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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl91
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl73
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/moonF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/moonV.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl93
6 files changed, 153 insertions, 131 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl
index d93baa03c6..035e979827 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/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);
+ // 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;
+ 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
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
index fe69233e68..60ccfa64db 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
@@ -65,60 +65,65 @@ vec4 cloudNoise(vec2 uv)
void main()
{
- // Set variables
- vec2 uv1 = vary_texcoord0.xy;
- vec2 uv2 = vary_texcoord1.xy;
+ // Set variables
+ vec2 uv1 = vary_texcoord0.xy;
+ vec2 uv2 = vary_texcoord1.xy;
- vec4 cloudColorSun = vary_CloudColorSun;
- vec4 cloudColorAmbient = vary_CloudColorAmbient;
- float cloudDensity = vary_CloudDensity;
- vec2 uv3 = vary_texcoord2.xy;
- vec2 uv4 = vary_texcoord3.xy;
+ vec4 cloudColorSun = vary_CloudColorSun;
+ vec4 cloudColorAmbient = vary_CloudColorAmbient;
+ float cloudDensity = vary_CloudDensity;
+ vec2 uv3 = vary_texcoord2.xy;
+ vec2 uv4 = vary_texcoord3.xy;
+
+ if (cloud_scale < 0.001)
+ {
+ discard;
+ }
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
+ // 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
+ // 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.);
+ 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;
+ // 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.);
+ // 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;
+ // And smooth
+ alpha2 = 1. - alpha2;
+ alpha2 = 1. - alpha2 * alpha2;
- // Combine
- vec4 color;
- color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient);
- color *= 2.;
+ // Combine
+ vec4 color;
+ color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient);
+ color *= 2.;
- /// Gamma correct for WL (soft clip effect).
- frag_data[0] = vec4(scaleSoftClip(color.rgb), alpha1);
- frag_data[1] = vec4(0.0,0.0,0.0,0.0);
- frag_data[2] = vec4(0,0,1,0);
+ /// Gamma correct for WL (soft clip effect).
+ frag_data[0] = vec4(scaleSoftClip(color.rgb), alpha1);
+ frag_data[1] = vec4(0.0,0.0,0.0,0.0);
+ frag_data[2] = vec4(0,0,1,0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
index 17f425475c..fe336fc3a8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
@@ -58,6 +58,7 @@ uniform float density_multiplier;
uniform float max_y;
uniform vec4 glow;
+uniform float sun_up_factor;
uniform vec4 cloud_color;
@@ -131,6 +132,8 @@ void main()
temp2.x = pow(temp2.x, glow.z);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function
+ temp2.x *= sun_up_factor;
+
// Add "minimum anti-solar illumination"
temp2.x += .25;
@@ -170,7 +173,7 @@ void main()
// Texture coords
vary_texcoord0 = texcoord0;
vary_texcoord0.xy -= 0.5;
- vary_texcoord0.xy /= cloud_scale;
+ vary_texcoord0.xy /= max(0.001, cloud_scale);
vary_texcoord0.xy += 0.5;
vary_texcoord1 = vary_texcoord0;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
index 8bf4551abc..7265275e36 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
@@ -45,8 +45,8 @@ VARYING vec2 vary_texcoord0;
void main()
{
- vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy);
- vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy);
+ vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy);
+ vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy);
vec4 c = mix(moonA, moonB, blend_factor);
// mix factor which blends when sunlight is brighter
@@ -58,8 +58,8 @@ void main()
vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0 - 1.0;
c.rgb = pow(c.rgb, exp);
- frag_data[0] = vec4(c.rgb, c.a);
- frag_data[1] = vec4(0.0);
- frag_data[2] = vec4(0.0f);
+ frag_data[0] = vec4(c.rgb, c.a);
+ frag_data[1] = vec4(0.0);
+ frag_data[2] = vec4(0.0f);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl
index 0325ecead9..0a68fc82f7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl
@@ -36,13 +36,13 @@ void calcAtmospherics(vec3 eye_pos);
void main()
{
- //transform vertex
- vec4 vert = vec4(position.xyz, 1.0);
- vec4 pos = (modelview_matrix * vert);
+ //transform vertex
+ vec4 vert = vec4(position.xyz, 1.0);
+ vec4 pos = (modelview_matrix * vert);
- gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
calcAtmospherics(pos.xyz);
-
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
}
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
}