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diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
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-/**
- * @file class2\wl\cloudsV.glsl
- *
- * $LicenseInfo:firstyear=2005&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2005, 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 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 vec2 vary_texcoord0;
-VARYING vec2 vary_texcoord1;
-VARYING vec2 vary_texcoord2;
-VARYING vec2 vary_texcoord3;
-VARYING float altitude_blend_factor;
-
-// Inputs
-uniform vec3 camPosLocal;
-
-uniform vec4 lightnorm;
-uniform vec4 sunlight_color;
-uniform vec4 moonlight_color;
-uniform int sun_up_factor;
-uniform vec4 ambient_color;
-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 max_y;
-
-uniform vec4 glow;
-uniform float sun_moon_glow_factor;
-
-uniform vec4 cloud_color;
-
-uniform float cloud_scale;
-
-// NOTE: Keep these in sync!
-// indra\newview\app_settings\shaders\class1\deferred\skyV.glsl
-// indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl
-// indra\newview\app-settings\shaders\class2\windlight\cloudsV.glsl
-// indra\newview\lllegacyatmospherics.cpp
-// indra\newview\llsettingsvo.cpp
-void main()
-{
- // World / view / projection
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
-
- // Texture coords
- // SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll
- vary_texcoord0 = vec2(-texcoord0.x, texcoord0.y); // See: LLSettingsVOSky::applySpecial
-
- vary_texcoord0.xy -= 0.5;
- vary_texcoord0.xy /= cloud_scale;
- vary_texcoord0.xy += 0.5;
-
- vary_texcoord1 = vary_texcoord0;
- vary_texcoord1.x += lightnorm.x * 0.0125;
- vary_texcoord1.y += lightnorm.z * 0.0125;
-
- vary_texcoord2 = vary_texcoord0 * 16.;
- vary_texcoord3 = vary_texcoord1 * 16.;
-
- // Get relative position
- vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0);
-
- // fade clouds beyond a certain point so the bottom of the sky dome doesn't look silly at high altitude
- altitude_blend_factor = clamp((rel_pos.y + 512.0) / max_y, 0.0, 1.0);
-
- // Adj position vector to clamp altitude
- if (rel_pos.y > 0.)
- {
- rel_pos *= (max_y / rel_pos.y);
- }
- if (rel_pos.y < 0.)
- {
- rel_pos *= (-32000. / rel_pos.y);
- }
-
- // Can normalize then
- vec3 rel_pos_norm = normalize(rel_pos);
- float rel_pos_len = length(rel_pos);
-
- // Initialize temp variables
- 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);
-
- // Calculate relative weights
- vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density));
- vec4 blue_weight = blue_density / combined_haze;
- vec4 haze_weight = haze_density / combined_haze;
-
- // Compute sunlight from rel_pos & lightnorm (for long rays like sky)
- float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y);
- sunlight *= exp(-light_atten * off_axis);
-
- // Distance
- float density_dist = rel_pos_len * density_multiplier;
-
- // Transparency (-> combined_haze)
- // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati
- // compiler gets confused.
- combined_haze = exp(-combined_haze * density_dist);
-
- // Compute haze glow
- float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz);
- // 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
-
- haze_glow *= sun_moon_glow_factor;
-
- // Add "minimum anti-solar illumination"
- // For sun, add to glow. For moon, remove glow entirely. SL-13768
- haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25);
-
- // Increase ambient when there are more clouds
- vec4 tmpAmbient = ambient_color;
- tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;
-
- // Dim sunlight by cloud shadow percentage
- sunlight *= (1. - cloud_shadow);
-
- // Haze color below cloud
- vec4 additiveColorBelowCloud =
- (blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient));
-
- // CLOUDS
- sunlight = sunlight_color; // SL-14707 reset color -- Clouds are unusually dim in EEP
- off_axis = 1.0 / max(1e-6, lightnorm.y * 2.);
- sunlight *= exp(-light_atten * off_axis);
-
- // Cloud color out
- vary_CloudColorSun = (sunlight * haze_glow) * cloud_color;
- vary_CloudColorAmbient = tmpAmbient * cloud_color;
-
- // Attenuate cloud color by atmosphere
- combined_haze = sqrt(combined_haze); // less atmos opacity (more transparency) below clouds
- vary_CloudColorSun *= combined_haze;
- vary_CloudColorAmbient *= combined_haze;
- vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze);
-
- // Make a nice cloud density based on the cloud_shadow value that was passed in.
- vary_CloudDensity = 2. * (cloud_shadow - 0.25);
-
- // Combine these to minimize register use
- vary_CloudColorAmbient += oHazeColorBelowCloud;
-
- // needs this to compile on mac
- //vary_AtmosAttenuation = vec3(0.0,0.0,0.0);
-
- // END CLOUDS
-}