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-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl69
1 files changed, 38 insertions, 31 deletions
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
index c175a834c2..c1dd45cd67 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
@@ -22,17 +22,24 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
//////////////////////////////////////////////////////////////////////////
// The vertex shader for creating the atmospheric sky
///////////////////////////////////////////////////////////////////////////////
// Output parameters
-varying vec4 vary_CloudColorSun;
-varying vec4 vary_CloudColorAmbient;
-varying float vary_CloudDensity;
+VARYING vec4 vary_CloudColorSun;
+VARYING vec4 vary_CloudColorAmbient;
+VARYING float vary_CloudDensity;
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+VARYING vec2 vary_texcoord2;
+VARYING vec2 vary_texcoord3;
// Inputs
uniform vec3 camPosLocal;
@@ -42,34 +49,34 @@ uniform vec4 sunlight_color;
uniform vec4 ambient;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
-uniform vec4 haze_horizon;
-uniform vec4 haze_density;
+uniform float haze_horizon;
+uniform float haze_density;
-uniform vec4 cloud_shadow;
-uniform vec4 density_multiplier;
-uniform vec4 max_y;
+uniform float cloud_shadow;
+uniform float density_multiplier;
+uniform float max_y;
uniform vec4 glow;
uniform vec4 cloud_color;
-uniform vec4 cloud_scale;
+uniform float cloud_scale;
void main()
{
// World / view / projection
- gl_Position = ftransform();
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- gl_TexCoord[0] = gl_MultiTexCoord0;
+ vary_texcoord0 = texcoord0;
// Get relative position
- vec3 P = gl_Vertex.xyz - camPosLocal.xyz + vec3(0,50,0);
+ vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
// Set altitude
if (P.y > 0.)
{
- P *= (max_y.x / P.y);
+ P *= (max_y / P.y);
}
else
{
@@ -91,12 +98,12 @@ void main()
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
- light_atten = (blue_density * 1.0 + haze_density.x * 0.25) * (density_multiplier.x * max_y.x);
+ light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
// Calculate relative weights
- temp1 = blue_density + haze_density.x;
+ temp1 = blue_density + haze_density;
blue_weight = blue_density / temp1;
- haze_weight = haze_density.x / temp1;
+ haze_weight = haze_density / temp1;
// Compute sunlight from P & lightnorm (for long rays like sky)
temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
@@ -104,7 +111,7 @@ void main()
sunlight *= exp( - light_atten * temp2.y);
// Distance
- temp2.z = Plen * density_multiplier.x;
+ temp2.z = Plen * density_multiplier;
// Transparency (-> temp1)
// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
@@ -128,14 +135,14 @@ void main()
// Increase ambient when there are more clouds
vec4 tmpAmbient = ambient;
- tmpAmbient += (1. - tmpAmbient) * cloud_shadow.x * 0.5;
+ tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;
// Dim sunlight by cloud shadow percentage
- sunlight *= (1. - cloud_shadow.x);
+ sunlight *= (1. - cloud_shadow);
// Haze color below cloud
vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
- + (haze_horizon.r * haze_weight) * (sunlight * temp2.x + tmpAmbient)
+ + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
);
// CLOUDS
@@ -156,21 +163,21 @@ void main()
vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1);
// Make a nice cloud density based on the cloud_shadow value that was passed in.
- vary_CloudDensity = 2. * (cloud_shadow.x - 0.25);
+ vary_CloudDensity = 2. * (cloud_shadow - 0.25);
// Texture coords
- gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_TexCoord[0].xy -= 0.5;
- gl_TexCoord[0].xy /= cloud_scale.x;
- gl_TexCoord[0].xy += 0.5;
+ vary_texcoord0 = texcoord0;
+ vary_texcoord0.xy -= 0.5;
+ vary_texcoord0.xy /= cloud_scale;
+ vary_texcoord0.xy += 0.5;
- gl_TexCoord[1] = gl_TexCoord[0];
- gl_TexCoord[1].x += lightnorm.x * 0.0125;
- gl_TexCoord[1].y += lightnorm.z * 0.0125;
+ vary_texcoord1 = vary_texcoord0;
+ vary_texcoord1.x += lightnorm.x * 0.0125;
+ vary_texcoord1.y += lightnorm.z * 0.0125;
- gl_TexCoord[2] = gl_TexCoord[0] * 16.;
- gl_TexCoord[3] = gl_TexCoord[1] * 16.;
+ vary_texcoord2 = vary_texcoord0 * 16.;
+ vary_texcoord3 = vary_texcoord1 * 16.;
// Combine these to minimize register use
vary_CloudColorAmbient += oHazeColorBelowCloud;