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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl49
1 files changed, 20 insertions, 29 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
index ae1ac5de7f..f6870c3ff0 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
@@ -24,41 +24,34 @@
*/
/*[EXTRA_CODE_HERE]*/
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_data[3];
-#else
-#define frag_data gl_FragData
-#endif
+out vec4 frag_data[4];
/////////////////////////////////////////////////////////////////////////
// The fragment shader for the sky
/////////////////////////////////////////////////////////////////////////
-VARYING vec4 vary_CloudColorSun;
-VARYING vec4 vary_CloudColorAmbient;
-VARYING float vary_CloudDensity;
+in vec3 vary_CloudColorSun;
+in vec3 vary_CloudColorAmbient;
+in float vary_CloudDensity;
uniform sampler2D cloud_noise_texture;
uniform sampler2D cloud_noise_texture_next;
uniform float blend_factor;
-uniform vec4 cloud_pos_density1;
-uniform vec4 cloud_pos_density2;
+uniform vec3 cloud_pos_density1;
+uniform vec3 cloud_pos_density2;
uniform float cloud_scale;
uniform float cloud_variance;
-VARYING vec2 vary_texcoord0;
-VARYING vec2 vary_texcoord1;
-VARYING vec2 vary_texcoord2;
-VARYING vec2 vary_texcoord3;
-VARYING float altitude_blend_factor;
-
-/// Soft clips the light with a gamma correction
-vec3 scaleSoftClip(vec3 light);
+in vec2 vary_texcoord0;
+in vec2 vary_texcoord1;
+in vec2 vary_texcoord2;
+in vec2 vary_texcoord3;
+in float altitude_blend_factor;
vec4 cloudNoise(vec2 uv)
{
- vec4 a = texture2D(cloud_noise_texture, uv);
- vec4 b = texture2D(cloud_noise_texture_next, uv);
+ vec4 a = texture(cloud_noise_texture, uv);
+ vec4 b = texture(cloud_noise_texture_next, uv);
vec4 cloud_noise_sample = mix(a, b, blend_factor);
return cloud_noise_sample;
}
@@ -69,8 +62,8 @@ void main()
vec2 uv1 = vary_texcoord0.xy;
vec2 uv2 = vary_texcoord1.xy;
- vec4 cloudColorSun = vary_CloudColorSun;
- vec4 cloudColorAmbient = vary_CloudColorAmbient;
+ vec3 cloudColorSun = vary_CloudColorSun;
+ vec3 cloudColorAmbient = vary_CloudColorAmbient;
float cloudDensity = vary_CloudDensity;
vec2 uv3 = vary_texcoord2.xy;
vec2 uv4 = vary_texcoord3.xy;
@@ -115,17 +108,15 @@ void main()
alpha2 = 1. - alpha2 * alpha2;
// Combine
- vec4 color;
+ vec3 color;
color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient);
- color.rgb= max(vec3(0), color.rgb);
+ color.rgb = clamp(color.rgb, vec3(0), vec3(1));
color.rgb *= 2.0;
- color.rgb = scaleSoftClip(color.rgb);
/// Gamma correct for WL (soft clip effect).
- frag_data[0] = vec4(color.rgb, alpha1);
+ frag_data[0] = vec4(0);
frag_data[1] = vec4(0.0,0.0,0.0,0.0);
- frag_data[2] = vec4(0,0,0,1);
-
- gl_FragDepth = 0.99995f;
+ frag_data[2] = vec4(0,0,0,GBUFFER_FLAG_SKIP_ATMOS);
+ frag_data[3] = vec4(color.rgb, alpha1);
}