diff options
| author | Rider Linden <rider@lindenlab.com> | 2019-04-10 17:48:06 +0000 | 
|---|---|---|
| committer | Rider Linden <rider@lindenlab.com> | 2019-04-10 17:48:06 +0000 | 
| commit | 37bd0b809f8d5db5b2fbee5b7c63631e4ffc2a6f (patch) | |
| tree | 7d92ac04a99115a1cda0d268018c8d8589655df0 /indra/newview/app_settings/shaders | |
| parent | 4e1874184e5eb2fc69702f0934f245e8b9dd0350 (diff) | |
| parent | de1a88d6bb17e767a9db8979ea2f7c0b3ba4cb41 (diff) | |
Merged in Geenz/viewer-eep/OPEN-340 (pull request #345)
OPEN-340 & OPEN-343 - Consolidate shader atmospheric calcs into a singular utility shader + fix fog on fullbright in deferred
Diffstat (limited to 'indra/newview/app_settings/shaders')
8 files changed, 159 insertions, 227 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 4fe0d1351d..ca82dd9432 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -77,7 +77,7 @@ vec2 encode_normal (vec3 n);  vec3 scaleSoftClipFrag(vec3 l);  vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten); -void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); +void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);  #ifdef HAS_SHADOW  float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); @@ -184,7 +184,7 @@ void main()      vec3 additive;      vec3 atten; -    calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten); +    calcAtmosphericVars(pos.xyz, 1.0, sunlit, amblit, additive, atten);      vec2 abnormal = encode_normal(norm.xyz); diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index d5ef010017..f98fc0d518 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -45,6 +45,9 @@ VARYING vec2 vary_texcoord0;  vec4 applyWaterFogView(vec3 pos, vec4 color);  #endif +vec3 fullbrightAtmosTransport(vec3 light); +vec3 fullbrightScaleSoftClip(vec3 light); +  #ifdef HAS_ALPHA_MASK  uniform float minimum_alpha;  #endif @@ -74,6 +77,8 @@ void main()  	color.rgb = fogged.rgb;  	color.a   = fogged.a;  #else +	color.rgb = fullbrightAtmosTransport(color.rgb); +	color.rgb = fullbrightScaleSoftClip(color.rgb);  	color.a   = final_alpha;  #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 6d7162b5a2..9b07c11361 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -41,7 +41,7 @@ vec4 applyWaterFogView(vec3 pos, vec4 color);  vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);  vec3 scaleSoftClipFrag(vec3 l); -void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); +void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);  vec3 srgb_to_linear(vec3 cs);  vec3 linear_to_srgb(vec3 cs); @@ -290,7 +290,7 @@ void main()      vec3 additive;      vec3 atten; -    calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten); +    calcAtmosphericVars(pos.xyz, 1.0, sunlit, amblit, additive, atten);      vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 4b9e8290dd..ff30004ffd 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -71,7 +71,7 @@ vec3 getNorm(vec2 pos_screen);  vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);  vec3 fullbrightAtmosTransportFrag(vec3 l, vec3 additive, vec3 atten); -void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); +void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);  vec3 scaleSoftClipFrag(vec3 l); @@ -107,8 +107,8 @@ void main()          vec3 additive;          vec3 atten; -        calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten); - +        calcAtmosphericVars(pos.xyz, 1.0, sunlit, amblit, additive, atten); +        sunlit *= 0.5;          float ambient = da;          ambient *= 0.5;          ambient *= ambient; @@ -166,7 +166,7 @@ vec3 post_diffuse = col.rgb;              col = mix(col.rgb, refcol, envIntensity);           } -        if (norm.w < 0.5) +        if (norm.w < 1)          {              col = atmosFragLighting(col, additive, atten);              col = scaleSoftClipFrag(col); diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl new file mode 100644 index 0000000000..a099083883 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -0,0 +1,116 @@ +uniform vec4 gamma;
