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-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl247
1 files changed, 126 insertions, 121 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..fb978691da 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
@@ -46,6 +46,8 @@ uniform vec3 camPosLocal;
uniform vec4 lightnorm;
uniform vec4 sunlight_color;
+uniform vec4 moonlight_color;
+uniform int sun_up_factor;
uniform vec4 ambient;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
@@ -57,6 +59,7 @@ uniform float density_multiplier;
uniform float max_y;
uniform vec4 glow;
+uniform float sun_moon_glow_factor;
uniform vec4 cloud_color;
@@ -65,126 +68,128 @@ uniform float cloud_scale;
void main()
{
- // World / view / projection
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
-
- vary_texcoord0 = texcoord0;
-
- // Get relative position
- vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
-
- // Set altitude
- if (P.y > 0.)
- {
- P *= (max_y / P.y);
- }
- else
- {
- P *= (-32000. / P.y);
- }
-
- // Can normalize then
- vec3 Pn = normalize(P);
- float Plen = length(P);
-
- // 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);
-
- // Calculate relative weights
- temp1 = blue_density + haze_density;
- blue_weight = blue_density / 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 );
- temp2.y = 1. / temp2.y;
- sunlight *= exp( - light_atten * temp2.y);
-
- // Distance
- temp2.z = Plen * density_multiplier;
-
- // Transparency (-> temp1)
- // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
- // compiler gets confused.
- temp1 = exp(-temp1 * temp2.z);
-
-
- // 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);
- // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
- temp2.x *= glow.x;
- // Higher glow.x gives dimmer glow (because next step is 1 / "angle")
- temp2.x = pow(temp2.x, glow.z);
- // glow.z should be negative, so we're doing a sort of (1 / "angle") function
-
- // Add "minimum anti-solar illumination"
- temp2.x += .25;
-
- // Increase ambient when there are more clouds
- vec4 tmpAmbient = ambient;
- 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)
- );
-
- // CLOUDS
-
- sunlight = sunlight_color;
- temp2.y = max(0., lightnorm.y * 2.);
- temp2.y = 1. / temp2.y;
- sunlight *= exp( - light_atten * temp2.y);
-
- // Cloud color out
- vary_CloudColorSun = (sunlight * temp2.x) * 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);
-
- // 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;
-
- // needs this to compile on mac
- //vary_AtmosAttenuation = vec3(0.0,0.0,0.0);
-
- // END CLOUDS
+ // World / view / projection
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+
+ vary_texcoord0 = texcoord0;
+
+ // Get relative position
+ vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
+
+ // Set altitude
+ if (P.y > 0.)
+ {
+ P *= (max_y / P.y);
+ }
+ else
+ {
+ P *= (-32000. / P.y);
+ }
+
+ // Can normalize then
+ vec3 Pn = normalize(P);
+ float Plen = length(P);
+
+ // Initialize temp variables
+ vec4 temp1 = vec4(0.);
+ vec4 temp2 = vec4(0.);
+ vec4 blue_weight;
+ vec4 haze_weight;
+ vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_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
+ temp1 = blue_density + haze_density;
+ blue_weight = blue_density / 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 );
+ temp2.y = 1. / temp2.y;
+ sunlight *= exp( - light_atten * temp2.y);
+
+ // Distance
+ temp2.z = Plen * density_multiplier;
+
+ // Transparency (-> temp1)
+ // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
+ // compiler gets confused.
+ temp1 = exp(-temp1 * temp2.z);
+
+
+ // 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);
+ // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
+ temp2.x *= glow.x;
+ // Higher glow.x gives dimmer glow (because next step is 1 / "angle")
+ temp2.x = pow(temp2.x, glow.z);
+ // glow.z should be negative, so we're doing a sort of (1 / "angle") function
+
+ temp2.x *= sun_moon_glow_factor;
+
+ // Add "minimum anti-solar illumination"
+ temp2.x += .25;
+
+ // Increase ambient when there are more clouds
+ vec4 tmpAmbient = ambient;
+ 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)
+ );
+
+ // CLOUDS
+
+ sunlight = sunlight_color;
+ temp2.y = max(0., lightnorm.y * 2.);
+ temp2.y = 1. / temp2.y;
+ sunlight *= exp( - light_atten * temp2.y);
+
+ // Cloud color out
+ vary_CloudColorSun = (sunlight * temp2.x) * 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);
+
+ // 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 /= max(0.001, 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;
+
+ // needs this to compile on mac
+ //vary_AtmosAttenuation = vec3(0.0,0.0,0.0);
+
+ // END CLOUDS
}