diff options
5 files changed, 151 insertions, 47 deletions
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl index 584bd568c5..bf0a9048f0 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl @@ -23,16 +23,29 @@ * $/LicenseInfo$ */ +vec3 atmosFragAmbient(vec3 light, vec3 sunlit) +{ + return light; +} - -vec3 atmosLighting(vec3 light) +vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten) { /* stub function for fallback compatibility on class1 hardware */ - return light; + return light; } +vec3 atmosFragAffectDirectionalLight(float light, vec3 sunlit) +{ + return light * sunlit; +} -void calcFragAtmospherics(vec3 inPositionEye, float ambFactor) { +vec3 atmosLighting(vec3 light) +{ + return atmosFragLighting(light, vec3(0), vec3(1.0)); +} + +void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive) +{ /* stub function for fallback compatibility on class1 hardware */ } diff --git a/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl index 62f4e51449..b7f117fc5f 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl @@ -23,17 +23,28 @@ * $/LicenseInfo$ */ - - +uniform int no_atmo; uniform vec4 gamma; -/// Soft clips the light with a gamma correction -vec3 scaleSoftClip(vec3 light) { +vec3 scaleFragSoftClip(vec3 light) +{ // For compatibility with lower cards. Do nothing. return light; } +/// Soft clips the light with a gamma correction +vec3 scaleSoftClip(vec3 light) +{ + // For compatibility with lower cards. Do nothing. + return scaleFragSoftClip(light); +} + +vec3 fullbrightScaleSoftClipFrag(vec3 light, vec3 atten) +{ + return (no_atmo == 1) ? light : mix(scaleFragSoftClip(light.rgb), light.rgb, atten); +} + vec3 fullbrightScaleSoftClip(vec3 light) { - return scaleSoftClip(light); + return fullbrightScaleSoftClipFrag(light, vec3(1)); } diff --git a/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl index 7c95ecdb14..c3c8329017 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl @@ -22,25 +22,40 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - +uniform int no_atmo; -vec3 atmosTransport(vec3 light) +vec3 atmosFragTransport(vec3 light, vec3 atten, vec3 additive) { /* stub function for fallback compatibility on class1 hardware */ return light; } -vec3 fullbrightAtmosTransport(vec3 light) +vec3 fullbrightFragAtmosTransport(vec3 light, vec3 atten, vec3 additive) { /* stub function for fallback compatibility on class1 hardware */ return light; } +vec3 fullbrightFragShinyAtmosTransport(vec3 light, vec3 atten, vec3 additive) +{ + /* stub function for fallback compatibility on class1 hardware */ + return light; +} -vec3 fullbrightShinyAtmosTransport(vec3 light) +vec3 atmosTransport(vec3 light) { /* stub function for fallback compatibility on class1 hardware */ - return light; + return atmosFragTransport(light, vec3(1), vec3(0)); +} + +vec3 fullbrightAtmosTransport(vec3 light) +{ + return fullbrightFragAtmosTransport(light, vec3(1), vec3(0)); +} + +vec3 fullbrightShinyAtmosTransport(vec3 light) +{ + return fullbrightFragShinyAtmosTransport(light, vec3(1), vec3(0)); } diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl index cdd84faba9..e3fa431ddf 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl @@ -22,11 +22,13 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +/*[EXTRA_CODE_HERE]*/ + #ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; +out vec4 frag_data[3]; #else -#define frag_color gl_FragColor +#define frag_data gl_FragData #endif ///////////////////////////////////////////////////////////////////////// @@ -74,28 +76,37 @@ void main() vec2 uv3 = vary_texcoord2.xy; vec2 uv4 = vary_texcoord3.xy; - vec2 disturbance = vec2(cloudNoise(uv1 / 16.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); + vec2 disturbance = vec2(cloudNoise(uv1 / 8.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); + vec2 disturbance2 = vec2(cloudNoise((uv1 + uv3) / 4.0f).x, cloudNoise((uv4 + uv2) / 8.