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authorDave Parks <davep@lindenlab.com>2022-09-26 17:17:34 -0500
committerDave Parks <davep@lindenlab.com>2022-09-26 17:17:34 -0500
commit725d042640f5b0474b58e6a1af0a4063c7e5cfc2 (patch)
treeb79ea04dd68d87776dae0b14d0c99795f5cbcf4a /indra/newview/app_settings/shaders
parent20f44fb522099e8e14e42ea0d5dedf76b24b9d6c (diff)
SL-18190 WIP - Windlight to linear space proof of concept, better parity between release viewer and materials viewer when reflections disabled. Avoid run-away probe ambiance.
Diffstat (limited to 'indra/newview/app_settings/shaders')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl19
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl134
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/materialF.glsl32
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl20
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl48
-rw-r--r--indra/newview/app_settings/shaders/class3/windlight/advancedAtmoF.glsl73
-rw-r--r--indra/newview/app_settings/shaders/class3/windlight/advancedAtmoV.glsl43
-rw-r--r--indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl46
-rw-r--r--indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl51
-rw-r--r--indra/newview/app_settings/shaders/class3/windlight/transportF.glsl68
11 files changed, 58 insertions, 482 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 69a0a41034..b72c9651c1 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -88,6 +88,9 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
float getAmbientClamp();
+void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv,
+ vec3 pos, vec3 norm, float glossiness, float envIntensity);
+
vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, float ambiance)
{
// SL-14895 inverted attenuation work-around
@@ -242,11 +245,14 @@ void main()
calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false);
- vec2 abnormal = encode_normal(norm.xyz);
+ vec3 ambenv;
+ vec3 glossenv;
+ vec3 legacyenv;
+ sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, pos.xyz, norm.xyz, 0.0, 0.0);
+
float da = dot(norm.xyz, light_dir.xyz);
da = clamp(da, -1.0, 1.0);
- da = pow(da, 1.0/1.3);
float final_da = da;
final_da = clamp(final_da, 0.0f, 1.0f);
@@ -262,22 +268,17 @@ void main()
vec3 sun_contrib = min(final_da, shadow) * sunlit;
- color.rgb = amblit;
+ color.rgb = max(amblit, ambenv);
color.rgb *= ambient;
color.rgb += sun_contrib;
- color.rgb *= diffuse_srgb.rgb;
+ color.rgb *= diffuse_linear.rgb;
color.rgb = atmosFragLighting(color.rgb, additive, atten);
vec4 light = vec4(0,0,0,0);
- color.rgb = scaleSoftClipFrag(color.rgb);
-
- //convert to linear before applying local lights
- color.rgb = srgb_to_linear(color.rgb);
-
#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diffuse_linear.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w);
LIGHT_LOOP(1)
diff --git a/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl
index 15d6b5a05d..a7cac6c523 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl
@@ -25,7 +25,7 @@
// Implementation for when reflection probes are disabled
-uniform float minimumReflectionAmbiance;
+uniform float reflection_probe_ambiance;
uniform samplerCube environmentMap;
@@ -36,7 +36,7 @@ vec3 srgb_to_linear(vec3 c);
void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
vec3 pos, vec3 norm, float glossiness)
{
- ambenv = vec3(0,0,0);
+ ambenv = vec3(reflection_probe_ambiance * 0.25);
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
vec3 env_vec = env_mat * refnormpersp;
