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-rw-r--r--indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/indirect.glsl32
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl479
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/skyF.glsl204
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/skyV.glsl42
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl570
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl11
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl136
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl226
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl292
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl24
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl28
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl46
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl141
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl123
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl25
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl40
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/skyF.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/skyV.glsl65
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/transportF.glsl35
26 files changed, 990 insertions, 1589 deletions
diff --git a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl
index 5af9f5c902..563c5f562b 100644
--- a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl
+++ b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl
@@ -37,7 +37,7 @@ VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
-vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);
+vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor);
void calcAtmospherics(vec3 inPositionEye);
void main()
@@ -53,7 +53,7 @@ void main()
// vec4 specular = specularColor;
vec4 specular = vec4(1.0);
- vec4 color = calcLightingSpecular(pos, norm, diffuse_color, specular, vec4(0.0));
+ vec4 color = calcLightingSpecular(pos, norm, diffuse_color, specular);
vertex_color = color;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/indirect.glsl b/indra/newview/app_settings/shaders/class2/deferred/indirect.glsl
new file mode 100644
index 0000000000..67b98e0fb1
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/deferred/indirect.glsl
@@ -0,0 +1,32 @@
+/**
+ * @file class2/deferred/indirect.glsl
+ *
+ * $LicenseInfo:firstyear=2018&license=viewerlgpl$
+ * 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
+ * $/LicenseInfo$
+ */
+
+float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen);
+
+vec3 getIndirect(vec3 ambient, vec3 norm, vec4 pos, vec2 pos_screen)
+{
+ return ambient * calcAmbientOcclusion(pos, norm, pos_screen);
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
index b9bb522842..5d7a28c359 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
@@ -71,294 +71,233 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
-vec3 srgb_to_linear(vec3 cs)
-{
- vec3 low_range = cs / vec3(12.92);
- vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4));
- bvec3 lte = lessThanEqual(cs,vec3(0.04045));
-
-#ifdef OLD_SELECT
- vec3 result;
- result.r = lte.r ? low_range.r : high_range.r;
- result.g = lte.g ? low_range.g : high_range.g;
- result.b = lte.b ? low_range.b : high_range.b;
- return result;
-#else
- return mix(high_range, low_range, lte);
-#endif
-
-}
-
-vec3 linear_to_srgb(vec3 cl)
-{
- cl = clamp(cl, vec3(0), vec3(1));
- vec3 low_range = cl * 12.92;
- vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055;
- bvec3 lt = lessThan(cl,vec3(0.0031308));
-
-#ifdef OLD_SELECT
- vec3 result;
- result.r = lt.r ? low_range.r : high_range.r;
- result.g = lt.g ? low_range.g : high_range.g;
- result.b = lt.b ? low_range.b : high_range.b;
- return result;
-#else
- return mix(high_range, low_range, lt);
-#endif
-
-}
-
-vec2 encode_normal(vec3 n)
-{
- float f = sqrt(8 * n.z + 8);
- return n.xy / f + 0.5;
-}
-
-vec3 decode_normal (vec2 enc)
-{
- vec2 fenc = enc*4-2;
- float f = dot(fenc,fenc);
- float g = sqrt(1-f/4);
- vec3 n;
- n.xy = fenc*g;
- n.z = 1-f/2;
- return n;
-}
-
-vec4 correctWithGamma(vec4 col)
-{
- return vec4(srgb_to_linear(col.rgb), col.a);
-}
+vec3 srgb_to_linear(vec3 cs);
+vec3 getNorm(vec2 pos_screen);
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
- vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret.rgb = srgb_to_linear(ret.rgb);
-
- vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
-
- float det = min(lod/(proj_lod*0.5), 1.0);
-
- float d = min(dist.x, dist.y);
+ vec4 ret = texture2DLod(projectionMap, tc, lod);
+ ret.rgb = srgb_to_linear(ret.rgb);
+ vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
+
+ float det = min(lod/(proj_lod*0.5), 1.0);
+
+ float d = min(dist.x, dist.y);
d *= min(1, d * (proj_lod - lod));
-
- float edge = 0.25*det;
- ret *= clamp(d/edge, 0.0, 1.0);
-
- return ret;
+ float edge = 0.25*det;
+
+ ret *= clamp(d/edge, 0.0, 1.0);
+
+ return ret;
}
vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
{
- vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret = correctWithGamma(ret);
-
- vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
-
- float det = min(lod/(proj_lod*0.5), 1.0);
-
- float d = min(dist.x, dist.y);
-
- float edge = 0.25*det;
-
- ret *= clamp(d/edge, 0.0, 1.0);
-
- return ret;
+ vec4 ret = texture2DLod(projectionMap, tc, lod);
+ ret.rgb = srgb_to_linear(ret.rgb);
+
+ vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
+
+ float det = min(lod/(proj_lod*0.5), 1.0);
+
+ float d = min(dist.x, dist.y);
+
+ float edge = 0.25*det;
+
+ ret *= clamp(d/edge, 0.0, 1.0);
+
+ return ret;
}
vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
{
- vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret = correctWithGamma(ret);
-
- vec2 dist = tc-vec2(0.5);
-
- float d = dot(dist,dist);
-
- ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
-
- return ret;
-}
+ vec4 ret = texture2DLod(projectionMap, tc, lod);
+ ret.rgb = srgb_to_linear(ret.rgb);
-
-vec4 getPosition(vec2 pos_screen)
-{
- float depth = texture2DRect(depthMap, pos_screen.xy).r;
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
+ vec2 dist = tc-vec2(0.5);
+
+ float d = dot(dist,dist);
+
+ ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
+
+ return ret;
}
+vec4 getPosition(vec2 pos_screen);
+
void main()
{
- vec4 frag = vary_fragcoord;
- frag.xyz /= frag.w;
- frag.xyz = frag.xyz*0.5+0.5;
- frag.xy *= screen_res;
-
- vec3 pos = getPosition(frag.xy).xyz;
- vec3 lv = center.xyz-pos.xyz;
- float dist = length(lv);
- dist /= size;
- if (dist > 1.0)
- {
- discard;
- }
-
- float shadow = 1.0;
-
- if (proj_shadow_idx >= 0)
- {
- vec4 shd = texture2DRect(lightMap, frag.xy);
- float sh[2];
- sh[0] = shd.b;
- sh[1] = shd.a;
- shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0);
- }
-
- vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
-
- float envIntensity = norm.z;
-
- norm = decode_normal(norm.xy);
-
- norm = normalize(norm);
- float l_dist = -dot(lv, proj_n);
-
- vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
- if (proj_tc.z < 0.0)
- {
- discard;
- }
-
- proj_tc.xyz /= proj_tc.w;
-
- float fa = falloff+1.0;
- float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0);
- dist_atten *= dist_atten;
- dist_atten *= 2.0;
- if (dist_atten <= 0.0)
- {
- discard;
- }
-
- lv = proj_origin-pos.xyz;
- lv = normalize(lv);
- float da = dot(norm, lv);
-
- vec3 col = vec3(0,0,0);
-
- vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
-
- vec4 spec = texture2DRect(specularRect, frag.xy);
-
- vec3 dlit = vec3(0, 0, 0);
-
- float noise = texture2D(noiseMap, frag.xy/128.0).b;
- if (proj_tc.z > 0.0 &&
- proj_tc.x < 1.0 &&
- proj_tc.y < 1.0 &&
- proj_tc.x > 0.0 &&
- proj_tc.y > 0.0)
- {
- float amb_da = proj_ambiance;
- float lit = 0.0;
-
- if (da > 0.0)
- {
- lit = da * dist_atten * noise;
-
- float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
- float lod = diff * proj_lod;
-
- vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
-
- dlit = color.rgb * plcol.rgb * plcol.a;
-
- col = dlit*lit*diff_tex*shadow;
- amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance;
- }
-
- //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
- vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
-
- amb_da += (da*da*0.5+0.5)*proj_ambiance;
-
- amb_da *= dist_atten * noise;
-
- amb_da = min(amb_da, 1.0-lit);
-
- col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
- }
-
-
- if (spec.a > 0.0)
- {
- vec3 npos = -normalize(pos);
- dlit *= min(da*6.0, 1.0) * dist_atten;
-
- //vec3 ref = dot(pos+lv, norm);
- vec3 h = normalize(lv+npos);
- float nh = dot(norm, h);
- float nv = dot(norm, npos);
- float vh = dot(npos, h);
- float sa = nh;
- float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
-
- float gtdenom = 2 * nh;
- float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
-
- if (nh > 0.0)
- {
- float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
- col += dlit*scol*spec.rgb*shadow;
- //col += spec.rgb;
- }
- }
-
-
-
-
-
- if (envIntensity > 0.0)
- {
- vec3 ref = reflect(normalize(pos), norm);
-
- //project from point pos in direction ref to plane proj_p, proj_n
- vec3 pdelta = proj_p-pos;
- float ds = dot(ref, proj_n);
-
- if (ds < 0.0)
- {
- vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
-
- vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
-
- if (stc.z > 0.0)
- {
+
+ vec3 col = vec3(0,0,0);
+
+#if defined(LOCAL_LIGHT_KILL)
+ discard;
+#else
+ vec4 frag = vary_fragcoord;
+ frag.xyz /= frag.w;
+ frag.xyz = frag.xyz*0.5+0.5;
+ frag.xy *= screen_res;
+
+ vec3 pos = getPosition(frag.xy).xyz;
+ vec3 lv = center.xyz-pos.xyz;
+ float dist = length(lv);
+
+ if (dist >= size)
+ {
+ discard;
+ }
+ dist /= size;
+
+ float shadow = 1.0;
+
+ if (proj_shadow_idx >= 0)
+ {
+ vec4 shd = texture2DRect(lightMap, frag.xy);
+ shadow = (proj_shadow_idx==0)?shd.b:shd.a;
+ shadow += shadow_fade;
+ shadow = clamp(shadow, 0.0, 1.0);
+ }
+
+ vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
+
+ float envIntensity = norm.z;
+
+ norm = getNorm(frag.xy);
+
+ norm = normalize(norm);
+ float l_dist = -dot(lv, proj_n);
+
+ vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
+ if (proj_tc.z < 0.0)
+ {
+ discard;
+ }
+
+ proj_tc.xyz /= proj_tc.w;
+
+ float fa = falloff+1.0;
+ float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0);
+ dist_atten *= dist_atten;
+ dist_atten *= 2.0;
+ if (dist_atten <= 0.0)
+ {
+ discard;
+ }
+
+ lv = proj_origin-pos.xyz;
+ lv = normalize(lv);
+ float da = dot(norm, lv);
+
+ vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
+ // SL-12005 Projector light pops as we get closer, more objectionable than being in wrong color space.
