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-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl124
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl46
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl57
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl30
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/skyF.glsl11
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/transportF.glsl49
8 files changed, 276 insertions, 67 deletions
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
index fea3cbf69b..2a629f4f42 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
@@ -22,23 +22,125 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
-
-
-//////////////////////////////////////////////////////////
-// The fragment shader for the terrain atmospherics
-//////////////////////////////////////////////////////////
vec3 getAdditiveColor();
vec3 getAtmosAttenuation();
-uniform sampler2D cloudMap;
-uniform vec4 cloud_pos_density1;
+uniform vec4 gamma;
+uniform vec4 lightnorm;
+uniform vec4 sunlight_color;
+uniform vec4 ambient;
+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 distance_multiplier;
+uniform float max_y;
+uniform vec4 glow;
+uniform float scene_light_strength;
+uniform mat3 ssao_effect_mat;
+uniform int no_atmo;
+
+vec3 scaleSoftClipFrag(vec3 light);
+
+vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten)
+{
+ if (no_atmo == 1)
+ {
+ return light;
+ }
+ light *= atten.r;
+ light += additive;
+ return light * 2.0;
+}
vec3 atmosLighting(vec3 light)
{
- light *= getAtmosAttenuation().r;
- light += getAdditiveColor();
- return (2.0 * light);
+ return atmosFragLighting(light, getAdditiveColor(), getAtmosAttenuation());
+}
+
+void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten) {
+
+ vec3 P = inPositionEye;
+
+ vec3 tmpLightnorm = lightnorm.xyz;
+
+ vec3 Pn = normalize(P);
+ float Plen = length(P);
+
+ vec4 temp1 = vec4(0);
+ vec3 temp2 = vec3(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);
+ //I had thought blue_density and haze_density should have equal weighting,
+ //but attenuation due to haze_density tends to seem too strong
+
+ temp1 = blue_density + vec4(haze_density);
+ blue_weight = blue_density / temp1;
+ haze_weight = vec4(haze_density) / temp1;
+
+ //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
+ temp2.y = max(0.0, tmpLightnorm.y);
+ temp2.y = 1. / temp2.y;
+ sunlight *= exp( - light_atten * temp2.y);
+
+ // main atmospheric scattering line integral
+ temp2.z = Plen * density_multiplier;
+
+ // Transparency (-> temp1)
+ // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati
+ // compiler gets confused.
+ temp1 = exp(-temp1 * temp2.z * distance_multiplier);
+
+ //final atmosphere attenuation factor
+ atten = temp1.rgb;
+
+ //compute haze glow
+ //(can use temp2.x as temp because we haven't used it yet)
+ temp2.x = dot(Pn, tmpLightnorm.xyz);
+ temp2.x = 1. - temp2.x;
+ //temp2.x is 0 at the sun and increases away from sun
+ temp2.x = max(temp2.x, .03); //was glow.y
+ //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 + (vec4(1.) - ambient) * cloud_shadow * 0.5;
+
+ /* decrease value and saturation (that in HSV, not HSL) for occluded areas
+ * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html
+ * // The following line of code performs the equivalent of:
+ * float ambAlpha = tmpAmbient.a;
+ * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis
+ * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue);
+ * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha);
+ */
+ tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a);
+
+ //haze color
+ additive =
+ vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient)
+ + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x
+ + tmpAmbient));
+
+ //brightness of surface both sunlight and ambient
+ sunlit = vec3(sunlight * .5);
+ amblit = vec3(tmpAmbient * .25);
+ additive = normalize(additive);
+ additive *= vec3(1.0 - exp(-temp2.z * distance_multiplier)) * 0.5;
}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl
new file mode 100644
index 0000000000..86743dc306
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl
@@ -0,0 +1,46 @@
+/**
+ * @file atmosphericsHelpersV.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
+ * $/LicenseInfo$
+ */
+
+// Output variables
+
+uniform float scene_light_strength;
+uniform int no_atmo;
+
+vec3 atmosFragAmbient(vec3 light, vec3 amblit)
+{
+ if (no_atmo == 1) return light;
+ return amblit + light / 2.0;
+}
+
+vec3 atmosFragAffectDirectionalLight(float lightIntensity, vec3 sunlit)
+{
+ return sunlit * lightIntensity;
+}
+
+vec3 scaleDownLightFrag(vec3 light)
+{
+ return (light / scene_light_strength );
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl
index 62a034ce05..95b4a76880 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl
@@ -33,29 +33,31 @@ vec3 getAtmosAttenuation();
vec3 getPositionEye();
