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-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl46
1 files changed, 23 insertions, 23 deletions
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
index 8937488484..c69eba93b6 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
@@ -23,17 +23,17 @@
* $/LicenseInfo$
*/
-uniform vec4 lightnorm;
-uniform vec4 sunlight_color;
+uniform vec3 lightnorm;
+uniform vec3 sunlight_color;
uniform vec3 sunlight_linear;
-uniform vec4 moonlight_color;
+uniform vec3 moonlight_color;
uniform vec3 moonlight_linear;
uniform int sun_up_factor;
-uniform vec4 ambient_color;
+uniform vec3 ambient_color;
uniform vec3 ambient_linear;
-uniform vec4 blue_horizon;
+uniform vec3 blue_horizon;
uniform vec3 blue_horizon_linear;
-uniform vec4 blue_density;
+uniform vec3 blue_density;
uniform vec3 blue_density_linear;
uniform float haze_horizon;
uniform float haze_density;
@@ -42,7 +42,7 @@ uniform float cloud_shadow;
uniform float density_multiplier;
uniform float distance_multiplier;
uniform float max_y;
-uniform vec4 glow;
+uniform vec3 glow;
uniform float scene_light_strength;
uniform mat3 ssao_effect_mat;
uniform int no_atmo;
@@ -63,17 +63,17 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
vec3 rel_pos_norm = normalize(rel_pos);
float rel_pos_len = length(rel_pos);
- vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
+ vec3 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);
+ 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
- vec4 combined_haze = blue_density + vec4(haze_density);
- vec4 blue_weight = blue_density / combined_haze;
- vec4 haze_weight = vec4(haze_density) / combined_haze;
+ 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);
@@ -111,10 +111,10 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
haze_glow *= sun_moon_glow_factor;
- vec4 amb_color = ambient_color;
+ vec3 amb_color = ambient_color;
// increase ambient when there are more clouds
- vec4 tmpAmbient = amb_color + (vec4(1.) - amb_color) * cloud_shadow * 0.5;
+ 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
@@ -127,7 +127,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
*/
if (use_ao)
{
- tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a);
+ tmpAmbient = mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor);
}
// Similar/Shared Algorithms:
@@ -179,17 +179,17 @@ void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, ou
vec3 rel_pos_norm = normalize(rel_pos);
float rel_pos_len = length(rel_pos);
- vec4 sunlight = (sun_up_factor == 1) ? vec4(sunlight_linear, 0.0) : vec4(moonlight_linear, 0.0);
+ vec3 sunlight = (sun_up_factor == 1) ? vec3(sunlight_linear, 0.0) : vec3(moonlight_linear, 0.0);
// 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);
+ 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
- vec4 combined_haze = blue_density + vec4(haze_density);
- vec4 blue_weight = blue_density / combined_haze;
- vec4 haze_weight = vec4(haze_density) / combined_haze;
+ 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);
@@ -227,11 +227,11 @@ void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, ou
haze_glow *= sun_moon_glow_factor;
- //vec4 amb_color = vec4(ambient_linear, 0.0);
- vec4 amb_color = ambient_color;
+ //vec3 amb_color = vec4(ambient_linear, 0.0);
+ vec3 amb_color = ambient_color;
// increase ambient when there are more clouds
- vec4 tmpAmbient = amb_color + (vec4(1.) - amb_color) * cloud_shadow * 0.5;
+ vec3 tmpAmbient = amb_color + (vec3(1.) - amb_color) * cloud_shadow * 0.5;
// Similar/Shared Algorithms:
// indra\llinventory\llsettingssky.cpp -- LLSettingsSky::calculateLightSettings()