+ // We can't switch to linear here unless we do it everywhere*
+ // *gbuffer IS sRGB, convert to linear since this shader outputs linear
+ diff_tex.rgb = srgb_to_linear(diff_tex.rgb);
+
+ vec4 spec = texture2DRect(specularRect, frag.xy);
+
+ vec3 dlit = vec3(0, 0, 0);
+
+ float noise = texture2D(noiseMap, frag.xy/128.0).b;
+ if (proj_tc.z > 0.0 &&
+ proj_tc.x < 1.0 &&
+ proj_tc.y < 1.0 &&
+ proj_tc.x > 0.0 &&
+ proj_tc.y > 0.0)
+ {
+ float amb_da = proj_ambiance;
+ float lit = 0.0;
+
+ if (da > 0.0)
+ {
+ lit = da * dist_atten * noise;
+
+ float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
+ float lod = diff * proj_lod;
+
+ vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
+
+ dlit = color.rgb * plcol.rgb * plcol.a;
+
+ col = dlit*lit*diff_tex*shadow;
+
+ // unshadowed for consistency between forward and deferred?
+ amb_da += (da*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance;
+ }
+
+ //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
+ vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
+
+ // use unshadowed for consistency between forward and deferred?
+ amb_da += (da*da*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance;
+ amb_da *= dist_atten * noise;
+ amb_da = min(amb_da, 1.0-lit);
+
+ col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
+ }
+
+
+ if (spec.a > 0.0)
+ {
+ vec3 npos = -normalize(pos);
+ dlit *= min(da*6.0, 1.0) * dist_atten;
+
+ //vec3 ref = dot(pos+lv, norm);
+ vec3 h = normalize(lv+npos);
+ float nh = dot(norm, h);
+ float nv = dot(norm, npos);
+ float vh = dot(npos, h);
+ float sa = nh;
+ float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
+
+ float gtdenom = 2 * nh;
+ float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
+
+ if (nh > 0.0)
+ {
+ float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
+ vec3 speccol = dlit*scol*spec.rgb*shadow;
+ speccol = clamp(speccol, vec3(0), vec3(1));
+ col += speccol;
+ }
+ }
+
+ if (envIntensity > 0.0)
+ {
+ vec3 ref = reflect(normalize(pos), norm);
+
+ //project from point pos in direction ref to plane proj_p, proj_n
+ vec3 pdelta = proj_p-pos;
+ float ds = dot(ref, proj_n);
+
+ if (ds < 0.0)
+ {
+ vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
+
+ vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
+
+ if (stc.z > 0.0)
+ {
stc /= stc.w;
-
- if (stc.x < 1.0 &&
- stc.y < 1.0 &&
- stc.x > 0.0 &&
- stc.y > 0.0)
- {
- col += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity;
- }
- }
- }
- }
-
- //not sure why, but this line prevents MATBUG-194
- col = max(col, vec3(0.0));
-
- frag_color.rgb = col;
- frag_color.a = 0.0;
+
+ if (stc.x < 1.0 &&
+ stc.y < 1.0 &&
+ stc.x > 0.0 &&
+ stc.y > 0.0)
+ {
+ col += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity;
+ }
+ }
+ }
+ }
+#endif
+
+ //not sure why, but this line prevents MATBUG-194
+ col = max(col, vec3(0.0));
+
+ //output linear
+ frag_color.rgb = col;
+ frag_color.a = 0.0;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl
new file mode 100644
index 0000000000..1dce85a83b
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl
@@ -0,0 +1,204 @@
+/**
+ * @file class2/deferred/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
+ * $/LicenseInfo$
+ */
+
+uniform mat4 modelview_projection_matrix;
+
+// SKY ////////////////////////////////////////////////////////////////////////
+// The vertex shader for creating the atmospheric sky
+///////////////////////////////////////////////////////////////////////////////
+
+// Inputs
+uniform vec3 camPosLocal;
+
+uniform vec4 lightnorm;
+uniform vec4 sunlight_color;
+uniform vec4 moonlight_color;
+uniform int sun_up_factor;
+uniform vec4 ambient_color;
+uniform vec4 blue_horizon;
+uniform vec4 blue_density;
+uniform float haze_horizon;
+uniform float haze_density;
+
+uniform float cloud_shadow;
+uniform float density_multiplier;
+uniform float distance_multiplier;
+uniform float max_y;
+
+uniform vec4 glow;
+uniform float sun_moon_glow_factor;
+
+uniform vec4 cloud_color;
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData
+#endif
+
+VARYING vec3 pos;
+
+/////////////////////////////////////////////////////////////////////////
+// The fragment shader for the sky
+/////////////////////////////////////////////////////////////////////////
+
+uniform sampler2D rainbow_map;
+uniform sampler2D halo_map;
+
+uniform float moisture_level;
+uniform float droplet_radius;
+uniform float ice_level;
+
+vec3 rainbow(float d)
+{
+ d = clamp(d, -1.0, 0.0);
+ float rad = (droplet_radius - 5.0f) / 1024.0f;
+ return pow(texture2D(rainbow_map, vec2(rad, d)).rgb, vec3(1.8)) * moisture_level;
+}
+
+vec3 halo22(float d)
+{
+ d = clamp(d, 0.1, 1.0);
+ float v = sqrt(clamp(1 - (d * d), 0, 1));
+ return texture2D(halo_map, vec2(0, v)).rgb * ice_level;
+}
+
+/// Soft clips the light with a gamma correction
+vec3 scaleSoftClip(vec3 light);
+
+void main()
+{
+
+ // World / view / projection
+ // Get relative position
+ vec3 P = pos.xyz - camPosLocal.xyz + vec3(0,50,0);
+
+ // 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 light_atten;
+
+ float dens_mul = density_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 = 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;
+
+ // 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;
+
+ temp2.x *= sun_moon_glow_factor;
+
+ // Haze color above cloud
+ vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient_color)
+ + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color)
+ );
+
+ // Final atmosphere additive
+ color *= (1. - temp1);
+
+ // Increase ambient when there are more clouds
+ vec4 tmpAmbient = ambient_color;
+ tmpAmbient += max(vec4(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
+ vec4 additiveColorBelowCloud = (blue_horizon * blue_weight * (sunlight + tmpAmbient)
+ + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
+ );
+
+
+
+ // 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
+ color += (additiveColorBelowCloud - color) * (1. - sqrt(temp1));
+
+ float optic_d = dot(Pn, lightnorm.xyz);
+
+ vec3 halo_22 = halo22(optic_d);
+
+ color.rgb += rainbow(optic_d);
+
+ color.rgb += halo_22;
+
+ color.rgb *= 2.;
+ color.rgb = scaleSoftClip(color.rgb);
+
+ /// Gamma correct for WL (soft clip effect).
