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authorGraham Linden <graham@lindenlab.com>2018-09-06 22:50:26 +0100
committerGraham Linden <graham@lindenlab.com>2018-09-06 22:50:26 +0100
commit451ab80ca65a7ae75316442086f42b6553ea6bbe (patch)
treec9ed6fa0517eaf48d60c8a0be2eb226fd4d00d1b /indra/newview/app_settings/shaders
parent59a36c2037b6ee87c656d5b314745d3bf82ede1a (diff)
Fix tex format mismatch between what libatmosphere was generating and what we were claiming to use in rendering.
First pass at sky shader using libatmosphere sky radiance lookup. Add atmo density controls to ext daycycle floater tabs.
Diffstat (limited to 'indra/newview/app_settings/shaders')
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/skyF.glsl49
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/skyV.glsl14
2 files changed, 24 insertions, 39 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl
index 01c873584f..ef94190d45 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl
@@ -24,17 +24,19 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
+out vec4 frag_data[4];
#else
-#define frag_color gl_FragColor
+#define frag_data gl_FragData
#endif
-in vec3 view_pos;
-in vec3 view_dir;
+VARYING vec2 vary_frag;
-uniform vec3 cameraPosLocal;
+uniform vec3 camPosLocal;
uniform vec3 sun_dir;
uniform float sun_size;
+uniform float far_z;
+uniform mat4 inv_proj;
+uniform mat4 inv_modelview;
uniform sampler2D transmittance_texture;
uniform sampler3D scattering_texture;
@@ -44,42 +46,33 @@ uniform sampler2D irradiance_texture;
vec3 GetSolarLuminance();
vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance);
vec3 GetSkyLuminanceToPoint(vec3 camPos, vec3 pos, float shadow_length, vec3 dir, out vec3 transmittance);
-vec3 GetSunAndSkyIlluminance(vec3 pos, vec3 norm, vec3 dir, out vec3 sky_irradiance);
void main()
{
- vec3 view_direction = normalize(view_dir);
+ vec3 pos = vec3((vary_frag * 2.0) - vec2(1.0, 1.0), 0.0);
+ vec4 view_pos = (inv_proj * vec4(pos, 1.0f));
+ view_pos /= view_pos.w;
+ vec3 view_ray = (inv_modelview * vec4(view_pos.xyz, 0.0f)).xyz;
- vec3 sun_direction = sun_dir;
+ vec3 view_direction = normalize(view_ray);
+ vec3 sun_direction = normalize(sun_dir);
- vec3 camPos = cameraPosLocal + vec3(0, 0, 6360.0f);
+ vec3 camPos = (camPosLocal / 1000.0f) + vec3(0, 0, 6360.0f);
vec3 transmittance;
- vec3 sky_illum;
-
- vec3 radiance_sun = GetSkyLuminance(camPos, view_direction, 0.0f, sun_direction, transmittance);
- vec3 radiance2_sun = GetSunAndSkyIlluminance(camPos, view_direction, sun_direction, sky_illum);
-
- radiance_sun *= transmittance;
-
+ vec3 radiance_sun = GetSkyLuminance(camPos, view_direction, 0.0f, sun_direction, transmittance);
vec3 solar_luminance = transmittance * GetSolarLuminance();
// If the view ray intersects the Sun, add the Sun radiance.
if (dot(view_direction, sun_direction) >= sun_size)
{
- radiance_sun = radiance_sun + solar_luminance;
+ radiance_sun += solar_luminance;
}
- vec3 color = radiance_sun;
-
- color = vec3(1.0) - exp(-color * 0.0001);
-
- //float d = dot(view_direction, sun_direction);
- //frag_color.rgb = vec3(d, d >= sun_size ? 1.0f : 0.0f, 0.0f);
-
- frag_color.rgb = color;
- //frag_color.rgb = vec3(dot(view_direction, sun_direction) > 0.95f ? 1.0 : 0.0, 0,0);
- //frag_color.rgb = normalize(view_pos);
+ vec3 color = vec3(1.0) - exp(-radiance_sun * 0.0001);
+ color = pow(color, vec3(1.0 / 2.2));
- frag_color.a = 1.0;
+ frag_data[0] = vec4(color, 1.0);
+ frag_data[1] = vec4(0.0);
+ frag_data[2] = vec4(0.0, 1.0, 0.0, 1.0);
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl
index cf3eb658fc..90217aed02 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl
@@ -30,22 +30,14 @@ uniform mat4 inv_proj;
uniform mat4 inv_modelview;
ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
-// Inputs
-uniform vec3 camPosLocal;
-
-out vec3 view_pos;
-out vec3 view_dir;
+VARYING vec2 vary_frag;
void main()
{
// pass through untransformed fullscreen pos (clipspace)
gl_Position = vec4(position.xyz, 1.0);
-
- view_pos = (inv_proj * vec4(position, 1.0f)).xyz;
-
- // this will be normalized in the frag shader...
- //view_dir = (inv_modelview * view_pos).xyz;
- view_dir = view_pos - camPosLocal;
+ vary_frag = texcoord0;
}