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-rw-r--r--indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl21
-rw-r--r--indra/newview/app_settings/shaders/class2/effects/blurF.glsl31
-rw-r--r--indra/newview/app_settings/shaders/class2/effects/blurV.glsl35
-rw-r--r--indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl31
-rw-r--r--indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class2/effects/extractF.glsl22
-rw-r--r--indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl42
-rw-r--r--indra/newview/app_settings/shaders/class2/effects/simpleF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class2/environment/terrainF.glsl38
-rw-r--r--indra/newview/app_settings/shaders/class2/environment/terrainV.glsl52
-rwxr-xr-xindra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl39
-rw-r--r--indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl88
-rw-r--r--indra/newview/app_settings/shaders/class2/environment/waterF.glsl223
-rw-r--r--indra/newview/app_settings/shaders/class2/environment/waterFogF.glsl54
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightF.glsl41
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl23
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl30
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl21
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl29
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl27
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightSpecularV.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightV.glsl128
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl21
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl41
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl34
-rwxr-xr-xindra/newview/app_settings/shaders/class2/objects/shinyV.glsl31
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl24
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl41
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl137
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl34
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl60
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl76
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl163
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl24
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/skyF.glsl41
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/skyV.glsl138
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/transportF.glsl35
37 files changed, 1644 insertions, 275 deletions
diff --git a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl
index 7957eddb31..3dd62d2d14 100644
--- a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl
+++ b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl
@@ -1,8 +1,12 @@
-vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec3 baseCol);
-void default_scatter(vec3 viewVec, vec3 lightDir);
+/**
+ * @file eyeballV.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
-attribute vec4 materialColor;
-attribute vec4 specularColor;
+vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);
+void calcAtmospherics(vec3 inPositionEye);
void main()
{
@@ -12,12 +16,15 @@ void main()
vec3 pos = (gl_ModelViewMatrix * gl_Vertex).xyz;
vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+
+ calcAtmospherics(pos.xyz);
- default_scatter(pos.xyz, gl_LightSource[0].position.xyz);
- vec4 specular = specularColor;
- vec4 color = calcLightingSpecular(pos, norm, materialColor, specular, gl_Color.rgb);
+ // vec4 specular = specularColor;
+ vec4 specular = vec4(1.0);
+ vec4 color = calcLightingSpecular(pos, norm, gl_Color, specular, vec4(0.0));
gl_FrontColor = color;
gl_FogFragCoord = pos.z;
+
}
diff --git a/indra/newview/app_settings/shaders/class2/effects/blurF.glsl b/indra/newview/app_settings/shaders/class2/effects/blurF.glsl
new file mode 100644
index 0000000000..94433202af
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/effects/blurF.glsl
@@ -0,0 +1,31 @@
+/**
+ * @file blurf.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+uniform sampler2DRect RenderTexture;
+uniform float bloomStrength;
+
+varying vec4 gl_TexCoord[gl_MaxTextureCoords];
+void main(void)
+{
+ float blurWeights[7];
+ blurWeights[0] = 0.05;
+ blurWeights[1] = 0.1;
+ blurWeights[2] = 0.2;
+ blurWeights[3] = 0.3;
+ blurWeights[4] = 0.2;
+ blurWeights[5] = 0.1;
+ blurWeights[6] = 0.05;
+
+ vec3 color = vec3(0,0,0);
+ for (int i = 0; i < 7; i++){
+ color += vec3(texture2DRect(RenderTexture, gl_TexCoord[i].st)) * blurWeights[i];
+ }
+
+ color *= bloomStrength;
+
+ gl_FragColor = vec4(color, 1.0);
+}
diff --git a/indra/newview/app_settings/shaders/class2/effects/blurV.glsl b/indra/newview/app_settings/shaders/class2/effects/blurV.glsl
new file mode 100644
index 0000000000..ba65b16cc1
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/effects/blurV.glsl
@@ -0,0 +1,35 @@
+/**
+ * @file blurV.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+uniform vec2 texelSize;
+uniform vec2 blurDirection;
+uniform float blurWidth;
+
+void main(void)
+{
+ // Transform vertex
+ gl_Position = ftransform();
+
+ vec2 blurDelta = texelSize * blurDirection * vec2(blurWidth, blurWidth);
+ vec2 s = gl_MultiTexCoord0.st - (blurDelta * 3.0);
+
+ // for (int i = 0; i < 7; i++) {
+ // gl_TexCoord[i].st = s + (i * blurDelta);
+ // }
+
+ // MANUALLY UNROLL
+ gl_TexCoord[0].st = s;
+ gl_TexCoord[1].st = s + blurDelta;
+ gl_TexCoord[2].st = s + (2. * blurDelta);
+ gl_TexCoord[3].st = s + (3. * blurDelta);
+ gl_TexCoord[4].st = s + (4. * blurDelta);
+ gl_TexCoord[5].st = s + (5. * blurDelta);
+ gl_TexCoord[6].st = s + (6. * blurDelta);
+
+ // gl_TexCoord[0].st = s;
+ // gl_TexCoord[1].st = blurDelta;
+}
diff --git a/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl b/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl
new file mode 100644
index 0000000000..623ef7a81a
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl
@@ -0,0 +1,31 @@
+/**
+ * @file colorFilterF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+uniform sampler2DRect RenderTexture;
+uniform float brightness;
+uniform float contrast;
+uniform vec3 contrastBase;
+uniform float saturation;
+uniform vec3 lumWeights;
+
+const float gamma = 2.0;
+
+void main(void)
+{
+ vec3 color = vec3(texture2DRect(RenderTexture, gl_TexCoord[0].st));
+
+ /// Modulate brightness
+ color *= brightness;
+
+ /// Modulate contrast
+ color = mix(contrastBase, color, contrast);
+
+ /// Modulate saturation
