diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl | 11 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl | 128 | 
2 files changed, 17 insertions, 122 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 8814587fbc..d87b2560ce 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -67,11 +67,12 @@ uniform vec2 screen_res;  vec3 getNorm(vec2 pos_screen); -void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);  vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);  vec3 fullbrightScaleSoftClipFrag(vec3 l, vec3 add, vec3 atten);  vec3 scaleSoftClipFrag(vec3 l); +void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); +  vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten);  vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);  vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten); @@ -79,6 +80,8 @@ vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);  vec4 getPositionWithDepth(vec2 pos_screen, float depth);  vec4 getPosition(vec2 pos_screen); +vec3 nothing(); +  #ifdef WATER_FOG  vec4 applyWaterFogView(vec3 pos, vec4 color);  #endif @@ -121,8 +124,8 @@ void main()          vec3 additive;          vec3 atten; -        calcFragAtmospherics(pos.xyz, ambocc, sunlit, amblit, additive, atten); - +        calcAtmosphericVars(pos.xyz, ambocc, sunlit, amblit, additive, atten); +        sunlit *= 0.5;          float ambient = da;          ambient *= 0.5;          ambient *= ambient; @@ -180,7 +183,7 @@ vec3 post_diffuse = col.rgb;              col = mix(col.rgb, refcol, envIntensity);           } -        if (norm.w < 0.5) +        if (norm.w < 1)          {              //col = mix(atmosFragLighting(col, additive, atten), fullbrightAtmosTransportFrag(col, additive, atten), diffuse.a);              //col = mix(scaleSoftClipFrag(col), fullbrightScaleSoftClipFrag(col, additive, atten), diffuse.a); diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl index 6c4098b9fb..ac7931209e 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl @@ -34,128 +34,20 @@ void setPositionEye(vec3 v);  vec3 getAdditiveColor(); -//VARYING vec4 vary_CloudUVs; -//VARYING float vary_CloudDensity; - -// Inputs -uniform vec4 morphFactor; -uniform vec3 camPosLocal; -//uniform vec4 camPosWorld; - -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; -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 sun_moon_glow_factor; +void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);  void calcAtmospherics(vec3 inPositionEye) {      vec3 P = inPositionEye;      setPositionEye(P); -     -    //(TERRAIN) limit altitude -    if (P.y > max_y) P *= (max_y / P.y); -    if (P.y < -max_y) P *= (-max_y / P.y); - -    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 = (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); -        //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); -    if (temp2.y > 0.001f) -    { -        temp2.y = 1. / temp2.y; -    } -    temp2.y = max(0.001f, 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 -    setAtmosAttenuation(temp1.rgb); -    //vary_AtmosAttenuation = distance_multiplier / 10000.; -    //vary_AtmosAttenuation = density_multiplier * 100.; -    //vary_AtmosAttenuation = vec4(Plen / 100000., 0., 0., 1.); - -    //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 - -    temp2.x *= sun_moon_glow_factor; - -    //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; - -    vec3 additive =  -        vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) -      + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x -          + tmpAmbient)); -    additive = normalize(additive); - -    //brightness of surface both sunlight and ambient -    setSunlitColor(vec3(sunlight * .5)); -    setAmblitColor(vec3(tmpAmbient * .25)); -    setAdditiveColor(additive * vec3(1.0 - exp(-temp2.z * distance_multiplier)) * 0.5); - -    /* -    const float cloudShadowScale = 100.; -    // Get cloud uvs for shadowing -    vec3 cloudPos = inPositionEye + camPosWorld - cloudShadowScale / 2.; -    vary_CloudUVs.xy = cloudPos.xz / cloudShadowScale; - -    // We can take uv1 and multiply it by (TerrainSpan / CloudSpan) -//  cloudUVs *= (((worldMaxZ - worldMinZ) * 20) /40000.); -    vary_CloudUVs *= (10000./40000.); - -    // Offset by sun vector * (CloudAltitude / CloudSpan) -    vary_CloudUVs.x += tmpLightnorm.x / tmpLightnorm.y * (3000./40000.); -    vary_CloudUVs.y += tmpLightnorm.z / tmpLightnorm.y * (3000./40000.); -    */ +    vec3 tmpsunlit = vec3(1); +    vec3 tmpamblit = vec3(1); +    vec3 tmpaddlit = vec3(1); +    vec3 tmpattenlit = vec3(1); +    calcAtmosphericVars(inPositionEye, 1, tmpsunlit, tmpamblit, tmpaddlit, tmpattenlit); +    setSunlitColor(tmpsunlit); +    setAmblitColor(tmpamblit); +    setAdditiveColor(tmpaddlit); +    setAtmosAttenuation(tmpattenlit);  } | 
