diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/windlight')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl | 93 | 
1 files changed, 50 insertions, 43 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl index d93baa03c6..69a3c59cb3 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl @@ -69,53 +69,60 @@ vec4 cloudNoise(vec2 uv)  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) +    if (cloud_scale >= 0.0001)      { -        discard; +        // 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); +    } +    else +    { +        frag_color = vec4(1);      } - -	// 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 !defined(DEPTH_CLAMP) -	gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); +    gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);  #endif  } | 
