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-rw-r--r--indra/llrender/llatmosphere.cpp3
-rw-r--r--indra/llrender/llglslshader.cpp4
-rw-r--r--indra/newview/app_settings/shaders/class3/windlight/advancedAtmoF.glsl71
-rw-r--r--indra/newview/app_settings/shaders/class3/windlight/advancedAtmoV.glsl43
-rw-r--r--indra/newview/llviewershadermgr.cpp21
5 files changed, 132 insertions, 10 deletions
diff --git a/indra/llrender/llatmosphere.cpp b/indra/llrender/llatmosphere.cpp
index fb159a3e47..8840f49454 100644
--- a/indra/llrender/llatmosphere.cpp
+++ b/indra/llrender/llatmosphere.cpp
@@ -167,18 +167,21 @@ LLAtmosphere::LLAtmosphere()
m_scattering = new LLGLTexture;
m_mie_scattering = new LLGLTexture;
+ m_transmittance->generateGLTexture();
m_transmittance->setAddressMode(LLTexUnit::eTextureAddressMode::TAM_CLAMP);
m_transmittance->setFilteringOption(LLTexUnit::eTextureFilterOptions::TFO_BILINEAR);
m_transmittance->setExplicitFormat(GL_RGB16F, GL_RGB, GL_FLOAT);
m_transmittance->setTexName(m_textures.transmittance_texture);
m_transmittance->setTarget(GL_TEXTURE_2D, LLTexUnit::TT_TEXTURE);
+ m_scattering->generateGLTexture();
m_scattering->setAddressMode(LLTexUnit::eTextureAddressMode::TAM_CLAMP);
m_scattering->setFilteringOption(LLTexUnit::eTextureFilterOptions::TFO_BILINEAR);
m_scattering->setExplicitFormat(GL_RGB16F, GL_RGB, GL_FLOAT);
m_scattering->setTexName(m_textures.transmittance_texture);
m_scattering->setTarget(GL_TEXTURE_3D, LLTexUnit::TT_TEXTURE_3D);
+ m_mie_scattering->generateGLTexture();
m_mie_scattering->setAddressMode(LLTexUnit::eTextureAddressMode::TAM_CLAMP);
m_mie_scattering->setFilteringOption(LLTexUnit::eTextureFilterOptions::TFO_BILINEAR);
m_mie_scattering->setExplicitFormat(GL_RGB16F, GL_RGB, GL_FLOAT);
diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp
index b09ec53bc0..a5939a6eb9 100644
--- a/indra/llrender/llglslshader.cpp
+++ b/indra/llrender/llglslshader.cpp
@@ -374,6 +374,8 @@ void LLGLSLShader::unloadInternal()
stop_glerror();
}
+#pragma optimize("", off)
+
BOOL LLGLSLShader::createShader(std::vector<LLStaticHashedString> * attributes,
std::vector<LLStaticHashedString> * uniforms,
U32 varying_count,
@@ -490,6 +492,8 @@ BOOL LLGLSLShader::createShader(std::vector<LLStaticHashedString> * attributes,
return success;
}
+#pragma optimize("", on)
+
BOOL LLGLSLShader::attachObject(std::string object)
{
if (LLShaderMgr::instance()->mShaderObjects.count(object) > 0)
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;