+ color = mix(vec3(dot(color, lumWeights)), color, saturation);
+
+ gl_FragColor = vec4(color, 1.0);
+}
diff --git a/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl b/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl
new file mode 100644
index 0000000000..29c2a0948c
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl
@@ -0,0 +1,14 @@
+/**
+ * @file drawQuadV.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+void main(void)
+{
+ //transform vertex
+ gl_Position = ftransform();
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+ gl_TexCoord[1] = gl_MultiTexCoord1;
+}
diff --git a/indra/newview/app_settings/shaders/class2/effects/extractF.glsl b/indra/newview/app_settings/shaders/class2/effects/extractF.glsl
new file mode 100644
index 0000000000..a1583b13eb
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/effects/extractF.glsl
@@ -0,0 +1,22 @@
+/**
+ * @file extractF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+uniform sampler2DRect RenderTexture;
+uniform float extractLow;
+uniform float extractHigh;
+uniform vec3 lumWeights;
+
+void main(void)
+{
+ /// Get scene color
+ vec3 color = vec3(texture2DRect(RenderTexture, gl_TexCoord[0].st));
+
+ /// Extract luminance and scale up by night vision brightness
+ float lum = smoothstep(extractLow, extractHigh, dot(color, lumWeights));
+
+ gl_FragColor = vec4(vec3(lum), 1.0);
+}
diff --git a/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl b/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl
new file mode 100644
index 0000000000..271d5cf8d6
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl
@@ -0,0 +1,42 @@
+/**
+ * @file nightVisionF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+uniform sampler2DRect RenderTexture;
+uniform sampler2D NoiseTexture;
+uniform float brightMult;
+uniform float noiseStrength;
+
+float luminance(vec3 color)
+{
+ /// CALCULATING LUMINANCE (Using NTSC lum weights)
+ /// http://en.wikipedia.org/wiki/Luma_%28video%29
+ return dot(color, vec3(0.299, 0.587, 0.114));
+}
+
+void main(void)
+{
+ /// Get scene color
+ vec3 color = vec3(texture2DRect(RenderTexture, gl_TexCoord[0].st));
+
+ /// Extract luminance and scale up by night vision brightness
+ float lum = luminance(color) * brightMult;
+
+ /// Convert into night vision color space
+ /// Newer NVG colors (crisper and more saturated)
+ vec3 outColor = (lum * vec3(0.91, 1.21, 0.9)) + vec3(-0.07, 0.1, -0.12);
+
+ /// Add noise
+ float noiseValue = texture2D(NoiseTexture, gl_TexCoord[1].st).r;
+ noiseValue = (noiseValue - 0.5) * noiseStrength;
+
+ /// Older NVG colors (more muted)
+ // vec3 outColor = (lum * vec3(0.82, 0.75, 0.83)) + vec3(0.05, 0.32, -0.11);
+
+ outColor += noiseValue;
+
+ gl_FragColor = vec4(outColor, 1.0);
+}
diff --git a/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl b/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl
new file mode 100644
index 0000000000..e55d278b81
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl
@@ -0,0 +1,14 @@
+/**
+ * @file simpleF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+uniform sampler2DRect RenderTexture;
+
+void main(void)
+{
+ vec3 color = vec3(texture2DRect(RenderTexture, gl_TexCoord[0].st));
+ gl_FragColor = vec4(1.0 - color, 1.0);
+}
diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl
new file mode 100644
index 0000000000..4253bc21c3
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl
@@ -0,0 +1,38 @@
+/**
+ * @file terrainF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+uniform sampler2D detail_0;
+uniform sampler2D detail_1;
+uniform sampler2D detail_2;
+uniform sampler2D detail_3;
+uniform sampler2D alpha_ramp;
+
+vec3 atmosLighting(vec3 light);
+
+vec3 scaleSoftClip(vec3 color);
+
+void main()
+{
+ /// Note: This should duplicate the blending functionality currently used for the terrain rendering.
+
+ /// TODO Confirm tex coords and bind them appropriately in vert shader.
+ vec4 color0 = texture2D(detail_0, gl_TexCoord[0].xy);
+ vec4 color1 = texture2D(detail_1, gl_TexCoord[0].xy);
+ vec4 color2 = texture2D(detail_2, gl_TexCoord[0].xy);
+ vec4 color3 = texture2D(detail_3, gl_TexCoord[0].xy);
+
+ float alpha1 = texture2D(alpha_ramp, gl_TexCoord[0].zw).a;
+ float alpha2 = texture2D(alpha_ramp,gl_TexCoord[1].xy).a;
+ float alphaFinal = texture2D(alpha_ramp, gl_TexCoord[1].zw).a;
+ vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
+
+ /// Add WL Components
+ outColor.rgb = atmosLighting(outColor.rgb * gl_Color.rgb);
+
+ gl_FragColor = vec4(scaleSoftClip(outColor.rgb), 1.0);
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl
new file mode 100644
index 0000000000..119d55a2cd
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl
@@ -0,0 +1,52 @@
+/**
+ * @file terrainV.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+void calcAtmospherics(vec3 inPositionEye);
+
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+
+vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)
+{
+ vec4 tcoord;
+
+ tcoord.x = dot(vpos, tp0);
+ tcoord.y = dot(vpos, tp1);
+ tcoord.z = tc.z;
+ tcoord.w = tc.w;
+
+ tcoord = mat * tcoord;
+
+ return tcoord;
+}
+
+void main()
+{
+ //transform vertex
+ gl_Position = ftransform();
+
+ vec4 pos = gl_ModelViewMatrix * gl_Vertex;
+ vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+
+ /// Potentially better without it for water.
+ pos /= pos.w;
+
+ calcAtmospherics((gl_ModelViewMatrix * gl_Vertex).xyz);
+
+ vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0));
+
+ gl_FrontColor = color;
+
+ // Transform and pass tex coords
+ gl_TexCoord[0].xy = texgen_object(gl_Vertex, gl_MultiTexCoord0, gl_TextureMatrix[0], gl_ObjectPlaneS[0], gl_ObjectPlaneT[0]).xy;
+
+ vec4 t = gl_MultiTexCoord1;
+
+ gl_TexCoord[0].zw = t.xy;
+ gl_TexCoord[1].xy = t.xy-vec2(2.0, 0.0);
+ gl_TexCoord[1].zw = t.xy-vec2(1.0, 0.0);
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl
new file mode 100755
index 0000000000..3a98970f8c
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl
@@ -0,0 +1,39 @@
+/**
+ * @file terrainWaterF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+uniform sampler2D detail_0;
+uniform sampler2D detail_1;
+uniform sampler2D detail_2;
+uniform sampler2D detail_3;
+uniform sampler2D alpha_ramp;
+
+vec3 atmosLighting(vec3 light);
+
+vec4 applyWaterFog(vec4 color);
+
+void main()
+{
+ /// Note: This should duplicate the blending functionality currently used for the terrain rendering.
+
+ /// TODO Confirm tex coords and bind them appropriately in vert shader.
