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-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl99
1 files changed, 62 insertions, 37 deletions
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
index ea2690ba09..437fa0a6d5 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
@@ -1,9 +1,9 @@
/**
- * @file class1\windlight\atmosphericsFuncs.glsl
+ * @file class2\windlight\atmosphericsFuncs.glsl
*
- * $LicenseInfo:firstyear=2005&license=viewerlgpl$
+ * $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
- * Copyright (C) 2019, Linden Research, Inc.
+ * Copyright (C) 2022, 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
@@ -22,29 +22,33 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-uniform vec4 lightnorm;
-uniform vec4 sunlight_color;
-uniform vec4 moonlight_color;
+
+uniform vec3 lightnorm;
+uniform vec3 sunlight_color;
+uniform vec3 moonlight_color;
uniform int sun_up_factor;
-uniform vec4 ambient_color;
-uniform vec4 blue_horizon;
-uniform vec4 blue_density;
+uniform vec3 ambient_color;
+uniform vec3 blue_horizon;
+uniform vec3 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 vec3 glow;
uniform float scene_light_strength;
-uniform mat3 ssao_effect_mat;
-uniform int no_atmo;
uniform float sun_moon_glow_factor;
+uniform float sky_hdr_scale;
float getAmbientClamp() { return 1.0f; }
+vec3 srgb_to_linear(vec3 col);
+vec3 legacy_adjust(vec3 col);
+
+// return colors in sRGB space
void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive,
- out vec3 atten, bool use_ao)
+ out vec3 atten)
{
vec3 rel_pos = inPositionEye;
@@ -53,17 +57,18 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
vec3 rel_pos_norm = normalize(rel_pos);
float rel_pos_len = length(rel_pos);
- vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
-
+
+ vec3 sunlight = (sun_up_factor == 1) ? sunlight_color: moonlight_color;
+
// sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
- vec4 light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
+ vec3 light_atten = (blue_density + vec3(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
- vec4 combined_haze = blue_density + vec4(haze_density);
- vec4 blue_weight = blue_density / combined_haze;
- vec4 haze_weight = vec4(haze_density) / combined_haze;
+ vec3 combined_haze = blue_density + vec3(haze_density);
+ vec3 blue_weight = blue_density / combined_haze;
+ vec3 haze_weight = vec3(haze_density) / combined_haze;
//(TERRAIN) compute sunlight from lightnorm y component. Factor is roughly cosecant(sun elevation) (for short rays like terrain)
float above_horizon_factor = 1.0 / max(1e-6, lightnorm.y);
@@ -101,24 +106,10 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
haze_glow *= sun_moon_glow_factor;
- vec4 amb_color = ambient_color;
+ vec3 amb_color = ambient_color;
// increase ambient when there are more clouds
- vec4 tmpAmbient = amb_color + (vec4(1.) - amb_color) * 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);
- */
- if (use_ao)
- {
- tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a);
- }
+ vec3 tmpAmbient = amb_color + (vec3(1.) - amb_color) * cloud_shadow * 0.5;
// Similar/Shared Algorithms:
// indra\llinventory\llsettingssky.cpp -- LLSettingsSky::calculateLightSettings()
@@ -128,7 +119,41 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
additive = (blue_horizon.rgb * blue_weight.rgb) * (cs + tmpAmbient.rgb) + (haze_horizon * haze_weight.rgb) * (cs * haze_glow + tmpAmbient.rgb);
// brightness of surface both sunlight and ambient
- sunlit = sunlight.rgb * 0.5;
- amblit = tmpAmbient.rgb * .25;
+
+ sunlit = sunlight.rgb;
+ amblit = tmpAmbient;
+
additive *= vec3(1.0 - combined_haze);
}
+
+vec3 srgb_to_linear(vec3 col);
+
+// provide a touch of lighting in the opposite direction of the sun light
+ // so areas in shadow don't lose all detail
+float ambientLighting(vec3 norm, vec3 light_dir)
+{
+ float ambient = min(abs(dot(norm.xyz, light_dir.xyz)), 1.0);
+ ambient *= 0.5;
+ ambient *= ambient;
+ ambient = (1.0 - ambient);
+ return ambient;
+}
+
+
+// return lit amblit in linear space, leave sunlit and additive in sRGB space
+void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 additive,
+ out vec3 atten)
+{
+ calcAtmosphericVars(inPositionEye, light_dir, 1.0, sunlit, amblit, additive, atten);
+
+ // multiply to get similar colors as when the "scaleSoftClip" implementation was doubling color values
+ // (allows for mixing of light sources other than sunlight e.g. reflection probes)
+ sunlit *= 1.5;
+ amblit *= 0.5;
+
+ // override amblit with ambient_color if sky probe ambiance is not zero
+ amblit = mix(amblit, ambient_color, clamp(sky_hdr_scale-1.0, 0.0, 1.0));
+
+ amblit = srgb_to_linear(amblit);
+ amblit *= ambientLighting(norm, light_dir);
+}