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diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
deleted file mode 100644
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-/**
- * @file class2\windlight\atmosphericsFuncs.glsl
- *
- * $LicenseInfo:firstyear=2022&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2022, 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 vec3 lightnorm;
-uniform vec3 sunlight_color;
-uniform vec3 sunlight_linear;
-uniform vec3 moonlight_color;
-uniform vec3 moonlight_linear;
-uniform int sun_up_factor;
-uniform vec3 ambient_color;
-uniform vec3 ambient_linear;
-uniform vec3 blue_horizon;
-uniform vec3 blue_horizon_linear;
-uniform vec3 blue_density;
-uniform vec3 blue_density_linear;
-uniform float haze_horizon;
-uniform float haze_density;
-uniform float haze_density_linear;
-uniform float cloud_shadow;
-uniform float density_multiplier;
-uniform float distance_multiplier;
-uniform float max_y;
-uniform vec3 glow;
-uniform float scene_light_strength;
-uniform mat3 ssao_effect_mat;
-uniform float sun_moon_glow_factor;
-
-float getAmbientClamp() { return 1.0f; }
-
-vec3 srgb_to_linear(vec3 col);
-vec3 legacy_adjust(vec3 col);
-
-// return colors in sRGB space
-void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive,
- out vec3 atten, bool use_ao)
-{
- vec3 rel_pos = inPositionEye;
-
- //(TERRAIN) limit altitude
- if (abs(rel_pos.y) > max_y) rel_pos *= (max_y / rel_pos.y);
-
- vec3 rel_pos_norm = normalize(rel_pos);
- float rel_pos_len = length(rel_pos);
-
- vec3 sunlight = (sun_up_factor == 1) ? sunlight_color: moonlight_color * 0.7; // magic 0.7 to match legacy color
-
- // sunlight attenuation effect (hue and brightness) due to atmosphere
- // this is used later for sunlight modulation at various altitudes
- vec3 light_atten = (blue_density + vec3(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
-
- vec3 combined_haze = blue_density + vec3(haze_density);
- vec3 blue_weight = blue_density / combined_haze;
- vec3 haze_weight = vec3(haze_density) / combined_haze;
-
- //(TERRAIN) compute sunlight from lightnorm y component. Factor is roughly cosecant(sun elevation) (for short rays like terrain)
- float above_horizon_factor = 1.0 / max(1e-6, lightnorm.y);
- sunlight *= exp(-light_atten * above_horizon_factor); // for sun [horizon..overhead] this maps to an exp curve [0..1]
-
- // main atmospheric scattering line integral
- float density_dist = rel_pos_len * density_multiplier;
-
- // Transparency (-> combined_haze)
- // ATI Bugfix -- can't store combined_haze*density_dist*distance_multiplier in a variable because the ati
- // compiler gets confused.
- combined_haze = exp(-combined_haze * density_dist * distance_multiplier);
-
- // final atmosphere attenuation factor
- atten = combined_haze.rgb;
-
- // compute haze glow
- float haze_glow = dot(rel_pos_norm, lightnorm.xyz);
-
- // dampen sun additive contrib when not facing it...
- // SL-13539: This "if" clause causes an "additive" white artifact at roughly 77 degreees.
- // if (length(light_dir) > 0.01)
- haze_glow *= max(0.0f, dot(light_dir, rel_pos_norm));
-
- 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"
- haze_glow += .25;
-
- haze_glow *= sun_moon_glow_factor;
-
- vec3 amb_color = ambient_color;
-
- // increase ambient when there are more clouds
- vec3 tmpAmbient = amb_color + (vec3(1.) - amb_color) * 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);
- */
- if (use_ao)
- {
- tmpAmbient = mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor);
- }
-
- // Similar/Shared Algorithms:
- // indra\llinventory\llsettingssky.cpp -- LLSettingsSky::calculateLightSettings()
- // indra\newview\app_settings\shaders\class1\windlight\atmosphericsFuncs.glsl -- calcAtmosphericVars()
- // haze color
- vec3 cs = sunlight.rgb * (1. - cloud_shadow);
- additive = (blue_horizon.rgb * blue_weight.rgb) * (cs + tmpAmbient.rgb) + (haze_horizon * haze_weight.rgb) * (cs * haze_glow + tmpAmbient.rgb);
-
- // brightness of surface both sunlight and ambient
-
- sunlit = sunlight.rgb;
- amblit = vec3(1,0,1); //should no longer be used, filled in by calcAtmosphericVarsLinear
-
- additive *= vec3(1.0 - combined_haze);
-}
-
-vec3 srgb_to_linear(vec3 col);
-
-// provide a touch of lighting in the opposite direction of the sun light
- // so areas in shadow don't lose all detail
-float ambientLighting(vec3 norm, vec3 light_dir)
-{
- float ambient = min(abs(dot(norm.xyz, light_dir.xyz)), 1.0);
- ambient *= 0.5;
- ambient *= ambient;
- ambient = (1.0 - ambient);
- return ambient;
-}
-
-
-// return lit amblit in linear space, leave sunlit and additive in sRGB space
-void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 additive,
- out vec3 atten)
-{
- calcAtmosphericVars(inPositionEye, light_dir, 1.0, sunlit, amblit, additive, atten, false);
-
- // multiply by 2 to get same colors as when the "scaleSoftClip" implementation was doubling color values
- // (allows for mixing of light sources other than sunlight e.g. reflection probes)
- sunlit *= 2.0;
-
- // squash ambient to approximate whatever weirdness legacy atmospherics were doing
- amblit = ambient_color; // * (1.0+sun_up_factor*0.3);
-
- amblit *= ambientLighting(norm, light_dir);
- amblit = srgb_to_linear(amblit);
-}