+ vec4 color0 = texture2D(detail_0, gl_TexCoord[0].xy);
+ vec4 color1 = texture2D(detail_1, gl_TexCoord[0].xy);
+ vec4 color2 = texture2D(detail_2, gl_TexCoord[0].xy);
+ vec4 color3 = texture2D(detail_3, gl_TexCoord[0].xy);
+
+ float alpha1 = texture2D(alpha_ramp, gl_TexCoord[0].zw).a;
+ float alpha2 = texture2D(alpha_ramp,gl_TexCoord[1].xy).a;
+ float alphaFinal = texture2D(alpha_ramp, gl_TexCoord[1].zw).a;
+ vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
+
+ /// Add WL Components
+ outColor.rgb = atmosLighting(outColor.rgb * gl_Color.rgb);
+
+ outColor = applyWaterFog(outColor);
+ gl_FragColor = outColor;
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl
new file mode 100644
index 0000000000..1998fea227
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl
@@ -0,0 +1,88 @@
+/**
+ * @file underWaterF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+uniform sampler2D diffuseMap;
+uniform sampler2D bumpMap;
+uniform sampler2D screenTex;
+uniform sampler2D refTex;
+uniform sampler2D screenDepth;
+
+uniform vec4 fogCol;
+uniform vec3 lightDir;
+uniform vec3 specular;
+uniform float lightExp;
+uniform vec2 fbScale;
+uniform float refScale;
+uniform float znear;
+uniform float zfar;
+uniform float kd;
+uniform vec4 waterPlane;
+uniform vec3 eyeVec;
+uniform vec4 waterFogColor;
+uniform float waterFogDensity;
+uniform float waterFogKS;
+uniform vec2 screenRes;
+
+//bigWave is (refCoord.w, view.w);
+varying vec4 refCoord;
+varying vec4 littleWave;
+varying vec4 view;
+
+vec4 applyWaterFog(vec4 color, vec3 viewVec)
+{
+ //normalize view vector
+ vec3 view = normalize(viewVec);
+ float es = -view.z;
+
+ //find intersection point with water plane and eye vector
+
+ //get eye depth
+ float e0 = max(-waterPlane.w, 0.0);
+
+ //get object depth
+ float depth = length(viewVec);
+
+ //get "thickness" of water
+ float l = max(depth, 0.1);
+
+ float kd = waterFogDensity;
+ float ks = waterFogKS;
+ vec4 kc = waterFogColor;
+
+ float F = 0.98;
+
+ float t1 = -kd * pow(F, ks * e0);
+ float t2 = kd + ks * es;
+ float t3 = pow(F, t2*l) - 1.0;
+
+ float L = min(t1/t2*t3, 1.0);
+
+ float D = pow(0.98, l*kd);
+ //return vec4(1.0, 0.0, 1.0, 1.0);
+ return color * D + kc * L;
+ //depth /= 10.0;
+ //return vec4(depth,depth,depth,0.0);
+}
+
+void main()
+{
+ vec4 color;
+
+ //get detail normals
+ vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
+ vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
+ vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
+ vec3 wavef = normalize(wave1+wave2+wave3);
+
+ //figure out distortion vector (ripply)
+ vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
+ distort = distort+wavef.xy*refScale;
+
+ vec4 fb = texture2D(screenTex, distort);
+
+ gl_FragColor = applyWaterFog(fb,view.xyz);
+}
diff --git a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl
index 11a057b177..8f3d11badc 100644
--- a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl
@@ -1,138 +1,117 @@
-void applyScatter(inout vec3 color);
+/**
+ * @file waterF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+vec3 scaleSoftClip(vec3 inColor);
+vec3 atmosTransport(vec3 inColor);
-uniform sampler2D diffuseMap;
uniform sampler2D bumpMap;
-uniform samplerCube environmentMap; //: TEXUNIT4, // Environment map texture
-uniform sampler2D screenTex; // : TEXUNIT5
+uniform sampler2D screenTex;
+uniform sampler2D refTex;
+uniform float sunAngle;
+uniform float sunAngle2;
uniform vec3 lightDir;
uniform vec3 specular;
uniform float lightExp;
-uniform vec2 fbScale;
uniform float refScale;
+uniform float kd;
+uniform vec2 screenRes;
+uniform vec3 normScale;
+uniform float fresnelScale;
+uniform float fresnelOffset;
+uniform float blurMultiplier;
-float msin(float x) {
- float k = sin(x)+1.0;
- k *= 0.5;
- k *= k;
- return 2.0 * k;
-}
-float mcos(float x) {
- float k = cos(x)+1.0;
- k *= 0.5;
- k *= k;
- return 2.0 * k;
-}
+//bigWave is (refCoord.w, view.w);
+varying vec4 refCoord;
+varying vec4 littleWave;
+varying vec4 view;
-float waveS(vec2 v, float t, float a, float f, vec2 d, float s, sampler1D sinMap)
+void main()
{
- return texture1D(sinMap, (dot(d, v)*f + t*s)*f).r*a;
-}
+ vec4 color;
+
+ float dist = length(view.xy);
+
+ //normalize view vector
+ vec3 viewVec = normalize(view.xyz);
+
+ //get wave normals
+ vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
+ vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
+ vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
+ //get base fresnel components
+
+ vec3 df = vec3(
+ dot(viewVec, wave1),
+ dot(viewVec, wave2),
+ 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);
-float waveC(vec2 v, float t, float a, float f, vec2 d, float s, sampler1D sinMap)
-{
- return texture1D(sinMap, (dot(d, v)*f + t*s)*f).g*a*2.0-1.0;
-}
+ 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);
-float magnitude(vec3 vec) {
- return sqrt(dot(vec,vec));
-}
-
-vec3 mreflect(vec3 i, vec3 n) {
- return i + n * 2.0 * abs(dot(n,i))+vec3(0.0,0.0,0.5);
-}
-
-void main()
-{
- vec2 texCoord = gl_TexCoord[0].xy; // Texture coordinates
- vec2 littleWave1 = gl_TexCoord[0].zw;
- vec2 littleWave2 = gl_TexCoord[1].xy;
- vec2 bigWave = gl_TexCoord[1].zw;
- vec3 viewVec = gl_TexCoord[2].xyz;
- vec4 refCoord = gl_TexCoord[3];
- vec4 col = gl_Color;
- vec4 color;
-
- //get color from alpha map (alpha denotes water depth), rgb denotes water color
- vec4 wcol = texture2D(diffuseMap, texCoord.xy);
-
- //store texture alpha
- float da = wcol.a;
-
- //modulate by incoming water color
- //wcol.a *= refCoord.w;
-
- //scale wcol.a (water depth) for steep transition
- wcol.a *= wcol.a;
-
- //normalize view vector
- viewVec = normalize(viewVec);
-
- //get bigwave normal
- vec3 wavef = texture2D(bumpMap, bigWave).xyz*2.0;
-
- vec3 view = vec3(viewVec.x, viewVec.y, viewVec.z);
-
- float dx = 1.0-(dot(wavef*2.0-vec3(1.0), view))*da;
- dx *= 0.274;
-
- //get detail normals
- vec3 dcol = texture2D(bumpMap, littleWave1+dx*view.xy).rgb*0.75;
- dcol += texture2D(bumpMap, littleWave2+view.xy*dx*0.1).rgb*1.25;
-
- //interpolate between big waves and little waves (big waves in deep water)
- wavef = wavef*wcol.a + dcol*(1.0-wcol.a);
-
- //crunch normal to range [-1,1]
- wavef -= vec3(1,1,1);
-
- //get base fresnel component
- float df = dot(viewVec,wavef);
- //reposition fresnel to latter half of [0,1]
- df = 1.0-clamp(df,0.0,1.0);
+ //get specular component
+ float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
+
+ //harden specular
+ spec = pow(spec, 128.0);
- //set output alpha based on fresnel
- color.a = clamp((df+da)*0.5,0.0,1.0);
-
- //calculate reflection vector
- vec3 ref = reflect(viewVec.xyz, wavef);
-
- //get specular component
- float spec = clamp(dot(lightDir, normalize(ref)),0.0,1.0);
