diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl | 141 |
1 files changed, 20 insertions, 121 deletions
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl index d174805cc0..4c418e414f 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl @@ -1,5 +1,5 @@ /** - * @file atmosphericsV.glsl + * @file class2\wl\atmosphericsV.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code @@ -22,10 +22,14 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - - // VARYING param funcs + + +uniform vec3 sun_dir; +uniform vec3 moon_dir; +uniform int sun_up_factor; + void setSunlitColor(vec3 v); void setAmblitColor(vec3 v); void setAdditiveColor(vec3 v); @@ -34,124 +38,19 @@ void setPositionEye(vec3 v); vec3 getAdditiveColor(); -//VARYING vec4 vary_CloudUVs; -//VARYING float vary_CloudDensity; - -// Inputs -uniform vec4 morphFactor; -uniform vec3 camPosLocal; -//uniform vec4 camPosWorld; - -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -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; +void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); void calcAtmospherics(vec3 inPositionEye) { - - vec3 P = inPositionEye; - setPositionEye(P); - - //(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 = sunlight_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 - setAtmosAttenuation(temp1.rgb); - //vary_AtmosAttenuation = distance_multiplier / 10000.; - //vary_AtmosAttenuation = density_multiplier * 100.; - //vary_AtmosAttenuation = vec4(Plen / 100000., 0., 0., 1.); - - //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; - - - //increase ambient when there are more clouds - vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5; - - //haze color - setAdditiveColor( - 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 - setSunlitColor(vec3(sunlight * .5)); - setAmblitColor(vec3(tmpAmbient * .25)); - setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); - - // vary_SunlitColor = vec3(0); - // vary_AmblitColor = vec3(0); - // vary_AdditiveColor = vec4(Pn, 1.0); - - /* - const float cloudShadowScale = 100.; - // Get cloud uvs for shadowing - vec3 cloudPos = inPositionEye + camPosWorld - cloudShadowScale / 2.; - vary_CloudUVs.xy = cloudPos.xz / cloudShadowScale; - - // We can take uv1 and multiply it by (TerrainSpan / CloudSpan) -// cloudUVs *= (((worldMaxZ - worldMinZ) * 20) /40000.); - vary_CloudUVs *= (10000./40000.); - - // Offset by sun vector * (CloudAltitude / CloudSpan) - vary_CloudUVs.x += tmpLightnorm.x / tmpLightnorm.y * (3000./40000.); - vary_CloudUVs.y += tmpLightnorm.z / tmpLightnorm.y * (3000./40000.); - */ + vec3 P = inPositionEye; + setPositionEye(P); + vec3 tmpsunlit = vec3(1); + vec3 tmpamblit = vec3(1); + vec3 tmpaddlit = vec3(1); + vec3 tmpattenlit = vec3(1); + vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; + calcAtmosphericVars(inPositionEye, light_dir, 1, tmpsunlit, tmpamblit, tmpaddlit, tmpattenlit, false); + setSunlitColor(tmpsunlit); + setAmblitColor(tmpamblit); + setAdditiveColor(tmpaddlit); + setAtmosAttenuation(tmpattenlit); } - |