@@ -46,7 +46,7 @@ void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv,
vec3 pos, vec3 norm, float glossiness, float envIntensity)
{
- ambenv = vec3(0,0,0);
+ ambenv = vec3(reflection_probe_ambiance * 0.25);
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
vec3 env_vec = env_mat * refnormpersp;
diff --git a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl
deleted file mode 100644
index df9704ec25..0000000000
--- a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl
+++ /dev/null
@@ -1,134 +0,0 @@
-/**
- * @file avatarV.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, 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 mat4 projection_matrix;
-
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec3 normal;
-ATTRIBUTE vec2 texcoord0;
-ATTRIBUTE vec4 clothing;
-
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
-
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color);
-mat4 getSkinnedTransform();
-void calcAtmospherics(vec3 inPositionEye);
-
-uniform vec4 color;
-
-uniform vec4 gWindDir;
-uniform vec4 gSinWaveParams;
-uniform vec4 gGravity;
-
-const vec4 gMinMaxConstants = vec4(1.0, 0.166666, 0.0083143, .00018542); // #minimax-generated coefficients
-const vec4 gPiConstants = vec4(0.159154943, 6.28318530, 3.141592653, 1.5707963); // # {1/2PI, 2PI, PI, PI/2}
-
-void main()
-{
- vary_texcoord0 = texcoord0;
-
- vec4 pos;
- mat4 trans = getSkinnedTransform();
-
- vec3 norm;
- norm.x = dot(trans[0].xyz, normal);
- norm.y = dot(trans[1].xyz, normal);
- norm.z = dot(trans[2].xyz, normal);
- norm = normalize(norm);
-
- //wind
- vec4 windEffect;
- windEffect = vec4(dot(norm, gWindDir.xyz));
- pos.x = dot(trans[2].xyz, position.xyz);
- windEffect.xyz = pos.x * vec3(0.015, 0.015, 0.015)
- + windEffect.xyz;
- windEffect.w = windEffect.w * 2.0 + 1.0; // move wind offset value to [-1, 3]
- windEffect.w = windEffect.w*gWindDir.w; // modulate wind strength
-
- windEffect.xyz = windEffect.xyz*gSinWaveParams.xyz
- +vec3(gSinWaveParams.w); // use sin wave params to scale and offset input
-
-
- //reduce to period of 2 PI
- vec4 temp1, temp0, temp2, offsetPos;
- temp1.xyz = windEffect.xyz * gPiConstants.x; // change input as multiple of [0-2PI] to [0-1]
- temp0.y = mod(temp1.x,1.0);
- windEffect.x = temp0.y * gPiConstants.y; // scale from [0,1] to [0, 2PI]
- temp1.z = temp1.z - gPiConstants.w; // shift normal oscillation by PI/2
- temp0.y = mod(temp1.z,1.0);
-
- windEffect.z = temp0.y * gPiConstants.y; // scale from [0,1] to [0, 2PI]
- windEffect.xyz = windEffect.xyz + vec3(-3.141592); // offset to [-PI, PI]
-
-
- //calculate sinusoid
- vec4 sinWave;
- temp1 = windEffect*windEffect;
- sinWave = -temp1 * gMinMaxConstants.w
- + vec4(gMinMaxConstants.z); // y = -(x^2)/7! + 1/5!
- sinWave = sinWave * -temp1 + vec4(gMinMaxConstants.y); // y = -(x^2) * (-(x^2)/7! + 1/5!) + 1/3!
- sinWave = sinWave * -temp1 + vec4(gMinMaxConstants.x); // y = -(x^2) * (-(x^2) * (-(x^2)/7! + 1/5!) + 1/3!) + 1
- sinWave = sinWave * windEffect; // y = x * (-(x^2) * (-(x^2) * (-(x^2)/7! + 1/5!) + 1/3!) + 1)
-
- // sinWave.x holds sin(norm . wind_direction) with primary frequency
- // sinWave.y holds sin(norm . wind_direction) with secondary frequency
- // sinWave.z hold cos(norm . wind_direction) with primary frequency
- sinWave.xyz = sinWave.xyz * gWindDir.w
- + vec3(windEffect.w); // multiply by wind strength in gWindDir.w [-wind, wind]
-
- // add normal facing bias offset [-wind,wind] -> [-wind - .25, wind + 1]
- temp1 = vec4(dot(norm, gGravity.xyz)); // how much is this normal facing in direction of gGravity?
