diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred')
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/skyF.glsl | 196 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl | 12 | 
2 files changed, 99 insertions, 109 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl index 09ad6e70d6..6ddd7e7c86 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl @@ -45,6 +45,7 @@ uniform float density_multiplier;  uniform float max_y;  uniform vec4 glow; +uniform float sun_up_factor;  uniform vec4 cloud_color; @@ -88,98 +89,99 @@ vec3 scaleSoftClip(vec3 light);  void main()  { -	// World / view / projection -	// Get relative position -	vec3 P = pos.xyz - camPosLocal.xyz + vec3(0,50,0); - -	// Set altitude -	if (P.y > 0.) -	{ -		P *= (max_y / P.y); -	} -	else -	{ -		P *= (-32000. / P.y); -	} - -	// Can normalize then -	vec3 Pn = normalize(P); -	float  Plen = length(P); - -	// Initialize temp variables -	vec4 temp1 = vec4(0.); -	vec4 temp2 = vec4(0.); -	vec4 blue_weight; -	vec4 haze_weight; -	vec4 sunlight = sunlight_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); - -	// Calculate relative weights -	temp1 = blue_density + haze_density; -	blue_weight = blue_density / temp1; -	haze_weight = haze_density / temp1; - -	// Compute sunlight from P & lightnorm (for long rays like sky) -	temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y ); -	temp2.y = 1. / temp2.y; -	sunlight *= exp( - light_atten * temp2.y); - -	// Distance -	temp2.z = Plen * density_multiplier; - -	// Transparency (-> temp1) -	// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati -	// compiler gets confused. -	temp1 = exp(-temp1 * temp2.z); - - -	// Compute haze glow -	temp2.x = dot(Pn, lightnorm.xyz); -	temp2.x = 1. - temp2.x; -		// temp2.x is 0 at the sun and increases away from sun -	temp2.x = max(temp2.x, .001);	 -		// 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; - - -	// Haze color above cloud -	vec4 color = (	  blue_horizon * blue_weight * (sunlight + ambient) -				+ (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient) -			 );	 - - -	// Increase ambient when there are more clouds -	vec4 tmpAmbient = ambient; -	tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;  - -	// Dim sunlight by cloud shadow percentage -	sunlight *= (1. - cloud_shadow); - -	// Haze color below cloud -	vec4 additiveColorBelowCloud = (	  blue_horizon * blue_weight * (sunlight + tmpAmbient) -				+ (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient) -			 );	 - -	// Final atmosphere additive -	color *= (1. - temp1); -	 -	// Attenuate cloud color by atmosphere -	temp1 = sqrt(temp1);	//less atmos opacity (more transparency) below clouds - -	// At horizon, blend high altitude sky color towards the darker color below the clouds -	color += (additiveColorBelowCloud - color) * (1. - sqrt(temp1)); -	 +    // World / view / projection +    // Get relative position +    vec3 P = pos.xyz - camPosLocal.xyz + vec3(0,50,0); + +    // Set altitude +    if (P.y > 0.) +    { +        P *= (max_y / P.y); +    } +    else +    { +        P *= (-32000. / P.y); +    } + +    // Can normalize then +    vec3 Pn = normalize(P); +    float  Plen = length(P); + +    // Initialize temp variables +    vec4 temp1 = vec4(0.); +    vec4 temp2 = vec4(0.); +    vec4 blue_weight; +    vec4 haze_weight; +    vec4 sunlight = sunlight_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); + +    // Calculate relative weights +    temp1 = blue_density + haze_density; +    blue_weight = blue_density / temp1; +    haze_weight = haze_density / temp1; + +    // Compute sunlight from P & lightnorm (for long rays like sky) +    temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y ); +    temp2.y = 1. / temp2.y; +    sunlight *= exp( - light_atten * temp2.y); + +    // Distance +    temp2.z = Plen * density_multiplier; + +    // Transparency (-> temp1) +    // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati +    // compiler gets confused. +    temp1 = exp(-temp1 * temp2.z); + + +    // Compute haze glow +    temp2.x = dot(Pn, lightnorm.xyz); +    temp2.x = 1. - temp2.x; +        // temp2.x is 0 at the sun and increases away from sun +    temp2.x = max(temp2.x, .001);    +        // 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_up_factor; + +    // Haze color above cloud +    vec4 color = (    blue_horizon * blue_weight * (sunlight + ambient) +                + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient) +             );  + + +    // Increase ambient when there are more clouds +    vec4 tmpAmbient = ambient; +    tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;  + +    // Dim sunlight by cloud shadow percentage +    sunlight *= (1. - cloud_shadow); + +    // Haze color below cloud +    vec4 additiveColorBelowCloud = (      blue_horizon * blue_weight * (sunlight + tmpAmbient) +                + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient) +             );  + +    // Final atmosphere additive +    color *= (1. - temp1); +     +    // Attenuate cloud color by atmosphere +    temp1 = sqrt(temp1);    //less atmos opacity (more transparency) below clouds + +    // At horizon, blend high altitude sky color towards the darker color below the clouds +    color += (additiveColorBelowCloud - color) * (1. - sqrt(temp1)); +          float optic_d = dot(Pn, lightnorm.xyz);      vec3 halo_22 = halo22(optic_d); @@ -188,11 +190,11 @@ void main()      color.rgb += halo_22; -	color *= 2.; +    color *= 2.; -	/// Gamma correct for WL (soft clip effect). -	frag_data[0] = vec4(scaleSoftClip(color.rgb), 1.0); -	frag_data[1] = vec4(0.0,0.0,0.0,0.0); -	frag_data[2] = vec4(0.5,0.5,0.0,1.0); //1.0 in norm.w masks off fog +    /// Gamma correct for WL (soft clip effect). +    frag_data[0] = vec4(scaleSoftClip(color.rgb), 1.0); +    frag_data[1] = vec4(0.0,0.0,0.0,0.0); +    frag_data[2] = vec4(0.5,0.5,0.0,1.0); //1.0 in norm.w masks off fog  } diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index c5d317ad37..c80e7fce18 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -48,21 +48,9 @@ uniform float blur_fidelity;  uniform vec4 morphFactor;  uniform vec3 camPosLocal;  //uniform vec4 camPosWorld; -uniform vec4 gamma; -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -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 global_gamma; -uniform float scene_light_strength;  uniform mat3 env_mat;  uniform vec4 shadow_clip;  uniform mat3 ssao_effect_mat; | 
