diff options
4 files changed, 123 insertions, 159 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl index b9c19981d2..bf4e6b8e61 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl @@ -94,75 +94,66 @@ void main()  	vary_texcoord3 = vary_texcoord1 * 16.;  	// Get relative position -	vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); +	vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0,50,0); -    altitude_blend_factor = clamp((P.y + 512.0) / max_y, 0.0, 1.0); +    altitude_blend_factor = clamp((rel_pos.y + 512.0) / max_y, 0.0, 1.0);  	// Set altitude -	if (P.y > 0.) +	if (rel_pos.y > 0.)  	{ -		P *= (max_y / P.y); +		rel_pos *= (max_y / rel_pos.y);  	}  	else  	{  		altitude_blend_factor = 0; // SL-11589 Fix clouds drooping below horizon -		P *= (-32000. / P.y); +		rel_pos *= (-32000. / rel_pos.y);  	}  	// Can normalize then -	vec3 Pn = normalize(P); -	float  Plen = length(P); +	vec3 rel_pos_norm = normalize(rel_pos); +	float  rel_pos_len = length(rel_pos);  	// Initialize temp variables -	vec4 temp1 = vec4(0.); -	vec4 temp2 = vec4(0.); -	vec4 blue_weight; -	vec4 haze_weight; -	//vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;  	vec4 sunlight = sunlight_color;  	vec4 light_atten; -    float dens_mul = density_multiplier; - -	// Sunlight attenuation effect (hue and brightness) due to atmosphere +    // 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); +	light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);  	// Calculate relative weights -	temp1 = abs(blue_density) + vec4(abs(haze_density)); -	blue_weight = blue_density / temp1; -	haze_weight = haze_density / temp1; +	vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); +    vec4 blue_weight = blue_density / combined_haze; +	vec4 haze_weight = haze_density / combined_haze; -	// 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); +	// Compute sunlight from rel_pos & lightnorm (for long rays like sky) +    float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y);  +    sunlight *= exp( - light_atten * off_axis);  	// Distance -	temp2.z = Plen * dens_mul; +	float density_dist = rel_pos_len * density_multiplier; -	// Transparency (-> temp1) -	// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati +	// Transparency (-> combined_haze) +	// ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati  	// compiler gets confused. -	temp1 = exp(-temp1 * temp2.z); +	combined_haze = exp(-combined_haze * density_dist);  	// Compute haze glow -	temp2.x = dot(Pn, lightnorm.xyz); -	temp2.x = 1. - temp2.x; -		// temp2.x is 0 at the sun and increases away from sun -	temp2.x = max(temp2.x, .001);	 +    float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz); +    // haze_glow is 0 at the sun and increases away from sun +	haze_glow = max(haze_glow, .001);	  		// 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 -    temp2.x *= sun_moon_glow_factor; +    haze_glow *= sun_moon_glow_factor;  	// Add "minimum anti-solar illumination"      // For sun, add to glow.  For moon, remove glow entirely. SL-13768 -    temp2.x = (sun_moon_glow_factor < 1.0) ? 0.0 : (temp2.x + 0.25); +    haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25);  	// Increase ambient when there are more clouds  	vec4 tmpAmbient = ambient_color; @@ -173,23 +164,22 @@ void main()  	// Haze color below cloud  	vec4 additiveColorBelowCloud = (	  blue_horizon * blue_weight * (sunlight + tmpAmbient) -				+ (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient) +				+ (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient)  			 );	  	// CLOUDS -	temp2.y = max(0., lightnorm.y * 2.); -	temp2.y = 1. / temp2.y; -	sunlight *= exp( - light_atten * temp2.y); +	off_axis = 1.0 / max(1e-6, lightnorm.y * 2.); +	sunlight *= exp( - light_atten * off_axis);  	// Cloud color out -	vary_CloudColorSun = (sunlight * temp2.x) * cloud_color; +	vary_CloudColorSun = (sunlight * haze_glow) * cloud_color;  	vary_CloudColorAmbient = tmpAmbient * cloud_color;  	// Attenuate cloud color by atmosphere -	temp1 = sqrt(temp1);	//less atmos opacity (more transparency) below clouds -	vary_CloudColorSun *= temp1; -	vary_CloudColorAmbient *= temp1; -	vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1); +	