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-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/waterF.glsl192
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl137
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl193
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/skyF.glsl55
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/skyV.glsl147
5 files changed, 0 insertions, 724 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class2/deferred/waterF.glsl
deleted file mode 100644
index 96739d91d7..0000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/waterF.glsl
+++ /dev/null
@@ -1,192 +0,0 @@
-/**
- * @file class1/deferred/waterF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, 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
- * $/LicenseInfo$
- */
-
-#extension GL_ARB_texture_rectangle : enable
-
-/*[EXTRA_CODE_HERE]*/
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_data[4];
-#else
-#define frag_data gl_FragData
-#endif
-
-vec3 scaleSoftClip(vec3 inColor);
-vec3 atmosTransport(vec3 inColor);
-
-uniform sampler2D bumpMap;
-uniform sampler2D bumpMap2;
-uniform float blend_factor;
-uniform sampler2D screenTex;
-uniform sampler2D refTex;
-uniform float sunAngle;
-uniform float sunAngle2;
-uniform vec3 lightDir;
-uniform vec3 specular;
-uniform float lightExp;
-uniform float refScale;
-uniform float kd;
-uniform vec2 screenRes;
-uniform vec3 normScale;
-uniform float fresnelScale;
-uniform float fresnelOffset;
-uniform float blurMultiplier;
-uniform vec2 screen_res;
-uniform mat4 norm_mat; //region space to screen space
-uniform int water_edge;
-
-//bigWave is (refCoord.w, view.w);
-VARYING vec4 refCoord;
-VARYING vec4 littleWave;
-VARYING vec4 view;
-VARYING vec4 vary_position;
-
-vec2 encode_normal(vec3 n);
-vec3 scaleSoftClip(vec3 l);
-vec3 srgb_to_linear(vec3 c);
-vec3 linear_to_srgb(vec3 c);
-
-vec3 BlendNormal(vec3 bump1, vec3 bump2)
-{
- vec3 n = mix(bump1, bump2, blend_factor);
- return n;
-}
-
-void main()
-{
- vec4 color;
- float dist = length(view.xyz);
-
- //normalize view vector
- vec3 viewVec = normalize(view.xyz);
-
- //get wave normals
- vec3 wave1_a = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
- vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
- vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
-
-
- vec3 wave1_b = texture2D(bumpMap2, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
- vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0;
- vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0;
-
- vec3 wave1 = BlendNormal(wave1_a, wave1_b);
- vec3 wave2 = BlendNormal(wave2_a, wave2_b);
- vec3 wave3 = BlendNormal(wave3_a, wave3_b);
-
- //get base fresnel components
-
- vec3 df = vec3(
- dot(viewVec, wave1),
- dot(viewVec, (wave2 + wave3) * 0.5),
- dot(viewVec, wave3)
- ) * fresnelScale + fresnelOffset;
- df *= df;
-
- vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
-
- float dist2 = dist;
- dist = max(dist, 5.0);
-
- float dmod = sqrt(dist);
-
- vec2 dmod_scale = vec2(dmod*dmod, dmod);
-
- //get reflected color
- vec2 refdistort1 = wave1.xy*normScale.x;
- vec2 refvec1 = distort+refdistort1/dmod_scale;
- vec4 refcol1 = texture2D(refTex, refvec1);
-
- vec2 refdistort2 = wave2.xy*normScale.y;
- vec2 refvec2 = distort+refdistort2/dmod_scale;
- vec4 refcol2 = texture2D(refTex, refvec2);
-
- vec2 refdistort3 = wave3.xy*normScale.z;
- vec2 refvec3 = distort+refdistort3/dmod_scale;
- vec4 refcol3 = texture2D(refTex, refvec3);
-
- vec4 refcol = refcol1 + refcol2 + refcol3;
- float df1 = df.x + df.y + df.z;
- refcol *= df1 * 0.333;
-
- vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
- wavef.z *= max(-viewVec.z, 0.1);
- wavef = normalize(wavef);
-
- float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset;
-
- vec2 refdistort4 = wavef.xy*0.125;
- refdistort4.y -= abs(refdistort4.y);
- vec2 refvec4 = distort+refdistort4/dmod;
- float dweight = min(dist2*blurMultiplier, 1.0);
- vec4 baseCol = texture2D(refTex, refvec4);