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); // Offset texture coords - uv1 += cloud_pos_density1.xy + disturbance; //large texture, visible density + uv1 += cloud_pos_density1.xy + (disturbance * 0.02); //large texture, visible density uv2 += cloud_pos_density1.xy; //large texture, self shadow - uv3 += cloud_pos_density2.xy + disturbance; //small texture, visible density + uv3 += cloud_pos_density2.xy; //small texture, visible density uv4 += cloud_pos_density2.xy; //small texture, self shadow + float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y)); + + cloudDensity *= 1.0 - (density_variance * density_variance); // Compute alpha1, the main cloud opacity float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z; - alpha1 = min(max(alpha1 + cloudDensity, 0.) * (10. + disturbance.y) * cloud_pos_density1.z, 1.); + alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10 * cloud_pos_density1.z, 1.); // And smooth alpha1 = 1. - alpha1 * alpha1; alpha1 = 1. - alpha1 * alpha1; + if (alpha1 < 0.001f) + { + discard; + } + // Compute alpha2, for self shadowing effect // (1 - alpha2) will later be used as percentage of incoming sunlight float alpha2 = (cloudNoise(uv2).x - 0.5); - alpha2 = min(max(alpha2 + cloudDensity, 0.) * (2.5 + disturbance.x) * cloud_pos_density1.z, 1.); + alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.); // And smooth alpha2 = 1. - alpha2; @@ -107,7 +118,8 @@ void main() color *= 2.; /// Gamma correct for WL (soft clip effect). - frag_color.rgb = scaleSoftClip(color.rgb); - frag_color.a = alpha1; + frag_data[0] = vec4(scaleSoftClip(color.rgb), alpha1); + frag_data[1] = vec4(0.0,0.0,0.0,0.0); + frag_data[2] = vec4(0,0,1,0); } diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp index d6b062f5f6..9f3cf8f78e 100644 --- a/indra/newview/lldrawpoolwlsky.cpp +++ b/indra/newview/lldrawpoolwlsky.cpp @@ -29,20 +29,20 @@ #include "lldrawpoolwlsky.h" #include "llerror.h" -#include "llgl.h" -#include "pipeline.h" -#include "llviewercamera.h" +#include "llface.h" #include "llimage.h" -#include "llviewershadermgr.h" +#include "llrender.h" +#include "llatmosphere.h" +#include "llenvironment.h" #include "llglslshader.h" +#include "llgl.h" + +#include "llviewerregion.h" +#include "llviewershadermgr.h" +#include "llviewercamera.h" +#include "pipeline.h" #include "llsky.h" #include "llvowlsky.h" -#include "llviewerregion.h" -#include "llface.h" -#include "llrender.h" - -#include "llenvironment.h" -#include "llatmosphere.h" static LLStaticHashedString sCamPosLocal("camPosLocal"); static LLStaticHashedString sCustomAlpha("custom_alpha"); @@ -406,10 +406,6 @@ void LLDrawPoolWLSky::renderSkyCloudsAdvanced(const LLVector3& camPosLocal, F32 LLPointer<LLViewerTexture> cloud_noise = gSky.mVOSkyp->getCloudNoiseTex(); LLPointer<LLViewerTexture> cloud_noise_next = gSky.mVOSkyp->getCloudNoiseTexNext(); - S32 cloud_channel = cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, cloud_noise); - S32 cloud_next_channel = cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP_NEXT, gSky.mVOSkyp->getCloudNoiseTexNext()); - (void)cloud_channel, (void)cloud_next_channel; - gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE); @@ -459,6 +455,9 @@ void LLDrawPoolWLSky::renderSkyCloudsAdvanced(const LLVector3& camPosLocal, F32 renderDome(camPosLocal, camHeightLocal, cloudshader); cloudshader->unbind(); + + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE); } } @@ -466,17 +465,41 @@ void LLDrawPoolWLSky::renderSkyCloudsDeferred(const LLVector3& camPosLocal, F32 { if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLOUDS) && gSky.mVOSkyp->getCloudNoiseTex()) { + LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); + LLGLSPipelineBlendSkyBox