combined_haze = sqrt(combined_haze);	//less atmos opacity (more transparency) below clouds +	vary_CloudColorSun *= combined_haze; +	vary_CloudColorAmbient *= combined_haze; +	vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze);  	// Make a nice cloud density based on the cloud_shadow value that was passed in.  	vary_CloudDensity = 2. * (cloud_shadow - 0.25); diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index f779cf54ce..cd19fa460b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -70,77 +70,69 @@ void main()  	gl_Position = pos;  	// Get relative position -	vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); +	vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0,50,0);  	// Set altitude -	if (P.y > 0.) +	if (rel_pos.y > 0.)  	{ -		P *= (max_y / P.y); +		rel_pos *= (max_y / rel_pos.y);  	}  	else  	{ -		P *= (-32000. / P.y); +		rel_pos *= (-32000. / rel_pos.y);  	}  	// Can normalize then -	vec3 Pn = normalize(P); +	vec3 rel_pos_norm = normalize(rel_pos); -	float Plen = length(P); +	float rel_pos_len = length(rel_pos);  	// Initialize temp variables -	vec4 temp1 = vec4(0.); -	vec4 temp2 = vec4(0.); -	vec4 blue_weight; -	vec4 haze_weight;  	vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;  	vec4 light_atten; -    float dens_mul = density_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); +	light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);  	// Calculate relative weights -	temp1 = abs(blue_density) + vec4(abs(haze_density)); -	blue_weight = blue_density / temp1; -	haze_weight = haze_density / temp1; +	vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); +    vec4 blue_weight = blue_density / combined_haze; +    vec4 haze_weight = haze_density / combined_haze; -	// 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); +	// Compute sunlight from rel_pos & lightnorm (for long rays like sky) +    float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y);  +    sunlight *= exp( - light_atten * off_axis);  	// Distance -	temp2.z = Plen * dens_mul; +	float density_dist = rel_pos_len * density_multiplier; -	// Transparency (-> temp1) -    // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati +	// Transparency (-> combined_haze) +    // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati      // compiler gets confused. -    temp1 = exp(-temp1 * temp2.z); +    combined_haze = exp(-combined_haze * density_dist);  	// Compute haze glow -	temp2.x = dot(Pn, lightnorm.xyz); -	temp2.x = 1. - temp2.x; -		// temp2.x is 0 at the sun and increases away from sun -	temp2.x = max(temp2.x, .001);	 +    float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz); +    // haze_glow is 0 at the sun and increases away from sun +	haze_glow = max(haze_glow, .001);	  		// 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"      // For sun, add to glow.  For moon, remove glow entirely. SL-13768 -    temp2.x = (sun_moon_glow_factor < 1.0) ? 0.0 : (temp2.x + 0.25); +    haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25);      vec4 color = (    blue_horizon * blue_weight * (sunlight + ambient_color) -                + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color) +                + (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient_color)               );      // Final atmosphere additive -    color *= (1. - temp1); +    color *= (1. - combined_haze);  	// Increase ambient when there are more clouds  	vec4 tmpAmbient = ambient_color; @@ -151,14 +143,14 @@ void main()  	// Haze color below cloud  	vec4 additiveColorBelowCloud = (	  blue_horizon * blue_weight * (sunlight + tmpAmbient) -				+ (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient) +				+ (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient)  			 );	  	// Attenuate cloud color by atmosphere -	temp1 = sqrt(temp1);	//less atmos opacity (more transparency) below clouds +	combined_haze = sqrt(combined_haze);	//less atmos opacity (more transparency) below clouds  	// At horizon, blend high altitude sky color towards the darker color below the clouds -	color += (additiveColorBelowCloud - color) * (1. - sqrt(temp1)); +	color += (additiveColorBelowCloud - color) * (1. - sqrt(combined_haze));      // Haze