diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl | 32 | 
1 files changed, 22 insertions, 10 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl index cdd84faba9..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  ///////////////////////////////////////////////////////////////////////// @@ -74,28 +76,37 @@ void main()  	vec2 uv3 = vary_texcoord2.xy;  	vec2 uv4 = vary_texcoord3.xy; -    vec2 disturbance = vec2(cloudNoise(uv1 / 16.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); +    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;	//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 + disturbance;	//small texture, visible density +	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 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z; -	alpha1 = min(max(alpha1 + cloudDensity, 0.) * (10. + disturbance.y) * cloud_pos_density1.z, 1.); +	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 = (cloudNoise(uv2).x - 0.5); -	alpha2 = min(max(alpha2 + cloudDensity, 0.) * (2.5 + disturbance.x) * cloud_pos_density1.z, 1.); +	alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.);  	// And smooth  	alpha2 = 1. - alpha2; @@ -107,7 +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);  } | 