-
- refcol = mix(baseCol*df2, refcol, dweight);
-
- //get specular component
- float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
-
- //harden specular
- spec = pow(spec, 128.0);
-
- //figure out distortion vector (ripply)
- vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0);
-
- vec4 fb = texture2D(screenTex, distort2);
-
- //mix with reflection
- // Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug
- color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999f);
-
- vec4 pos = vary_position;
-
- //color.rgb += spec * specular;
-
- //color.rgb = atmosTransport(color.rgb);
- //color.rgb = scaleSoftClip(color.rgb);
-
- //color.rgb = refcol.rgb;
- color.rgb = vec3(0.0);
- color.a = spec * sunAngle2;
-
- vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz);
-
- //frag_data[0] = color;
-
- // TODO: The non-obvious assignment below is copied from the pre-EEP WL shader code
- // Unfortunately, fixing it causes a mismatch for EEP, and so it remains... for now
- // SL-12975 (unfix pre-EEP broken alpha)
- frag_data[0] = vec4(srgb_to_linear(color.rgb), 0.0);
-
- frag_data[1] = vec4(1.0, 0.1, 0.0, 0.0); // occlusion, roughness, metalness
- frag_data[2] = vec4(encode_normal(screenspacewavef.xyz), 0.0, GBUFFER_FLAG_HAS_PBR);// normalxy, env intens, flags (atmo kill)
- //frag_data[3] = vec4(srgb_to_linear(refcol.rgb),0);
- frag_data[3] = vec4(0, 0, 0, 0);
-
-
- //frag_data[0] = vec4(0.0,0,0,0);
- //frag_data[1] = vec4(0, 1.0, 0.0, 0.0);
- //frag_data[3] = vec4(0);
-}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
deleted file mode 100644
index 6f4bdbde28..0000000000
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
+++ /dev/null
@@ -1,137 +0,0 @@
-/**
- * @file class2\wl\cloudsF.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
- * $/LicenseInfo$
- */
-
-/*[EXTRA_CODE_HERE]*/
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-/////////////////////////////////////////////////////////////////////////
-// The fragment shader for the sky
-/////////////////////////////////////////////////////////////////////////
-
-VARYING vec3 vary_CloudColorSun;
-VARYING vec3 vary_CloudColorAmbient;
-VARYING float vary_CloudDensity;
-
-uniform sampler2D cloud_noise_texture;
-uniform sampler2D cloud_noise_texture_next;
-uniform float blend_factor;
-uniform vec3 cloud_pos_density1;
-uniform vec3 cloud_pos_density2;
-uniform float cloud_scale;
-uniform float cloud_variance;
-
-VARYING vec2 vary_texcoord0;
-VARYING vec2 vary_texcoord1;
-VARYING vec2 vary_texcoord2;
-VARYING vec2 vary_texcoord3;
-VARYING float altitude_blend_factor;
-
-/// Soft clips the light with a gamma correction
-vec3 scaleSoftClip(vec3 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()
-{
- // Set variables
- vec2 uv1 = vary_texcoord0.xy;
- vec2 uv2 = vary_texcoord1.xy;
-
- vec3 cloudColorSun = vary_CloudColorSun;
- vec3 cloudColorAmbient = vary_CloudColorAmbient;
- float cloudDensity = vary_CloudDensity;
- vec2 uv3 = vary_texcoord2.xy;
- vec2 uv4 = vary_texcoord3.xy;
-
- if (cloud_scale < 0.001)
- {
- discard;
- }
-
- 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 + (disturbance * 0.2); //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) * 4.0);
-
- cloudDensity *= 1.0 - (density_variance * density_variance);
-
- // Compute alpha1, the main cloud opacity
-
- 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;
-
- alpha1 *= altitude_blend_factor;
-
- //if (alpha1 < 0.001f)
- //{
- // discard;
- //}
-
- // Compute alpha2, for self shadowing effect
- // (1 - alpha2) will later be used as percentage of incoming sunlight
- float alpha2 = (cloudNoise(uv2).x - 0.5);
- alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.);
-
- // And smooth
- alpha2 = 1. - alpha2;
- alpha2 = 1. - alpha2 * alpha2;
-
- // Combine
- vec3 color;
- color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient);
- color.rgb *= 2.;
- color.rgb = scaleSoftClip(color.rgb);
-
- /// Gamma correct for WL (soft clip effect).
