diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl | 193 |
1 files changed, 0 insertions, 193 deletions
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl deleted file mode 100644 index 97ffa9feef..0000000000 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ /dev/null @@ -1,193 +0,0 @@ -/** - * @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 -} |