diff options
author | Graham Linden <graham@lindenlab.com> | 2019-06-18 10:40:54 -0700 |
---|---|---|
committer | Graham Linden <graham@lindenlab.com> | 2019-06-18 10:40:54 -0700 |
commit | 9d138b1440fc68d5f4b687fbf4e8635d6d2bdfe5 (patch) | |
tree | 0ed8e2782b26f967a9564c438f74eefbbd28f35a /indra/newview | |
parent | c1a586d7e459858d31ad1549a79294832dd8e62e (diff) |
Fix sky atmospherics in class1 to match class2 and Mid.
Diffstat (limited to 'indra/newview')
4 files changed, 36 insertions, 34 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl index 894ce8a5e9..7d4d9eb49f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl @@ -41,8 +41,6 @@ uniform vec4 gamma; /// Soft clips the light with a gamma correction vec3 scaleSoftClip(vec3 light); -vec3 srgb_to_linear(vec3 c); -vec3 linear_to_srgb(vec3 c); void main() { @@ -53,14 +51,14 @@ void main() vec4 color; color = vary_HazeColor; - color.rgb *= 2.0f; - //color.rgb = scaleSoftClip(color.rgb); - //color.rgb = linear_to_srgb(color.rgb); + + color.rgb *= 2.; + color.rgb = scaleSoftClip(color.rgb); /// Gamma correct for WL (soft clip effect). - frag_data[0] = vec4(color.rgb, 1.0); + frag_data[0] = vec4(color.rgb, 0.0); frag_data[1] = vec4(0.0,0.0,0.0,0.0); - frag_data[2] = vec4(0.5,0.5,0.0,1.0); //1.0 in norm.w masks off fog + frag_data[2] = vec4(0.0,0.0,0.0,1.0); //1.0 in norm.w masks off fog gl_FragDepth = 0.99999f; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index bdc2a676da..45e79f36ea 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -53,6 +53,7 @@ uniform float distance_multiplier; uniform float max_y; uniform vec4 glow; +uniform float sun_moon_glow_factor; uniform vec4 cloud_color; @@ -60,11 +61,12 @@ void main() { // World / view / projection - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); + + gl_Position = pos; // Get relative position - vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); - //vec3 P = position.xyz + vec3(0,50,0); + vec3 P = pos.xyz - camPosLocal.xyz + vec3(0,50,0); // Set altitude if (P.y > 0.) @@ -78,6 +80,7 @@ void main() // Can normalize then vec3 Pn = normalize(P); + float Plen = length(P); // Initialize temp variables @@ -89,29 +92,30 @@ void main() vec4 light_atten; float dens_mul = density_multiplier; - float dist_mul = distance_multiplier; + float dist_mul = max(0.05, distance_multiplier); // 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)) * (dens_mul * max_y); // Calculate relative weights - temp1 = blue_density + haze_density; + temp1 = abs(blue_density) + vec4(abs(haze_density)); blue_weight = blue_density / temp1; haze_weight = haze_density / temp1; // Compute sunlight from P & lightnorm (for long rays like sky) - temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y ); - temp2.y = 1. / temp2.y; - sunlight *= exp( - light_atten * temp2.y); + temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y ); + temp2.y = 1. / temp2.y; + sunlight *= exp( - light_atten * temp2.y); // Distance temp2.z = Plen * dens_mul; // Transparency (-> temp1) - // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati - // compiler gets confused. - temp1 = exp(-temp1 * temp2.z * dist_mul); + // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati + // compiler gets confused. + //temp1 = exp(-temp1 * temp2.z * dist_mul); + temp1 = exp(-temp1 * dist_mul); // Compute haze glow @@ -128,35 +132,34 @@ void main() // Add "minimum anti-solar illumination" temp2.x += .25; + temp2.x *= sun_moon_glow_factor; - // Haze color above cloud - vary_HazeColor = ( blue_horizon * blue_weight * (sunlight + ambient_color) - + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color) - ); + vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient_color) + + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color) + ); + // Final atmosphere additive + color *= (1. - temp1); // Increase ambient when there are more clouds vec4 tmpAmbient = ambient_color; - tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; + tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5; // Dim sunlight by cloud shadow percentage - sunlight *= (1. - cloud_shadow); + sunlight *= max(0.0, (1. - cloud_shadow)); // Haze color below cloud vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient) ); - // Final atmosphere additive - vary_HazeColor *= (1. - temp1); - // Attenuate cloud color by atmosphere temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds // At horizon, blend high altitude sky color towards the darker color below the clouds - vary_HazeColor += (additiveColorBelowCloud - vary_HazeColor) * (1. - sqrt(temp1)); + color += (additiveColorBelowCloud - color) * (1. - sqrt(temp1)); - // won't compile on mac without this being set - //vary_AtmosAttenuation = vec3(0.0,0.0,0.0); + // Haze color above cloud + vary_HazeColor = color; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl index 0f33bac3c6..889a989985 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl @@ -165,6 +165,8 @@ void main() + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color) ); + // Final atmosphere additive + color *= (1. - temp1); // Increase ambient when there are more clouds vec4 tmpAmbient = ambient_color; @@ -178,8 +180,7 @@ void main() + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient) ); - // Final atmosphere additive - color *= (1. - temp1); + // Attenuate cloud color by atmosphere temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds @@ -201,6 +202,6 @@ void main() /// Gamma correct for WL (soft clip effect). frag_data[0] = vec4(color.rgb, 1.0); frag_data[1] = vec4(0.0,0.0,0.0,0.0); - frag_data[2] = vec4(0.5,0.5,0.0,1.0); //1.0 in norm.w masks off fog + frag_data[2] = vec4(0.0,0.0,0.0,1.0); //1.0 in norm.w masks off fog } diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl index 02e10b7b50..de6fb276aa 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl @@ -49,7 +49,7 @@ void main() vec4 color; color = vary_HazeColor; - color *= 2.; + color.rgb *= 2.; /// Gamma correct for WL (soft clip effect). frag_color.rgb = scaleSoftClip(color.rgb); frag_color.a = 1.0; |