diff options
author | Graham Linden <graham@lindenlab.com> | 2018-06-11 22:39:57 +0100 |
---|---|---|
committer | Graham Linden <graham@lindenlab.com> | 2018-06-11 22:39:57 +0100 |
commit | fc8d0de673da0e02915556008a365aca67472eba (patch) | |
tree | dab865b50ca106152cae92174995fb8dbe5935e1 /indra/newview/app_settings/shaders | |
parent | 0f608cb764856ae8586a9d9631842a782cb70a23 (diff) |
Make cloud rendering use textures defined in sky settings and add code to shaders to lerp between current and next cloud texture.
Diffstat (limited to 'indra/newview/app_settings/shaders')
6 files changed, 37 insertions, 9 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl index 7b971fcc66..1a4cdff23d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl @@ -39,6 +39,8 @@ VARYING vec4 vary_CloudColorAmbient; VARYING float vary_CloudDensity; uniform sampler2D cloud_noise_texture; +uniform sampler2D cloud_noise_texture_next; +uniform float blend_factor; uniform vec4 cloud_pos_density1; uniform vec4 cloud_pos_density2; uniform vec4 gamma; @@ -57,6 +59,14 @@ vec3 scaleSoftClip(vec3 light) { return light; } +vec4 cloudNoise(vec2 uv) +{ + vec4 a = texture2D(cloud_noise_texture, uv); + vec4 b = texture2D(cloud_noise_texture_next, uv); + vec4 cloud_noise_sample = mix(a, b, blend_factor); + return cloud_noise_sample; +} + void main() { // Set variables @@ -77,7 +87,7 @@ void main() // Compute alpha1, the main cloud opacity - float alpha1 = (texture2D(cloud_noise_texture, uv1).x - 0.5) + (texture2D(cloud_noise_texture, uv3).x - 0.5) * cloud_pos_density2.z; + float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z; alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10. * cloud_pos_density1.z, 1.); // And smooth @@ -87,7 +97,7 @@ void main() // Compute alpha2, for self shadowing effect // (1 - alpha2) will later be used as percentage of incoming sunlight - float alpha2 = (texture2D(cloud_noise_texture, uv2).x - 0.5); + float alpha2 = (cloudNoise(uv2).x - 0.5); alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.); // And smooth diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl index 4511237e4d..8e4696cfaa 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl @@ -37,7 +37,6 @@ out vec4 frag_data[3]; VARYING vec4 vary_HazeColor; -uniform sampler2D cloud_noise_texture; uniform vec4 gamma; /// Soft clips the light with a gamma correction diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl index 96c70651b1..e0c7e18a6f 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl @@ -42,6 +42,8 @@ VARYING vec2 vary_texcoord2; VARYING vec2 vary_texcoord3; uniform sampler2D cloud_noise_texture; +uniform sampler2D cloud_noise_texture_next; +uniform float blend_factor; uniform vec4 cloud_pos_density1; uniform vec4 cloud_pos_density2; uniform vec4 gamma; @@ -55,6 +57,14 @@ vec3 scaleSoftClip(vec3 light) { return light; } +vec4 cloudNoise(vec2 uv) +{ + vec4 a = texture2D(cloud_noise_texture, uv); + vec4 b = texture2D(cloud_noise_texture_next, uv); + vec4 samp = mix(a, b, blend_factor); + return samp; +} + void main() { // Set variables @@ -75,7 +85,7 @@ void main() // Compute alpha1, the main cloud opacity - float alpha1 = (texture2D(cloud_noise_texture, uv1).x - 0.5) + (texture2D(cloud_noise_texture, uv3).x - 0.5) * cloud_pos_density2.z; + float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z; alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10. * cloud_pos_density1.z, 1.); // And smooth @@ -85,7 +95,7 @@ void main() // Compute alpha2, for self shadowing effect // (1 - alpha2) will later be used as percentage of incoming sunlight - float alpha2 = (texture2D(cloud_noise_texture, uv2).x - 0.5); + float alpha2 = (cloudNoise(uv2).x - 0.5); alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.); // And smooth diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl index 2a0ca35278..25fd0584f8 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl @@ -35,7 +35,6 @@ out vec4 frag_color; VARYING vec4 vary_HazeColor; -uniform sampler2D cloud_noise_texture; uniform vec4 gamma; /// Soft clips the light with a gamma correction diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl index 96c70651b1..44b41cc0b8 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl @@ -42,10 +42,21 @@ VARYING vec2 vary_texcoord2; VARYING vec2 vary_texcoord3; uniform sampler2D cloud_noise_texture; +uniform sampler2D cloud_noise_texture_next; +uniform float blend_factor; uniform vec4 cloud_pos_density1; uniform vec4 cloud_pos_density2; uniform vec4 gamma; +vec4 cloudNoise(vec2 uv) +{ + vec4 a = texture2D(cloud_noise_texture, uv); + vec4 b = texture2D(cloud_noise_texture_next, uv); + vec4 samp = mix(a, b, blend_factor); + return samp; +} + + /// Soft clips the light with a gamma correction vec3 scaleSoftClip(vec3 light) { //soft clip effect: @@ -75,7 +86,7 @@ void main() // Compute alpha1, the main cloud opacity - float alpha1 = (texture2D(cloud_noise_texture, uv1).x - 0.5) + (texture2D(cloud_noise_texture, uv3).x - 0.5) * cloud_pos_density2.z; + float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z; alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10. * cloud_pos_density1.z, 1.); // And smooth @@ -85,7 +96,7 @@ void main() // Compute alpha2, for self shadowing effect // (1 - alpha2) will later be used as percentage of incoming sunlight - float alpha2 = (texture2D(cloud_noise_texture, uv2).x - 0.5); + float alpha2 = (cloudNoise(uv2).x - 0.5); alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.); // And smooth diff --git a/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl index 5185a9f8f4..a439aa64d7 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl @@ -36,7 +36,6 @@ uniform vec3 cameraPosLocal; uniform vec3 sun_dir; uniform float sun_size; -uniform sampler2D cloud_noise_texture; uniform sampler2D transmittance_texture; uniform sampler3D scattering_texture; uniform sampler3D single_mie_scattering_texture; |