diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/windlight')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl | 116 | 
1 files changed, 116 insertions, 0 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl new file mode 100644 index 0000000000..2854fb8139 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -0,0 +1,116 @@ +uniform vec4 gamma;
 +uniform vec4 lightnorm;
 +uniform vec4 sunlight_color;
 +uniform vec4 moonlight_color;
 +uniform int sun_up_factor;
 +uniform vec4 ambient;
 +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;
 +
 +vec3 nothing() {
 +    return vec3(0, 0, 0);
 +}
 +
 +void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten) {
 +
 +    vec3 P = inPositionEye;
 +   
 +    //(TERRAIN) limit altitude
 +    if (P.y > max_y) P *= (max_y / P.y);
 +    if (P.y < -max_y) P *= (-max_y / P.y); 
 +
 +    vec3 tmpLightnorm = lightnorm.xyz;
 +
 +    vec3 Pn = normalize(P);
 +    float Plen = length(P);
 +
 +    vec4 temp1 = vec4(0);
 +    vec3 temp2 = vec3(0);
 +    vec4 blue_weight;
 +    vec4 haze_weight;
 +    vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
 +    vec4 light_atten;
 +
 +    //sunlight attenuation effect (hue and brightness) due to atmosphere
 +    //this is used later for sunlight modulation at various altitudes
 +    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
 +
 +    temp1 = blue_density + vec4(haze_density);
 +    blue_weight = blue_density / temp1;
 +    haze_weight = vec4(haze_density) / temp1;
 +
 +    //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
 +    temp2.y = max(0.0, tmpLightnorm.y);
 +    if (temp2.y > 0.001f)
 +    {
 +        temp2.y = 1. / temp2.y;
 +    }
 +    temp2.y = max(0.001f, temp2.y);
 +    sunlight *= exp(-light_atten * temp2.y);
 +
 +    // main atmospheric scattering line integral
 +    temp2.z = Plen * density_multiplier;
 +
 +    // Transparency (-> temp1)
 +    // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati
 +    // compiler gets confused.
 +    temp1 = exp(-temp1 * temp2.z * distance_multiplier);
 +
 +    //final atmosphere attenuation factor
 +    atten = temp1.rgb;
 +    
 +    //compute haze glow
 +    //(can use temp2.x as temp because we haven't used it yet)
 +    temp2.x = dot(Pn, tmpLightnorm.xyz);
 +    temp2.x = 1. - temp2.x;
 +        //temp2.x is 0 at the sun and increases away from sun
 +    temp2.x = max(temp2.x, .03);    //was glow.y
 +        //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
 +    temp2.x *= glow.x;
 +        //higher glow.x gives dimmer glow (because next step is 1 / "angle")
 +    temp2.x = pow(temp2.x, glow.z);
 +        //glow.z should be negative, so we're doing a sort of (1 / "angle") function
 +
 +    //add "minimum anti-solar illumination"
 +    temp2.x += .25;
 +
 +    temp2.x *= sun_moon_glow_factor;
 +    
 +    //increase ambient when there are more clouds
 +    vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * 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);
 +     */
 +    tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a);
 +
 +    //haze color
 +        additive =
 +        vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient)
 +      + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x
 +          + tmpAmbient));
 +
 +    //brightness of surface both sunlight and ambient
 +    sunlit = vec3(sunlight.rgb);
 +    amblit = vec3(tmpAmbient * .25);
 +    additive  = normalize(additive);
 +    additive *= vec3(1.0 - exp(-temp2.z * distance_multiplier)) * 0.5;
 +}
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