diff options
author | Dave Houlton <euclid@lindenlab.com> | 2020-09-01 14:23:39 -0600 |
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committer | Dave Houlton <euclid@lindenlab.com> | 2020-09-02 15:46:33 -0600 |
commit | a027e8d4813c839babe2163943e46bf7f93fa005 (patch) | |
tree | 079ec4535a3c49b04d34c518f8ecf798cb552f90 /indra/newview/app_settings/shaders | |
parent | 04eba4c3eae812a18f29fd378901287ad318b4dd (diff) |
SL-12978 clang-format shader file (whitespace)
Diffstat (limited to 'indra/newview/app_settings/shaders')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl | 104 |
1 files changed, 50 insertions, 54 deletions
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index 9370118d70..9c50453898 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -1,75 +1,73 @@ -/** +/** * @file class1\windlight\atmosphericsFuncs.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2019, 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 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; uniform float cloud_shadow; uniform float density_multiplier; uniform float distance_multiplier; uniform float max_y; -uniform vec4 glow; +uniform vec4 glow; uniform float scene_light_strength; -uniform mat3 ssao_effect_mat; -uniform int no_atmo; +uniform mat3 ssao_effect_mat; +uniform int no_atmo; uniform float sun_moon_glow_factor; -float getAmbientClamp() -{ - return 1.0f; -} +float getAmbientClamp() { return 1.0f; } -void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao) +void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, + out vec3 atten, bool use_ao) { vec3 rel_pos = inPositionEye; - + //(TERRAIN) limit altitude rel_pos.y = clamp(rel_pos.y, -max_y, max_y); - vec3 rel_pos_norm = normalize(rel_pos); - float rel_pos_len = length(rel_pos); - vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; + vec3 rel_pos_norm = normalize(rel_pos); + float rel_pos_len = length(rel_pos); + vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; - //sunlight attenuation effect (hue and brightness) due to atmosphere - //this is used later for sunlight modulation at various altitudes + // sunlight attenuation effect (hue and brightness) due to atmosphere + // this is used later for sunlight modulation at various altitudes vec4 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 + // I had thought blue_density and haze_density should have equal weighting, + // but attenuation due to haze_density tends to seem too strong vec4 combined_haze = blue_density + vec4(haze_density); - vec4 blue_weight = blue_density / combined_haze; - vec4 haze_weight = vec4(haze_density) / combined_haze; + vec4 blue_weight = blue_density / combined_haze; + vec4 haze_weight = vec4(haze_density) / combined_haze; //(TERRAIN) compute sunlight from lightnorm z component, roughly cosine(sun elevation) (for short rays like terrain) float above_horizon_angle = abs(lightnorm.z); - sunlight *= exp(-light_atten * above_horizon_angle); // for atten and angle in [0..1], this maps to something like [0.3..1] + sunlight *= exp(-light_atten * above_horizon_angle); // for atten and angle in [0..1], this maps to something like [0.3..1] // main atmospheric scattering line integral float density_dist = rel_pos_len * density_multiplier; @@ -79,43 +77,43 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou // compiler gets confused. combined_haze = exp(-combined_haze * density_dist * distance_multiplier); - //final atmosphere attenuation factor + // final atmosphere attenuation factor atten = combined_haze.rgb; - - //compute haze glow + + // compute haze glow float haze_glow = dot(rel_pos_norm, lightnorm.xyz); // dampen sun additive contrib when not facing it... - // SL-13539: This "if" clause causes an "additive" white artifact at roughly 77 degreees. + // SL-13539: This "if" clause causes an "additive" white artifact at roughly 77 degreees. // if (length(light_dir) > 0.01) haze_glow *= max(0.0f, dot(light_dir, rel_pos_norm)); - + haze_glow = 1. - haze_glow; - //haze_glow is 0 at the sun and increases away from sun - haze_glow = max(haze_glow, .001); //was glow.y - //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) + // 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") + // 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 + // glow.z should be negative, so we're doing a sort of (1 / "angle") function - //add "minimum anti-solar illumination" + // add "minimum anti-solar illumination" haze_glow += .25; haze_glow *= sun_moon_glow_factor; - - vec4 amb_color = ambient_color; - - //increase ambient when there are more clouds + + vec4 amb_color = ambient_color; + + // increase ambient when there are more clouds vec4 tmpAmbient = amb_color + (vec4(1.) - amb_color) * 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(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, + * ambAlpha); */ if (use_ao) { @@ -125,14 +123,12 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou // Similar/Shared Algorithms: // indra\llinventory\llsettingssky.cpp -- LLSettingsSky::calculateLightSettings() // indra\newview\app_settings\shaders\class1\windlight\atmosphericsFuncs.glsl -- calcAtmosphericVars() - //haze color - vec3 cs = sunlight.rgb * (1.-cloud_shadow); - additive = (blue_horizon.rgb * blue_weight.rgb) * (cs + tmpAmbient.rgb) - + (haze_horizon * haze_weight.rgb) * (cs * haze_glow + tmpAmbient.rgb); + // haze color + vec3 cs = sunlight.rgb * (1. - cloud_shadow); + additive = (blue_horizon.rgb * blue_weight.rgb) * (cs + tmpAmbient.rgb) + (haze_horizon * haze_weight.rgb) * (cs * haze_glow + tmpAmbient.rgb); - //brightness of surface both sunlight and ambient + // brightness of surface both sunlight and ambient sunlit = sunlight.rgb * 0.5; amblit = tmpAmbient.rgb * .25; additive *= vec3(1.0 - combined_haze); } - |