+ frag_data[0] = vec4(color.rgb, 1.0);
+ frag_data[1] = vec4(0.0,0.0,0.0,0.0);
+ frag_data[2] = vec4(0.0,0.0,0.0,1.0); //1.0 in norm.w masks off fog
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyV.glsl
new file mode 100644
index 0000000000..bcf775577a
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/deferred/skyV.glsl
@@ -0,0 +1,42 @@
+/**
+ * @file WLSkyV.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
+///////////////////////////////////////////////////////////////////////////////
+
+VARYING vec3 pos;
+
+void main()
+{
+
+ // World / view / projection
+ pos = position.xyz;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index f7832521fa..b0dff0c628 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -1,5 +1,5 @@
/**
- * @file softenLightF.glsl
+ * @file class2/deferred/softenLightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -22,8 +22,9 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
#extension GL_ARB_texture_rectangle : enable
+#extension GL_ARB_shader_texture_lod : enable
/*[EXTRA_CODE_HERE]*/
@@ -39,456 +40,161 @@ uniform sampler2DRect normalMap;
uniform sampler2DRect lightMap;
uniform sampler2DRect depthMap;
uniform samplerCube environmentMap;
-uniform sampler2D lightFunc;
+uniform sampler2D lightFunc;
uniform float blur_size;
uniform float blur_fidelity;
// Inputs
-uniform vec4 morphFactor;
-uniform vec3 camPosLocal;
-//uniform vec4 camPosWorld;
-uniform vec4 gamma;
-uniform vec4 lightnorm;
-uniform vec4 sunlight_color;
-uniform vec4 ambient;
-uniform vec4 blue_horizon;
-uniform vec4 blue_density;
-uniform float haze_horizon;
-uniform float haze_density;
-uniform float cloud_shadow;
-uniform float density_multiplier;
-uniform float distance_multiplier;
-uniform float max_y;
-uniform vec4 glow;
-uniform float global_gamma;
-uniform float scene_light_strength;
uniform mat3 env_mat;
-uniform vec4 shadow_clip;
-uniform mat3 ssao_effect_mat;
uniform vec3 sun_dir;
+uniform vec3 moon_dir;
+uniform int sun_up_factor;
VARYING vec2 vary_fragcoord;
-vec3 vary_PositionEye;
-
-vec3 vary_SunlitColor;
-vec3 vary_AmblitColor;
-vec3 vary_AdditiveColor;
-vec3 vary_AtmosAttenuation;
-
uniform mat4 inv_proj;
uniform vec2 screen_res;
-vec3 srgb_to_linear(vec3 cs)
-{
- vec3 low_range = cs / vec3(12.92);
- vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4));
- bvec3 lte = lessThanEqual(cs,vec3(0.04045));
-
-#ifdef OLD_SELECT
- vec3 result;
- result.r = lte.r ? low_range.r : high_range.r;
- result.g = lte.g ? low_range.g : high_range.g;
- result.b = lte.b ? low_range.b : high_range.b;
- return result;
-#else
- return mix(high_range, low_range, lte);
-#endif
-
-}
-
-vec3 linear_to_srgb(vec3 cl)
-{
- cl = clamp(cl, vec3(0), vec3(1));
- vec3 low_range = cl * 12.92;
- vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055;
- bvec3 lt = lessThan(cl,vec3(0.0031308));
-
-#ifdef OLD_SELECT
- vec3 result;
- result.r = lt.r ? low_range.r : high_range.r;
- result.g = lt.g ? low_range.g : high_range.g;
- result.b = lt.b ? low_range.b : high_range.b;
- return result;
-#else
- return mix(high_range, low_range, lt);
-#endif
-
-}
-
-vec2 encode_normal(vec3 n)
-{
- float f = sqrt(8 * n.z + 8);
- return n.xy / f + 0.5;
-}
-
-vec3 decode_normal (vec2 enc)
-{
- vec2 fenc = enc*4-2;
- float f = dot(fenc,fenc);
- float g = sqrt(1-f/4);
- vec3 n;
- n.xy = fenc*g;
- n.z = 1-f/2;
- return n;
-}
-
-vec4 getPosition_d(vec2 pos_screen, float depth)
-{
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-vec4 getPosition(vec2 pos_screen)
-{ //get position in screen space (world units) given window coordinate and depth map
- float depth = texture2DRect(depthMap, pos_screen.xy).r;
- return getPosition_d(pos_screen, depth);
-}
-
-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;
-}
+vec3 getNorm(vec2 pos_screen);
+vec4 getPositionWithDepth(vec2 pos_screen, float depth);
-void setAtmosAttenuation(vec3 v)
-{
- vary_AtmosAttenuation = v;
-}
+void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
+float getAmbientClamp();
+vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
+vec3 scaleSoftClipFrag(vec3 l);
+vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
+vec3 fullbrightScaleSoftClip(vec3 light);
-void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
-
- vec3 P = inPositionEye;
- setPositionEye(P);
-
- 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 + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
- //I had thought blue_density and haze_density should have equal weighting,
- //but attenuation due to haze_density tends to seem too strong
-
- temp1 = blue_density + vec4(haze_density);
- blue_weight = blue_density / temp1;
- haze_weight = vec4(haze_density) / temp1;
-
- //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
- temp2.y = max(0.0, tmpLightnorm.y);
- temp2.y = 1. / temp2.y;
- sunlight *= exp( - light_atten * temp2.y);
-
- // main atmospheric scattering line integral
- temp2.z = Plen * density_multiplier;
-
- // Transparency (-> temp1)
- // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati
- // compiler gets confused.
- temp1 = exp(-temp1 * temp2.z * distance_multiplier);
-
- //final atmosphere attenuation factor
- setAtmosAttenuation(temp1.rgb);
-
- //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 * 0.5;
-
- /* decrease value and saturation (that in HSV, not HSL) for occluded areas
- * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html
- * // The following line of code performs the equivalent of:
- * float ambAlpha = tmpAmbient.a;
- * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis
- * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue);
- * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha);
- */
- tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a);
-
- //haze color
- setAdditiveColor(
- vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient)
- + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x
- + tmpAmbient)));
-
- //brightness of surface both sunlight and ambient
- /*setSunlitColor(pow(vec3(sunlight * .5), vec3(global_gamma)) * global_gamma);
- setAmblitColor(pow(vec3(tmpAmbient * .25), vec3(global_gamma)) * global_gamma);
- setAdditiveColor(pow(getAdditiveColor() * vec3(1.0 - temp1), vec3(global_gamma)) * global_gamma);*/
-
- setSunlitColor(vec3(sunlight * .5));
- setAmblitColor(vec3(tmpAmbient * .25));
- setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1));
-}
+vec3 linear_to_srgb(vec3 c);
+vec3 srgb_to_linear(vec3 c);
#ifdef WATER_FOG
-uniform vec4 waterPlane;
-uniform vec4 waterFogColor;
-uniform float waterFogDensity;
-uniform float waterFogKS;
-
-vec4 applyWaterFogDeferred(vec3 pos, vec4 color)
-{
- //normalize view vector
- vec3 view = normalize(pos);
- 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(pos - 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;
-}
+vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif
-vec3 atmosLighting(vec3 light)
-{
- light *= getAtmosAttenuation().r;
- light += getAdditiveColor();
- return (2.0 * light);
-}
-
-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 atmosGetDiffuseSunlightColor()
-{
- return getSunlitColor();
-}
-
-vec3 scaleDownLight(vec3 light)
-{
- return (light / scene_light_strength );
-}
-
-vec3 scaleUpLight(vec3 light)
-{
- return (light * scene_light_strength);
-}
-
-vec3 atmosAmbient(vec3 light)
-{
- return getAmblitColor() + light / 2.0;
-}
-
-vec3 atmosAffectDirectionalLight(float lightIntensity)
-{
- return getSunlitColor() * lightIntensity;
-}
-
-vec3 scaleSoftClip(vec3 light)
+void main()
{
- //soft clip effect:
- light = 1. - clamp(light, vec3(0.), vec3(1.));
- light = 1. - pow(light, gamma.xxx);
-
- return light;
-}
-
+ vec2 tc = vary_fragcoord.xy;
+ float depth = texture2DRect(depthMap, tc.xy).r;
+ vec4 pos = getPositionWithDepth(tc, depth);
+ vec4 norm = texture2DRect(normalMap, tc);
+ float envIntensity = norm.z;
+ norm.xyz = getNorm(tc);
+
+ vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
+ float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0);
+ float light_gamma = 1.0/1.3;
+ da = pow(da, light_gamma);
+
+ vec4 diffuse = texture2DRect(diffuseRect, tc);
+
+ vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
+
+ vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
+ scol_ambocc = pow(scol_ambocc, vec2(light_gamma));
+
+ float scol = max(scol_ambocc.r, diffuse.a);
+
+ float ambocc = scol_ambocc.g;
+
+ vec3 color = vec3(0);
+ float bloom = 0.0;
+ {
+ vec3 sunlit;
+ vec3 amblit;
+ vec3 additive;
+ vec3 atten;
+
+ calcAtmosphericVars(pos.xyz, light_dir, ambocc, sunlit, amblit, additive, atten, true);
+
+ color.rgb = amblit;
+
+ float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
+ ambient *= 0.5;
+ ambient *= ambient;
+ ambient = (1.0 - ambient);
+
+ color.rgb *= ambient;
+
+ vec3 sun_contrib = min(da, scol) * sunlit;
+
+ color.rgb += sun_contrib;
+
+ color.rgb *= diffuse.rgb;
+
+ vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
+
+ if (spec.a > 0.0) // specular reflection
+ {
+
+#if 1 //EEP
+ vec3 npos = -normalize(pos.xyz);
+
+ //vec3 ref = dot(pos+lv, norm);
+ vec3 h = normalize(light_dir.xyz+npos);
+ float nh = dot(norm.xyz, h);
+ float nv = dot(norm.xyz, npos);
+ float vh = dot(npos, h);
+ float sa = nh;
+ float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
+
+ float gtdenom = 2 * nh;
+ float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
+
+ if (nh > 0.0)
+ {
+ float scontrib = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
+ vec3 sp = sun_contrib*scontrib / 6.0;
+ sp = clamp(sp, vec3(0), vec3(1));
+ bloom += dot(sp, sp) / 4.0;
+ color += sp * spec.rgb;
+ }
+#else //PRODUCTION
+ float sa = dot(refnormpersp, light_dir.xyz);
+ vec3 dumbshiny = sunlit*(texture2D(lightFunc, vec2(sa, spec.a)).r);
+
+ // add the two types of shiny together
+ vec3 spec_contrib = dumbshiny * spec.rgb;
+ bloom = dot(spec_contrib, spec_contrib) / 6;
+ color.rgb += spec_contrib;
+#endif
-vec3 fullbrightScaleSoftClip(vec3 light)
-{
- //soft clip effect:
- return light;
+ }
+
+ color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a);
+
+ if (envIntensity > 0.0)
+ { //add environmentmap
+ vec3 env_vec = env_mat * refnormpersp;
+ vec3 reflected_color = textureCube(environmentMap, env_vec).rgb;
+ color = mix(color.rgb, reflected_color, envIntensity);
+ }
+
+ if (norm.w < 0.5)
+ {
+ color = mix(atmosFragLighting(color, additive, atten), fullbrightAtmosTransportFrag(color, additive, atten), diffuse.a);
+ color = mix(scaleSoftClipFrag(color), fullbrightScaleSoftClip(color), diffuse.a);
+ }
+
+ #ifdef WATER_FOG
+ vec4 fogged = applyWaterFogView(pos.xyz,vec4(color, bloom));
+ color = fogged.rgb;
+ bloom = fogged.a;
+ #endif
+
+ }
+
+// linear debuggables
+//color.rgb = vec3(final_da);
+//color.rgb = vec3(ambient);
+//color.rgb = vec3(scol);
+//color.rgb = diffuse_srgb.rgb;
+
+ // convert to linear as fullscreen lights need to sum in linear colorspace
+ // and will be gamma (re)corrected downstream...
