diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl | 210 | 
1 files changed, 102 insertions, 108 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl index 372c782d74..18daa5a242 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl @@ -57,7 +57,6 @@ uniform float haze_density;  uniform float cloud_shadow;  uniform float density_multiplier; -uniform float distance_multiplier;  uniform float max_y;  uniform vec4 glow; @@ -70,136 +69,131 @@ uniform float cloud_scale;  void main()  { -    // World / view / projection -    gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); +	// World / view / projection +	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); -    vary_texcoord0 = texcoord0; +	vary_texcoord0 = texcoord0; -    // Get relative position -    vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); +	// Get relative position +	vec3 P = 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 = (P.y > -4096.0) ? 1.0 : 1.0 - clamp(abs(P.y) / max_y, 0.0, 1.0); -    // Set altitude -    if (P.y > 0.) -    { -        P *= (max_y / 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 = (sun_up_factor == 1) ? sunlight_color : moonlight_color; -    vec4 sunlight = sunlight_color; -    vec4 light_atten; +	// Set altitude +	if (P.y > 0.) +	{ +		P *= (max_y / 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 = (sun_up_factor == 1) ? sunlight_color : moonlight_color; +	vec4 sunlight = sunlight_color; +	vec4 light_atten;      float dens_mul = density_multiplier; -    float dist_mul = max(0.05, distance_multiplier); - -    // Sunlight attenuation effect (hue and brightness) due to atmosphere -    // this is used later for sunlight modulation at various altitudes -    light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y); - -    // Calculate relative weights -    temp1 = blue_density + haze_density; -    blue_weight = blue_density / temp1; -    haze_weight = haze_density / 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 * dens_mul; - -    // Transparency (-> temp1) -    // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati -    // compiler gets confused. -    //temp1 = exp(-temp1 * temp2.z * dist_mul); -    temp1 = exp(-temp1 * dist_mul); - -    // 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 -    temp2.x *= sun_moon_glow_factor; +	// Sunlight attenuation effect (hue and brightness) due to atmosphere +	// this is used later for sunlight modulation at various altitudes +	light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y); + +	// Calculate relative weights +	temp1 = abs(blue_density) + vec4(abs(haze_density)); +	blue_weight = blue_density / temp1; +	haze_weight = haze_density / 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 * dens_mul; -    // Add "minimum anti-solar illumination" -    temp2.x += .25; +	// 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 + +    temp2.x *= sun_moon_glow_factor; -    // Increase ambient when there are more clouds -    vec4 tmpAmbient = ambient_color; -    tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;  +	// Add "minimum anti-solar illumination" +	temp2.x += .25; -    // Dim sunlight by cloud shadow percentage -    sunlight *= (1. - cloud_shadow); +	// Increase ambient when there are more clouds +	vec4 tmpAmbient = ambient_color; +	tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;  -    // Haze color below cloud -    vec4 additiveColorBelowCloud = (      blue_horizon * blue_weight * (sunlight + tmpAmbient) -                + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient) -             );  +	// Dim sunlight by cloud shadow percentage +	sunlight *= (1. - cloud_shadow); -    // CLOUDS +	// Haze color below cloud +	vec4 additiveColorBelowCloud = (	  blue_horizon * blue_weight * (sunlight + tmpAmbient) +				+ (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient) +			 );	 -    sunlight = sunlight_color; -    temp2.y = max(0., lightnorm.y * 2.); -    temp2.y = 1. / temp2.y; -    sunlight *= exp( - light_atten * temp2.y); +	// CLOUDS +	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); +	// 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 - 0.25); +	// Make a nice cloud density based on the cloud_shadow value that was passed in. +	vary_CloudDensity = 2. * (cloud_shadow - 0.25); -    // Texture coords -    vary_texcoord0 = texcoord0; -    vary_texcoord0.xy -= 0.5; -    vary_texcoord0.xy /= cloud_scale; -    //vary_texcoord0.xy /= max(0.001, cloud_scale); -    vary_texcoord0.xy += 0.5; +	// Texture coords +	vary_texcoord0 = texcoord0; +	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_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.; +	vary_texcoord2 = vary_texcoord0 * 16.; +	vary_texcoord3 = vary_texcoord1 * 16.; -    // Combine these to minimize register use -    vary_CloudColorAmbient += oHazeColorBelowCloud; +	// Combine these to minimize register use +	vary_CloudColorAmbient += oHazeColorBelowCloud; -    // needs this to compile on mac -    //vary_AtmosAttenuation = vec3(0.0,0.0,0.0); +	// needs this to compile on mac +	//vary_AtmosAttenuation = vec3(0.0,0.0,0.0); -    // END CLOUDS +	// END CLOUDS  } | 