uniform float scene_light_strength;
+uniform int no_atmo;
vec3 atmosAmbient(vec3 light)
{
- return getAmblitColor() + light / 2.0;
+ if (no_atmo == 1) return light + vec3(0.66);
+ return getAmblitColor() + light / 2.0;
}
vec3 atmosAffectDirectionalLight(float lightIntensity)
{
- return getSunlitColor() * lightIntensity;
+ return getSunlitColor() * lightIntensity;
}
vec3 atmosGetDiffuseSunlightColor()
{
- return getSunlitColor();
+ return getSunlitColor();
}
vec3 scaleDownLight(vec3 light)
{
- return (light / scene_light_strength );
+ return (light / scene_light_strength );
}
vec3 scaleUpLight(vec3 light)
{
- return (light * scene_light_strength);
+ return (light * scene_light_strength);
}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
index d174805cc0..7a6bcd53a1 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
@@ -124,16 +124,22 @@ void calcAtmospherics(vec3 inPositionEye) {
//increase ambient when there are more clouds
vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5;
- //haze color
- setAdditiveColor(
+ vec3 additive =
vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient)
+ (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x
- + tmpAmbient)));
+ + tmpAmbient));
+ additive = normalize(additive);
+
+ //haze color
+ //setAdditiveColor(
+ // vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient)
+ // + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x
+ // + tmpAmbient)));
//brightness of surface both sunlight and ambient
setSunlitColor(vec3(sunlight * .5));
setAmblitColor(vec3(tmpAmbient * .25));
- setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1));
+ setAdditiveColor(additive * vec3(1.0 - exp(-temp2.z * distance_multiplier)) * 0.5);
// vary_SunlitColor = vec3(0);
// vary_AmblitColor = vec3(0);
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
index 96c70651b1..e3fa431ddf 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
@@ -22,11 +22,13 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
+/*[EXTRA_CODE_HERE]*/
+
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
+out vec4 frag_data[3];
#else
-#define frag_color gl_FragColor
+#define frag_data gl_FragData
#endif
/////////////////////////////////////////////////////////////////////////
@@ -36,23 +38,30 @@ out vec4 frag_color;
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;
uniform sampler2D cloud_noise_texture;
+uniform sampler2D cloud_noise_texture_next;
+uniform float blend_factor;
uniform vec4 cloud_pos_density1;
uniform vec4 cloud_pos_density2;
uniform vec4 gamma;
+uniform float cloud_scale;
+uniform float cloud_variance;
+
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+VARYING vec2 vary_texcoord2;
+VARYING vec2 vary_texcoord3;
/// Soft clips the light with a gamma correction
-vec3 scaleSoftClip(vec3 light) {
- //soft clip effect:
- light = 1. - clamp(light, vec3(0.), vec3(1.));
- light = 1. - pow(light, gamma.xxx);
+vec3 scaleSoftClip(vec3 light);
- return light;
+vec4 cloudNoise(vec2 uv)
+{
+ vec4 a = texture2D(cloud_noise_texture, uv);
+ vec4 b = texture2D(cloud_noise_texture_next, uv);
+ vec4 cloud_noise_sample = mix(a, b, blend_factor);
+ return cloud_noise_sample;
}
void main()
@@ -67,25 +76,36 @@ void main()
vec2 uv3 = vary_texcoord2.xy;
vec2 uv4 = vary_texcoord3.xy;
+ vec2 disturbance = vec2(cloudNoise(uv1 / 8.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f);
+ vec2 disturbance2 = vec2(cloudNoise((uv1 + uv3) / 4.0f).x, cloudNoise((uv4 + uv2) / 8.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f);
+
// Offset texture coords
- uv1 += cloud_pos_density1.xy; //large texture, visible density
+ uv1 += cloud_pos_density1.xy + (disturbance * 0.02); //large texture, visible density
uv2 += cloud_pos_density1.xy; //large texture, self shadow
uv3 += cloud_pos_density2.xy; //small texture, visible density
uv4 += cloud_pos_density2.xy; //small texture, self shadow
+ float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y));
+
+ cloudDensity *= 1.0 - (density_variance * density_variance);
// Compute alpha1, the main cloud opacity
- float alpha1 = (texture2D(cloud_noise_texture, uv1).x - 0.5) + (texture2D(cloud_noise_texture, uv3).x - 0.5) * cloud_pos_density2.z;
- alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10. * cloud_pos_density1.z, 1.);
+
+ float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z;
+ alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10 * cloud_pos_density1.z, 1.);
// And smooth
alpha1 = 1. - alpha1 * alpha1;
alpha1 = 1. - alpha1 * alpha1;
+ if (alpha1 < 0.001f)
+ {
+ discard;
+ }
// Compute alpha2, for self shadowing effect
// (1 - alpha2) will later be used as percentage of incoming sunlight
- float alpha2 = (texture2D(cloud_noise_texture, uv2).x - 0.5);
+ float alpha2 = (cloudNoise(uv2).x - 0.5);
alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.);
// And smooth
@@ -98,7 +118,8 @@ void main()
color *= 2.;
/// Gamma correct for WL (soft clip effect).
