diff options
4 files changed, 56 insertions, 263 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl index 331249dc33..9772063f03 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl @@ -25,6 +25,17 @@ /*[EXTRA_CODE_HERE]*/ +// Inputs +VARYING vec4 vary_HazeColor; +VARYING float vary_LightNormPosDot; + +uniform sampler2D rainbow_map; +uniform sampler2D halo_map; + +uniform float moisture_level; +uniform float droplet_radius; +uniform float ice_level; + #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_data[3]; #else @@ -35,11 +46,27 @@ out vec4 frag_data[3]; // The fragment shader for the sky ///////////////////////////////////////////////////////////////////////// -VARYING vec4 vary_HazeColor; +vec3 rainbow(float d) +{ + // 'Interesting' values of d are -0.75 .. -0.825, i.e. when view vec nearly opposite of sun vec + // Rainbox tex is mapped with REPEAT, so -.75 as tex coord is same as 0.25. -0.825 -> 0.175. etc. + // SL-13629 + // Unfortunately the texture is inverted, so we need to invert the y coord, but keep the 'interesting' + // part within the same 0.175..0.250 range, i.e. d = (1 - d) - 1.575 + d = clamp(-0.575 - d, 0.0, 1.0); + float rad = (droplet_radius - 5.0f) / 1024.0f; + return pow(texture2D(rainbow_map, vec2(rad+0.5, d)).rgb, vec3(1.8)) * moisture_level; +} + +vec3 halo22(float d) +{ + d = clamp(d, 0.1, 1.0); + float v = sqrt(clamp(1 - (d * d), 0, 1)); + return texture2D(halo_map, vec2(0, v)).rgb * ice_level; +} /// Soft clips the light with a gamma correction vec3 scaleSoftClip(vec3 light); -vec3 srgb_to_linear(vec3 c); void main() { @@ -48,14 +75,18 @@ void main() // the fragment) if the sky wouldn't show up because the clouds // are fully opaque. - vec4 color; - color = vary_HazeColor; + vec4 color = vary_HazeColor; + float rel_pos_lightnorm = vary_LightNormPosDot; + float optic_d = rel_pos_lightnorm; + vec3 halo_22 = halo22(optic_d); + color.rgb += rainbow(optic_d); + color.rgb += halo_22; color.rgb *= 2.; color.rgb = scaleSoftClip(color.rgb); - /// Gamma correct for WL (soft clip effect). - frag_data[0] = vec4(color.rgb, 0.0); + // 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(0.0,0.0,0.0,1.0); //1.0 in norm.w masks off fog diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index 28a1faf24f..6db4690bff 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -33,6 +33,7 @@ ATTRIBUTE vec3 position; // Output parameters VARYING vec4 vary_HazeColor; +VARYING float vary_LightNormPosDot; // Inputs uniform vec3 camPosLocal; @@ -72,27 +73,29 @@ void main() vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0); // Adj position vector to clamp altitude - if (rel_pos.y > 0) + if (rel_pos.y > 0.) { rel_pos *= (max_y / rel_pos.y); } - if (rel_pos.y < 0) + if (rel_pos.y < 0.) { rel_pos *= (-32000. / rel_pos.y); } - // Can normalize then - vec3 rel_pos_norm = normalize(rel_pos); + // Normalized + vec3 rel_pos_norm = normalize(rel_pos); + float rel_pos_len = length(rel_pos); - float rel_pos_len = length(rel_pos); + // Grab this value and pass to frag shader for rainbows + float rel_pos_lightnorm_dot = dot(rel_pos_norm, lightnorm.xyz); + vary_LightNormPosDot = rel_pos_lightnorm_dot; // Initialize temp variables vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; - vec4 light_atten; // 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)) * (density_multiplier * max_y); + vec4 light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); // Calculate relative weights vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); @@ -112,7 +115,7 @@ void main() combined_haze = exp(-combined_haze * density_dist); // Compute haze glow - float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz); + float haze_glow = 1.0 - rel_pos_lightnorm_dot; // 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) @@ -123,30 +126,30 @@ void main() // Add "minimum anti-solar illumination" // For sun, add to glow. For moon, remove glow entirely. SL-13768 - haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25); + haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (sun_moon_glow_factor * (haze_glow + 0.25)); - vec4 color = - (blue_horizon * blue_weight * (sunlight + ambient_color) + (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient_color)); + // Haze color above cloud + vec4 color = (blue_horizon * blue_weight * (sunlight + ambient_color) + + (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient_color)); // Final atmosphere additive color *= (1. - combined_haze); // Increase ambient when there are more clouds - vec4 tmpAmbient = ambient_color; - tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5; + vec4 ambient = ambient_color + max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5; // Dim sunlight by cloud shadow percentage sunlight *= max(0.0, (1. - cloud_shadow)); // Haze color below cloud - vec4 additiveColorBelowCloud = - (blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient)); + vec4 add_below_cloud = (blue_horizon * blue_weight * (sunlight + ambient) + + (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient)); // Attenuate cloud color by atmosphere 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(combined_haze)); + color += (add_below_cloud - color) * (1. - sqrt(combined_haze)); // 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 deleted file mode 100644 index 6841a8194f..0000000000 --- a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl +++ /dev/null @@ -1,199 +0,0 @@ -/** - * @file class2/deferred/skyF.