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-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl121
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl61
2 files changed, 182 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl
new file mode 100644
index 0000000000..fa6926b007
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl
@@ -0,0 +1,121 @@
+/**
+ * @file class3/deferred/cloudsF.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
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform sampler2D diffuseMap;
+
+VARYING vec4 pos;
+VARYING float target_pos_x;
+VARYING float vary_CloudDensity;
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+VARYING vec2 vary_texcoord2;
+VARYING vec2 vary_texcoord3;
+
+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 sunlight_color;
+uniform vec4 cloud_color;
+uniform float cloud_shadow;
+uniform float cloud_scale;
+uniform float cloud_variance;
+uniform vec3 ambient;
+uniform vec3 camPosLocal;
+uniform vec3 sun_dir;
+uniform float sun_size;
+uniform float far_z;
+
+#if !DEPTH_CLAMP
+VARYING vec4 post_pos;
+#endif
+
+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 normalize(cloud_noise_sample);
+}
+
+void main()
+{
+ // Set variables
+ vec2 uv1 = vary_texcoord0.xy;
+ vec2 uv2 = vary_texcoord1.xy;
+ vec2 uv3 = vary_texcoord2.xy;
+ float cloudDensity = 2.0 * (cloud_shadow - 0.25);
+
+ vec2 uv4 = vary_texcoord3.xy;
+
+ vec2 disturbance = vec2(cloudNoise(uv1 / 8.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f);
+ vec2 disturbance2 = vec2(cloudNoise((uv1 + uv3) / 4.0f).x, cloudNoise((uv4 + uv2) / 8.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f);
+
+ // Offset texture coords
+ uv1 += cloud_pos_density1.xy + (disturbance * 0.02); //large texture, visible density
+ uv2 += cloud_pos_density1.xy; //large texture, self shadow
+ uv3 += cloud_pos_density2.xy; //small texture, visible density
+ uv4 += cloud_pos_density2.xy; //small texture, self shadow
+
+ float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y));
+
+ cloudDensity *= 1.0 - (density_variance * density_variance);
+
+ // Compute alpha1, the main cloud opacity
+ 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
+ alpha1 = 1. - alpha1 * alpha1;
+ alpha1 = 1. - alpha1 * alpha1;
+
+ if (alpha1 < 0.001f)
+ {
+ discard;
+ }
+
+ // Compute alpha2, for self shadowing effect
+ // (1 - alpha2) will later be used as percentage of incoming sunlight
+ float alpha2 = (cloudNoise(uv2).x - 0.5);
+ alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.);
+
+ // And smooth
+ alpha2 = 1. - alpha2;
+ alpha2 = 1. - alpha2 * alpha2;
+
+ frag_color = vec4(alpha1, alpha1, alpha1, 1);
+
+#if !DEPTH_CLAMP
+ gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
+#endif
+
+}
diff --git a/indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl
new file mode 100644
index 0000000000..52164e7b80
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl
@@ -0,0 +1,61 @@
+/**
+ * @file cloudShadowV.glsl
+ *
+ * $LicenseInfo:firstyear=2011&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2011, 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
+ * $/LicenseInfo$
+ */
+
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_projection_matrix;
+uniform float shadow_target_width;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+#if !DEPTH_CLAMP
+VARYING float pos_zd2;
+#endif
+
+VARYING vec4 pos;
+VARYING float target_pos_x;
+VARYING vec2 vary_texcoord0;
+
+void passTextureIndex();
+
+void main()
+{
+ //transform vertex
+ vec4 pre_pos = vec4(position.xyz, 1.0);
+ pos = modelview_projection_matrix * pre_pos;
+ target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x;
+
+#if !DEPTH_CLAMP
+ pos_zd2 = pos.z * 0.5;
+ gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
+#else
+ gl_Position = pos;
+#endif
+
+ passTextureIndex();
+
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+}