- frag_color = vec4(color.rgb, alpha1);
-
- // SL-14113 Moon Haze -- When the camera is underwater fix clouds clipping into moon
- // camera above water: class1\deferred\cloudsF.glsl
- // camera below water: class2\windlight\coudsV.glsl
- // See: starsV.glsl, cloudsV.glsl, moonF.glsl
- gl_FragDepth = LL_SHADER_CONST_CLOUD_MOON_DEPTH;
-}
-
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 650009d393..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 vec3 vary_CloudColorSun;
-VARYING vec3 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 vec3 lightnorm;
-uniform vec3 sunlight_color;
-uniform vec3 moonlight_color;
-uniform int sun_up_factor;
-uniform vec3 ambient_color;
-uniform vec3 blue_horizon;
-uniform vec3 blue_density;
-uniform float haze_horizon;
-uniform float haze_density;
-
-uniform float cloud_shadow;
-uniform float density_multiplier;
-uniform float max_y;
-
-uniform vec3 glow;
-uniform float sun_moon_glow_factor;
-
-uniform vec3 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
- vec3 sunlight = sunlight_color;
- vec3 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 + vec3(haze_density * 0.25)) * (density_multiplier * max_y);
-
- // Calculate relative weights
- vec3 combined_haze = abs(blue_density) + vec3(abs(haze_density));
- vec3 blue_weight = blue_density / combined_haze;
- vec3 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
- vec3 tmpAmbient = ambient_color;
- tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;
-
- // Dim sunlight by cloud shadow percentage
- sunlight *= (1. - cloud_shadow);
-
- // Haze color below cloud
- vec3 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;
- vec3 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
-}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
deleted file mode 100644
index 7a229e0f5e..0000000000
--- a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
+++ /dev/null
@@ -1,55 +0,0 @@
-/**
- * @file class2/windlight/skyF.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
- * $/LicenseInfo$
- */
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-/////////////////////////////////////////////////////////////////////////
-// The fragment shader for the sky
-/////////////////////////////////////////////////////////////////////////
-
-VARYING vec3 vary_HazeColor;
-
-/// Soft clips the light with a gamma correction
-vec3 scaleSoftClip(vec3 light);
-
-void main()
-{
- // Potential Fill-rate optimization. Add cloud calculation
- // back in and output alpha of 0 (so that alpha culling kills
- // the fragment) if the sky wouldn't show up because the clouds
- // are fully opaque.
-
- vec3 color;
- color = vary_HazeColor;
- color.rgb *= 2.;
- /// Gamma correct for WL (soft clip effect).
- frag_color.rgb = scaleSoftClip(color.rgb);
- frag_color.a = 1.0;
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
deleted file mode 100644
index 8f7726bb0b..0000000000
--- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
+++ /dev/null
@@ -1,147 +0,0 @@
-/**
- * @file class2\wl\skyV.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;
-
-// SKY ////////////////////////////////////////////////////////////////////////
-// The vertex shader for creating the atmospheric sky
-///////////////////////////////////////////////////////////////////////////////
-
-// Output parameters
-VARYING vec3 vary_HazeColor;
-
-// Inputs
-uniform vec3 camPosLocal;
-
-uniform vec3 lightnorm;
-uniform vec3 sunlight_color;
-uniform vec3 moonlight_color;
-uniform int sun_up_factor;
-uniform vec3 ambient_color;
-uniform vec3 blue_horizon;
-uniform vec3 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 vec3 glow;
-uniform float sun_moon_glow_factor;
-
-void main()
-{
- // World / view / projection
- vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
-
- gl_Position = pos;
-
- // Get relative position
- vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 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
- vec3 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
- vec3 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 + vec3(haze_density * 0.25)) * (density_multiplier * max_y);
-
- // Calculate relative weights
- vec3 combined_haze = abs(blue_density) + vec3(abs(haze_density));
- vec3 blue_weight = blue_density / combined_haze;
- vec3 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
-
- // 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);
-
- vec3 color =
- (blue_horizon * blue_weight * (sunlight + ambient_color) + (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient_color));
-
- // Final atmosphere additive
- color *= (1. - combined_haze);
-
- // Increase ambient when there are more clouds
- vec3 tmpAmbient = ambient_color;
- tmpAmbient += max(vec3(0), (1. - ambient_color)) * cloud_shadow * 0.5;
-
- // Dim sunlight by cloud shadow percentage
- sunlight *= max(0.0, (1. - cloud_shadow));
-
- // Haze color below cloud
- vec3 additiveColorBelowCloud =
- (blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient));
-
- // Attenuate cloud color by atmosphere
- combined_haze = sqrt(combined_haze); // less atmos opacity (more transparency) below clouds
-
- // At horizon, blend high altitude sky color towards the darker color below the clouds
- color += (additiveColorBelowCloud - color) * (1. - sqrt(combined_haze));
-
- // Haze color above cloud
- vary_HazeColor = color;
-}