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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyF.glsl50
1 files changed, 44 insertions, 6 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..de22312d3c 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 +46,34 @@ 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);
+
+ // 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+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 +82,18 @@ 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