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-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/alphaF.glsl285
1 files changed, 247 insertions, 38 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index ea6d22d9c2..f4298d2bde 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -36,6 +36,24 @@ out vec4 frag_color;
#endif
uniform float display_gamma;
+uniform vec4 gamma;
+uniform vec4 lightnorm;
+uniform vec4 sunlight_color;
+uniform vec4 ambient;
+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 scene_light_strength;
+uniform mat3 env_mat;
+uniform mat3 ssao_effect_mat;
+
+uniform vec3 sun_dir;
#if HAS_SHADOW
uniform sampler2DShadow shadowMap0;
@@ -55,29 +73,26 @@ uniform float shadow_bias;
uniform sampler2D diffuseMap;
#endif
-vec3 atmosLighting(vec3 light);
-vec3 scaleSoftClip(vec3 light);
-
-VARYING vec3 vary_ambient;
-VARYING vec3 vary_directional;
VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
-VARYING vec3 vary_pointlight_col;
-VARYING vec3 vary_pointlight_col_linear;
VARYING vec2 vary_texcoord0;
VARYING vec3 vary_norm;
-
-#ifdef USE_VERTEX_COLOR
VARYING vec4 vertex_color;
-#endif
+
+vec3 vary_PositionEye;
+vec3 vary_SunlitColor;
+vec3 vary_AmblitColor;
+vec3 vary_AdditiveColor;
+vec3 vary_AtmosAttenuation;
+
+uniform mat4 inv_proj;
+uniform vec2 screen_res;
uniform vec4 light_position[8];
uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
-uniform vec2 screen_res;
-
vec3 calcDirectionalLight(vec3 n, vec3 l)
{
float a = max(dot(n,l),0.0);
@@ -191,6 +206,192 @@ vec4 applyWaterFogDeferred(vec3 pos, vec4 color)
}
#endif
+vec3 getSunlitColor()
+{
+ return vary_SunlitColor;
+}
+vec3 getAmblitColor()
+{
+ return vary_AmblitColor;
+}
+vec3 getAdditiveColor()
+{
+ return vary_AdditiveColor;
+}
+vec3 getAtmosAttenuation()
+{
+ return vary_AtmosAttenuation;
+}
+
+void setPositionEye(vec3 v)
+{
+ vary_PositionEye = v;
+}
+
+void setSunlitColor(vec3 v)
+{
+ vary_SunlitColor = v;
+}
+
+void setAmblitColor(vec3 v)
+{
+ vary_AmblitColor = v;
+}
+
+void setAdditiveColor(vec3 v)
+{
+ vary_AdditiveColor = v;
+}
+
+void setAtmosAttenuation(vec3 v)
+{
+ vary_AtmosAttenuation = v;
+}
+
+void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
+
+ vec3 P = inPositionEye;
+ setPositionEye(P);
+
+ vec3 tmpLightnorm = lightnorm.xyz;
+
+ vec3 Pn = normalize(P);
+ float Plen = length(P);
+
+ vec4 temp1 = vec4(0);
+ vec3 temp2 = vec3(0);
+ vec4 blue_weight;
+ vec4 haze_weight;
+ vec4 sunlight = sunlight_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);
+ //I had thought blue_density and haze_density should have equal weighting,
+ //but attenuation due to haze_density tends to seem too strong
+
+ temp1 = blue_density + vec4(haze_density);
+ blue_weight = blue_density / temp1;
+ haze_weight = vec4(haze_density) / temp1;
+
+ //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
+ temp2.y = max(0.0, tmpLightnorm.y);
+ temp2.y = 1. / temp2.y;
+ sunlight *= exp( - light_atten * temp2.y);
+
+ // main atmospheric scattering line integral
+ temp2.z = Plen * density_multiplier;
+
+ // Transparency (-> temp1)
+ // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati
+ // compiler gets confused.
