diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
5 files changed, 33 insertions, 8 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 2234ceeb53..8dda96984e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -43,6 +43,7 @@ uniform mat3 env_mat; uniform mat3 ssao_effect_mat; uniform vec3 sun_dir; +uniform vec3 moon_dir; #if HAS_SHADOW uniform sampler2DShadow shadowMap0; @@ -287,7 +288,10 @@ void main() vec2 abnormal = encode_normal(norm.xyz); norm.xyz = decode_normal(abnormal.xy); - float da = dot(norm.xyz, sun_dir.xyz); + float da_sun = dot(norm.xyz, sun_dir.xyz); + float da_moon = dot(norm.xyz, moon_dir.xyz); + + float da = max(da_sun, da_moon); float final_da = da; final_da = min(final_da, shadow); diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl index 7b971fcc66..1a4cdff23d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl @@ -39,6 +39,8 @@ VARYING vec4 vary_CloudColorAmbient; VARYING 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 vec4 gamma; @@ -57,6 +59,14 @@ vec3 scaleSoftClip(vec3 light) { return light; } +vec4 cloudNoise(vec2 uv) +{ + vec4 a = texture2D(cloud_noise_texture, uv); + vec4 b = texture2D(cloud_noise_texture_next, uv); + vec4 cloud_noise_sample = mix(a, b, blend_factor); + return cloud_noise_sample; +} + void main() { // Set variables @@ -77,7 +87,7 @@ void main() // Compute alpha1, the main cloud opacity - float alpha1 = (texture2D(cloud_noise_texture, uv1).x - 0.5) + (texture2D(cloud_noise_texture, uv3).x - 0.5) * cloud_pos_density2.z; + float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z; alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10. * cloud_pos_density1.z, 1.); // And smooth @@ -87,7 +97,7 @@ void main() // Compute alpha2, for self shadowing effect // (1 - alpha2) will later be used as percentage of incoming sunlight - float alpha2 = (texture2D(cloud_noise_texture, uv2).x - 0.5); + float alpha2 = (cloudNoise(uv2).x - 0.5); alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.); // And smooth diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index a90e433622..4dc15dbc89 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -98,6 +98,7 @@ uniform mat3 env_mat; uniform mat3 ssao_effect_mat; uniform vec3 sun_dir; +uniform vec3 moon_dir; VARYING vec2 vary_fragcoord; VARYING vec3 vary_position; @@ -388,7 +389,9 @@ void main() vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); - float da =dot(norm.xyz, sun_dir.xyz); + float da_sun =dot(norm.xyz, sun_dir.xyz); + float da_moon =dot(norm.xyz, moon_dir.xyz); + float da = max(da_sun, da_moon); float final_da = da; final_da = min(final_da, shadow); @@ -418,7 +421,10 @@ void main() // the old infinite-sky shiny reflection // - float sa = dot(refnormpersp, sun_dir.xyz); + float sa_sun = dot(refnormpersp, sun_dir.xyz); + float sa_moon = dot(refnormpersp, moon_dir.xyz); + float sa = max(sa_sun, sa_moon); + vec3 dumbshiny = sunlit*shadow*(texture2D(lightFunc, vec2(sa, spec.a)).r); // add the two types of shiny together diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl index 4511237e4d..8e4696cfaa 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl @@ -37,7 +37,6 @@ out vec4 frag_data[3]; VARYING vec4 vary_HazeColor; -uniform sampler2D cloud_noise_texture; uniform vec4 gamma; /// Soft clips the light with a gamma correction diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index fbfd43a4da..a4543c325e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -56,6 +56,7 @@ uniform mat3 env_mat; uniform mat3 ssao_effect_mat; uniform vec3 sun_dir; +uniform vec3 moon_dir; VARYING vec2 vary_fragcoord; uniform mat4 inv_proj; @@ -106,7 +107,9 @@ void main() float envIntensity = norm.z; norm.xyz = decode_normal(norm.xy); // unpack norm - float da = dot(norm.xyz, sun_dir.xyz); + float da_sun = dot(norm.xyz, sun_dir.xyz); + float da_moon = dot(norm.xyz, moon_dir.xyz); + float da = max(da_sun, da_moon); float final_da = max(0.0,da); final_da = min(final_da, 1.0f); @@ -148,7 +151,10 @@ void main() // the old infinite-sky shiny reflection // - float sa = dot(refnormpersp, sun_dir.xyz); + float sa_sun = dot(refnormpersp, sun_dir.xyz); + float sa_moon = dot(refnormpersp, moon_dir.xyz); + float sa = max(sa_sun, sa_moon); + vec3 dumbshiny = sunlit*(texture2D(lightFunc, vec2(sa, spec.a)).r); // add the two types of shiny together |
