diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
5 files changed, 186 insertions, 9 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index b64852f17b..69b0f8f012 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -136,6 +136,52 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc)  }  #endif +#if WATER_FOG +uniform vec4 waterPlane; +uniform vec4 waterFogColor; +uniform float waterFogDensity; +uniform float waterFogKS; + +vec4 applyWaterFogDeferred(vec3 pos, vec4 color) +{ +	//normalize view vector +	vec3 view = normalize(pos); +	float es = -(dot(view, waterPlane.xyz)); + +	//find intersection point with water plane and eye vector +	 +	//get eye depth +	float e0 = max(-waterPlane.w, 0.0); +	 +	vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0); +	 +	//get object depth +	float depth = length(pos - int_v); +		 +	//get "thickness" of water +	float l = max(depth, 0.1); + +	float kd = waterFogDensity; +	float ks = waterFogKS; +	vec4 kc = waterFogColor; +	 +	float F = 0.98; +	 +	float t1 = -kd * pow(F, ks * e0); +	float t2 = kd + ks * es; +	float t3 = pow(F, t2*l) - 1.0; +	 +	float L = min(t1/t2*t3, 1.0); +	 +	float D = pow(0.98, l*kd); +	 +	color.rgb = color.rgb * D + kc.rgb * L; +	color.a = kc.a + color.a; +	 +	return color; +} +#endif +  vec3 srgb_to_linear(vec3 cs)  { @@ -240,8 +286,9 @@ void main()  	vec4 gamma_diff = diff;  	diff.rgb = srgb_to_linear(diff.rgb); - +	  #ifdef USE_VERTEX_COLOR +	diff.rgb *= vertex_color.rgb;  	float vertex_color_alpha = vertex_color.a;	  #else  	float vertex_color_alpha = 1.0; @@ -266,6 +313,7 @@ void main()  	color.rgb = scaleSoftClip(color.rgb);  	color.rgb = srgb_to_linear(color.rgb); +	  	col = vec4(0,0,0,0);     #define LIGHT_LOOP(i) col.rgb += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); @@ -281,7 +329,11 @@ void main()  	color.rgb += diff.rgb * vary_pointlight_col_linear * col.rgb;  	color.rgb = linear_to_srgb(color.rgb); -	//color.rgb = vec3(1,0,1); + +#if WATER_FOG +	color = applyWaterFogDeferred(pos.xyz, color); +#endif +  	frag_color = color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightAlphaMaskF.glsl index a74256de81..00743abe34 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightAlphaMaskF.glsl @@ -61,6 +61,52 @@ vec3 linear_to_srgb(vec3 cl)  	return 1.055 * pow(cl, vec3(0.41666)) - 0.055;  } +#ifdef WATER_FOG +uniform vec4 waterPlane; +uniform vec4 waterFogColor; +uniform float waterFogDensity; +uniform float waterFogKS; + +vec4 applyWaterFogDeferred(vec3 pos, vec4 color) +{ +	//normalize view vector +	vec3 view = normalize(pos); +	float es = -(dot(view, waterPlane.xyz)); + +	//find intersection point with water plane and eye vector +	 +	//get eye depth +	float e0 = max(-waterPlane.w, 0.0); +	 +	vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0); +	 +	//get object depth +	float depth = length(pos - int_v); +		 +	//get "thickness" of water +	float l = max(depth, 0.1); + +	float kd = waterFogDensity; +	float ks = waterFogKS; +	vec4 kc = waterFogColor; +	 +	float F = 0.98; +	 +	float t1 = -kd * pow(F, ks * e0); +	float t2 = kd + ks * es; +	float t3 = pow(F, t2*l) - 1.0; +	 +	float L = min(t1/t2*t3, 1.0); +	 +	float D = pow(0.98, l*kd); +	 +	color.rgb = color.rgb * D + kc.rgb * L; +	color.a = kc.a + color.a; +	 +	return color; +} +#endif +  uniform float minimum_alpha;  void main()  @@ -72,7 +118,7 @@ void main()  #endif  	float final_alpha = color.a * vertex_color.a; -	if (final_alpha < minimum_alpha) +	if (color.a < minimum_alpha)  	{  		