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-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl96
1 files changed, 0 insertions, 96 deletions
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
index 7b46a2ed28..a93253c981 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
@@ -37,8 +37,6 @@ 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;
@@ -64,97 +62,3 @@ vec3 atmosLighting(vec3 light)
{
return atmosFragLighting(light, getAdditiveColor(), getAtmosAttenuation());
}
-
-void calcFragAtmospherics(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;
-}
-