diff options
4 files changed, 36 insertions, 34 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl index 894ce8a5e9..7d4d9eb49f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl @@ -41,8 +41,6 @@ uniform vec4 gamma;  /// Soft clips the light with a gamma correction  vec3 scaleSoftClip(vec3 light); -vec3 srgb_to_linear(vec3 c); -vec3 linear_to_srgb(vec3 c);  void main()  { @@ -53,14 +51,14 @@ void main()      vec4 color;      color = vary_HazeColor; -    color.rgb *= 2.0f; -    //color.rgb = scaleSoftClip(color.rgb); -    //color.rgb = linear_to_srgb(color.rgb); + +    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[0] = vec4(color.rgb, 0.0);      frag_data[1] = vec4(0.0,0.0,0.0,0.0); -    frag_data[2] = vec4(0.5,0.5,0.0,1.0); //1.0 in norm.w masks off fog +    frag_data[2] = vec4(0.0,0.0,0.0,1.0); //1.0 in norm.w masks off fog      gl_FragDepth = 0.99999f;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index bdc2a676da..45e79f36ea 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -53,6 +53,7 @@ uniform float distance_multiplier;  uniform float max_y;  uniform vec4 glow; +uniform float sun_moon_glow_factor;  uniform vec4 cloud_color; @@ -60,11 +61,12 @@ void main()  {  	// World / view / projection -	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); +    vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); + +	gl_Position = pos;  	// Get relative position -	vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); -	//vec3 P = position.xyz + vec3(0,50,0); +	vec3 P = pos.xyz - camPosLocal.xyz + vec3(0,50,0);  	// Set altitude  	if (P.y > 0.) @@ -78,6 +80,7 @@ void main()  	// Can normalize then  	vec3 Pn = normalize(P); +  	float  Plen = length(P);  	// Initialize temp variables @@ -89,29 +92,30 @@ void main()  	vec4 light_atten;      float dens_mul = density_multiplier; -    float dist_mul = distance_multiplier; +    float dist_mul = max(0.05, 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);  	// Calculate relative weights -	temp1 = blue_density + haze_density; +	temp1 = abs(blue_density) + vec4(abs(haze_density));  	blue_weight = blue_density / temp1;  	haze_weight = haze_density / temp1;  	// 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); +    temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y ); +    temp2.y = 1. / temp2.y; +    sunlight *= exp( - light_atten * temp2.y);  	// Distance  	temp2.z = Plen * dens_mul;  	// Transparency (-> temp1) -	// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati -	// compiler gets confused. -	temp1 = exp(-temp1 * temp2.z * dist_mul); +    // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati +    // compiler gets confused. +    //temp1 = exp(-temp1 * temp2.z * dist_mul); +    temp1 = exp(-temp1 * dist_mul);  	// Compute haze glow @@ -128,35 +132,34 @@ void main()  	// Add "minimum anti-solar illumination"  	temp2.x += .25; +    temp2.x *= sun_moon_glow_factor; -	// Haze color above cloud -	vary_HazeColor = (	  blue_horizon * blue_weight * (sunlight + ambient_color) -				+ (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color) -			 );	 +    vec4 color = (    blue_horizon * blue_weight * (sunlight + ambient_color) +                + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color) +             ); +    // Final atmosphere additive +    color *= (1. - temp1);  	// Increase ambient when there are more clouds  	vec4 tmpAmbient = ambient_color; -	tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;  +	tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5;   	// Dim sunlight by cloud shadow percentage -	sunlight *= (1. - cloud_shadow); +	sunlight *= max(0.0, (1. - cloud_shadow));  	// Haze color below cloud  	vec4 additiveColorBelowCloud = (	  blue_horizon * blue_weight * (sunlight + tmpAmbient)  				+ (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)  			 );	 -	// Final atmosphere additive -	vary_HazeColor *= (1. - temp1); -	  	// Attenuate cloud color by atmosphere  	temp1 = sqrt(temp1);	//less atmos opacity (more transparency) below clouds  	// At horizon, blend high altitude sky color towards the darker color below the clouds -	vary_HazeColor += (additiveColorBelowCloud - vary_HazeColor) * (1. - sqrt(temp1)); +	color += (additiveColorBelowCloud - color) * (1. - sqrt(temp1)); -	// won't compile on mac without this being set -	//vary_AtmosAttenuation = vec3(0.0,0.0,0.0); +    // 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 index 0f33bac3c6..889a989985 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl @@ -165,6 +165,8 @@ void main()                  + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color)               );  +    // Final atmosphere additive +    color *= (1. - temp1);      // Increase ambient when there are more clouds      vec4 tmpAmbient = ambient_color; @@ -178,8 +180,7 @@ void main()                  + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)               );  -    // Final atmosphere additive -    color *= (1. - temp1); +          // Attenuate cloud color by atmosphere      temp1 = sqrt(temp1);    //less atmos opacity (more transparency) below clouds @@ -201,6 +202,6 @@ void main()      /// 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(0.5,0.5,0.0,1.0); //1.0 in norm.w masks off fog +    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/windlight/skyF.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl index 02e10b7b50..de6fb276aa 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl @@ -49,7 +49,7 @@ void main()  	vec4 color;  	color = vary_HazeColor; -	color *= 2.; +	color.rgb *= 2.;  	/// Gamma correct for WL (soft clip effect).  	frag_color.rgb = scaleSoftClip(color.rgb);  	frag_color.a = 1.0; | 