pipeline(true, true); cloudshader->bind(); - cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, gSky.mVOSkyp->getCloudNoiseTex()); - cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP_NEXT, gSky.mVOSkyp->getCloudNoiseTexNext()); - - LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); + LLPointer<LLViewerTexture> cloud_noise = gSky.mVOSkyp->getCloudNoiseTex(); + LLPointer<LLViewerTexture> cloud_noise_next = gSky.mVOSkyp->getCloudNoiseTexNext(); + + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE); - F32 blend_factor = psky ? psky->getBlendFactor() : 0.0f; F32 cloud_variance = psky ? psky->getCloudVariance() : 0.0f; + F32 blend_factor = psky ? psky->getBlendFactor() : 0.0f; + + // if we even have sun disc textures to work with... + if (cloud_noise || cloud_noise_next) + { + if (cloud_noise && (!cloud_noise_next || (cloud_noise == cloud_noise_next))) + { + // Bind current and next sun textures + cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, cloud_noise, LLTexUnit::TT_TEXTURE); + blend_factor = 0; + } + else if (cloud_noise_next && !cloud_noise) + { + cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, cloud_noise_next, LLTexUnit::TT_TEXTURE); + blend_factor = 0; + } + else if (cloud_noise_next != cloud_noise) + { + cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, cloud_noise, LLTexUnit::TT_TEXTURE); + cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP_NEXT, cloud_noise_next, LLTexUnit::TT_TEXTURE); + } + } cloudshader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor); cloudshader->uniform1f(LLShaderMgr::CLOUD_VARIANCE, cloud_variance); @@ -485,6 +508,9 @@ void LLDrawPoolWLSky::renderSkyCloudsDeferred(const LLVector3& camPosLocal, F32 renderDome(camPosLocal, camHeightLocal, cloudshader); cloudshader->unbind(); + + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE); } } @@ -492,17 +518,41 @@ void LLDrawPoolWLSky::renderSkyClouds(const LLVector3& camPosLocal, F32 camHeigh { if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLOUDS) && gSky.mVOSkyp->getCloudNoiseTex()) { + LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); + LLGLSPipelineBlendSkyBox pipeline(true, true); cloudshader->bind(); - cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, gSky.mVOSkyp->getCloudNoiseTex()); - cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP_NEXT, gSky.mVOSkyp->getCloudNoiseTexNext()); + LLPointer<LLViewerTexture> cloud_noise = gSky.mVOSkyp->getCloudNoiseTex(); + LLPointer<LLViewerTexture> cloud_noise_next = gSky.mVOSkyp->getCloudNoiseTexNext(); - LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE); - F32 blend_factor = psky ? psky->getBlendFactor() : 0.0f; F32 cloud_variance = psky ? psky->getCloudVariance() : 0.0f; + F32 blend_factor = psky ? psky->getBlendFactor() : 0.0f; + + // if we even have sun disc textures to work with... + if (cloud_noise || cloud_noise_next) + { + if (cloud_noise && (!cloud_noise_next || (cloud_noise == cloud_noise_next))) + { + // Bind current and next sun textures + cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, cloud_noise, LLTexUnit::TT_TEXTURE); + blend_factor = 0; + } + else if (cloud_noise_next && !cloud_noise) + { + cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, cloud_noise_next, LLTexUnit::TT_TEXTURE); + blend_factor = 0; + } + else if (cloud_noise_next != cloud_noise) + { + cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, cloud_noise, LLTexUnit::TT_TEXTURE); + cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP_NEXT, cloud_noise_next, LLTexUnit::TT_TEXTURE); + } + } cloudshader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor); cloudshader->uniform1f(LLShaderMgr::CLOUD_VARIANCE, cloud_variance); @@ -511,6 +561,9 @@ void LLDrawPoolWLSky::renderSkyClouds(const LLVector3& camPosLocal, F32 camHeigh renderDome(camPosLocal, camHeightLocal, cloudshader); cloudshader->unbind(); + + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE); } } |