosLocal; - - vec3 view_direction = normalize(view_ray); - vec3 sun_direction = normalize(sun_dir); - vec3 earth_center = vec3(0, 0, -6360.0f); - vec3 camPos = (camPosLocal / 1000.0f) - earth_center; - - vec3 transmittance; - vec3 radiance_sun = GetSkyLuminance(camPos, view_direction, 1.0 - alpha1, sun_direction, transmittance); - - vec3 sun_color = vec3(1.0) - exp(-radiance_sun * 0.0001); - // Combine vec4 color; + color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient); + color *= 2.; - color.rgb = sun_color * cloud_color.rgb * (1. - alpha2); - color.rgb = pow(color.rgb, vec3(1.0 / 2.2)); - color.rgb += ambient; - - frag_data[0] = vec4(color.rgb, alpha1); - frag_data[1] = vec4(0); - frag_data[2] = vec4(0,1,0,1); + /// Gamma correct for WL (soft clip effect). + frag_color.rgb = scaleSoftClip(color.rgb); + frag_color.a = alpha1; } |