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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 int no_atmo;
+uniform float sun_moon_glow_factor;
+
+float getAmbientClamp() { return 1.0f; }
+
+vec3 srgb_to_linear(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;
+
+ // 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 = tmpAmbient.rgb;
+ 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 *= 0.56;
+ ambient *= ambient;
+ ambient = (1.0 - ambient);
+ return ambient;
+}
+
+
+// return colors in linear space
+void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 additive,
+ out vec3 atten)
+{
+#if 1
+ calcAtmosphericVars(inPositionEye, light_dir, 1.0, sunlit, amblit, additive, atten, false);
+ sunlit = srgb_to_linear(sunlit);
+ additive = srgb_to_linear(additive);
+ amblit = ambient_linear;
+
+ amblit *= ambientLighting(norm, light_dir);
+#else
+
+ //EXPERIMENTAL -- attempt to factor out srgb_to_linear conversions above
+ 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) ? 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
+ 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 = vec4(ambient_linear, 0.0);
+ vec3 amb_color = ambient_color;
+
+ // increase ambient when there are more clouds
+ vec3 tmpAmbient = amb_color + (vec3(1.) - amb_color) * cloud_shadow * 0.5;
+
+ // 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 = min(sunlight.rgb, vec3(1));
+ amblit = tmpAmbient.rgb;
+ additive *= vec3(1.0 - combined_haze);
+
+ //sunlit = sunlight_linear;
+ amblit = ambient_linear*0.8;
+#endif
+}