-
- //fudge reflection to be more noisy at good angles
- ref.z = ref.z*ref.z+df*df*0.5;
-
- //get diffuse component
- float diff = clamp((abs(dot(ref, wavef))),0.0,1.0)*0.9;
-
- //fudge diffuse for extra contrast and ambience
- diff *= diff;
- diff += 0.4;
-
- //set diffuse color contribution
- color.rgb = textureCube(environmentMap, ref).rgb*diff;
-
- //harden specular
- spec = pow(spec, lightExp);
-
- //add specular color contribution
- color.rgb += spec * specular;
+ //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 and nvidia compiler bug
+ color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);
+ color.rgb += spec * specular;
+
+ color.rgb = atmosTransport(color.rgb);
+ color.rgb = scaleSoftClip(color.rgb);
+ color.a = spec * sunAngle2;
- //figure out distortion vector (ripply)
- vec2 distort = clamp(((refCoord.xy/refCoord.z) * 0.5 + 0.5 + wavef.xy*refScale),0.0,0.99);
-
- //read from framebuffer (offset)
- vec4 fb = texture2D(screenTex, distort*fbScale);
-
- //tint by framebuffer
- color.rgb = color.a*color.rgb + (1.0-color.a)*fb.rgb;
-
- //apply fog
- applyScatter(color.rgb);
-
- color.a = spec*0.5+fb.a;
-
- gl_FragColor = color;
+ gl_FragColor = color;
}
diff --git a/indra/newview/app_settings/shaders/class2/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class2/environment/waterFogF.glsl
new file mode 100644
index 0000000000..522c990cf8
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/environment/waterFogF.glsl
@@ -0,0 +1,54 @@
+/**
+ * @file waterFogF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+uniform vec4 lightnorm;
+uniform vec4 waterPlane;
+uniform vec4 waterFogColor;
+uniform float waterFogDensity;
+uniform float waterFogKS;
+
+vec3 getPositionEye();
+
+vec4 applyWaterFog(vec4 color)
+{
+ //normalize view vector
+ vec3 view = normalize(getPositionEye());
+ float es = -(dot(view, waterPlane.xyz));
+
+ //find intersection point with water plane and eye vector
+
+ //get eye depth
+ float e0 = max(-waterPlane.w, 0.0);
+
+ vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0);
+
+ //get object depth
+ float depth = length(getPositionEye() - int_v);
+
+ //get "thickness" of water
+ float l = max(depth, 0.1);
+
+ float kd = waterFogDensity;
+ float ks = waterFogKS;
+ vec4 kc = waterFogColor;
+
+ float F = 0.98;
+
+ float t1 = -kd * pow(F, ks * e0);
+ float t2 = kd + ks * es;
+ float t3 = pow(F, t2*l) - 1.0;
+
+ float L = min(t1/t2*t3, 1.0);
+
+ float D = pow(0.98, l*kd);
+
+ color.rgb = color.rgb * D + kc.rgb * L;
+ color.a = kc.a + color.a;
+
+ return color;
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl
index 6f732ed731..b372d66298 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl
@@ -1,36 +1,23 @@
-void applyScatter(inout vec3 color);
+/**
+ * @file lightF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
uniform sampler2D diffuseMap;
+vec3 atmosLighting(vec3 light);
+vec3 scaleSoftClip(vec3 light);
+
void default_lighting()
{
- vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy);
- //applyScatter(color.rgb);
- gl_FragColor = color;
-}
+ vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
+
+ color.rgb = atmosLighting(color.rgb);
-void alpha_lighting()
-{
- vec4 diff = texture2D(diffuseMap, gl_TexCoord[0].xy);
- vec3 color = gl_Color.rgb * diff.rgb;
- applyScatter(color);
- gl_FragColor.rgb = color;
- gl_FragColor.a = diff.a * gl_Color.a;
-}
+ color.rgb = scaleSoftClip(color.rgb);
-void water_lighting(inout vec3 diff)
-{
- diff = (diff*0.9 + gl_Color.rgb*0.1);
- applyScatter(diff);
-}
-
-void terrain_lighting(inout vec3 color)
-{
- color.rgb *= gl_Color.rgb;
- applyScatter(color);
+ gl_FragColor = color;
}
-vec4 getLightColor()
-{
- return gl_Color;
-} \ No newline at end of file
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl
new file mode 100644
index 0000000000..e6b6d85808
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl
@@ -0,0 +1,23 @@
+/**
+ * @file lightFullbrightF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+uniform sampler2D diffuseMap;
+
+vec3 fullbrightAtmosTransport(vec3 light);
+vec3 fullbrightScaleSoftClip(vec3 light);
+
+void fullbright_lighting()
+{
+ vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
+
+ color.rgb = fullbrightAtmosTransport(color.rgb);
+
+ color.rgb = fullbrightScaleSoftClip(color.rgb);
+
+ gl_FragColor = color;
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl
new file mode 100644
index 0000000000..8f408c0436
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl
@@ -0,0 +1,30 @@
+/**
+ * @file lightFullbrightShinyF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+uniform sampler2D diffuseMap;
+uniform samplerCube environmentMap;
+
+vec3 fullbrightShinyAtmosTransport(vec3 light);
+vec3 fullbrightScaleSoftClip(vec3 light);
+
+void fullbright_shiny_lighting()
+{
+ vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy);
+ color.rgb *= gl_Color.rgb;
+
+ vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a);
+
+ color.rgb = fullbrightShinyAtmosTransport(color.rgb);
+
+ color.rgb = fullbrightScaleSoftClip(color.rgb);
+
+ color.a = max(color.a, gl_Color.a);
+
+ gl_FragColor = color;
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl
new file mode 100644
index 0000000000..060ad9cb67
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl
@@ -0,0 +1,21 @@
+/**
+ * @file lightFullbrightWaterF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+uniform sampler2D diffuseMap;
+
+vec3 fullbrightAtmosTransport(vec3 light);
+vec4 applyWaterFog(vec4 color);
+
+void fullbright_lighting_water()
+{
+ vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
+
+ color.rgb = fullbrightAtmosTransport(color.rgb);
+
+ gl_FragColor = applyWaterFog(color);
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl
new file mode 100644
index 0000000000..b3927c77a6
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl
@@ -0,0 +1,29 @@
+/**
+ * @file lightShinyF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+uniform sampler2D diffuseMap;
+uniform samplerCube environmentMap;
+
+vec3 scaleSoftClip(vec3 light);
+vec3 atmosLighting(vec3 light);
+vec4 applyWaterFog(vec4 color);
+
+void shiny_lighting()
+{
+ vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy);
+ color.rgb *= gl_Color.rgb;
+
+ vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a);
+
+ color.rgb = atmosLighting(color.rgb);
+
+ color.rgb = scaleSoftClip(color.rgb);
+ color.a = max(color.a, gl_Color.a);
+ gl_FragColor = color;
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl
new file mode 100644
index 0000000000..f090306be6
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl
@@ -0,0 +1,27 @@
+/**
+ * @file lightShinyWaterF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+