color above cloud  	vary_HazeColor = color;	 diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl index 7d736b8fcc..e4c36ee657 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl @@ -94,75 +94,66 @@ void main()  	vary_texcoord3 = vary_texcoord1 * 16.;  	// Get relative position -	vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); +	vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0,50,0);      // fade clouds beyond a certain point so the bottom of the sky dome doesn't look silly at high altitude -    altitude_blend_factor = clamp((P.y + 512.0) / max_y, 0.0, 1.0); +    altitude_blend_factor = clamp((rel_pos.y + 512.0) / max_y, 0.0, 1.0);  	// Set altitude -	if (P.y > 0.) +	if (rel_pos.y > 0.)  	{ -		P *= (max_y / P.y); +		rel_pos *= (max_y / rel_pos.y);  	}  	else  	{ -		P *= (-32000. / P.y); +		rel_pos *= (-32000. / rel_pos.y);  	}  	// Can normalize then -	vec3 Pn = normalize(P); -	float  Plen = length(P); +	vec3 rel_pos_norm = normalize(rel_pos); +	float rel_pos_len = length(rel_pos);  	// Initialize temp variables -	vec4 temp1 = vec4(0.); -	vec4 temp2 = vec4(0.); -	vec4 blue_weight; -	vec4 haze_weight; -	//vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;  	vec4 sunlight = sunlight_color;  	vec4 light_atten; -    float dens_mul = density_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); +	light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);  	// Calculate relative weights -	temp1 = abs(blue_density) + vec4(abs(haze_density)); -	blue_weight = blue_density / temp1; -	haze_weight = haze_density / temp1; +	vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); +    vec4 blue_weight = blue_density / combined_haze; +    vec4 haze_weight = haze_density / combined_haze; -	// 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); +	// Compute sunlight from rel_pos & lightnorm (for long rays like sky) +    float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y);  +    sunlight *= exp( - light_atten * off_axis);  	// Distance -	temp2.z = Plen * dens_mul; +	float density_dist = rel_pos_len * density_multiplier; -	// Transparency (-> temp1) -	// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati +	// Transparency (-> combined_haze) +	// ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati  	// compiler gets confused. -	temp1 = exp(-temp1 * temp2.z); +	combined_haze = exp(-combined_haze * density_dist);  	// Compute haze glow -	temp2.x = dot(Pn, lightnorm.xyz); -	temp2.x = 1. - temp2.x; -		// temp2.x is 0 at the sun and increases away from sun -	temp2.x = max(temp2.x, .001);	 +    float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz); +    // haze_glow is 0 at the sun and increases away from sun +	haze_glow = max(haze_glow, .001);	  		// 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 -    temp2.x *= sun_moon_glow_factor; +    haze_glow *= sun_moon_glow_factor;  	// Add "minimum anti-solar illumination"      // For sun, add to glow.  For moon, remove glow entirely. SL-13768 -    temp2.x = (sun_moon_glow_factor < 1.0) ? 0.0 : (temp2.x + 0.25); +    haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25);  	// Increase ambient when there are more clouds  	vec4 tmpAmbient = ambient_color; @@ -173,23 +164,22 @@ void main()  	// Haze color below cloud  	vec4 additiveColorBelowCloud = (	  blue_horizon * blue_weight * (sunlight + tmpAmbient) -				+ (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient) +				+ (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient)  			 );	  	// CLOUDS -	temp2.y = max(0., lightnorm.y * 2.); -	temp2.y = 1. / temp2.y; -	sunlight *= exp( - light_atten * temp2.y); +	off_axis = 1.0 / max(1e-6, lightnorm.y * 2.); +	sunlight *= exp( - light_atten * off_axis);  	// Cloud color out -	vary_CloudColorSun = (sunlight * temp2.x) * cloud_color; +	vary_CloudColorSun = (sunlight * haze_glow) * cloud_color;  	vary_CloudColorAmbient = tmpAmbient * cloud_color;  	// Attenuate cloud color by atmosphere -	temp1 = sqrt(temp1);	//less atmos opacity (more transparency) below clouds -	vary_CloudColorSun *= temp1; -	vary_CloudColorAmbient *= temp1; -	vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1); +	combined_haze = sqrt(combined_haze);	//less atmos