 +uniform vec4 lightnorm;
 +uniform vec4 sunlight_color;
 +uniform vec4 moonlight_color;
 +uniform int sun_up_factor;
 +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 distance_multiplier;
 +uniform float max_y;
 +uniform vec4 glow;
 +uniform float scene_light_strength;
 +uniform mat3 ssao_effect_mat;
 +uniform int no_atmo;
 +uniform float sun_moon_glow_factor;
 +
 +vec3 nothing() {
 +    return vec3(0, 0, 0);
 +}
 +
 +void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten) {
 +
 +    vec3 P = inPositionEye;
 +   
 +    //(TERRAIN) limit altitude
 +    if (P.y > max_y) P *= (max_y / P.y);
 +    if (P.y < -max_y) P *= (-max_y / P.y); 
 +
 +    vec3 tmpLightnorm = lightnorm.xyz;
 +
 +    vec3 Pn = normalize(P);
 +    float Plen = length(P);
 +
 +    vec4 temp1 = vec4(0);
 +    vec3 temp2 = vec3(0);
 +    vec4 blue_weight;
 +    vec4 haze_weight;
 +    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);
 +        //I had thought blue_density and haze_density should have equal weighting,
 +        //but attenuation due to haze_density tends to seem too strong
 +
 +    temp1 = blue_density + vec4(haze_density);
 +    blue_weight = blue_density / temp1;
 +    haze_weight = vec4(haze_density) / temp1;
 +
 +    //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
 +    temp2.y = max(0.0, tmpLightnorm.y);
 +    if (temp2.y > 0.001f)
 +    {
 +        temp2.y = 1. / temp2.y;
 +    }
 +    temp2.y = max(0.001f, temp2.y);
 +    sunlight *= exp(-light_atten * temp2.y);
 +
 +    // main atmospheric scattering line integral
 +    temp2.z = Plen * density_multiplier;
 +
 +    // Transparency (-> temp1)
 +    // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati
 +    // compiler gets confused.
 +    temp1 = exp(-temp1 * temp2.z * distance_multiplier);
 +
 +    //final atmosphere attenuation factor
 +    atten = temp1.rgb;
 +    
 +    //compute haze glow
 +    //(can use temp2.x as temp because we haven't used it yet)
 +    temp2.x = dot(Pn, tmpLightnorm.xyz);
 +    temp2.x = 1. - temp2.x;
 +        //temp2.x is 0 at the sun and increases away from sun
 +    temp2.x = max(temp2.x, .001);    //was glow.y
 +        //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;
 +
 +    temp2.x *= sun_moon_glow_factor;
 +    
 +    //increase ambient when there are more clouds
 +    vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * 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(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a);
 +
 +    //haze color
 +        additive =
 +        vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient)
 +      + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x
 +          + tmpAmbient));
 +
 +    //brightness of surface both sunlight and ambient
 +    sunlit = sunlight.rgb;
 +    amblit = tmpAmbient.rgb * .25;
 +    additive  = normalize(additive);
 +    additive *= vec3(1.0 - exp(-temp2.z * distance_multiplier)) * 0.5;
 +}
\ No newline at end of file diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 8814587fbc..d87b2560ce 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -67,11 +67,12 @@ uniform vec2 screen_res;  vec3 getNorm(vec2 pos_screen); -void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);  vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);  vec3 fullbrightScaleSoftClipFrag(vec3 l, vec3 add, vec3 atten);  vec3 scaleSoftClipFrag(vec3 l); +void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); +  vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten);  vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);  vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten); @@ -79,6 +80,8 @@ vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);  vec4 getPositionWithDepth(vec2 pos_screen, float depth);  vec4 getPosition(vec2 pos_screen); +vec3 nothing(); +  #ifdef WATER_FOG  vec4 applyWaterFogView(vec3 pos, vec4 color);  #endif @@ -121,8 +124,8 @@ void main()          vec3 additive;          vec3 atten; -        calcFragAtmospherics(pos.xyz, ambocc, sunlit, amblit, additive, atten); - +        calcAtmosphericVars(pos.xyz, ambocc, sunlit, amblit, additive, atten); +        sunlit *= 0.5;          float ambient = da;          ambient *= 0.5;          ambient *= ambient; @@ -180,7 +183,7 @@ vec3 post_diffuse = col.rgb;              col = mix(col.rgb, refcol, envIntensity);           } -        if (norm.w < 0.5) +        if (norm.w < 1)          {              //col = mix(atmosFragLighting(col, additive, atten), fullbrightAtmosTransportFrag(col, additive, atten), diffuse.a);              //col = mix(scaleSoftClipFrag(col), fullbrightScaleSoftClipFrag(col, additive, atten), diffuse.a); diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl index 6c4098b9fb..ac7931209e 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl @@ -34,128 +34,20 @@ void setPositionEye(vec3 v);  vec3 getAdditiveColor(); -//VARYING vec4 vary_CloudUVs; -//VARYING float vary_CloudDensity; - -// Inputs -uniform vec4 morphFactor; -uniform vec3 camPosLocal; -//uniform vec4 camPosWorld; - -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 moonlight_color; -uniform int sun_up_factor; -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 distance_multiplier; -uniform float max_y; -uniform vec4 glow; -uniform float sun_moon_glow_factor; +void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);  void calcAtmospherics(vec3 inPositionEye) {      vec3 P = inPositionEye;      setPositionEye(P); -     -    //(TERRAIN) limit altitude -    if (P.y > max_y) P *= (max_y / P.y); -    if (P.y < -max_y) P *= (-max_y / P.y); - -    vec3 tmpLightnorm = lightnorm.xyz; - -    vec3 Pn = normalize(P); -    float  Plen = length(P); - -    vec4 temp1 = vec4(0); -    vec3 temp2 = vec3(0); -    vec4 blue_weight; -    vec4 haze_weight; -    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); -        //I had thought blue_density and haze_density should have equal weighting, -        //but attenuation due to haze_density tends to seem too strong - -    temp1 = blue_density + vec4(haze_density); -    blue_weight = blue_density / temp1; -    haze_weight = vec4(haze_density) / temp1; - -    //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) -    temp2.y = max(0.0, tmpLightnorm.y); -    if (temp2.y > 0.001f) -    { -        temp2.y = 1. / temp2.y; -    } -    temp2.y = max(0.001f, temp2.y); -    sunlight *= exp( - light_atten * temp2.y); - -    // main atmospheric scattering line integral -    temp2.z = Plen * density_multiplier; - -    // Transparency (-> temp1) -    // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati -    // compiler gets confused. -    temp1 = exp(-temp1 * temp2.z * distance_multiplier); - -    //final atmosphere attenuation factor -    setAtmosAttenuation(temp1.rgb); -    //vary_AtmosAttenuation = distance_multiplier / 10000.; -    //vary_AtmosAttenuation = density_multiplier * 100.; -    //vary_AtmosAttenuation = vec4(Plen / 100000., 0., 0., 1.); - -    //compute haze glow -    //(can use temp2.x as temp because we haven't used it yet) -    temp2.x = dot(Pn, tmpLightnorm.xyz); -    temp2.x = 1. - temp2.x; -        //temp2.x is 0 at the sun and increases away from sun -    temp2.x = max(temp2.x, .03);    //was glow.y -        //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 + (vec4(1.) - ambient) * cloud_shadow * 0.5; - -    vec3 additive =  -        vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) -      + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x -          + tmpAmbient)); -    additive = normalize(additive); - -    //brightness of surface both sunlight and ambient -    setSunlitColor(vec3(sunlight * .5)); -    setAmblitColor(vec3(tmpAmbient * .25)); -    setAdditiveColor(additive * vec3(1.0 - exp(-temp2.z * distance_multiplier)) * 0.5); - -    /* -    const float cloudShadowScale = 100.; -    // Get cloud uvs for