+uniform sampler2D diffuseMap;
+uniform samplerCube environmentMap;
+
+vec3 atmosLighting(vec3 light);
+vec4 applyWaterFog(vec4 color);
+
+void shiny_lighting_water()
+{
+ vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy);
+ color.rgb *= gl_Color.rgb;
+
+ vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a);
+
+ color.rgb = atmosLighting(color.rgb);
+ color.a = max(color.a, gl_Color.a);
+ gl_FragColor = applyWaterFog(color);
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightSpecularV.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightSpecularV.glsl
new file mode 100644
index 0000000000..c3384ffc5d
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightSpecularV.glsl
@@ -0,0 +1,16 @@
+/**
+ * @file lightSpecularV.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+// All lights, no specular highlights
+
+vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);
+
+vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol)
+{
+ return sumLightsSpecular(pos, norm, color, specularColor, baseCol);
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightV.glsl
index b15960dea2..ff3bcb5cd2 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightV.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightV.glsl
@@ -1,126 +1,16 @@
-// All lights, no specular highlights
-
-float calcDirectionalLight(vec3 n, vec3 l)
-{
- float a = max(dot(n,l),0.0);
- return a;
-}
-
-float calcPointLight(vec3 v, vec3 n, vec4 lp, float la)
-{
- //get light vector
- vec3 lv = lp.xyz-v;
-
- //get distance
- float d = length(lv);
-
- //normalize light vector
- lv *= 1.0/d;
-
- //distance attenuation
- float da = clamp(1.0/(la * d), 0.0, 1.0);
-
- //angular attenuation
- da *= calcDirectionalLight(n, lv);
-
- return da;
-}
+/**
+ * @file lightV.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
-float calcDirectionalSpecular(vec3 view, vec3 n, vec3 l)
-{
- return pow(max(dot(reflect(view, n),l), 0.0),8.0);
-}
+// All lights, no specular highlights
-float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da)
-{
-
- specular.rgb += calcDirectionalSpecular(view,n,l)*lightCol*da;
- return calcDirectionalLight(n,l);
-}
-
-vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3 l, float r, float pw, vec3 lightCol)
-{
- //get light vector
- vec3 lv = l-v;
-
- //get distance
- float d = length(lv);
-
- //normalize light vector
- lv *= 1.0/d;
-
- //distance attenuation
- float da = clamp(1.0/(r * d), 0.0, 1.0);
-
- //angular attenuation
-
- da *= calcDirectionalLightSpecular(specular, view, n, lv, lightCol, da);
-
- return da*lightCol;
-}
+vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight);
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
{
- vec4 col;
- col.a = color.a;
-
- col.rgb = gl_LightModel.ambient.rgb + baseLight.rgb;
-
- col.rgb += gl_LightSource[0].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[0].position.xyz);
- col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
- col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation);
- col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation);
- col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation);
- col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation);
- col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation);
- col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation);
-
- col.rgb = min(col.rgb*color.rgb, 1.0);
-
- gl_FrontColor = vec4(col.rgb, col.a);
- return col;
-}
-
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec3 baseLight)
-{
- return calcLighting(pos, norm, color, vec4(baseLight, 1.0));
-}
-
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color)
-{
- return calcLighting(pos, norm, color, vec3(0.0,0.0,0.0));
+ return sumLights(pos, norm, color, baseLight);
}
-vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol)
-{
- vec4 col;
- col.a = color.a;
-
- col.rgb = gl_LightModel.ambient.rgb;
-
- vec3 view = normalize(pos);
-
- vec4 specular = specularColor;
- specularColor.rgb = vec3(0.0, 0.0, 0.0);
-
- col.rgb += baseCol.a*gl_LightSource[0].diffuse.rgb*calcDirectionalLightSpecular(specularColor, view, norm, gl_LightSource[0].position.xyz,gl_LightSource[0].diffuse.rgb*baseCol.a, 1.0);
- col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLightSpecular(specularColor, view, norm, gl_LightSource[1].position.xyz,gl_LightSource[1].diffuse.rgb, 1.0);
- col.rgb += calcPointLightSpecular(specularColor, view, pos, norm, gl_LightSource[2].position.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation,gl_LightSource[2].diffuse.rgb);
- col.rgb += calcPointLightSpecular(specularColor, view, pos, norm, gl_LightSource[3].position.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation,gl_LightSource[3].diffuse.rgb);
- col.rgb += calcPointLightSpecular(specularColor, view, pos, norm, gl_LightSource[4].position.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation,gl_LightSource[4].diffuse.rgb);
- col.rgb += calcPointLightSpecular(specularColor, view, pos, norm, gl_LightSource[5].position.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation,gl_LightSource[5].diffuse.rgb);
- //col.rgb += calcPointLightSpecular(specularColor, view, pos, norm, gl_LightSource[6].position.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation,gl_LightSource[6].diffuse.rgb);
- //col.rgb += calcPointLightSpecular(specularColor, view, pos, norm, gl_LightSource[7].position.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation,gl_LightSource[7].diffuse.rgb);
- col.rgb += baseCol.rgb;
-
- col.rgb = min(col.rgb*color.rgb, 1.0);
- specularColor.rgb = min(specularColor.rgb*specular.rgb, 1.0);
-
- gl_FrontColor = vec4(col.rgb+specularColor.rgb,col.a);
- return col;
-}
-
-vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec3 baseCol)
-{
- return calcLightingSpecular(pos, norm, color, specularColor, vec4(baseCol, 1.0));
-}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl
new file mode 100644
index 0000000000..086954cd47
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl
@@ -0,0 +1,21 @@
+/**
+ * @file lightWaterF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+uniform sampler2D diffuseMap;
+
+vec3 atmosLighting(vec3 light);
+vec4 applyWaterFog(vec4 color);
+
+void default_lighting_water()
+{
+ vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
+
+ color.rgb = atmosLighting(color.rgb);
+
+ gl_FragColor = applyWaterFog(color);
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl
new file mode 100644
index 0000000000..edd1a8a946
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl
@@ -0,0 +1,41 @@
+/**
+ * @file sumLightsV.glsl
+ *
+ * Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da);
+vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3 l, float r, float pw, vec3 lightCol);
+
+vec3 atmosAmbient(vec3 light);
+vec3 atmosAffectDirectionalLight(float lightIntensity);
+vec3 atmosGetDiffuseSunlightColor();
+vec3 scaleDownLight(vec3 light);
+
+vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol)
+{
+ vec4 col = vec4(0.0, 0.0, 0.0, color.a);
+
+ vec3 view = normalize(pos);
+
+ /// collect all the specular values from each calcXXXLightSpecular() function
+ vec4 specularSum = vec4(0.0);
+
+ // Collect normal lights (need to be divided by two, as we later multiply by 2)
+ col.rgb += gl_LightSource[1].diffuse.rgb * calcDirectionalLightSpecular(specularColor, view, norm, gl_LightSource[1].position.xyz, gl_LightSource[1].diffuse.rgb, 1.0);
+ col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[2].position.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].diffuse.rgb);
+ col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[3].position.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation, gl_LightSource[3].diffuse.rgb);
+ //col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[4].position.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].diffuse.rgb);
+ col.rgb = scaleDownLight(col.rgb);
+
+ // Add windlight lights
+ col.rgb += atmosAmbient(baseCol.rgb);
+ col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, gl_LightSource[0].position.xyz, atmosGetDiffuseSunlightColor()*baseCol.a, 1.0));
+
+ col.rgb = min(col.rgb*color.rgb, 1.0);
+ specularColor.rgb = min(specularColor.rgb*specularSum.rgb, 1.0);
+ col.rgb += specularColor.rgb;
+
+ return col;
+}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
new file mode 100644
index 0000000000..f4c59734a4
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
@@ -0,0 +1,34 @@
+/**
+ * @file sumLightsV.glsl
+ *
+ * Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+float calcDirectionalLight(vec3 n, vec3 l);
+float calcPointLight(vec3 v, vec3 n, vec4 lp, float la);
+
+vec3 atmosAmbient(vec3 light);
+vec3 atmosAffectDirectionalLight(float lightIntensity);
+vec3 scaleDownLight(vec3 light);
+
+vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
+{
+ vec4 col = vec4(0.0, 0.0, 0.0, color.a);
+
+ // Collect normal lights (need to be divided by two, as we later multiply by 2)
+ col.rgb += gl_LightSource[1].diffuse.rgb * calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
+ col.rgb += gl_LightSource[2].diffuse.rgb * calcPointLight(pos, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation);
+ col.rgb += gl_LightSource[3].diffuse.rgb * calcPointLight(pos, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation);
+ //col.rgb += gl_LightSource[4].diffuse.rgb * calcPointLight(pos, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation);
+ col.rgb = scaleDownLight(col.rgb);
+
+ // Add windlight lights
+ col.rgb += atmosAmbient(baseLight.rgb);
+ col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, gl_LightSource[0].position.xyz));
+
+ col.rgb = min(col.rgb*color.rgb, 1.0);
+
+ return col;
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl
new file mode 100755
index 0000000000..0d52f32a2e
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl
@@ -0,0 +1,31 @@
+/**
+ * @file shinyV.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+
+void calcAtmospherics(vec3 inPositionEye);
+
+uniform vec4 origin;
+
+void main()
+{
+ //transform vertex
+ gl_Position = ftransform();
+
+ vec4 pos = (gl_ModelViewMatrix * gl_Vertex);
+ vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+ vec3 ref = reflect(pos.xyz, -norm);
+
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0);
+
+ calcAtmospherics(pos.xyz);
+
+ gl_FrontColor = calcLighting(pos.xyz, norm, gl_Color, vec4(0.0));
+
+ gl_FogFragCoord = pos.z;
+}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
new file mode 100644
index 0000000000..92c0664a5e
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
@@ -0,0 +1,24 @@
+/**
+ * @file atmosphericsF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+//////////////////////////////////////////////////////////
+// The fragment shader for the terrain atmospherics
+//////////////////////////////////////////////////////////
+
+vec3 getAdditiveColor();
+vec3 getAtmosAttenuation();
+
+uniform sampler2D cloudMap;
+uniform vec4 cloud_pos_density1;
+
+vec3 atmosLighting(vec3 light)
+{
+ light *= getAtmosAttenuation().r;
+ light += getAdditiveColor();
+ return (2.0 * light);
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl
new file mode 100644
index 0000000000..32d5ed5db2
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl
@@ -0,0 +1,41 @@
+/**
+ * @file atmosphericsHelpersV.glsl
+ *
+ * Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+// Output variables
+vec3 getSunlitColor();
+vec3 getAmblitColor();
+vec3 getAdditiveColor();
+vec3 getAtmosAttenuation();
+vec3 getPositionEye();
+
+uniform float scene_light_strength;
+
+vec3 atmosAmbient(vec3 light)
+{
+ return getAmblitColor() + light / 2.0;
+}
+
+vec3 atmosAffectDirectionalLight(float lightIntensity)
+{
+ return getSunlitColor() * lightIntensity;
+}
+
+vec3 atmosGetDiffuseSunlightColor()
+{
+ return getSunlitColor();
+}
+
+vec3 scaleDownLight(vec3 light)
+{
+ return (light / scene_light_strength );
+}
+
+vec3 scaleUpLight(vec3 light)
+{
+ 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
new file mode 100644
index 0000000000..e40372e819
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
@@ -0,0 +1,137 @@
+/**
+ * @file atmosphericsV.glsl
+ *
+ * Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+// varying param funcs
+void setSunlitColor(vec3 v);
+void setAmblitColor(vec3 v);
+void setAdditiveColor(vec3 v);
+void setAtmosAttenuation(vec3 v);
+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 ambient;
+uniform vec4 blue_horizon;
+uniform vec4 blue_density;
+uniform vec4 haze_horizon;
+uniform vec4 haze_density;
+uniform vec4 cloud_shadow;
+uniform vec4 density_multiplier;
+uniform vec4 distance_multiplier;
+uniform vec4 max_y;
+uniform vec4 glow;
+
+void calcAtmospherics(vec3 inPositionEye) {
+
+ vec3 P = inPositionEye;
+ setPositionEye(P);
+
+ //(TERRAIN) limit altitude
+ if (P.y > max_y.x) P *= (max_y.x / P.y);
+ if (P.y < -max_y.x) P *= (-max_y.x / 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 = 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 * 1.0 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x);
+ //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.r);
+ blue_weight = blue_density / temp1;
+ haze_weight = vec4(haze_density.r) / 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.x;
+
+ // Transparency (-> temp1)
+ // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati
+ // compiler gets confused.