+
+ frag_color.rgb = srgb_to_linear(color.rgb);
+ frag_color.a = bloom;
}
-void main()
-{
- vec2 tc = vary_fragcoord.xy;
- float depth = texture2DRect(depthMap, tc.xy).r;
- vec3 pos = getPosition_d(tc, depth).xyz;
- vec4 norm = texture2DRect(normalMap, tc);
- float envIntensity = norm.z;
- norm.xyz = decode_normal(norm.xy); // unpack norm
-
- float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
-
- float light_gamma = 1.0/1.3;
- da = pow(da, light_gamma);
-
-
- vec4 diffuse = texture2DRect(diffuseRect, tc);
-
- //convert to gamma space
- diffuse.rgb = linear_to_srgb(diffuse.rgb);
-
- vec3 col;
- float bloom = 0.0;
- {
- vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
-
- vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
- scol_ambocc = pow(scol_ambocc, vec2(light_gamma));
-
- float scol = max(scol_ambocc.r, diffuse.a);
-
-
-
- float ambocc = scol_ambocc.g;
-
- calcAtmospherics(pos.xyz, ambocc);
-
- col = atmosAmbient(vec3(0));
- float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
- ambient *= 0.5;
- ambient *= ambient;
- ambient = (1.0-ambient);
-
- col.rgb *= ambient;
-
- col += atmosAffectDirectionalLight(max(min(da, scol), 0.0));
-
- col *= diffuse.rgb;
-
- vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
-
- if (spec.a > 0.0) // specular reflection
- {
- // the old infinite-sky shiny reflection
- //
-
- float sa = dot(refnormpersp, sun_dir.xyz);
- vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*(texture2D(lightFunc, vec2(sa, spec.a)).r);
-
- // add the two types of shiny together
- vec3 spec_contrib = dumbshiny * spec.rgb;
- bloom = dot(spec_contrib, spec_contrib) / 6;
- col += spec_contrib;
- }
-
-
- col = mix(col, diffuse.rgb, diffuse.a);
-
- if (envIntensity > 0.0)
- { //add environmentmap
- vec3 env_vec = env_mat * refnormpersp;
-
- vec3 refcol = textureCube(environmentMap, env_vec).rgb;
-
- col = mix(col.rgb, refcol,
- envIntensity);
-
- }
-
- if (norm.w < 0.5)
- {
- col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a);
- col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a);
- }
-
- #ifdef WATER_FOG
- vec4 fogged = applyWaterFogDeferred(pos,vec4(col, bloom));
- col = fogged.rgb;
- bloom = fogged.a;
- #endif
-
- col = srgb_to_linear(col);
-
- //col = vec3(1,0,1);
- //col.g = envIntensity;
- }
-
- frag_color.rgb = col;
- frag_color.a = bloom;
-}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
index c840d72784..bd11aa3f05 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
@@ -31,12 +31,19 @@ uniform vec2 screen_res;
VARYING vec2 vary_fragcoord;
+// forwards
+void setAtmosAttenuation(vec3 c);
+void setAdditiveColor(vec3 c);
+
void main()
{
//transform vertex
vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
gl_Position = pos;
-
-
+
+ // appease OSX GLSL compiler/linker by touching all the varyings we said we would
+ setAtmosAttenuation(vec3(1));
+ setAdditiveColor(vec3(0));
+
vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
index 81af1fdc8a..5ab0b5c5b4 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
@@ -71,70 +71,14 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
-vec2 encode_normal(vec3 n)
-{
- float f = sqrt(8 * n.z + 8);
- return n.xy / f + 0.5;
-}
-
-vec3 decode_normal (vec2 enc)
-{
- vec2 fenc = enc*4-2;
- float f = dot(fenc,fenc);
- float g = sqrt(1-f/4);
- vec3 n;
- n.xy = fenc*g;
- n.z = 1-f/2;
- return n;
-}
-
-vec3 srgb_to_linear(vec3 cs)
-{
- vec3 low_range = cs / vec3(12.92);
- vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4));
- bvec3 lte = lessThanEqual(cs,vec3(0.04045));
-
-#ifdef OLD_SELECT
- vec3 result;
- result.r = lte.r ? low_range.r : high_range.r;
- result.g = lte.g ? low_range.g : high_range.g;
- result.b = lte.b ? low_range.b : high_range.b;
- return result;
-#else
- return mix(high_range, low_range, lte);
-#endif
-
-}
-
-vec3 linear_to_srgb(vec3 cl)
-{
- cl = clamp(cl, vec3(0), vec3(1));
- vec3 low_range = cl * 12.92;
- vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055;
- bvec3 lt = lessThan(cl,vec3(0.0031308));
-
-#ifdef OLD_SELECT
- vec3 result;
- result.r = lt.r ? low_range.r : high_range.r;
- result.g = lt.g ? low_range.g : high_range.g;
- result.b = lt.b ? low_range.b : high_range.b;
- return result;
-#else
- return mix(high_range, low_range, lt);
-#endif
-
-}
-
-vec4 correctWithGamma(vec4 col)
-{
- return vec4(srgb_to_linear(col.rgb), col.a);
-}
+vec3 getNorm(vec2 pos_screen);
+vec3 srgb_to_linear(vec3 c);
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret.rgb = srgb_to_linear(ret.rgb);
-
+
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
float det = min(lod/(proj_lod*0.5), 1.0);
@@ -153,7 +97,7 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret = correctWithGamma(ret);
+ ret.rgb = srgb_to_linear(ret.rgb);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
@@ -171,7 +115,7 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret = correctWithGamma(ret);
+ ret.rgb = srgb_to_linear(ret.rgb);
vec2 dist = tc-vec2(0.5);
@@ -182,22 +126,15 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
return ret;
}
-
-vec4 getPosition(vec2 pos_screen)
-{
- float depth = texture2DRect(depthMap, pos_screen.xy).r;
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
+vec4 getPosition(vec2 pos_screen);
void main()
{
+ vec3 col = vec3(0,0,0);
+
+#if defined(LOCAL_LIGHT_KILL)
+ discard;
+#else
vec4 frag = vary_fragcoord;
frag.xyz /= frag.w;
frag.xyz = frag.xyz*0.5+0.5;
@@ -206,26 +143,26 @@ void main()
vec3 pos = getPosition(frag.xy).xyz;
vec3 lv = trans_center.xyz-pos.xyz;
float dist = length(lv);
+
+ if (dist >= size)
+ {
+ discard;
+ }
dist /= size;
- if (dist > 1.0)
- {
- discard;
- }
-
+
float shadow = 1.0;
if (proj_shadow_idx >= 0)
{
vec4 shd = texture2DRect(lightMap, frag.xy);
- float sh[2];
- sh[0] = shd.b;
- sh[1] = shd.a;
- shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0);
+ shadow = (proj_shadow_idx == 0) ? shd.b : shd.a;
+ shadow += shadow_fade;
+ shadow = clamp(shadow, 0.0, 1.0);
}
vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
float envIntensity = norm.z;
- norm = decode_normal(norm.xy);
+ norm = getNorm(frag.xy);
norm = normalize(norm);
float l_dist = -dot(lv, proj_n);
@@ -252,12 +189,8 @@ void main()
lv = normalize(lv);
float da = dot(norm, lv);
- vec3 col = vec3(0,0,0);
-
- vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
-
+ vec3 diff_tex = srgb_to_linear(texture2DRect(diffuseRect, frag.xy).rgb);
vec4 spec = texture2DRect(specularRect, frag.xy);
-
vec3 dlit = vec3(0, 0, 0);
float noise = texture2D(noiseMap, frag.xy/128.0).b;
@@ -280,23 +213,21 @@ void main()
vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
dlit = color.rgb * plcol.rgb * plcol.a;
-
+
col = dlit*lit*diff_tex*shadow;
- amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance;
+
+ amb_da += (da*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance;
}
//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
- amb_da += (da*da*0.5+0.5)*proj_ambiance;
-
+ amb_da += (da*da*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance;
amb_da *= dist_atten * noise;
-
amb_da = min(amb_da, 1.0-lit);
-
- col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
- }
+ col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
+ }
if (spec.a > 0.0)
{
@@ -317,14 +248,11 @@ void main()
if (nh > 0.0)
{
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
- col += dlit*scol*spec.rgb*shadow;
- //col += spec.rgb;
+ vec3 speccol = dlit*scol*spec.rgb*shadow;
+ speccol = clamp(speccol, vec3(0), vec3(1));
+ col += speccol;
}
}
-
-
-
-
if (envIntensity > 0.0)
{
@@ -354,10 +282,12 @@ void main()
}
}
}
+#endif
//not sure why, but this line prevents MATBUG-194
col = max(col, vec3(0.0));
+ //output linear colors as gamma correction happens down stream
frag_color.rgb = col;
frag_color.a = 0.0;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
index 265da8df99..8abdeae5ae 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
@@ -35,228 +35,26 @@ out vec4 frag_color;
//class 2, shadows, no SSAO
-uniform sampler2DRect depthMap;
