diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl | 14 |
1 files changed, 12 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl index 96c70651b1..e0c7e18a6f 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl @@ -42,6 +42,8 @@ VARYING vec2 vary_texcoord2; VARYING vec2 vary_texcoord3; uniform sampler2D cloud_noise_texture; +uniform sampler2D cloud_noise_texture_next; +uniform float blend_factor; uniform vec4 cloud_pos_density1; uniform vec4 cloud_pos_density2; uniform vec4 gamma; @@ -55,6 +57,14 @@ vec3 scaleSoftClip(vec3 light) { return light; } +vec4 cloudNoise(vec2 uv) +{ + vec4 a = texture2D(cloud_noise_texture, uv); + vec4 b = texture2D(cloud_noise_texture_next, uv); + vec4 samp = mix(a, b, blend_factor); + return samp; +} + void main() { // Set variables @@ -75,7 +85,7 @@ void main() // Compute alpha1, the main cloud opacity - float alpha1 = (texture2D(cloud_noise_texture, uv1).x - 0.5) + (texture2D(cloud_noise_texture, uv3).x - 0.5) * cloud_pos_density2.z; + float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z; alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10. * cloud_pos_density1.z, 1.); // And smooth @@ -85,7 +95,7 @@ void main() // Compute alpha2, for self shadowing effect // (1 - alpha2) will later be used as percentage of incoming sunlight - float alpha2 = (texture2D(cloud_noise_texture, uv2).x - 0.5); + float alpha2 = (cloudNoise(uv2).x - 0.5); alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.); // And smooth |