- temp1 = min(temp1, vec4(0.2,0.0,0.0,0.0)); // clamp [-1, 1] to [-1, 0.2]
- temp1 = temp1*vec4(1.5,0.0,0.0,0.0); // scale from [-1,0.2] to [-1.5, 0.3]
- sinWave.x = sinWave.x + temp1.x; // add gGravity effect to sinwave (only primary frequency)
- sinWave.xyz = sinWave.xyz * clothing.w; // modulate by clothing coverage
-
- sinWave.xyz = max(sinWave.xyz, vec3(-1.0, -1.0, -1.0)); // clamp to underlying body shape
- offsetPos = clothing * sinWave.x; // multiply wind effect times clothing displacement
- temp2 = gWindDir*sinWave.z + vec4(norm,0); // calculate normal offset due to wind oscillation
- offsetPos = vec4(1.0,1.0,1.0,0.0)*offsetPos+vec4(position.xyz, 1.0); // add to offset vertex position, and zero out effect from w
- norm += temp2.xyz*2.0; // add sin wave effect on normals (exaggerated)
-
- //add "backlighting" effect
- float colorAcc;
- colorAcc = 1.0 - clothing.w;
- norm.z -= colorAcc * 0.2;
-
- //renormalize normal (again)
- norm = normalize(norm);
-
- pos.x = dot(trans[0], offsetPos);
- pos.y = dot(trans[1], offsetPos);
- pos.z = dot(trans[2], offsetPos);
- pos.w = 1.0;
-
- calcAtmospherics(pos.xyz);
-
- vec4 col = calcLighting(pos.xyz, norm, color);
- vertex_color = col;
-
- gl_Position = projection_matrix * pos;
-}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
index 27eb0b9888..7c0a11d442 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
@@ -287,6 +287,9 @@ void main()
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
//forward rendering, output lit linear color
+ diffcol.rgb = srgb_to_linear(diffcol.rgb);
+ spec.rgb = srgb_to_linear(spec.rgb);
+
vec3 pos = vary_position;
float shadow = 1.0f;
@@ -318,20 +321,23 @@ void main()
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
- //we're in sRGB space, so gamma correct this dot product so
- // lighting from the sun stays sharp
- float da = clamp(dot(normalize(norm.xyz), light_dir.xyz), 0.0, 1.0);
- da = pow(da, 1.0 / 1.3);
- vec3 sun_contrib = min(da, shadow) * sunlit;
-
vec3 ambenv;
vec3 glossenv;
vec3 legacyenv;
sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, pos.xyz, norm.xyz, spec.a, envIntensity);
- amblit = max(ambenv, amblit);
- color.rgb = amblit;
+ // use sky settings ambient or irradiance map sample, whichever is brighter
+ color = max(amblit, ambenv);
- color += sun_contrib;
+ float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
+ ambient *= 0.5;
+ ambient *= ambient;
+ ambient = (1.0 - ambient);
+ color.rgb *= ambient;
+
+ float da = clamp(dot(norm.xyz, sun_dir.xyz), 0.0, 1.0);
+ vec3 sun_contrib = min(da, shadow) * sunlit;
+ color.rgb += sun_contrib;
+ color.rgb *= diffuse.rgb;
color *= diffcol.rgb;
@@ -359,18 +365,14 @@ void main()
{ // add environmentmap
applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, envIntensity);
}
- color = scaleSoftClipFrag(color);
-
- //convert to linear before adding local lights
- color = srgb_to_linear(color);
vec3 npos = normalize(-pos.xyz);
vec3 light = vec3(0, 0, 0);
- final_specular.rgb = srgb_to_linear(final_specular.rgb); // SL-14035
+ final_specular.rgb = final_specular.rgb; // SL-14035
- color = mix(color.rgb, srgb_to_linear(diffcol.rgb), diffuse.a);
+ color = mix(color.rgb, diffcol.rgb, diffuse.a);
#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w );
diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
index 73b852e008..de18251dc4 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
@@ -31,8 +31,6 @@
uniform samplerCubeArray reflectionProbes;
uniform samplerCubeArray irradianceProbes;