-uniform sampler2DRect normalMap;
-uniform sampler2DShadow shadowMap0;
-uniform sampler2DShadow shadowMap1;
-uniform sampler2DShadow shadowMap2;
-uniform sampler2DShadow shadowMap3;
-uniform sampler2DShadow shadowMap4;
-uniform sampler2DShadow shadowMap5;
-
-
// Inputs
-uniform mat4 shadow_matrix[6];
-uniform vec4 shadow_clip;
-uniform float ssao_radius;
-uniform float ssao_max_radius;
-uniform float ssao_factor;
-uniform float ssao_factor_inv;
-
VARYING vec2 vary_fragcoord;
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-uniform vec2 proj_shadow_res;
uniform vec3 sun_dir;
-
-uniform vec2 shadow_res;
uniform float shadow_bias;
-uniform float shadow_offset;
-
-uniform float spot_shadow_bias;
-uniform float spot_shadow_offset;
-
-vec2 encode_normal(vec3 n)
-{
- float f = sqrt(8 * n.z + 8);
- return n.xy / f + 0.5;
-}
-
-vec3 decode_normal (vec2 enc)
-{
- vec2 fenc = enc*4-2;
- float f = dot(fenc,fenc);
- float g = sqrt(1-f/4);
- vec3 n;
- n.xy = fenc*g;
- n.z = 1-f/2;
- return n;
-}
-
-vec4 getPosition(vec2 pos_screen)
-{
- float depth = texture2DRect(depthMap, pos_screen.xy).r;
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
-{
- stc.xyz /= stc.w;
- stc.z += shadow_bias;
-
- stc.x = floor(stc.x*shadow_res.x + fract(pos_screen.y*0.666666666))/shadow_res.x; // add some jitter to X sample pos according to Y to disguise the snapping going on here
- float cs = shadow2D(shadowMap, stc.xyz).x;
- float shadow = cs;
+vec3 getNorm(vec2 pos_screen);
+vec4 getPosition(vec2 pos_screen);
- shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
-
-
- return shadow*0.2;
-}
-
-float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
-{
- stc.xyz /= stc.w;
- stc.z += spot_shadow_bias*scl;
- stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap
-
- float cs = shadow2D(shadowMap, stc.xyz).x;
- float shadow = cs;
-
- vec2 off = 1.0/proj_shadow_res;
- off.y *= 1.5;
-
- shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x;
-
- return shadow*0.2;
-}
+float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
+float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen);
void main()
{
- vec2 pos_screen = vary_fragcoord.xy;
-
- //try doing an unproject here
-
- vec4 pos = getPosition(pos_screen);
-
- vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
- norm = decode_normal(norm.xy); // unpack norm
-
- /*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL
- {
- frag_color = vec4(0.0); // doesn't matter
- return;
- }*/
-
- float shadow = 0.0;
- float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz));
-
- vec3 shadow_pos = pos.xyz;
- vec3 offset = sun_dir.xyz * (1.0-dp_directional_light);
-
- vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0);
-
- if (spos.z > -shadow_clip.w)
- {
- if (dp_directional_light == 0.0)
- {
- // if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup
- shadow = 0.0;
- }
- else
- {
- vec4 lpos;
-
- vec4 near_split = shadow_clip*-0.75;
- vec4 far_split = shadow_clip*-1.25;
- vec4 transition_domain = near_split-far_split;
- float weight = 0.0;
-
- if (spos.z < near_split.z)
- {
- lpos = shadow_matrix[3]*spos;
-
- float w = 1.0;
- w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
- shadow += pcfShadow(shadowMap3, lpos, 0.25, pos_screen)*w;
- weight += w;
- shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
- }
-
- if (spos.z < near_split.y && spos.z > far_split.z)
- {
- lpos = shadow_matrix[2]*spos;
-
- float w = 1.0;
- w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
- w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
- shadow += pcfShadow(shadowMap2, lpos, 0.5, pos_screen)*w;
- weight += w;
- }
-
- if (spos.z < near_split.x && spos.z > far_split.y)
- {
- lpos = shadow_matrix[1]*spos;
-
- float w = 1.0;
- w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
- w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
- shadow += pcfShadow(shadowMap1, lpos, 0.75, pos_screen)*w;
- weight += w;
- }
-
- if (spos.z > far_split.x)
- {
- lpos = shadow_matrix[0]*spos;
-
- float w = 1.0;
- w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
-
- shadow += pcfShadow(shadowMap0, lpos, 1.0, pos_screen)*w;
- weight += w;
- }
-
-
- shadow /= weight;
-
- // take the most-shadowed value out of these two:
- // * the blurred sun shadow in the light (shadow) map
- // * an unblurred dot product between the sun and this norm
- // the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting
- shadow = min(shadow, dp_directional_light);
-
- //lpos.xy /= lpos.w*32.0;
- //if (fract(lpos.x) < 0.1 || fract(lpos.y) < 0.1)
- //{
- // shadow = 0.0;
- //}
-
- }
- }
- else
- {
- // more distant than the shadow map covers
- shadow = 1.0;
- }
-
- frag_color[0] = shadow;
- frag_color[1] = 1.0;
-
- spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0);
-
- //spotlight shadow 1
- vec4 lpos = shadow_matrix[4]*spos;
- frag_color[2] = pcfSpotShadow(shadowMap4, lpos, 0.8, pos_screen);
-
- //spotlight shadow 2
- lpos = shadow_matrix[5]*spos;
- frag_color[3] = pcfSpotShadow(shadowMap5, lpos, 0.8, pos_screen);
-
- //frag_color.rgb = pos.xyz;
- //frag_color.b = shadow;
+ vec2 pos_screen = vary_fragcoord.xy;
+ vec4 pos = getPosition(pos_screen);
+ vec3 norm = getNorm(pos_screen);
+
+ frag_color.r = sampleDirectionalShadow(pos.xyz, norm, pos_screen);
+ frag_color.g = 1.0f;
+ frag_color.b = sampleSpotShadow(pos.xyz, norm, 0, pos_screen);
+ frag_color.a = sampleSpotShadow(pos.xyz, norm, 1, pos_screen);
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
index 5c6fe30daa..64d99bae2c 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
@@ -1,5 +1,5 @@
/**
- * @file sunLightSSAOF.glsl
+ * @file class2/deferred/sunLightSSAOF.glsl
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
@@ -34,290 +34,24 @@ out vec4 frag_color;
//class 2 -- shadows and SSAO
-uniform sampler2DRect depthMap;
-uniform sampler2DRect normalMap;
-uniform sampler2DShadow shadowMap0;
-uniform sampler2DShadow shadowMap1;
-uniform sampler2DShadow shadowMap2;
-uniform sampler2DShadow shadowMap3;
-uniform sampler2DShadow shadowMap4;
-uniform sampler2DShadow shadowMap5;
-uniform sampler2D noiseMap;
-
-
// Inputs
-uniform mat4 shadow_matrix[6];
-uniform vec4 shadow_clip;
-uniform float ssao_radius;
-uniform float ssao_max_radius;
-uniform float ssao_factor;
-uniform float ssao_factor_inv;
-
VARYING vec2 vary_fragcoord;
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-uniform vec2 proj_shadow_res;
-uniform vec3 sun_dir;
-
-uniform vec2 shadow_res;
-
-uniform float shadow_bias;
-uniform float shadow_offset;
-
-uniform float spot_shadow_bias;
-uniform float spot_shadow_offset;
-
-vec2 encode_normal(vec3 n)
-{
- float f = sqrt(8 * n.z + 8);
- return n.xy / f + 0.5;
-}
-
-vec3 decode_normal (vec2 enc)
-{
- vec2 fenc = enc*4-2;
- float f = dot(fenc,fenc);
- float g = sqrt(1-f/4);
- vec3 n;
- n.xy = fenc*g;
- n.z = 1-f/2;
- return n;
-}
-
-vec4 getPosition(vec2 pos_screen)
-{
- float depth = texture2DRect(depthMap, pos_screen.xy).r;
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-vec2 getKern(int i)
-{
- vec2 kern[8];
- // exponentially (^2) distant occlusion samples spread around origin
- kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
- kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
- kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
- kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
- kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
- kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
- kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
- kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
-
- return kern[i];
-}
-
-//calculate decreases in ambient lighting when crowded out (SSAO)
-float calcAmbientOcclusion(vec4 pos, vec3 norm)
-{
- float ret = 1.0;
-
- vec2 pos_screen = vary_fragcoord.xy;
- vec3 pos_world = pos.xyz;
- vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
-
- float angle_hidden = 0.0;
- float points = 0;
-
- float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
-
- // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?)
