diff options
author | Graham Linden graham@lindenlab.com <Graham Linden graham@lindenlab.com> | 2018-02-26 16:38:50 +0000 |
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committer | Graham Linden graham@lindenlab.com <Graham Linden graham@lindenlab.com> | 2018-02-26 16:38:50 +0000 |
commit | 6303ef5763393021d35c55a012cacfa7ee8c650e (patch) | |
tree | 01912486f86a81946bdb23ea07327804ee789056 /indra/newview | |
parent | 6cc4a091b3ba4dd4842cc06e3b34af3d04dc5796 (diff) |
Redo advanced atmo shader integration with SL.
Diffstat (limited to 'indra/newview')
3 files changed, 125 insertions, 10 deletions
diff --git a/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoF.glsl b/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoF.glsl new file mode 100644 index 0000000000..c71eaf4b13 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoF.glsl @@ -0,0 +1,71 @@ +/** + * @file 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_direction; +uniform vec2 sun_size; + +uniform sampler2D cloud_noise_texture; +uniform sampler2D transmittance_texture; +uniform sampler3D scattering_texture; +uniform sampler3D mie_scattering_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 radiance = GetSkyLuminance(camPos, view_direction, 0.0f, sun_direction, transmittance); + + radiance *= transmittance; + + // If the view ray intersects the Sun, add the Sun radiance. + if (dot(view_direction, sun_direction) >= sun_size.y) + { + radiance = radiance + transmittance * GetSolarLuminance(); + } + + vec3 color = vec3(1.0) - exp(-radiance); + color = pow(color, vec3(1.0 / 2.2)); + + frag_color.rgb = color; + + 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 new file mode 100644 index 0000000000..52a7595379 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoV.glsl @@ -0,0 +1,43 @@ +/** + * @file 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/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 6d174442fb..c4fa4e86b4 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -3288,8 +3288,10 @@ BOOL LLViewerShaderMgr::loadShadersInterface() return TRUE; } +#pragma optimize("", off) + BOOL LLViewerShaderMgr::loadShadersWindLight() -{ +{ BOOL success = TRUE; if (mVertexShaderLevel[SHADER_WINDLIGHT] < 2) @@ -3308,7 +3310,7 @@ BOOL LLViewerShaderMgr::loadShadersWindLight() } // this shader uses gather so it can't live with the other basic shaders safely - if (success && (mVertexShaderLevel[SHADER_WINDLIGHT] >= 3)) + /*if (success && (mVertexShaderLevel[SHADER_WINDLIGHT] >= 3)) { gDownsampleMinMaxDepthRectProgram.mName = "DownsampleMinMaxDepthRect Shader"; gDownsampleMinMaxDepthRectProgram.mShaderFiles.clear(); @@ -3316,22 +3318,22 @@ BOOL LLViewerShaderMgr::loadShadersWindLight() gDownsampleMinMaxDepthRectProgram.mShaderFiles.push_back(make_pair("windlight/downsampleMinMaxDepthRectF.glsl", GL_FRAGMENT_SHADER_ARB)); gDownsampleMinMaxDepthRectProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT]; success = gDownsampleMinMaxDepthRectProgram.createShader(NULL, NULL); - } + }*/ // this shader uses gather so it can't live with the other basic shaders safely if (success && (mVertexShaderLevel[SHADER_WINDLIGHT] >= 3)) { gInscatterRectProgram.mName = "Inscatter Shader"; gInscatterRectProgram.mShaderFiles.clear(); - gInscatterRectProgram.mShaderFiles.push_back(make_pair("windlight/atmoV.glsl", GL_VERTEX_SHADER_ARB)); - gInscatterRectProgram.mShaderFiles.push_back(make_pair("windlight/atmoF.glsl", GL_FRAGMENT_SHADER_ARB)); + gInscatterRectProgram.mShaderFiles.push_back(make_pair("windlight/advancedAtmoV.glsl", GL_VERTEX_SHADER_ARB)); + gInscatterRectProgram.mShaderFiles.push_back(make_pair("windlight/advancedAtmoF.glsl", GL_FRAGMENT_SHADER_ARB)); gInscatterRectProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT]; llassert(gAtmosphere != nullptr); gInscatterRectProgram.mExtraLinkObject = gAtmosphere->getAtmosphericShaderForLink(); success = gInscatterRectProgram.createShader(NULL, NULL); } - if (success) + if (success && (mVertexShaderLevel[SHADER_WINDLIGHT] < 3)) { gWLSkyProgram.mName = "Windlight Sky Shader"; //gWLSkyProgram.mFeatures.hasGamma = true; @@ -3340,10 +3342,6 @@ BOOL LLViewerShaderMgr::loadShadersWindLight() gWLSkyProgram.mShaderFiles.push_back(make_pair("windlight/skyF.glsl", GL_FRAGMENT_SHADER_ARB)); gWLSkyProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT]; gWLSkyProgram.mShaderGroup = LLGLSLShader::SG_SKY; - if (mVertexShaderLevel[SHADER_WINDLIGHT] >= 3) - { - gWLSkyProgram.mExtraLinkObject = gAtmosphere->getAtmosphericShaderForLink(); - } success = gWLSkyProgram.createShader(NULL, NULL); } @@ -3362,6 +3360,9 @@ BOOL LLViewerShaderMgr::loadShadersWindLight() return success; } +#pragma optimize("", on) + + BOOL LLViewerShaderMgr::loadTransformShaders() { BOOL success = TRUE; |