-vec3 linear_to_srgb(vec3 col);
-
layout (std140) uniform ReflectionProbes
{
// list of OBBs for user override probes
@@ -531,32 +529,28 @@ void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout
vec3 refnormpersp = reflect(pos.xyz, norm.xyz);
ambenv = sampleProbeAmbient(pos, norm);
+ ambenv /= 1.725;
if (glossiness > 0.0)
{
float lod = (1.0-glossiness)*reflection_lods;
glossenv = sampleProbes(pos, normalize(refnormpersp), lod, 1.f);
- glossenv = linear_to_srgb(glossenv);
}
if (envIntensity > 0.0)
{
legacyenv = sampleProbes(pos, normalize(refnormpersp), 0.0, 1.f);
- legacyenv = linear_to_srgb(legacyenv);
}
-
- // legacy expects values in sRGB space for now
- ambenv = linear_to_srgb(ambenv);
-
}
void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm)
{
- glossenv *= 0.35; // fudge darker
- float fresnel = 1.0+dot(normalize(pos.xyz), norm.xyz);
- float minf = spec.a * 0.1;
- fresnel = fresnel * (1.0-minf) + minf;
- glossenv *= spec.rgb*min(fresnel, 1.0);
+ glossenv *= 0.5; // fudge darker
+ float fresnel = clamp(1.0+dot(normalize(pos.xyz), norm.xyz), 0.3, 1.0);
+ fresnel *= fresnel;
+ fresnel *= spec.a;
+ glossenv *= spec.rgb*fresnel;
+ glossenv *= vec3(1.0) - color; // fake energy conservation
color.rgb += glossenv;
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index cfdbbdfe2c..9374922494 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -114,14 +114,12 @@ void main()
vec4 pos = getPositionWithDepth(tc, depth);
vec4 norm = texture2DRect(normalMap, tc);
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
- float light_gamma = 1.0 / 1.3;
vec4 diffuse = texture2DRect(diffuseRect, tc);
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); // NOTE: PBR linear Emissive
#if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO)
vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
- scol_ambocc = pow(scol_ambocc, vec2(light_gamma));
float scol = max(scol_ambocc.r, diffuse.a);
float ambocc = scol_ambocc.g;
#else
@@ -159,13 +157,10 @@ void main()
vec3 irradiance = vec3(0);
vec3 radiance = vec3(0);
sampleReflectionProbes(irradiance, radiance, pos.xyz, norm.xyz, gloss);
- irradiance = max(srgb_to_linear(amblit),irradiance) * ambocc*4.0;
+ irradiance = max(amblit*1.725,irradiance*ambocc);
vec3 f0 = vec3(0.04);
vec3 baseColor = diffuse.rgb;
-
- //baseColor.rgb = vec3(0,0,0);
- //colorEmissive = srgb_to_linear(norm.xyz*0.5+0.5);
vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0);
diffuseColor *= 1.0 - metallic;
@@ -179,34 +174,37 @@ void main()
color.rgb += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, v, normalize(light_dir)) * sunlit*8.0 * scol;
color.rgb += colorEmissive;
- color = linear_to_srgb(color);
+ //color = atmosFragLighting(color, additive, atten);
color *= atten.r;
- color += 2.0*additive;
- color = scaleSoftClipFrag(color);
- color = srgb_to_linear(color);
-
-
- frag_color.rgb = color.rgb; //output linear since local lights will be added to this shader's results
+ color += additive;
+
}
else
{
+
+ // legacy shaders are still writng sRGB to gbuffer
+ diffuse.rgb = srgb_to_linear(diffuse.rgb);
+ spec.rgb = srgb_to_linear(spec.rgb);
+
float envIntensity = norm.z;
norm.xyz = getNorm(tc);
float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0);
- da = pow(da, light_gamma);
-
- //diffuse.rgb = linear_to_srgb(diffuse.rgb); // SL-14035
sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, pos.xyz, norm.xyz, spec.a, envIntensity);
- vec3 debug = legacyenv;
- amblit = max(ambenv, amblit);
- color.rgb = amblit*ambocc;