- for (int i = 0; i < 8; i++)
- {
- vec2 samppos_screen = pos_screen + scale * reflect(getKern(i), noise_reflect);
- vec3 samppos_world = getPosition(samppos_screen).xyz;
-
- vec3 diff = pos_world - samppos_world;
- float dist2 = dot(diff, diff);
-
- // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
- // --> solid angle shrinking by the square of distance
- //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
- //(k should vary inversely with # of samples, but this is taken care of later)
-
- float funky_val = (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) ? 1.0 : 0.0;
- angle_hidden = angle_hidden + funky_val * min(1.0/dist2, ssao_factor_inv);
-
- // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
- float diffz_val = (diff.z > -1.0) ? 1.0 : 0.0;
- points = points + diffz_val;
- }
-
- angle_hidden = min(ssao_factor*angle_hidden/points, 1.0);
-
- float points_val = (points > 0.0) ? 1.0 : 0.0;
- ret = (1.0 - (points_val * angle_hidden));
-
- ret = max(ret, 0.0);
- return min(ret, 1.0);
-}
-
-float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
-{
- stc.xyz /= stc.w;
- stc.z += shadow_bias;
-
- stc.x = floor(stc.x*shadow_res.x + fract(pos_screen.y*0.666666666))/shadow_res.x;
- float cs = shadow2D(shadowMap, stc.xyz).x;
-
- float shadow = cs;
-
- shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
-
- return shadow*0.2;
-}
-
-float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
-{
- stc.xyz /= stc.w;
- stc.z += spot_shadow_bias*scl;
- stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap
-
- float cs = shadow2D(shadowMap, stc.xyz).x;
- float shadow = cs;
+vec4 getPosition(vec2 pos_screen);
+vec3 getNorm(vec2 pos_screen);
- vec2 off = 1.0/proj_shadow_res;
- off.y *= 1.5;
-
- shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x;
-
- return shadow*0.2;
-}
+float sampleDirectionalShadow(vec3 shadow_pos, vec3 norm, vec2 pos_screen);
+float sampleSpotShadow(vec3 shadow_pos, vec3 norm, int index, vec2 pos_screen);
+float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen);
void main()
{
- vec2 pos_screen = vary_fragcoord.xy;
-
- //try doing an unproject here
-
- vec4 pos = getPosition(pos_screen);
-
- vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
- norm = decode_normal(norm.xy); // unpack norm
-
- /*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL
- {
- frag_color = vec4(0.0); // doesn't matter
- return;
- }*/
-
- float shadow = 0.0;
- float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz));
-
- vec3 shadow_pos = pos.xyz;
- vec3 offset = sun_dir.xyz * (1.0-dp_directional_light);
-
- vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0);
-
- if (spos.z > -shadow_clip.w)
- {
- if (dp_directional_light == 0.0)
- {
- // if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup
- shadow = 0.0;
- }
- else
- {
- vec4 lpos;
-
- vec4 near_split = shadow_clip*-0.75;
- vec4 far_split = shadow_clip*-1.25;
- vec4 transition_domain = near_split-far_split;
- float weight = 0.0;
-
- if (spos.z < near_split.z)
- {
- lpos = shadow_matrix[3]*spos;
-
- float w = 1.0;
- w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
- shadow += pcfShadow(shadowMap3, lpos, 0.25, pos_screen)*w;
- weight += w;
- shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
- }
-
- if (spos.z < near_split.y && spos.z > far_split.z)
- {
- lpos = shadow_matrix[2]*spos;
-
- float w = 1.0;
- w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
- w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
- shadow += pcfShadow(shadowMap2, lpos, 0.5, pos_screen)*w;
- weight += w;
- }
-
- if (spos.z < near_split.x && spos.z > far_split.y)
- {
- lpos = shadow_matrix[1]*spos;
-
- float w = 1.0;
- w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
- w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
- shadow += pcfShadow(shadowMap1, lpos, 0.75, pos_screen)*w;
- weight += w;
- }
-
- if (spos.z > far_split.x)
- {
- lpos = shadow_matrix[0]*spos;
-
- float w = 1.0;
- w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
-
- shadow += pcfShadow(shadowMap0, lpos, 1.0, pos_screen)*w;
- weight += w;
- }
-
-
- shadow /= weight;
-
- // take the most-shadowed value out of these two:
- // * the blurred sun shadow in the light (shadow) map
- // * an unblurred dot product between the sun and this norm
- // the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting
- shadow = min(shadow, dp_directional_light);
-
- //lpos.xy /= lpos.w*32.0;
- //if (fract(lpos.x) < 0.1 || fract(lpos.y) < 0.1)
- //{
- // shadow = 0.0;
- //}
-
- }
- }
- else
- {
- // more distant than the shadow map covers
- shadow = 1.0;
- }
-
- frag_color[0] = shadow;
- frag_color[1] = calcAmbientOcclusion(pos, norm);
-
- spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0);
-
- //spotlight shadow 1
- vec4 lpos = shadow_matrix[4]*spos;
- frag_color[2] = pcfSpotShadow(shadowMap4, lpos, 0.8, pos_screen);
-
- //spotlight shadow 2
- lpos = shadow_matrix[5]*spos;
- frag_color[3] = pcfSpotShadow(shadowMap5, lpos, 0.8, pos_screen);
+ vec2 pos_screen = vary_fragcoord.xy;
+ vec4 pos = getPosition(pos_screen);
+ vec3 norm = getNorm(pos_screen);
- //frag_color.rgb = pos.xyz;
- //frag_color.b = shadow;
+ frag_color.r = sampleDirectionalShadow(pos.xyz, norm, pos_screen);
+ frag_color.g = calcAmbientOcclusion(pos, norm, pos_screen);
+ frag_color.b = sampleSpotShadow(pos.xyz, norm, 0, pos_screen);
+ frag_color.a = sampleSpotShadow(pos.xyz, norm, 1, pos_screen);
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl
index 3acf9fe883..89d9d1bde3 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl
@@ -1,5 +1,5 @@
/**
- * @file sumLightsV.glsl
+ * @file class2\lighting\sumLightsSpecularV.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -28,16 +28,16 @@
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 atmosAmbient();
vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 atmosGetDiffuseSunlightColor();
vec3 scaleDownLight(vec3 light);
uniform vec4 light_position[8];
-uniform vec3 light_attenuation[8];
+uniform vec4 light_attenuation[8];
uniform vec3 light_diffuse[8];
-vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol)
+vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor)
{
vec4 col = vec4(0.0, 0.0, 0.0, color.a);
@@ -53,8 +53,8 @@ vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor
col.rgb = scaleDownLight(col.rgb);
// Add windlight lights
- col.rgb += atmosAmbient(baseCol.rgb);
- col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, light_position[0].xyz,atmosGetDiffuseSunlightColor()*baseCol.a, 1.0));
+ col.rgb += atmosAmbient();
+ col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, light_position[0].xyz, atmosGetDiffuseSunlightColor(), 1.0));
col.rgb = min(col.rgb*color.rgb, 1.0);
specularColor.rgb = min(specularColor.rgb*specularSum.rgb, 1.0);
diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
index c9987ef3b9..30ca88afd2 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
@@ -1,5 +1,5 @@
/**
- * @file sumLightsV.glsl
+ * @file class2\lighting\sumLightsV.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -24,9 +24,8 @@
*/
float calcDirectionalLight(vec3 n, vec3 l);
-float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
+float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight);
-vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
@@ -35,24 +34,27 @@ uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
-vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
+vec4 sumLights(vec3 pos, vec3 norm, vec4 color)
{
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 += light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz);
-
- col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].z);
- col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z);
-
+ col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z);
+ col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z);
col.rgb = scaleDownLight(col.rgb);
+#if defined(LOCAL_LIGHT_KILL)
+ col.rgb = vec3(0);
+i#endif
+
// Add windlight lights
- col.rgb += atmosAmbient(baseLight.rgb);
col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz));
-
+
+#if !defined(SUNLIGHT_KILL)
col.rgb = min(col.rgb*color.rgb, 1.0);
-
+#endif
+
return col;
}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
index fea3cbf69b..ee9c990b12 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
@@ -1,5 +1,5 @@
/**
- * @file atmosphericsF.glsl
+ * @file class2\wl\atmosphericsF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -22,23 +22,25 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
-
-
-//////////////////////////////////////////////////////////
-// The fragment shader for the terrain atmospherics
-//////////////////////////////////////////////////////////
vec3 getAdditiveColor();
vec3 getAtmosAttenuation();
+vec3 scaleSoftClipFrag(vec3 light);
-uniform sampler2D cloudMap;
-uniform vec4 cloud_pos_density1;
+uniform int no_atmo;
-vec3 atmosLighting(vec3 light)
+vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten)
{
- light *= getAtmosAttenuation().r;
- light += getAdditiveColor();
- return (2.0 * light);
+ if (no_atmo == 1)
+ {
+ return light;
+ }
+ light *= atten.r;
+ light += additive;
+ return light * 2.0;
}
+vec3 atmosLighting(vec3 light)
+{
