diff options
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl | 68 | 
1 files changed, 27 insertions, 41 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index bc6b006afa..9370118d70 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -46,78 +46,63 @@ float getAmbientClamp()      return 1.0f;  } -  void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao)  { -    vec3 P = inPositionEye; +    vec3 rel_pos = inPositionEye;      //(TERRAIN) limit altitude -    if (P.y >  max_y) P *= ( max_y / P.y); -    if (P.y < -max_y) P *= (-max_y / P.y); - -    vec3 tmpLightnorm = lightnorm.xyz; +    rel_pos.y = clamp(rel_pos.y, -max_y, max_y); -    vec3 Pn = normalize(P); -    float Plen = length(P); - -    vec4 temp1 = vec4(0); -    vec3 temp2 = vec3(0); -    vec4 blue_weight; -    vec4 haze_weight; +    vec3 rel_pos_norm = normalize(rel_pos); +    float rel_pos_len = length(rel_pos);      vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; -    vec4 light_atten; - -    float dens_mul = density_multiplier; -    float dist_mul = 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); +    vec4 light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);          //I had thought blue_density and haze_density should have equal weighting,          //but attenuation due to haze_density tends to seem too strong -    temp1 = blue_density + vec4(haze_density); -    blue_weight = blue_density / temp1; -    haze_weight = vec4(haze_density) / temp1; +    vec4 combined_haze = blue_density + vec4(haze_density); +    vec4 blue_weight = blue_density / combined_haze; +    vec4 haze_weight = vec4(haze_density) / combined_haze;      //(TERRAIN) compute sunlight from lightnorm z component, roughly cosine(sun elevation) (for short rays like terrain) -    float above_horizon_angle = abs(tmpLightnorm.z); +    float above_horizon_angle = abs(lightnorm.z);      sunlight *= exp(-light_atten * above_horizon_angle);    // for atten and angle in [0..1], this maps to something like [0.3..1]      // main atmospheric scattering line integral -    temp2.z = Plen * dens_mul; +    float density_dist = rel_pos_len * density_multiplier; -    // Transparency (-> temp1) -    // ATI Bugfix -- can't store temp1*temp2.z*dist_mul in a variable because the ati +    // Transparency (-> combined_haze) +    // ATI Bugfix -- can't store combined_haze*density_dist*distance_multiplier in a variable because the ati      // compiler gets confused. -    temp1 = exp(-temp1 * temp2.z * dist_mul); +    combined_haze = exp(-combined_haze * density_dist * distance_multiplier);      //final atmosphere attenuation factor -    atten = temp1.rgb; +    atten = combined_haze.rgb;      //compute haze glow -    //(can use temp2.x as temp because we haven't used it yet) -    temp2.x = dot(Pn, tmpLightnorm.xyz); +    float haze_glow = dot(rel_pos_norm, lightnorm.xyz);      // dampen sun additive contrib when not facing it...  	// SL-13539: This "if" clause causes an "additive" white artifact at roughly 77 degreees.      //    if (length(light_dir) > 0.01) -    { -        temp2.x *= max(0.0f, dot(light_dir, Pn)); -    } -    temp2.x = 1. - temp2.x; -        //temp2.x is 0 at the sun and increases away from sun -    temp2.x = max(temp2.x, .001);    //was glow.y +    haze_glow *= max(0.0f, dot(light_dir, rel_pos_norm)); +  +    haze_glow = 1. - haze_glow; +        //haze_glow is 0 at the sun and increases away from sun +    haze_glow = max(haze_glow, .001);    //was glow.y          //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) -    temp2.x *= glow.x; +    haze_glow *= glow.x;          //higher glow.x gives dimmer glow (because next step is 1 / "angle") -    temp2.x = pow(temp2.x, glow.z); +    haze_glow = pow(haze_glow, glow.z);          //glow.z should be negative, so we're doing a sort of (1 / "angle") function      //add "minimum anti-solar illumination" -    temp2.x += .25; +    haze_glow += .25; -    temp2.x *= sun_moon_glow_factor; +    haze_glow *= sun_moon_glow_factor;      vec4 amb_color = ambient_color;  @@ -143,10 +128,11 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou      //haze color          vec3 cs  = sunlight.rgb * (1.-cloud_shadow);          additive = (blue_horizon.rgb * blue_weight.rgb) * (cs           + tmpAmbient.rgb) -                 + (haze_horizon     * haze_weight.rgb) * (cs * temp2.x + tmpAmbient.rgb); +                 + (haze_horizon     * haze_weight.rgb) * (cs * haze_glow + tmpAmbient.rgb);      //brightness of surface both sunlight and ambient      sunlit = sunlight.rgb * 0.5;      amblit = tmpAmbient.rgb * .25; -    additive *= vec3(1.0 - temp1); +    additive *= vec3(1.0 - combined_haze);  } + | 
