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Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred/skyF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/skyF.glsl | 199 |
1 files changed, 199 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl new file mode 100644 index 0000000000..6841a8194f --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl @@ -0,0 +1,199 @@ +/** + * @file class2/deferred/skyF.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 + * $/LicenseInfo$ + */ + +uniform mat4 modelview_projection_matrix; + +// SKY //////////////////////////////////////////////////////////////////////// +// The vertex shader for creating the atmospheric sky +/////////////////////////////////////////////////////////////////////////////// + +// Inputs +uniform vec3 camPosLocal; + +uniform vec4 lightnorm; +uniform vec4 sunlight_color; +uniform vec4 moonlight_color; +uniform int sun_up_factor; +uniform vec4 ambient_color; +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 sun_moon_glow_factor; + +uniform vec4 cloud_color; + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_data[3]; +#else +#define frag_data gl_FragData +#endif + +VARYING vec3 pos; + +///////////////////////////////////////////////////////////////////////// +// The fragment shader for the sky +///////////////////////////////////////////////////////////////////////// + +uniform sampler2D rainbow_map; +uniform sampler2D halo_map; + +uniform float moisture_level; +uniform float droplet_radius; +uniform float ice_level; + +vec3 rainbow(float d) +{ + // d is the dot product of view and sun directions, so ranging -1.0..1.0 + // 'interesting' values of d are the range -0.75..-0.825, when view is nearly opposite of sun vec + // Rainbox texture mode is GL_REPEAT, so tc of -.75 is equiv to 0.25, -0.825 equiv to 0.175. + + // SL-13629 Rainbow texture has colors within the correct .175...250 range, but order is inverted. + // Rather than replace the texture, we mirror and translate the y tc to keep the colors within the + // interesting range, but in reversed order: i.e. d = (1 - d) - 1.575 + d = clamp(-0.575 - d, 0.0, 1.0); + + // With the colors in the lower 1/4 of the texture, inverting the coords leaves most of it inaccessible. + // So, we can stretch the texcoord above the colors (ie > 0.25) to fill the entire remaining coordinate + // space. This improves gradation, reduces banding within the rainbow interior. (1-0.25) / (0.425/0.25) = 4.2857 + float interior_coord = max(0.0, d - 0.25) * 4.2857; + d = clamp(d, 0.0, 0.25) + interior_coord; + + float rad = (droplet_radius - 5.0f) / 1024.0f; + return pow(texture2D(rainbow_map, vec2(rad, d)).rgb, vec3(1.8)) * moisture_level; +} + +vec3 halo22(float d) +{ + d = clamp(d, 0.1, 1.0); + float v = sqrt(clamp(1 - (d * d), 0, 1)); + return texture2D(halo_map, vec2(0, v)).rgb * ice_level; +} + +/// Soft clips the light with a gamma correction +vec3 scaleSoftClip(vec3 light); + +void main() +{ + // World / view / projection + // Get relative position (offset why?) + vec3 rel_pos = pos.xyz - camPosLocal.xyz + vec3(0, 50, 0); + + // Adj position vector to clamp altitude + if (rel_pos.y > 0.) + { + rel_pos *= (max_y / rel_pos.y); + } + if (rel_pos.y < 0.) + { + rel_pos *= (-32000. / rel_pos.y); + } + + // Normalized + vec3 rel_pos_norm = normalize(rel_pos); + float rel_pos_len = length(rel_pos); + + // Initialize temp variables + vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; + + // Sunlight attenuation effect (hue and brightness) due to atmosphere + // this is used later for sunlight modulation at various altitudes + vec4 light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); + + // Calculate relative weights + vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); + vec4 blue_weight = blue_density / combined_haze; + vec4 haze_weight = haze_density / combined_haze; + + // Compute sunlight from rel_pos & lightnorm (for long rays like sky) + float off_axis = 1.0 / max(1e-6, max(0, rel_pos_norm.y) + lightnorm.y); + sunlight *= exp(-light_atten * off_axis); + + // Distance + float density_dist = rel_pos_len * density_multiplier; + + // Transparency (-> combined_haze) + // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati + // compiler gets confused. + combined_haze = exp(-combined_haze * density_dist); + + // Compute haze glow + float haze_glow = dot(rel_pos_norm, lightnorm.xyz); + haze_glow = 1. - haze_glow; + // haze_glow is 0 at the sun and increases away from sun + haze_glow = max(haze_glow, .001); + // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) + haze_glow *= glow.x; + // Higher glow.x gives dimmer glow (because next step is 1 / "angle") + haze_glow = pow(haze_glow, glow.z); + // glow.z should be negative, so we're doing a sort of (1 / "angle") function + + // Add "minimum anti-solar illumination" + // For sun, add to glow. For moon, remove glow entirely. SL-13768 + haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (sun_moon_glow_factor * (haze_glow + 0.25)); + + // Haze color above cloud + vec4 color = blue_horizon * blue_weight * (sunlight + ambient_color) + + haze_horizon * haze_weight * (sunlight * haze_glow + ambient_color); + + // Final atmosphere additive + color *= (1. - combined_haze); + + // Increase ambient when there are more clouds + // TODO 9/20: DJH what does this do? max(0,(1-ambient)) will change the color + vec4 ambient = ambient_color + max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5; + + // Dim sunlight by cloud shadow percentage + sunlight *= max(0.0, (1. - cloud_shadow)); + + // Haze color below cloud + vec4 add_below_cloud = blue_horizon * blue_weight * (sunlight + ambient) + + haze_horizon * haze_weight * (sunlight * haze_glow + ambient); + + // Attenuate cloud color by atmosphere + combined_haze = sqrt(combined_haze); // less atmos opacity (more transparency) below clouds + + // At horizon, blend high altitude sky color towards the darker color below the clouds + color += (add_below_cloud - color) * (1. - sqrt(combined_haze)); + + float optic_d = dot(rel_pos_norm, lightnorm.xyz); + vec3 halo_22 = halo22(optic_d); + color.rgb += rainbow(optic_d); + color.rgb += halo_22; + color.rgb *= 2.; + color.rgb = scaleSoftClip(color.rgb); + + // Gamma correct for WL (soft clip effect). + frag_data[0] = vec4(color.rgb, 1.0); + frag_data[1] = vec4(0.0, 0.0, 0.0, 0.0); + frag_data[2] = vec4(0.0, 0.0, 0.0, 1.0); // 1.0 in norm.w masks off fog +} |