+ temp1 = exp(-temp1 * temp2.z * distance_multiplier);
+
+ //final atmosphere attenuation factor
+ setAtmosAttenuation(temp1.rgb);
+
+ //compute haze glow
+ //(can use temp2.x as temp because we haven't used it yet)
+ temp2.x = dot(Pn, tmpLightnorm.xyz);
+ temp2.x = 1. - temp2.x;
+ //temp2.x is 0 at the sun and increases away from sun
+ temp2.x = max(temp2.x, .03); //was glow.y
+ //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
+
+ //add "minimum anti-solar illumination"
+ temp2.x += .25;
+
+ //increase ambient when there are more clouds
+ vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5;
+
+ /* decrease value and saturation (that in HSV, not HSL) for occluded areas
+ * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html
+ * // The following line of code performs the equivalent of:
+ * float ambAlpha = tmpAmbient.a;
+ * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis
+ * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue);
+ * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha);
+ */
+ tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a);
+
+ //haze color
+ setAdditiveColor(
+ vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient)
+ + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x
+ + tmpAmbient)));
+
+ //brightness of surface both sunlight and ambient
+ setSunlitColor(vec3(sunlight * .5));
+ setAmblitColor(vec3(tmpAmbient * .25));
+ setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1));
+}
+
+vec3 atmosLighting(vec3 light)
+{
+ light *= getAtmosAttenuation().r;
+ light += getAdditiveColor();
+ return (2.0 * light);
+}
+
+vec3 atmosTransport(vec3 light) {
+ light *= getAtmosAttenuation().r;
+ light += getAdditiveColor() * 2.0;
+ return light;
+}
+vec3 atmosGetDiffuseSunlightColor()
+{
+ return getSunlitColor();
+}
+
+vec3 scaleDownLight(vec3 light)
+{
+ return (light / vec3(scene_light_strength, scene_light_strength, scene_light_strength));
+}
+
+vec3 scaleUpLight(vec3 light)
+{
+ return (light * vec3(scene_light_strength, scene_light_strength, scene_light_strength));
+}
+
+vec3 atmosAmbient(vec3 light)
+{
+ return getAmblitColor() + (light * vec3(0.5f, 0.5f, 0.5f));
+}
+
+vec3 atmosAffectDirectionalLight(float lightIntensity)
+{
+ return getSunlitColor() * vec3(lightIntensity, lightIntensity, lightIntensity);
+}
+
+vec3 scaleSoftClip(vec3 light)
+{
+ //soft clip effect:
+ vec3 zeroes = vec3(0.0f, 0.0f, 0.0f);
+ vec3 ones = vec3(1.0f, 1.0f, 1.0f);
+
+ light = ones - clamp(light, zeroes, ones);
+ light = ones - pow(light, gamma.xxx);
+
+ return light;
+}
+
+vec3 fullbrightAtmosTransport(vec3 light) {
+ float brightness = dot(light.rgb, vec3(0.33333));
+
+ return mix(atmosTransport(light.rgb), light.rgb + getAdditiveColor().rgb, brightness * brightness);
+}
+
+vec3 fullbrightScaleSoftClip(vec3 light)
+{
+ //soft clip effect:
+ return light;
+}
+
vec3 srgb_to_linear(vec3 cs)
{
@@ -229,13 +430,15 @@ void main()
vec4 pos = vec4(vary_position, 1.0);
+ float shadow = 1.0;
-#if HAS_SHADOW
- float shadow = 0.0;
+#if HAS_SHADOW
vec4 spos = pos;
if (spos.z > -shadow_clip.w)
{
+ shadow = 0.0;
+
vec4 lpos;
vec4 near_split = shadow_clip*-0.75;
@@ -294,7 +497,6 @@ void main()
{
shadow = 1.0;
}
-
#endif
#ifdef USE_INDEXED_TEX
@@ -303,36 +505,43 @@ void main()
vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
#endif
vec4 gamma_diff = diff;
-
- diff.rgb = srgb_to_linear(diff.rgb);
-#ifdef USE_VERTEX_COLOR
- float vertex_color_alpha = diff.a * vertex_color.a;
-#else
- float vertex_color_alpha = diff.a;
-#endif
+ diff.rgb = srgb_to_linear(diff.rgb);
+ diff.rgb *= vertex_color.rgb;
+
+ float final_alpha = diff.a * vertex_color.a;
- vec3 normal = vary_norm;
+ vec3 norm = vary_norm;
+
+ calcAtmospherics(pos.xyz, 1.0);
- vec3 l = light_position[0].xyz;
- vec3 dlight = calcDirectionalLight(normal, l);
- dlight = dlight * vary_directional.rgb * vary_pointlight_col;
+ float da =dot(norm.xyz, sun_dir.xyz);
+ float final_da = da;
+ final_da = min(final_da, shadow);
+ final_da = max(final_da, final_alpha);
+ final_da = max(final_da, 0.0f);
-#if HAS_SHADOW
- vec4 col = vec4(vary_ambient + dlight * shadow, vertex_color_alpha);
-#else
- vec4 col = vec4(vary_ambient + dlight, vertex_color_alpha);
-#endif
+ vec4 color = vec4(0,0,0,0);
- vec4 color = col;
+ color.rgb = atmosAmbient(color.rgb);
+ color.a = final_alpha;
+
+ float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
+ ambient *= 0.5;
+ ambient *= ambient;
+ ambient = (1.0-ambient);
+
+ color.rgb *= ambient;
+
+ color.rgb += atmosAffectDirectionalLight(final_da);
color.rgb *= gamma_diff.rgb;
- color.rgb = atmosLighting(color.rgb);
- color.rgb = scaleSoftClip(color.rgb);
-
- col = vec4(0,0,0,0);
+ color.rgb = mix(atmosLighting(color.rgb), fullbrightAtmosTransport(color.rgb), diff.a);
+ color.rgb = mix(scaleSoftClip(color.rgb), fullbrightScaleSoftClip(color.rgb), diff.a);
+
+ vec4 light = vec4(0,0,0,0);
- #define LIGHT_LOOP(i) col.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diff.rgb, pos.xyz, normal, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
+ #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diff.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
LIGHT_LOOP(1)
LIGHT_LOOP(2)
@@ -344,7 +553,7 @@ void main()
// keep it linear
//
- color.rgb = srgb_to_linear(color.rgb) + col.rgb;
+ color.rgb = srgb_to_linear(color.rgb) + light.rgb;
// ramp directly to display gamma as we're POST-deferred
//