discard;  	} @@ -84,7 +130,12 @@ void main()  	color.rgb = fullbrightScaleSoftClip(color.rgb);  	color.rgb = linear_to_srgb(color.rgb); -	//color.rgb = vec3(1,0,1); + + +#ifdef WATER_FOG +	color = applyWaterFogDeferred(pos, vec4(color)); +#endif +  	frag_color.rgb = color.rgb;  	frag_color.a   = final_alpha;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index 5876efedec..1e8df68a72 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -35,12 +35,63 @@ out vec4 frag_color;  uniform sampler2D diffuseMap;  #endif +VARYING vec3 vary_position;  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0;  vec3 fullbrightAtmosTransport(vec3 light);  vec3 fullbrightScaleSoftClip(vec3 light); +#if HAS_ALPHA_MASK +uniform float minimum_alpha; +#endif + +#ifdef WATER_FOG +uniform vec4 waterPlane; +uniform vec4 waterFogColor; +uniform float waterFogDensity; +uniform float waterFogKS; + +vec4 applyWaterFogDeferred(vec3 pos, vec4 color) +{ +	//normalize view vector +	vec3 view = normalize(pos); +	float es = -(dot(view, waterPlane.xyz)); + +	//find intersection point with water plane and eye vector +	 +	//get eye depth +	float e0 = max(-waterPlane.w, 0.0); +	 +	vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0); +	 +	//get object depth +	float depth = length(pos - int_v); +		 +	//get "thickness" of water +	float l = max(depth, 0.1); + +	float kd = waterFogDensity; +	float ks = waterFogKS; +	vec4 kc = waterFogColor; +	 +	float F = 0.98; +	 +	float t1 = -kd * pow(F, ks * e0); +	float t2 = kd + ks * es; +	float t3 = pow(F, t2*l) - 1.0; +	 +	float L = min(t1/t2*t3, 1.0); +	 +	float D = pow(0.98, l*kd); +	 +	color.rgb = color.rgb * D + kc.rgb * L; +	color.a = kc.a + color.a; +	 +	return color; +} +#endif +  vec3 srgb_to_linear(vec3 cs)  { @@ -69,15 +120,31 @@ void main()  	vec4 color = texture2D(diffuseMap, vary_texcoord0.xy);  #endif +	float final_alpha = color.a * vertex_color.a; + +#if HAS_ALPHA_MASK +	if (color.a < minimum_alpha) +	{ +		discard; +	} +#endif -	color.rgb = srgb_to_linear(color.rgb);  	color.rgb *= vertex_color.rgb; +	color.rgb = srgb_to_linear(color.rgb); +	  	color.rgb = fullbrightAtmosTransport(color.rgb);  	color.rgb = fullbrightScaleSoftClip(color.rgb); - +	  	color.rgb = linear_to_srgb(color.rgb); -	//color.rgb = vec3(1,0,1); + +#ifdef WATER_FOG +	vec3 pos = vary_position; +	vec4 fogged = applyWaterFogDeferred(pos, vec4(color.rgb, final_alpha)); +	color.rgb = fogged.rgb; +	color.a   = fogged.a; +#endif +  	frag_color.rgb = color.rgb;  	frag_color.a   = color.a;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl index 3f09a15375..22f47b7572 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl @@ -40,6 +40,9 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);  vec3 scaleDownLight(vec3 light);  vec3 scaleUpLight(vec3 light); +#if WATER_FOG +VARYING vec3 vary_position; +#endif  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; @@ -53,7 +56,11 @@ void main()  	passTextureIndex();  	gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); -	 + +#if WATER_FOG +	vary_position = pos.xyz; +#endif +  	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;  	calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index a3610bfffa..59b027a045 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -51,7 +51,7 @@ vec3 linear_to_srgb(vec3 cl)  void main()   {  	vec4 diff = texture2DRect(diffuseRect, vary_fragcoord); -	diff.rgb = linear_to_srgb(diff.rgb); +	diff.rgb = pow(diff.rgb,vec3(texture_gamma));  	frag_color = diff;  } | 