shadowing -    vec3 cloudPos = inPositionEye + camPosWorld - cloudShadowScale / 2.; -    vary_CloudUVs.xy = cloudPos.xz / cloudShadowScale; - -    // We can take uv1 and multiply it by (TerrainSpan / CloudSpan) -//  cloudUVs *= (((worldMaxZ - worldMinZ) * 20) /40000.); -    vary_CloudUVs *= (10000./40000.); - -    // Offset by sun vector * (CloudAltitude / CloudSpan) -    vary_CloudUVs.x += tmpLightnorm.x / tmpLightnorm.y * (3000./40000.); -    vary_CloudUVs.y += tmpLightnorm.z / tmpLightnorm.y * (3000./40000.); -    */ +    vec3 tmpsunlit = vec3(1); +    vec3 tmpamblit = vec3(1); +    vec3 tmpaddlit = vec3(1); +    vec3 tmpattenlit = vec3(1); +    calcAtmosphericVars(inPositionEye, 1, tmpsunlit, tmpamblit, tmpaddlit, tmpattenlit); +    setSunlitColor(tmpsunlit); +    setAmblitColor(tmpamblit); +    setAdditiveColor(tmpaddlit); +    setAtmosAttenuation(tmpattenlit);  } diff --git a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl index 9bd75cf118..b8c0547102 100644 --- a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl +++ b/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl @@ -32,104 +32,20 @@ void setPositionEye(vec3 v);  vec3 getAdditiveColor(); -// Inputs -uniform vec4 morphFactor; -uniform vec3 camPosLocal; - -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 moonlight_color; -uniform int sun_up_factor; -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 distance_multiplier; -uniform float max_y; -uniform vec4 glow; +void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);  void calcAtmospherics(vec3 inPositionEye) { -	vec3 P = inPositionEye; -	setPositionEye(P); -	 -	vec3 tmpLightnorm = lightnorm.xyz; - -	vec3 Pn = normalize(P); -	float Plen = length(P); - -	vec4 temp1 = vec4(0); -	vec3 temp2 = vec3(0); -	vec4 blue_weight; -	vec4 haze_weight; -	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); -		//I had thought blue_density and haze_density should have equal weighting, -		//but attenuation due to haze_density tends to seem too strong - -	temp1 = blue_density + vec4(haze_density); -	blue_weight = blue_density / temp1; -	haze_weight = vec4(haze_density) / temp1; - -	//(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) -	temp2.y = max(0.0, tmpLightnorm.y); -	temp2.y = 1. / temp2.y; -	sunlight *= exp( - light_atten * temp2.y); - -	// main atmospheric scattering line integral -	temp2.z = Plen * density_multiplier; - -	// Transparency (-> temp1) -	// ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati -	// compiler gets confused. -	temp1 = exp(-temp1 * temp2.z * distance_multiplier); - -	//final atmosphere attenuation factor -	setAtmosAttenuation(temp1.rgb); -	 -	//compute haze glow -	//(can use temp2.x as temp because we haven't used it yet) -	temp2.x = dot(Pn, tmpLightnorm.xyz); -	temp2.x = 1. - temp2.x; -		//temp2.x is 0 at the sun and increases away from sun -	temp2.x = max(temp2.x, .03);	//was glow.y -		//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; -	 -	//increase ambient when there are more clouds -	vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * 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(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); - -	//haze color -	setAdditiveColor( -		vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) -	  + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x -		  + tmpAmbient))); - -	//brightness of surface both sunlight and ambient -	setSunlitColor(vec3(sunlight * .5)); -	setAmblitColor(vec3(tmpAmbient * .25)); -	setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); +    vec3 P = inPositionEye; +    setPositionEye(P); +    vec3 tmpsunlit = vec3(1); +    vec3 tmpamblit = vec3(1); +    vec3 tmpaddlit = vec3(1); +    vec3 tmpattenlit = vec3(1); +    calcAtmosphericVars(inPositionEye, 1, tmpsunlit, tmpamblit, tmpaddlit, tmpattenlit); +    setSunlitColor(tmpsunlit); +    setAmblitColor(tmpamblit); +    setAdditiveColor(tmpaddlit); +    setAtmosAttenuation(tmpattenlit);  } + | 