+ // use sky settings ambient or irradiance map sample, whichever is brighter
+ color = max(amblit, ambenv*ambocc);
+ color = ambenv;
+
+ float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
+ ambient *= 0.5;
+ ambient *= ambient;
+ ambient = (1.0 - ambient);
+ color.rgb *= ambient;
vec3 sun_contrib = min(da, scol) * sunlit;
color.rgb += sun_contrib;
- color.rgb = min(color.rgb, vec3(1,1,1));
color.rgb *= diffuse.rgb;
vec3 refnormpersp = reflect(pos.xyz, norm.xyz);
@@ -234,8 +232,9 @@ void main()
{ // add environmentmap
applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, envIntensity);
}
- color = mix(scaleSoftClipFrag(color), fullbrightScaleSoftClip(color), diffuse.a);
+ color = mix(color, fullbrightScaleSoftClip(color), diffuse.a);
}
+ }
#ifdef WATER_FOG
vec4 fogged = applyWaterFogView(pos.xyz, vec4(color, bloom));
@@ -243,11 +242,6 @@ void main()
bloom = fogged.a;
#endif
- // convert to linear as fullscreen lights need to sum in linear colorspace
- // and will be gamma (re)corrected downstream...
- frag_color.rgb = srgb_to_linear(color.rgb);
- }
-
-
+ frag_color.rgb = color.rgb; //output linear since local lights will be added to this shader's results
frag_color.a = bloom;
}
diff --git a/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoF.glsl b/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoF.glsl
deleted file mode 100644
index c6ea3ec9d4..0000000000
--- a/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoF.glsl
+++ /dev/null
@@ -1,73 +0,0 @@
-/**
- * @file class3\wl\advancedAtmoF.glsl
- *
- * $LicenseInfo:firstyear=2005&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2005, 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
- * $/LicenseInfo$
- */
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-in vec3 view_dir;
-
-uniform vec3 cameraPosLocal;
-uniform vec3 sun_dir;
-uniform float sun_size;
-
-uniform sampler2D transmittance_texture;
-uniform sampler3D scattering_texture;
-uniform sampler3D mie_scattering_texture;
-uniform sampler2D irradiance_texture;
-
-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()
-{
- vec3 view_direction = normalize(view_dir);
-
- vec3 camPos = cameraPosLocal;
- vec3 transmittance;
- vec3 sky_illum;
- vec3 radiance = GetSkyLuminance(camPos, view_direction, 0.0f, sun_dir, transmittance);
- vec3 radiance2 = GetSunAndSkyIlluminance(camPos, view_direction, sun_dir, sky_illum);
-
- //radiance *= transmittance;
-
- // If the view ray intersects the Sun, add the Sun radiance.
- if (dot(view_direction, sun_dir) >= sun_size)
- {
- radiance = radiance + transmittance * GetSolarLuminance();
- }
-
- //vec3 color = vec3(1.0) - exp(-radiance);
- //color = pow(color, vec3(1.0 / 2.2));
-
- frag_color.rgb = radiance;
-
- frag_color.a = 1.0;
-}
-
diff --git a/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoV.glsl b/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoV.glsl
deleted file mode 100644
index 65bb00b1f6..0000000000
--- a/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoV.glsl
+++ /dev/null
@@ -1,43 +0,0 @@
-/**
- * @file class3\wl\advancedAtmoV.glsl
- *
- * $LicenseInfo:firstyear=2005&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2005, 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 mat4 modelview_projection_matrix;
-
-ATTRIBUTE vec3 position;
-
-// Inputs
-uniform vec3 camPosLocal;
-
-out vec3 view_dir;
-
-void main()
-{
- // World / view / projection
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
-
- // this will be normalized in the frag shader...