opacity (more transparency) below clouds +	vary_CloudColorSun *= combined_haze; +	vary_CloudColorAmbient *= combined_haze; +	vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze);  	// Make a nice cloud density based on the cloud_shadow value that was passed in.  	vary_CloudDensity = 2. * (cloud_shadow - 0.25); diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl index 1361f6a11d..1ee9c33c1a 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl @@ -66,77 +66,69 @@ void main()  	gl_Position = pos;  	// Get relative position -	vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); +	vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0,50,0);  	// Set altitude -	if (P.y > 0.) +	if (rel_pos.y > 0.)  	{ -		P *= (max_y / P.y); +		rel_pos *= (max_y / rel_pos.y);  	}  	else  	{ -		P *= (-32000. / P.y); +		rel_pos *= (-32000. / rel_pos.y);  	}  	// Can normalize then -	vec3 Pn = normalize(P); +	vec3 rel_pos_norm = normalize(rel_pos); -	float Plen = length(P); +	float rel_pos_len = length(rel_pos);  	// Initialize temp variables -	vec4 temp1 = vec4(0.); -	vec4 temp2 = vec4(0.); -	vec4 blue_weight; -	vec4 haze_weight;  	vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;  	vec4 light_atten; -    float dens_mul = density_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); +	light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);  	// Calculate relative weights -	temp1 = abs(blue_density) + vec4(abs(haze_density)); -	blue_weight = blue_density / temp1; -	haze_weight = haze_density / temp1; +	vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); +	vec4 blue_weight = blue_density / combined_haze; +    vec4 haze_weight = haze_density / combined_haze; -	// 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); +	// Compute sunlight from rel_pos & lightnorm (for long rays like sky) +    float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y);  +    sunlight *= exp( - light_atten * off_axis);  	// Distance -	temp2.z = Plen * dens_mul; +	float density_dist = rel_pos_len * density_multiplier; -	// Transparency (-> temp1) -    // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati +	// Transparency (-> combined_haze) +    // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati      // compiler gets confused. -    temp1 = exp(-temp1 * temp2.z); +    combined_haze = exp(-combined_haze * density_dist);  	// Compute haze glow -	temp2.x = dot(Pn, lightnorm.xyz); -	temp2.x = 1. - temp2.x; -		// temp2.x is 0 at the sun and increases away from sun -	temp2.x = max(temp2.x, .001);	 +    float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz); +    // haze_glow is 0 at the sun and increases away from sun +	haze_glow = max(haze_glow, .001);	  		// 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"      // For sun, add to glow.  For moon, remove glow entirely. SL-13768 -    temp2.x = (sun_moon_glow_factor < 1.0) ? 0.0 : (temp2.x + 0.25); +    haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25);      vec4 color = (    blue_horizon * blue_weight * (sunlight + ambient_color) -                + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color) +                + (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient_color)               );      // Final atmosphere additive -    color *= (1. - temp1); +    color *= (1. - combined_haze);  	// Increase ambient when there are more clouds  	vec4 tmpAmbient = ambient_color; @@ -147,14 +139,14 @@ void main()  	// Haze color below cloud  	vec4 additiveColorBelowCloud = (	  blue_horizon * blue_weight * (sunlight + tmpAmbient) -				+ (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient) +				+ (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient)  			 );	  	// Attenuate cloud color by atmosphere -	temp1 = sqrt(temp1);	//less atmos opacity (more transparency) below clouds +	combined_haze = sqrt(combined_haze);	//less atmos opacity (more transparency) below clouds  	// At horizon, blend high altitude sky color towards the darker color below the clouds -	color += (additiveColorBelowCloud - color) * (1. - sqrt(temp1)); +	color += (additiveColorBelowCloud - color) * (1. - sqrt(combined_haze));      // Haze color above cloud      vary_HazeColor = color; | 
