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 | 135 |
1 files changed, 69 insertions, 66 deletions
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl index c1dd45cd67..97ffa9feef 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl @@ -1,5 +1,5 @@ /** - * @file WLCloudsV.glsl + * @file class2\wl\cloudsV.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code @@ -36,17 +36,21 @@ ATTRIBUTE vec2 texcoord0; 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 ambient; +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; @@ -57,128 +61,128 @@ 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); - vary_texcoord0 = texcoord0; + // 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 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); + 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); - // Set altitude - if (P.y > 0.) + // Adj position vector to clamp altitude + if (rel_pos.y > 0.) { - P *= (max_y / P.y); + rel_pos *= (max_y / rel_pos.y); } - else + if (rel_pos.y < 0.) { - P *= (-32000. / P.y); + rel_pos *= (-32000. / rel_pos.y); } // Can normalize then - vec3 Pn = normalize(P); - float Plen = length(P); + vec3 rel_pos_norm = normalize(rel_pos); + float rel_pos_len = length(rel_pos); // Initialize temp variables - vec4 temp1 = vec4(0.); - vec4 temp2 = vec4(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); + light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); // Calculate relative weights - temp1 = blue_density + haze_density; - blue_weight = blue_density / temp1; - haze_weight = haze_density / temp1; + 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 P & lightnorm (for long rays like sky) - temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y ); - temp2.y = 1. / temp2.y; - sunlight *= exp( - light_atten * temp2.y); + // 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 - temp2.z = Plen * density_multiplier; + float density_dist = rel_pos_len * density_multiplier; - // Transparency (-> temp1) - // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati + // Transparency (-> combined_haze) + // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati // compiler gets confused. - temp1 = exp(-temp1 * temp2.z); - + combined_haze = exp(-combined_haze * density_dist); // Compute haze glow - temp2.x = dot(Pn, lightnorm.xyz); - temp2.x = 1. - temp2.x; - // temp2.x is 0 at the sun and increases away from sun - temp2.x = max(temp2.x, .001); + 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) - temp2.x *= glow.x; + haze_glow *= glow.x; // Higher glow.x gives dimmer glow (because next step is 1 / "angle") - temp2.x = pow(temp2.x, glow.z); + 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" - temp2.x += .25; + // 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; + 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 * temp2.x + tmpAmbient) - ); + vec4 additiveColorBelowCloud = + (blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient)); // CLOUDS - - sunlight = sunlight_color; - temp2.y = max(0., lightnorm.y * 2.); - temp2.y = 1. / temp2.y; - sunlight *= exp( - light_atten * temp2.y); + 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 * temp2.x) * cloud_color; + vary_CloudColorSun = (sunlight * haze_glow) * cloud_color; vary_CloudColorAmbient = tmpAmbient * cloud_color; // Attenuate cloud color by atmosphere - temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds - vary_CloudColorSun *= temp1; - vary_CloudColorAmbient *= temp1; - vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1); + 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); - - // Texture coords - vary_texcoord0 = texcoord0; - 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.; - // Combine these to minimize register use vary_CloudColorAmbient += oHazeColorBelowCloud; @@ -187,4 +191,3 @@ void main() // END CLOUDS } - |