- view_dir = position.xyz - camPosLocal.xyz;
-}
-
diff --git a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl
deleted file mode 100644
index 2b70ba76dc..0000000000
--- a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl
+++ /dev/null
@@ -1,46 +0,0 @@
-/**
- * @file class3\wl\atmosphericsF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, 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
- * $/LicenseInfo$
- */
-
-vec3 getAdditiveColor();
-vec3 getAtmosAttenuation();
-vec3 scaleSoftClipFrag(vec3 light);
-
-uniform int no_atmo;
-
-vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten)
-{
- if (no_atmo == 1)
- {
- return light;
- }
- light *= atten.r;
- light += additive;
- return light * 2.0;
-}
-
-vec3 atmosLighting(vec3 light)
-{
- return atmosFragLighting(light, getAdditiveColor(), getAtmosAttenuation());
-}
diff --git a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl
deleted file mode 100644
index b76192d73f..0000000000
--- a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl
+++ /dev/null
@@ -1,51 +0,0 @@
-/**
- * @file class3\wl\atmosphericsV.glsl
- *
- * $LicenseInfo:firstyear=2005&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2005, 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
- * $/LicenseInfo$
- */
-
-// VARYING param funcs
-void setSunlitColor(vec3 v);
-void setAmblitColor(vec3 v);
-void setAdditiveColor(vec3 v);
-void setAtmosAttenuation(vec3 v);
-void setPositionEye(vec3 v);
-
-vec3 getAdditiveColor();
-
-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 calcAtmospherics(vec3 inPositionEye) {
-
- vec3 P = inPositionEye;
- setPositionEye(P);
- vec3 tmpsunlit = vec3(1);
- vec3 tmpamblit = vec3(1);
- vec3 tmpaddlit = vec3(1);
- vec3 tmpattenlit = vec3(1);
- calcAtmosphericVars(inPositionEye, vec3(0), 1, tmpsunlit, tmpamblit, tmpaddlit, tmpattenlit, true);
- setSunlitColor(tmpsunlit);
- setAmblitColor(tmpamblit);
- setAdditiveColor(tmpaddlit);
- setAtmosAttenuation(tmpattenlit);
-}
-
diff --git a/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl
deleted file mode 100644
index 545a32a227..0000000000
--- a/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl
+++ /dev/null
@@ -1,68 +0,0 @@
-/**
- * @file class3\wl\transportF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, 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
- * $/LicenseInfo$
- */
-
-//////////////////////////////////////////////////////////
-// The fragment shader for the terrain atmospherics
-//////////////////////////////////////////////////////////
-
-vec3 getAdditiveColor();
-vec3 getAtmosAttenuation();
-
-uniform int no_atmo;
-
-vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
-{
- if (no_atmo == 1)
- {
- return light;
- }
- // fullbright responds minimally to atmos scatter effects
- light *= min(15.0 * atten.r, 1.0);
- light += (0.1 * additive);
- return light * 2.0;
-}
-
-vec3 atmosTransport(vec3 light)
-{
- return atmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());
-}
-
-vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
-{
- float brightness = dot(light.rgb, vec3(0.33333));
- return vec3(1,0,1);
- //return atmosTransportFrag(light * 0.5, additive * (brightness * 0.5 + 0.5), atten);
-}
-
-vec3 fullbrightAtmosTransport(vec3 light)
-{
- return atmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());
-}
-
-vec3 fullbrightShinyAtmosTransport(vec3 light)
-{
- float brightness = dot(light.rgb, vec3(0.33333));
- return atmosTransportFrag(light * 0.5, getAdditiveColor() * (brightness * brightness), getAtmosAttenuation());
-}