diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/skyF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/skyF.glsl | 70 |
1 files changed, 50 insertions, 20 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl index a07a4301bc..785c748234 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl @@ -1,24 +1,24 @@ -/** +/** * @file class1/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 * $/LicenseInfo$ */ @@ -27,6 +27,15 @@ in vec3 vary_HazeColor; in float vary_LightNormPosDot; +#ifdef HAS_HDRI +in vec4 vary_position; +in vec3 vary_rel_pos; +uniform float sky_hdr_scale; +uniform float hdri_split_screen; +uniform mat3 env_mat; +uniform sampler2D environmentMap; +#endif + uniform sampler2D rainbow_map; uniform sampler2D halo_map; @@ -37,6 +46,9 @@ uniform float ice_level; out vec4 frag_data[4]; vec3 srgb_to_linear(vec3 c); +vec3 linear_to_srgb(vec3 c); + +#define PI 3.14159265 ///////////////////////////////////////////////////////////////////////// // The fragment shader for the sky @@ -71,24 +83,42 @@ vec3 halo22(float d) void main() { - // Potential Fill-rate optimization. Add cloud calculation - // back in and output alpha of 0 (so that alpha culling kills - // the fragment) if the sky wouldn't show up because the clouds - // are fully opaque. - - vec3 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 = clamp(color.rgb, vec3(0), vec3(5)); + vec3 color; +#ifdef HAS_HDRI + vec3 frag_coord = vary_position.xyz/vary_position.w; + if (-frag_coord.x > ((1.0-hdri_split_screen)*2.0-1.0)) + { + vec3 pos = normalize(vary_rel_pos); + pos = env_mat * pos; + vec2 texCoord = vec2(atan(pos.z, pos.x) + PI, acos(pos.y)) / vec2(2.0 * PI, PI); + color = textureLod(environmentMap, texCoord.xy, 0).rgb * sky_hdr_scale; + color = min(color, vec3(8192*8192*16)); // stupidly large value arrived at by binary search -- avoids framebuffer corruption from some HDRIs + + frag_data[2] = vec4(0.0,0.0,0.0,GBUFFER_FLAG_HAS_HDRI); + } + else +#endif + { + // Potential Fill-rate optimization. Add cloud calculation + // back in and output alpha of 0 (so that alpha culling kills + // the fragment) if the sky wouldn't show up because the clouds + // are fully opaque. + + 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 = clamp(color.rgb, vec3(0), vec3(5)); + + frag_data[2] = vec4(0.0,0.0,0.0,GBUFFER_FLAG_SKIP_ATMOS); + } frag_data[0] = vec4(0); frag_data[1] = vec4(0); - frag_data[2] = vec4(0.0,0.0,0.0,GBUFFER_FLAG_SKIP_ATMOS); //1.0 in norm.w masks off fog frag_data[3] = vec4(color.rgb, 1.0); } |