- frag_color.rgb = scaleSoftClip(color.rgb);
- frag_color.a = alpha1;
+ frag_data[0] = vec4(scaleSoftClip(color.rgb), alpha1);
+ frag_data[1] = vec4(0.0,0.0,0.0,0.0);
+ frag_data[2] = vec4(0,0,1,0);
}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl
index 478373d729..ac7c57747e 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl
@@ -26,19 +26,33 @@
uniform vec4 gamma;
+uniform int no_atmo;
vec3 getAtmosAttenuation();
-/// Soft clips the light with a gamma correction
-vec3 scaleSoftClip(vec3 light) {
- //soft clip effect:
- light = 1. - clamp(light, vec3(0.), vec3(1.));
- light = 1. - pow(light, gamma.xxx);
+vec3 scaleSoftClipFrag(vec3 light)
+{
+ if (no_atmo == 1)
+ {
+ return light;
+ }
+ //soft clip effect:
+ light = 1. - clamp(light, vec3(0.), vec3(1.));
+ light = 1. - pow(light, gamma.xxx);
+ return light;
+}
+
+vec3 scaleSoftClip(vec3 light)
+{
+ return scaleSoftClipFrag(light);
+}
- return light;
+vec3 fullbrightScaleSoftClipFrag(vec3 light) {
+ return scaleSoftClipFrag(light.rgb);
}
-vec3 fullbrightScaleSoftClip(vec3 light) {
- return mix(scaleSoftClip(light.rgb), light.rgb, getAtmosAttenuation());
+vec3 fullbrightScaleSoftClip(vec3 light)
+{
+ return scaleSoftClipFrag(light);
}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
index e2a2367626..28d185b9af 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
@@ -1,5 +1,5 @@
/**
- * @file WLSkyF.glsl
+ * @file class2/windlight/skyF.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -35,17 +35,10 @@ out vec4 frag_color;
VARYING vec4 vary_HazeColor;
-uniform sampler2D cloud_noise_texture;
uniform vec4 gamma;
/// Soft clips the light with a gamma correction
-vec3 scaleSoftClip(vec3 light) {
- //soft clip effect:
- light = 1. - clamp(light, vec3(0.), vec3(1.));
- light = 1. - pow(light, gamma.xxx);
-
- return light;
-}
+vec3 scaleSoftClip(vec3 light);
void main()
{
diff --git a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
index 8a8e4cb0f6..df731662e8 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
@@ -30,24 +30,49 @@
vec3 getAdditiveColor();
vec3 getAtmosAttenuation();
-uniform sampler2D cloudMap;
-uniform vec4 cloud_pos_density1;
+uniform int no_atmo;
-vec3 atmosTransport(vec3 light) {
- light *= getAtmosAttenuation().r;
- light += getAdditiveColor() * 2.0;
- return light;
+vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
+{
+ if (no_atmo == 1)
+ {
+ return light;
+ }
+ light *= atten.r;
+ light += additive * 2.0;
+ return light;
}
-vec3 fullbrightAtmosTransport(vec3 light) {
- float brightness = dot(light.rgb, vec3(0.33333));
+vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
+{
+ if (no_atmo == 1)
+ {
+ return light;
+ }
+ float brightness = dot(light.rgb, vec3(0.33333));
+ return mix(atmosTransportFrag(light.rgb, additive, atten), light.rgb + additive.rgb, brightness * brightness);
+}
- return mix(atmosTransport(light.rgb), light.rgb + getAdditiveColor().rgb, brightness * brightness);
+vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) {
+ if (no_atmo == 1)
+ {
+ return light;
+ }
+ float brightness = dot(light.rgb, vec3(0.33333));
+ return mix(atmosTransportFrag(light.rgb, additive, atten), (light.rgb + additive.rgb) * (2.0 - brightness), brightness * brightness);
}
-vec3 fullbrightShinyAtmosTransport(vec3 light) {
- float brightness = dot(light.rgb, vec3(0.33333));
+vec3 atmosTransport(vec3 light)
+{
+ return atmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());
+}
- return mix(atmosTransport(light.rgb), (light.rgb + getAdditiveColor().rgb) * (2.0 - brightness), brightness * brightness);
+vec3 fullbrightAtmosTransport(vec3 light)
+{
+ return fullbrightAtmosTransportFrag(light,getAdditiveColor(), getAtmosAttenuation());
}
+vec3 fullbrightShinyAtmosTransport(vec3 light)
+{
+ return fullbrightShinyAtmosTransportFrag(light,getAdditiveColor(), getAtmosAttenuation());
+}