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; - -// SKY //////////////////////////////////////////////////////////////////////// -// The vertex shader for creating the atmospheric sky -/////////////////////////////////////////////////////////////////////////////// - -// Inputs -uniform vec3 camPosLocal; - -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 moonlight_color; -uniform int sun_up_factor; -uniform vec4 ambient_color; -uniform vec4 blue_horizon; -uniform vec4 blue_density; -uniform float haze_horizon; -uniform float haze_density; - -uniform float cloud_shadow; -uniform float density_multiplier; -uniform float distance_multiplier; -uniform float max_y; - -uniform vec4 glow; -uniform float sun_moon_glow_factor; - -uniform vec4 cloud_color; - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif - -VARYING vec3 pos; - -///////////////////////////////////////////////////////////////////////// -// The fragment shader for the sky -///////////////////////////////////////////////////////////////////////// - -uniform sampler2D rainbow_map; -uniform sampler2D halo_map; - -uniform float moisture_level; -uniform float droplet_radius; -uniform float ice_level; - -vec3 rainbow(float d) -{ - // d is the dot product of view and sun directions, so ranging -1.0..1.0 - // 'interesting' values of d are the range -0.75..-0.825, when view is nearly opposite of sun vec - // Rainbox texture mode is GL_REPEAT, so tc of -.75 is equiv to 0.25, -0.825 equiv to 0.175. - - // SL-13629 Rainbow texture has colors within the correct .175...250 range, but order is inverted. - // Rather than replace the texture, we mirror and translate the y tc to keep the colors within the - // interesting range, but in reversed order: i.e. d = (1 - d) - 1.575 - d = clamp(-0.575 - d, 0.0, 1.0); - - // With the colors in the lower 1/4 of the texture, inverting the coords leaves most of it inaccessible. - // So, we can stretch the texcoord above the colors (ie > 0.25) to fill the entire remaining coordinate - // space. This improves gradation, reduces banding within the rainbow interior. (1-0.25) / (0.425/0.25) = 4.2857 - float interior_coord = max(0.0, d - 0.25) * 4.2857; - d = clamp(d, 0.0, 0.25) + interior_coord; - - float rad = (droplet_radius - 5.0f) / 1024.0f; - return pow(texture2D(rainbow_map, vec2(rad, d)).rgb, vec3(1.8)) * moisture_level; -} - -vec3 halo22(float d) -{ - d = clamp(d, 0.1, 1.0); - float v = sqrt(clamp(1 - (d * d), 0, 1)); - return texture2D(halo_map, vec2(0, v)).rgb * ice_level; -} - -/// Soft clips the light with a gamma correction -vec3 scaleSoftClip(vec3 light); - -void main() -{ - // World / view / projection - // Get relative position (offset why?) - vec3 rel_pos = pos.xyz - camPosLocal.xyz + vec3(0, 50, 0); - - // Adj position vector to clamp altitude - if (rel_pos.y > 0.) - { - rel_pos *= (max_y / rel_pos.y); - } - if (rel_pos.y < 0.) - { - rel_pos *= (-32000. / rel_pos.y); - } - - // Normalized - vec3 rel_pos_norm = normalize(rel_pos); - float rel_pos_len = length(rel_pos); - - // Initialize temp variables - vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; - - // Sunlight attenuation effect (hue and brightness) due to atmosphere - // this is used later for sunlight modulation at various altitudes - vec4 light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); - - // Calculate relative weights - 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 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 - float density_dist = rel_pos_len * density_multiplier; - - // Transparency (-> combined_haze) - // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati - // compiler gets confused. - combined_haze = exp(-combined_haze * density_dist); - - // Compute haze glow - float haze_glow = dot(rel_pos_norm, lightnorm.xyz); - haze_glow = 1. - haze_glow; - // 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) - haze_glow *= glow.x; - // Higher glow.x gives dimmer glow (because next step is 1 / "angle") - 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 - haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (sun_moon_glow_factor * (haze_glow + 0.25)); - - // Haze color above cloud - vec4 color = blue_horizon * blue_weight * (sunlight + ambient_color) - + haze_horizon * haze_weight * (sunlight * haze_glow + ambient_color); - - // Final atmosphere additive - color *= (1. - combined_haze); - - // Increase ambient when there are more clouds - // TODO 9/20: DJH what does this do? max(0,(1-ambient)) will change the color - vec4 ambient = ambient_color + max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5; - - // Dim sunlight by cloud shadow percentage - sunlight *= max(0.0, (1. - cloud_shadow)); - - // Haze color below cloud - vec4 add_below_cloud = blue_horizon * blue_weight * (sunlight + ambient) - + haze_horizon * haze_weight * (sunlight * haze_glow + ambient); - - // Attenuate cloud color by atmosphere - 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 += (add_below_cloud - color) * (1. - sqrt(combined_haze)); - - float optic_d = dot(rel_pos_norm, lightnorm.xyz); - vec3 halo_22 = halo22(optic_d); - color.rgb += rainbow(optic_d); - color.rgb += halo_22; - 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[1] = vec4(0.0, 0.0, 0.0, 0.0); - 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/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyV.glsl deleted file mode 100644 index bcf775577a..0000000000 --- a/indra/newview/app_settings/shaders/class2/deferred/skyV.glsl +++ /dev/null @@ -1,42 +0,0 @@ -/** - * @file WLSkyV.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; - -// SKY //////////////////////////////////////////////////////////////////////// -// The vertex shader for creating the atmospheric sky -/////////////////////////////////////////////////////////////////////////////// - -VARYING vec3 pos; - -void main() -{ - - // World / view / projection - pos = position.xyz; - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); -} |