diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl | 117 |
1 files changed, 15 insertions, 102 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..12f500e224 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -22,113 +22,26 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 moonlight_color; -uniform int sun_up_factor; -uniform vec4 ambient_color; -uniform vec4 blue_horizon; -uniform vec4 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 float scene_light_strength; -uniform mat3 ssao_effect_mat; -uniform int no_atmo; -uniform float sun_moon_glow_factor; + +// debug stub float getAmbientClamp() { return 1.0f; } +// Returns colors in sRGB void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao) { - vec3 rel_pos = inPositionEye; - - //(TERRAIN) limit altitude - if (abs(rel_pos.y) > max_y) rel_pos *= (max_y / rel_pos.y); - - vec3 rel_pos_norm = normalize(rel_pos); - float rel_pos_len = length(rel_pos); - vec4 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); - // 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; - - //(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); - sunlight *= exp(-light_atten * above_horizon_factor); // for sun [horizon..overhead] this maps to an exp curve [0..1] - - // main atmospheric scattering line integral - float density_dist = rel_pos_len * density_multiplier; - - // Transparency (-> combined_haze) - // ATI Bugfix -- can't store combined_haze*density_dist*distance_multiplier in a variable because the ati - // compiler gets confused. - combined_haze = exp(-combined_haze * density_dist * distance_multiplier); - - // final atmosphere attenuation factor - atten = combined_haze.rgb; - - // compute haze glow - float haze_glow = dot(rel_pos_norm, lightnorm.xyz); - - // dampen sun additive contrib when not facing it... - // SL-13539: This "if" clause causes an "additive" white artifact at roughly 77 degreees. - // if (length(light_dir) > 0.01) - haze_glow *= max(0.0f, dot(light_dir, rel_pos_norm)); - - haze_glow = 1. - haze_glow; - // haze_glow is 0 at the sun and increases away from sun - haze_glow = max(haze_glow, .001); // set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - haze_glow *= glow.x; - // higher glow.x gives dimmer glow (because next step is 1 / "angle") - haze_glow = pow(haze_glow, glow.z); - // glow.z should be negative, so we're doing a sort of (1 / "angle") function - - // add "minimum anti-solar illumination" - haze_glow += .25; - - haze_glow *= sun_moon_glow_factor; - - vec4 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); - } - - // Similar/Shared Algorithms: - // indra\llinventory\llsettingssky.cpp -- LLSettingsSky::calculateLightSettings() - // indra\newview\app_settings\shaders\class1\windlight\atmosphericsFuncs.glsl -- calcAtmosphericVars() - // haze color - vec3 cs = sunlight.rgb * (1. - cloud_shadow); - additive = (blue_horizon.rgb * blue_weight.rgb) * (cs + tmpAmbient.rgb) + (haze_horizon * haze_weight.rgb) * (cs * haze_glow + tmpAmbient.rgb); + amblit = vec3(0.2, 0, 0.2); + sunlit = vec3(1,0,1); + additive = vec3(0.5,0.5,0.5); + atten = vec3(1,0,1); +} - // brightness of surface both sunlight and ambient - sunlit = sunlight.rgb * 0.5; - amblit = tmpAmbient.rgb * .25; - additive *= vec3(1.0 - combined_haze); +void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 additive, + out vec3 atten) +{ + amblit = vec3(0.2, 0, 0.2); + sunlit = vec3(1,0,1); + additive = vec3(0.5,0.5,0.5); + atten = vec3(1,0,1); } |