+ temp1 = exp(-temp1 * temp2.z * distance_multiplier.x);
+
+ //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
+
+ //add "minimum anti-solar illumination"
+ temp2.x += .25;
+
+
+ //increase ambient when there are more clouds
+ vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 0.5;
+
+ //haze color
+ setAdditiveColor(
+ vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient)
+ + (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * temp2.x
+ + tmpAmbient)));
+
+ //brightness of surface both sunlight and ambient
+ setSunlitColor(vec3(sunlight * .5));
+ setAmblitColor(vec3(tmpAmbient * .25));
+ setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1));
+
+ // vary_SunlitColor = vec3(0);
+ // vary_AmblitColor = vec3(0);
+ // vary_AdditiveColor = vec4(Pn, 1.0);
+
+ /*
+ 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.);
+ */
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl
new file mode 100644
index 0000000000..0dbf2d35e7
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl
@@ -0,0 +1,34 @@
+/**
+ * @file atmosphericVars.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+varying vec3 vary_PositionEye;
+
+varying vec3 vary_SunlitColor;
+varying vec3 vary_AmblitColor;
+varying vec3 vary_AdditiveColor;
+varying vec3 vary_AtmosAttenuation;
+
+vec3 getPositionEye()
+{
+ return vary_PositionEye;
+}
+vec3 getSunlitColor()
+{
+ return vary_SunlitColor;
+}
+vec3 getAmblitColor()
+{
+ return vary_AmblitColor;
+}
+vec3 getAdditiveColor()
+{
+ return vary_AdditiveColor;
+}
+vec3 getAtmosAttenuation()
+{
+ return vary_AtmosAttenuation;
+}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl
new file mode 100644
index 0000000000..b528837a5f
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl
@@ -0,0 +1,60 @@
+/**
+ * @file atmosphericVars.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+varying vec3 vary_PositionEye;
+
+varying vec3 vary_SunlitColor;
+varying vec3 vary_AmblitColor;
+varying vec3 vary_AdditiveColor;
+varying vec3 vary_AtmosAttenuation;
+
+vec3 getPositionEye()
+{
+ return vary_PositionEye;
+}
+vec3 getSunlitColor()
+{
+ return vary_SunlitColor;
+}
+vec3 getAmblitColor()
+{
+ return vary_AmblitColor;
+}
+vec3 getAdditiveColor()
+{
+ return vary_AdditiveColor;
+}
+vec3 getAtmosAttenuation()
+{
+ return vary_AtmosAttenuation;
+}
+
+
+void setPositionEye(vec3 v)
+{
+ vary_PositionEye = v;
+}
+
+void setSunlitColor(vec3 v)
+{
+ vary_SunlitColor = v;
+}
+
+void setAmblitColor(vec3 v)
+{
+ vary_AmblitColor = v;
+}
+
+void setAdditiveColor(vec3 v)
+{
+ vary_AdditiveColor = v;
+}
+
+void setAtmosAttenuation(vec3 v)
+{
+ vary_AtmosAttenuation = v;
+}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
new file mode 100644
index 0000000000..b7d7e5a2c2
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
@@ -0,0 +1,76 @@
+/**
+ * @file WLCloudsF.glsl
+ *
+ * Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+/////////////////////////////////////////////////////////////////////////
+// The fragment shader for the sky
+/////////////////////////////////////////////////////////////////////////
+
+varying vec4 vary_CloudColorSun;
+varying vec4 vary_CloudColorAmbient;
+varying float vary_CloudDensity;
+
+uniform sampler2D cloud_noise_texture;
+uniform vec4 cloud_pos_density1;
+uniform vec4 cloud_pos_density2;
+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;
+}
+
+void main()
+{
+ // Set variables
+ vec2 uv1 = gl_TexCoord[0].xy;
+ vec2 uv2 = gl_TexCoord[1].xy;
+
+ vec4 cloudColorSun = vary_CloudColorSun;
+ vec4 cloudColorAmbient = vary_CloudColorAmbient;
+ float cloudDensity = vary_CloudDensity;
+ vec2 uv3 = gl_TexCoord[2].xy;
+ vec2 uv4 = gl_TexCoord[3].xy;
+
+ // Offset texture coords
+ uv1 += cloud_pos_density1.xy; //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
+
+
+ // 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.);
+
+ // And smooth
+ alpha1 = 1. - alpha1 * alpha1;
+ alpha1 = 1. - alpha1 * alpha1;
+
+
+ // 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);
+ alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.);
+
+ // And smooth
+ alpha2 = 1. - alpha2;
+ alpha2 = 1. - alpha2 * alpha2;
+
+ // Combine
+ vec4 color;
+ color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient);
+ color *= 2.;
+
+ /// Gamma correct for WL (soft clip effect).
+ gl_FragColor.rgb = scaleSoftClip(color.rgb);
+ gl_FragColor.a = alpha1;
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
new file mode 100644
index 0000000000..e149d5861f
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
@@ -0,0 +1,163 @@
+/**
+ * @file WLCloudsV.glsl
+ *
+ * Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+//////////////////////////////////////////////////////////////////////////
+// The vertex shader for creating the atmospheric sky
+///////////////////////////////////////////////////////////////////////////////
+
+// Output parameters
+varying vec4 vary_CloudColorSun;
+varying vec4 vary_CloudColorAmbient;
+varying float vary_CloudDensity;
+
+// Inputs
+uniform vec3 camPosLocal;
+
+uniform vec4 lightnorm;
+uniform vec4 sunlight_color;
+uniform vec4 ambient;
+uniform vec4 blue_horizon;
+uniform vec4 blue_density;
+uniform vec4 haze_horizon;
+uniform vec4 haze_density;
+
+uniform vec4 cloud_shadow;
+uniform vec4 density_multiplier;
+uniform vec4 max_y;
+
+uniform vec4 glow;
+
+uniform vec4 cloud_color;
+
+uniform vec4 cloud_scale;
+
+void main()
+{
+
+ // World / view / projection
+ gl_Position = ftransform();
+
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+
+ // Get relative position
+ vec3 P = gl_Vertex.xyz - camPosLocal.xyz + vec3(0,50,0);
+
+ // Set altitude
+ if (P.y > 0.)