+ return atmosFragLighting(light, getAdditiveColor(), getAtmosAttenuation());
+}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl
new file mode 100644
index 0000000000..5788871744
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl
@@ -0,0 +1,46 @@
+/**
+ * @file class2\wl\atmosphericsHelpersV.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
+ * $/LicenseInfo$
+ */
+
+// Output variables
+
+uniform float scene_light_strength;
+uniform int no_atmo;
+
+vec3 atmosFragAmbient(vec3 light, vec3 amblit)
+{
+ if (no_atmo == 1) return light;
+ return amblit + light / 2.0;
+}
+
+vec3 atmosFragAffectDirectionalLight(float lightIntensity, vec3 sunlit)
+{
+ return sunlit * lightIntensity;
+}
+
+vec3 scaleDownLightFrag(vec3 light)
+{
+ return (light / scene_light_strength );
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl
index 62a034ce05..9c42b84eca 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl
@@ -1,5 +1,5 @@
/**
- * @file atmosphericsHelpersV.glsl
+ * @file class2\wl\atmosphericsHelpersV.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -33,29 +33,31 @@ vec3 getAtmosAttenuation();
vec3 getPositionEye();
uniform float scene_light_strength;
+uniform int no_atmo;
-vec3 atmosAmbient(vec3 light)
+vec3 atmosAmbient()
{
- return getAmblitColor() + light / 2.0;
+ if (no_atmo == 1) return vec3(0.16);
+ return getAmblitColor();
}
vec3 atmosAffectDirectionalLight(float lightIntensity)
{
- return getSunlitColor() * lightIntensity;
+ return getSunlitColor() * lightIntensity;
}
vec3 atmosGetDiffuseSunlightColor()
{
- return getSunlitColor();
+ return getSunlitColor();
}
vec3 scaleDownLight(vec3 light)
{
- return (light / scene_light_strength );
+ return (light / scene_light_strength );
}
vec3 scaleUpLight(vec3 light)
{
- return (light * scene_light_strength);
+ 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
index d174805cc0..4c418e414f 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
@@ -1,5 +1,5 @@
/**
- * @file atmosphericsV.glsl
+ * @file class2\wl\atmosphericsV.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -22,10 +22,14 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
-
// VARYING param funcs
+
+
+uniform vec3 sun_dir;
+uniform vec3 moon_dir;
+uniform int sun_up_factor;
+
void setSunlitColor(vec3 v);
void setAmblitColor(vec3 v);
void setAdditiveColor(vec3 v);
@@ -34,124 +38,19 @@ 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 float haze_horizon;
-uniform float haze_density;
-uniform float cloud_shadow;
-uniform float density_multiplier;
-uniform float distance_multiplier;
-uniform float max_y;
-uniform vec4 glow;
+void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
void calcAtmospherics(vec3 inPositionEye) {
-
- vec3 P = inPositionEye;
- setPositionEye(P);
-
- //(TERRAIN) limit altitude
- if (P.y > max_y) P *= (max_y / P.y);
- if (P.y < -max_y) P *= (-max_y / P.y);
-
- vec3 tmpLightnorm = lightnorm.xyz;
-
- vec3 Pn = normalize(P);
- float Plen = length(P);
-
- vec4 temp1 = vec4(0);
- vec3 temp2 = vec3(0);
- vec4 blue_weight;
- vec4 haze_weight;
- vec4 sunlight = 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 + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
- //I had thought blue_density and haze_density should have equal weighting,
- //but attenuation due to haze_density tends to seem too strong
-
- temp1 = blue_density + vec4(haze_density);
- blue_weight = blue_density / temp1;
- haze_weight = vec4(haze_density) / temp1;
-
- //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
- temp2.y = max(0.0, tmpLightnorm.y);
- temp2.y = 1. / temp2.y;
- sunlight *= exp( - light_atten * temp2.y);
-
- // main atmospheric scattering line integral
- temp2.z = Plen * density_multiplier;
-
- // Transparency (-> temp1)
- // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati
- // compiler gets confused.
- temp1 = exp(-temp1 * temp2.z * distance_multiplier);
-
- //final atmosphere attenuation factor
- setAtmosAttenuation(temp1.rgb);
- //vary_AtmosAttenuation = distance_multiplier / 10000.;
- //vary_AtmosAttenuation = density_multiplier * 100.;
- //vary_AtmosAttenuation = vec4(Plen / 100000., 0., 0., 1.);
-
- //compute haze glow
- //(can use temp2.x as temp because we haven't used it yet)
- temp2.x = dot(Pn, tmpLightnorm.xyz);
- temp2.x = 1. - temp2.x;
- //temp2.x is 0 at the sun and increases away from sun
- temp2.x = max(temp2.x, .03); //was glow.y
- //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
- temp2.x *= glow.x;
- //higher glow.x gives dimmer glow (because next step is 1 / "angle")
- temp2.x = pow(temp2.x, glow.z);
- //glow.z should be negative, so we're doing a sort of (1 / "angle") function
-
- //add "minimum anti-solar illumination"
- temp2.x += .25;
-
-
- //increase ambient when there are more clouds
- vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5;
-
- //haze color
- setAdditiveColor(
- vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient)
- + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * 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.);
- */
+ vec3 P = inPositionEye;
+ setPositionEye(P);
+ vec3 tmpsunlit = vec3(1);
+ vec3 tmpamblit = vec3(1);
+ vec3 tmpaddlit = vec3(1);
+ vec3 tmpattenlit = vec3(1);
+ vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
+ calcAtmosphericVars(inPositionEye, light_dir, 1, tmpsunlit, tmpamblit, tmpaddlit, tmpattenlit, false);
+ setSunlitColor(tmpsunlit);
+ setAmblitColor(tmpamblit);
+ setAdditiveColor(tmpaddlit);
+ setAtmosAttenuation(tmpattenlit);
}
-
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl
index 765b0927c3..d758f85d71 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl
@@ -1,5 +1,5 @@
/**
- * @file atmosphericVars.glsl
+ * @file class2\wl\atmosphericVars.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -24,7 +24,6 @@
*/
-VARYING vec3 vary_SunlitColor;
VARYING vec3 vary_AdditiveColor;
VARYING vec3 vary_AtmosAttenuation;
@@ -32,14 +31,17 @@ vec3 getSunlitColor()
{
return vec3(0,0,0);
}
+
vec3 getAmblitColor()
{
return vec3(0,0,0);
}
+
vec3 getAdditiveColor()
{
return vary_AdditiveColor;
}
+
vec3 getAtmosAttenuation()
{
return vec3(vary_AtmosAttenuation);
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl
index 99dbee15ee..31109aed31 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl
@@ -1,5 +1,5 @@
/**
- * @file atmosphericVars.glsl
+ * @file class2\wl\atmosphericVars.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterF.glsl
index 163ef26444..22e16b7e0f 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterF.glsl
@@ -1,5 +1,5 @@
/**
- * @file atmosphericVarsWaterF.glsl
+ * @file class2\wl\atmosphericVarsWaterF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterV.glsl
index 553f6752e6..0f2a3ee527 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterV.glsl
@@ -1,5 +1,5 @@
/**
- * @file atmosphericVarsWaterV.glsl
+ * @file class2\wl\atmosphericVarsWaterV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
index 96c70651b1..75bf8730df 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
@@ -1,5 +1,5 @@
/**
- * @file WLCloudsF.glsl
+ * @file class2\wl\cloudsF.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -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
/////////////////////////////////////////////////////////////////////////
@@ -36,69 +38,96 @@ out vec4 frag_color;
VARYING vec4 vary_CloudColorSun;
VARYING vec4 vary_CloudColorAmbient;
VARYING float vary_CloudDensity;
-VARYING vec2 vary_texcoord0;
-VARYING vec2 vary_texcoord1;
-VARYING vec2 vary_texcoord2;
-VARYING vec2 vary_texcoord3;
uniform sampler2D cloud_noise_texture;
+uniform sampler2D cloud_noise_texture_next;
+uniform float blend_factor;
uniform vec4 cloud_pos_density1;
uniform vec4 cloud_pos_density2;
-uniform vec4 gamma;
+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) {
- //soft clip effect:
- light = 1. - clamp(light, vec3(0.), vec3(1.));
- light = 1. - pow(light, gamma.xxx);
+vec3 scaleSoftClip(vec3 light);
- return 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;
+ // Set variables
+ vec2 uv1 = vary_texcoord0.xy;
+ vec2 uv2 = vary_texcoord1.xy;
+
+ vec4 cloudColorSun = vary_CloudColorSun;
+ vec4 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);
- vec4 cloudColorSun = vary_CloudColorSun;
- vec4 cloudColorAmbient = vary_CloudColorAmbient;
- float cloudDensity = vary_CloudDensity;
- vec2 uv3 = vary_texcoord2.xy;
- vec2 uv4 = vary_texcoord3.xy;
+ cloudDensity *= 1.0 - (density_variance * density_variance);
- // 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 = (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.);
- // 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;
- // 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 = (texture2D(cloud_noise_texture, uv2).x - 0.5);
- alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.);
+ // 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;
+ // And smooth
+ alpha2 = 1. - alpha2;
+ alpha2 = 1. - alpha2 * alpha2;
- // Combine
- vec4 color;
- color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient);
- color *= 2.;
+ // Combine
+ vec4 color;
+ color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient);
+ color.rgb *= 2.;
+ color.rgb = scaleSoftClip(color.rgb);
- /// Gamma correct for WL (soft clip effect).
