diff options
author | Graham Linden graham@lindenlab.com <Graham Linden graham@lindenlab.com> | 2018-02-28 21:46:30 +0000 |
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committer | Graham Linden graham@lindenlab.com <Graham Linden graham@lindenlab.com> | 2018-02-28 21:46:30 +0000 |
commit | 72270213f5eebd019b10bdd6ec15020ba3d2ecf5 (patch) | |
tree | be92c250563eedb720940b32cf42e328a49ea6b6 /indra/newview/app_settings/shaders/class3 | |
parent | 31017934581437836e847d8fcb5a76489f3baf50 (diff) |
Add 3p package for adv atmospherics to autobuild.
Mark legacy atmospherics code with ifdefs.
Fix up legacy uplift to include new atmospherics settings.
Diffstat (limited to 'indra/newview/app_settings/shaders/class3')
3 files changed, 34 insertions, 143 deletions
diff --git a/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoF.glsl b/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoF.glsl index c71eaf4b13..d27363a60c 100644 --- a/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoF.glsl +++ b/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoF.glsl @@ -33,9 +33,7 @@ in vec3 view_dir; uniform vec3 cameraPosLocal; uniform vec3 sun_direction; -uniform vec2 sun_size; -uniform sampler2D cloud_noise_texture; uniform sampler2D transmittance_texture; uniform sampler3D scattering_texture; uniform sampler3D mie_scattering_texture; diff --git a/indra/newview/app_settings/shaders/class3/windlight/skyF.glsl b/indra/newview/app_settings/shaders/class3/windlight/skyF.glsl index e2a2367626..c71eaf4b13 100644 --- a/indra/newview/app_settings/shaders/class3/windlight/skyF.glsl +++ b/indra/newview/app_settings/shaders/class3/windlight/skyF.glsl @@ -1,5 +1,5 @@ /** - * @file WLSkyF.glsl + * @file advancedAtmoF.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code @@ -29,37 +29,43 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -///////////////////////////////////////////////////////////////////////// -// The fragment shader for the sky -///////////////////////////////////////////////////////////////////////// +in vec3 view_dir; -VARYING vec4 vary_HazeColor; +uniform vec3 cameraPosLocal; +uniform vec3 sun_direction; +uniform vec2 sun_size; uniform sampler2D cloud_noise_texture; -uniform vec4 gamma; +uniform sampler2D transmittance_texture; +uniform sampler3D scattering_texture; +uniform sampler3D mie_scattering_texture; -/// Soft clips the light with a gamma correction -vec3 scaleSoftClip(vec3 light) { - //soft clip effect: - light = 1. - clamp(light, vec3(0.), vec3(1.)); - light = 1. - pow(light, gamma.xxx); - - return light; -} +vec3 GetSolarLuminance(); +vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 sun_dir, out vec3 transmittance); +vec3 GetSkyLuminanceToPoint(vec3 camPos, vec3 pos, float shadow_length, vec3 sun_dir, out vec3 transmittance); +vec3 GetSunAndSkyIlluminance(vec3 pos, vec3 norm, vec3 sun_dir, out vec3 sky_irradiance); void main() { - // Potential Fill-rate optimization. Add cloud calculation - // back in and output alpha of 0 (so that alpha culling kills - // the fragment) if the sky wouldn't show up because the clouds - // are fully opaque. + vec3 view_direction = normalize(view_dir); + + vec3 camPos = cameraPosLocal; + vec3 transmittance; + vec3 radiance = GetSkyLuminance(camPos, view_direction, 0.0f, sun_direction, transmittance); - vec4 color; - color = vary_HazeColor; - color *= 2.; + radiance *= transmittance; - /// Gamma correct for WL (soft clip effect). - frag_color.rgb = scaleSoftClip(color.rgb); - frag_color.a = 1.0; + // If the view ray intersects the Sun, add the Sun radiance. + if (dot(view_direction, sun_direction) >= sun_size.y) + { + radiance = radiance + transmittance * GetSolarLuminance(); + } + + vec3 color = vec3(1.0) - exp(-radiance); + color = pow(color, vec3(1.0 / 2.2)); + + frag_color.rgb = color; + + frag_color.a = 1.0; } diff --git a/indra/newview/app_settings/shaders/class3/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class3/windlight/skyV.glsl index 3788ddaf2d..52a7595379 100644 --- a/indra/newview/app_settings/shaders/class3/windlight/skyV.glsl +++ b/indra/newview/app_settings/shaders/class3/windlight/skyV.glsl @@ -1,5 +1,5 @@ /** - * @file WLSkyV.glsl + * @file advancedAtmoV.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code @@ -27,130 +27,17 @@ uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; -// SKY //////////////////////////////////////////////////////////////////////// -// The vertex shader for creating the atmospheric sky -/////////////////////////////////////////////////////////////////////////////// - -// Output parameters -VARYING vec4 vary_HazeColor; - // Inputs uniform vec3 camPosLocal; -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 ambient; -uniform vec4 blue_horizon; -uniform vec4 blue_density; -uniform float haze_horizon; -uniform float haze_density; - -uniform float cloud_shadow; -uniform float density_multiplier; -uniform float max_y; - -uniform vec4 glow; - -uniform vec4 cloud_color; +out vec3 view_dir; void main() { - // World / view / projection gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - // Get relative position - vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); - //vec3 P = position.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 = 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 - temp1 = blue_density + 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 * density_multiplier; - - // 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 - - // Add "minimum anti-solar illumination" - temp2.x += .25; - - - // Haze color above cloud - vary_HazeColor = ( blue_horizon * blue_weight * (sunlight + ambient) - + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient) - ); - - - // Increase ambient when there are more clouds - vec4 tmpAmbient = ambient; - 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) - ); - - // Final atmosphere additive - vary_HazeColor *= (1. - temp1); - - // Attenuate cloud color by atmosphere - temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds - - // At horizon, blend high altitude sky color towards the darker color below the clouds - vary_HazeColor += (additiveColorBelowCloud - vary_HazeColor) * (1. - sqrt(temp1)); - - // won't compile on mac without this being set - //vary_AtmosAttenuation = vec3(0.0,0.0,0.0); + // this will be normalized in the frag shader... + view_dir = position.xyz - camPosLocal.xyz; } |