+ {
+ P *= (max_y.x / 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 * 1.0 + haze_density.x * 0.25) * (density_multiplier.x * max_y.x);
+
+ // Calculate relative weights
+ temp1 = blue_density + haze_density.x;
+ blue_weight = blue_density / temp1;
+ haze_weight = haze_density.x / 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.x;
+
+ // 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.x * 0.5;
+
+ // Dim sunlight by cloud shadow percentage
+ sunlight *= (1. - cloud_shadow.x);
+
+ // Haze color below cloud
+ vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
+ + (haze_horizon.r * 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.x - 0.25);
+
+
+ // Texture coords
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+ gl_TexCoord[0].xy -= 0.5;
+ gl_TexCoord[0].xy /= cloud_scale.x;
+ gl_TexCoord[0].xy += 0.5;
+
+ gl_TexCoord[1] = gl_TexCoord[0];
+ gl_TexCoord[1].x += lightnorm.x * 0.0125;
+ gl_TexCoord[1].y += lightnorm.z * 0.0125;
+
+ gl_TexCoord[2] = gl_TexCoord[0] * 16.;
+ gl_TexCoord[3] = gl_TexCoord[1] * 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
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl
new file mode 100644
index 0000000000..5410889ed8
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl
@@ -0,0 +1,24 @@
+/**
+ * @file gammaF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+uniform vec4 gamma;
+
+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);
+
+ return light;
+}
+
+vec3 fullbrightScaleSoftClip(vec3 light) {
+ return mix(scaleSoftClip(light.rgb), light.rgb, getAtmosAttenuation());
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
new file mode 100644
index 0000000000..bc6d6d33ff
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
@@ -0,0 +1,41 @@
+/**
+ * @file WLSkyF.glsl
+ *
+ * Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+/////////////////////////////////////////////////////////////////////////
+// The fragment shader for the sky
+/////////////////////////////////////////////////////////////////////////
+
+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;
+}
+
+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.
+
+ vec4 color;
+ color = vary_HazeColor;
+ color *= 2.;
+
+ /// Gamma correct for WL (soft clip effect).
+ gl_FragColor.rgb = scaleSoftClip(color.rgb);
+ gl_FragColor.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
new file mode 100644
index 0000000000..e396aea6c9
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
@@ -0,0 +1,138 @@
+/**
+ * @file WLSkyV.glsl
+ *
+ * Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+// SKY ////////////////////////////////////////////////////////////////////////
+// The vertex shader for creating the atmospheric sky
+///////////////////////////////////////////////////////////////////////////////
+
+// Output parameters
+varying vec4 vary_HazeColor;
+
+// Inputs
+uniform vec3 camPosLocal;
+
+uniform vec4 lightnorm;
+uniform vec4 sunlight_color;
+uniform vec4 ambient;
+uniform vec4 blue_horizon;
+uniform vec4 blue_density;
+uniform vec4 haze_horizon;
+uniform vec4 haze_density;
+
+uniform vec4 cloud_shadow;
+uniform vec4 density_multiplier;
+uniform vec4 max_y;
+
+uniform vec4 glow;
+
+uniform vec4 cloud_color;
+
+uniform vec4 cloud_scale;
+
+void main()
+{
+
+ // World / view / projection
+ gl_Position = ftransform();
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+
+ // Get relative position
+ vec3 P = gl_Vertex.xyz - camPosLocal.xyz + vec3(0,50,0);
+ //vec3 P = gl_Vertex.xyz + vec3(0,50,0);
+
+ // Set altitude
+ if (P.y > 0.)
+ {
+ P *= (max_y.x / 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 * 1.0 + haze_density.x * 0.25) * (density_multiplier.x * max_y.x);
+
+ // Calculate relative weights
+ temp1 = blue_density + haze_density.x;
+ blue_weight = blue_density / temp1;
+ haze_weight = haze_density.x / 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.x;
+
+ // 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;
+
+
+ // Haze color above cloud
+ vary_HazeColor = ( blue_horizon * blue_weight * (sunlight + ambient)
+ + (haze_horizon.r * haze_weight) * (sunlight * temp2.x + ambient)
+ );
+
+
+ // Increase ambient when there are more clouds
+ vec4 tmpAmbient = ambient;
+ tmpAmbient += (1. - tmpAmbient) * cloud_shadow.x * 0.5;
+
+ // Dim sunlight by cloud shadow percentage
+ sunlight *= (1. - cloud_shadow.x);
+
+ // Haze color below cloud
+ vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
+ + (haze_horizon.r * haze_weight) * (sunlight * temp2.x + tmpAmbient)
+ );
+
+ // Final atmosphere additive
+ vary_HazeColor *= (1. - temp1);
+
+ // Attenuate cloud color by atmosphere
+ temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds
+
+ // At horizon, blend high altitude sky color towards the darker color below the clouds
+ vary_HazeColor += (additiveColorBelowCloud - vary_HazeColor) * (1. - sqrt(temp1));
+
+ // won't compile on mac without this being set
+ //vary_AtmosAttenuation = vec3(0.0,0.0,0.0);
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
new file mode 100644
index 0000000000..b7678cac66
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
@@ -0,0 +1,35 @@
+/**
+ * @file transportF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+//////////////////////////////////////////////////////////
+// The fragment shader for the terrain atmospherics
+//////////////////////////////////////////////////////////
+
+vec3 getAdditiveColor();
+vec3 getAtmosAttenuation();
+
+uniform sampler2D cloudMap;
+uniform vec4 cloud_pos_density1;
+
+vec3 atmosTransport(vec3 light) {
+ light *= getAtmosAttenuation().r;
+ light += getAdditiveColor() * 2.0;
+ return light;
+}
+
+vec3 fullbrightAtmosTransport(vec3 light) {
+ float brightness = dot(light.rgb, vec3(0.33333));
+
+ return mix(atmosTransport(light.rgb), light.rgb + getAdditiveColor().rgb, brightness * brightness);
+}
+
+vec3 fullbrightShinyAtmosTransport(vec3 light) {
+ float brightness = dot(light.rgb, vec3(0.33333));
+
+ return mix(atmosTransport(light.rgb), (light.rgb + getAdditiveColor().rgb) * (2.0 - brightness), brightness * brightness);
+}
+