- frag_color.rgb = scaleSoftClip(color.rgb);
- frag_color.a = alpha1;
+ /// Gamma correct for WL (soft clip effect).
+ frag_data[0] = vec4(color.rgb, alpha1);
+ frag_data[1] = vec4(0.0,0.0,0.0,0.0);
+ frag_data[2] = vec4(0,0,0,1);
}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
index c1dd45cd67..2c1475d547 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
@@ -1,5 +1,5 @@
/**
- * @file WLCloudsV.glsl
+ * @file class2\wl\cloudsV.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -40,13 +40,16 @@ 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 vec4 lightnorm;
uniform vec4 sunlight_color;
-uniform vec4 ambient;
+uniform vec4 moonlight_color;
+uniform int sun_up_factor;
+uniform vec4 ambient_color;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
uniform float haze_horizon;
@@ -57,6 +60,7 @@ uniform float density_multiplier;
uniform float max_y;
uniform vec4 glow;
+uniform float sun_moon_glow_factor;
uniform vec4 cloud_color;
@@ -73,6 +77,9 @@ void main()
// 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 = clamp((P.y + 512.0) / max_y, 0.0, 1.0);
+
// Set altitude
if (P.y > 0.)
{
@@ -92,16 +99,18 @@ void main()
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;
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
- light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
+ light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y);
// Calculate relative weights
- temp1 = blue_density + haze_density;
+ temp1 = abs(blue_density) + vec4(abs(haze_density));
blue_weight = blue_density / temp1;
haze_weight = haze_density / temp1;
@@ -111,7 +120,7 @@ void main()
sunlight *= exp( - light_atten * temp2.y);
// Distance
- temp2.z = Plen * density_multiplier;
+ temp2.z = Plen * dens_mul;
// Transparency (-> temp1)
// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
@@ -130,11 +139,13 @@ void main()
temp2.x = pow(temp2.x, glow.z);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function
+ temp2.x *= sun_moon_glow_factor;
+
// Add "minimum anti-solar illumination"
temp2.x += .25;
// Increase ambient when there are more clouds
- vec4 tmpAmbient = ambient;
+ vec4 tmpAmbient = ambient_color;
tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;
// Dim sunlight by cloud shadow percentage
@@ -146,8 +157,6 @@ void main()
);
// CLOUDS
-
- sunlight = sunlight_color;
temp2.y = max(0., lightnorm.y * 2.);
temp2.y = 1. / temp2.y;
sunlight *= exp( - light_atten * temp2.y);
diff --git a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl
index 478373d729..68db7fcbb1 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl
@@ -1,5 +1,5 @@
/**
- * @file gammaF.glsl
+ * @file class2\wl\gammaF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -22,23 +22,37 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
-
-
-uniform vec4 gamma;
+uniform float gamma;
+uniform int no_atmo;
vec3 getAtmosAttenuation();
+vec3 getAdditiveColor();
-/// 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);
+vec3 scaleSoftClipFrag(vec3 light)
+{
+ if (no_atmo == 1)
+ {
+ return light;
+ }
+ //soft clip effect:
+ light = 1. - clamp(light, vec3(0.), vec3(1.));
+ light = 1. - pow(light, vec3(gamma)); // s/b inverted already CPU-side
+ return light;
+}
+
+vec3 scaleSoftClip(vec3 light)
+{
+ return scaleSoftClipFrag(light);
+}
- return light;
+vec3 fullbrightScaleSoftClipFrag(vec3 light, vec3 add, vec3 atten)
+{
+ //return mix(scaleSoftClipFrag(light.rgb), add, atten);
+ return scaleSoftClipFrag(light.rgb);
}
-vec3 fullbrightScaleSoftClip(vec3 light) {
- return mix(scaleSoftClip(light.rgb), light.rgb, getAtmosAttenuation());
+vec3 fullbrightScaleSoftClip(vec3 light)
+{
+ return fullbrightScaleSoftClipFrag(light, getAdditiveColor(), getAtmosAttenuation());
}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
index e2a2367626..7146349453 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
@@ -1,5 +1,5 @@
/**
- * @file WLSkyF.glsl
+ * @file class2/windlight/skyF.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -35,17 +35,8 @@ out vec4 frag_color;
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;
-}
+vec3 scaleSoftClip(vec3 light);
void main()
{
@@ -56,8 +47,7 @@ void main()
vec4 color;
color = vary_HazeColor;
- color *= 2.;
-
+ 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
index 3788ddaf2d..0d141342ce 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
@@ -1,5 +1,5 @@
/**
- * @file WLSkyV.glsl
+ * @file class2\wl\skyV.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -39,7 +39,9 @@ uniform vec3 camPosLocal;
uniform vec4 lightnorm;
uniform vec4 sunlight_color;
-uniform vec4 ambient;
+uniform vec4 moonlight_color;
+uniform int sun_up_factor;
+uniform vec4 ambient_color;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
uniform float haze_horizon;
@@ -47,9 +49,11 @@ uniform float haze_density;
uniform float cloud_shadow;
uniform float density_multiplier;
+uniform float distance_multiplier;
uniform float max_y;
uniform vec4 glow;
+uniform float sun_moon_glow_factor;
uniform vec4 cloud_color;
@@ -57,11 +61,12 @@ void main()
{
// World / view / projection
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ gl_Position = pos;
+
// Get relative position
vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
- //vec3 P = position.xyz + vec3(0,50,0);
// Set altitude
if (P.y > 0.)
@@ -75,38 +80,40 @@ void main()
// Can normalize then
vec3 Pn = normalize(P);
- float Plen = length(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 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
vec4 light_atten;
+ float dens_mul = density_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)) * (density_multiplier * max_y);
+ light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y);
// Calculate relative weights
- temp1 = blue_density + haze_density;
+ 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);
+ 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;
+ 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);
-
+ // 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);
@@ -122,35 +129,33 @@ void main()
// Add "minimum anti-solar illumination"
temp2.x += .25;
+ vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient_color)
+ + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color)
+ );
- // Haze color above cloud
- vary_HazeColor = ( blue_horizon * blue_weight * (sunlight + ambient)
- + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient)
- );
+ // Final atmosphere additive
+ color *= (1. - temp1);
// Increase ambient when there are more clouds
- vec4 tmpAmbient = ambient;
- tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;
+ vec4 tmpAmbient = ambient_color;
+ tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5;
// Dim sunlight by cloud shadow percentage
- sunlight *= (1. - cloud_shadow);
+ sunlight *= max(0.0, (1. - cloud_shadow));
// Haze color below cloud
vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
+ (haze_horizon * 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);
+ color += (additiveColorBelowCloud - color) * (1. - sqrt(temp1));
+
+ // Haze color above cloud
+ vary_HazeColor = color;
}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
index 8a8e4cb0f6..b53a2e237f 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
@@ -1,5 +1,5 @@
/**
- * @file transportF.glsl
+ * @file class2\wl\transportF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -30,24 +30,33 @@
vec3 getAdditiveColor();
vec3 getAtmosAttenuation();
-uniform sampler2D cloudMap;
-uniform vec4 cloud_pos_density1;
+uniform int no_atmo;
-vec3 atmosTransport(vec3 light) {
- light *= getAtmosAttenuation().r;
- light += getAdditiveColor() * 2.0;
+vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
+{
+ light *= atten.r;
+ light += additive * 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 atmosTransport(vec3 light)
+{
+ return atmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());
}
-vec3 fullbrightShinyAtmosTransport(vec3 light) {
- float brightness = dot(light.rgb, vec3(0.33333));
+vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
+{
+ float brightness = dot(light.rgb * 0.5, vec3(0.3333)) + 0.1;
+ return mix(atmosTransportFrag(light.rgb, additive, atten), light.rgb + additive, brightness * brightness);
+}
- return mix(atmosTransport(light.rgb), (light.rgb + getAdditiveColor().rgb) * (2.0 - brightness), brightness * brightness);
+vec3 fullbrightAtmosTransport(vec3 light)
+{
+ return fullbrightAtmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());
}
+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);
+}