diff options
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/skyF.glsl | 149 | 
1 files changed, 65 insertions, 84 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl index 1dce85a83b..1485c515a4 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl @@ -1,24 +1,24 @@ -/**  +/**   * @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   * $/LicenseInfo$   */ @@ -32,13 +32,13 @@ uniform mat4 modelview_projection_matrix;  // 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 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; @@ -47,7 +47,7 @@ uniform float density_multiplier;  uniform float distance_multiplier;  uniform float max_y; -uniform vec4 glow; +uniform vec4  glow;  uniform float sun_moon_glow_factor;  uniform vec4 cloud_color; @@ -73,16 +73,16 @@ uniform float ice_level;  vec3 rainbow(float d)  { -   d = clamp(d, -1.0, 0.0); -   float rad = (droplet_radius - 5.0f) / 1024.0f; -   return pow(texture2D(rainbow_map, vec2(rad, d)).rgb, vec3(1.8)) * moisture_level; +    d         = clamp(d, -1.0, 0.0); +    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; +    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 @@ -90,115 +90,96 @@ vec3 scaleSoftClip(vec3 light);  void main()  { -      // World / view / projection -    // Get relative position -    vec3 P = pos.xyz - camPosLocal.xyz + vec3(0,50,0); +    // Get relative position (offset why?) +    vec3 rel_pos = pos.xyz - camPosLocal.xyz + vec3(0, 50, 0); -    // Set altitude -    if (P.y > 0.) +    // Adj position vector to clamp altitude +    if (rel_pos.y > 0.)      { -        P *= (max_y / P.y); +        rel_pos *= (max_y / rel_pos.y);      } -    else +    if (rel_pos.y < 0.)      { -        P *= (-32000. / P.y); +        rel_pos *= (-32000. / rel_pos.y);      } -    // Can normalize then -    vec3 Pn = normalize(P); -    float  Plen = length(P); +    // Normalized +    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 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); +    vec4 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);    -        // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) -    temp2.x *= glow.x; -        // Higher glow.x gives dimmer glow (because next step is 1 / "angle") -    temp2.x = pow(temp2.x, glow.z); -        // glow.z should be negative, so we're doing a sort of (1 / "angle") function +    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" -    temp2.x += .25; - -    temp2.x *= sun_moon_glow_factor; +    // 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 * temp2.x + ambient_color) -             );  +    vec4 color = blue_horizon * blue_weight * (sunlight + 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; -    tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5;  +    // 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 additiveColorBelowCloud = (blue_horizon * blue_weight * (sunlight + tmpAmbient) -                + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient) -             );  +    vec4 add_below_cloud = blue_horizon * blue_weight * (sunlight + ambient)  +                         + haze_horizon * haze_weight * (sunlight * haze_glow + ambient); -     -          // 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)); -     -    float optic_d = dot(Pn, lightnorm.xyz); - -    vec3 halo_22 = halo22(optic_d); +    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). +    // 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 +    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  } - | 
