diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl | 133 |
1 files changed, 122 insertions, 11 deletions
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl index fea3cbf69b..565c00ba79 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl @@ -22,23 +22,134 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - - - -////////////////////////////////////////////////////////// -// The fragment shader for the terrain atmospherics -////////////////////////////////////////////////////////// vec3 getAdditiveColor(); vec3 getAtmosAttenuation(); -uniform sampler2D cloudMap; -uniform vec4 cloud_pos_density1; +uniform vec4 gamma; +uniform vec4 lightnorm; +uniform vec4 sunlight_color; +uniform vec4 moonlight_color; +uniform int sun_up_factor; +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 scene_light_strength; +uniform mat3 ssao_effect_mat; +uniform int no_atmo; +uniform float sun_moon_glow_factor; + +vec3 scaleSoftClipFrag(vec3 light); + +vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten) +{ + if (no_atmo == 1) + { + return light; + } + light *= atten.r; + light += additive; + return light * 2.0; +} vec3 atmosLighting(vec3 light) { - light *= getAtmosAttenuation().r; - light += getAdditiveColor(); - return (2.0 * 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); + temp2.y = 1. / 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 * .5); + amblit = vec3(tmpAmbient * .25); + additive = normalize(additive); + additive *= vec3(1.0 - exp(-temp2.z * distance_multiplier)) * 0.5; } |