diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl | 106 |
1 files changed, 106 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl new file mode 100644 index 0000000000..0b154e82ad --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl @@ -0,0 +1,106 @@ +/** + * @file class3/deferred/hazeF.glsl + * + * $LicenseInfo:firstyear=2023&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2023, 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 + * $/LicenseInfo$ + */ + +out vec4 frag_color; + +uniform sampler2D normalMap; + +// Inputs +uniform vec3 sun_dir; +uniform vec3 moon_dir; +uniform int sun_up_factor; +in vec2 vary_fragcoord; + +vec3 getNorm(vec2 pos_screen); +vec4 getPositionWithDepth(vec2 pos_screen, float depth); +void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); + +float getDepth(vec2 pos_screen); + +vec3 linear_to_srgb(vec3 c); +vec3 srgb_to_linear(vec3 c); + +uniform vec4 waterPlane; + +uniform int cube_snapshot; + +uniform float sky_hdr_scale; + +void main() +{ + vec2 tc = vary_fragcoord.xy; + float depth = getDepth(tc.xy); + vec4 pos = getPositionWithDepth(tc, depth); + vec4 norm = texture(normalMap, tc); + norm.xyz = getNorm(tc); + vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; + + vec3 color = vec3(0); + float bloom = 0.0; + + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; + + calcAtmosphericVarsLinear(pos.xyz, norm.xyz, light_dir, sunlit, amblit, additive, atten); + + vec3 sunlit_linear = srgb_to_linear(sunlit); + + // mask off atmospherics below water (when camera is under water) + bool do_atmospherics = false; + + if (dot(vec3(0), waterPlane.xyz) + waterPlane.w > 0.0 || + dot(pos.xyz, waterPlane.xyz) + waterPlane.w > 0.0) + { + do_atmospherics = true; + } + + vec3 irradiance = vec3(0); + vec3 radiance = vec3(0); + + if (depth >= 1.0) + { + //should only be true of sky, clouds, sun/moon, and stars + discard; + } + + float alpha = 0.0; + + if (do_atmospherics) + { + alpha = atten.r; + color = srgb_to_linear(additive*2.0); + color *= sky_hdr_scale; + } + else + { + color = vec3(0,0,0); + alpha = 1.0; + } + + frag_color = max(vec4(color.rgb, alpha), vec4(0)); //output linear since local lights will be added to this shader's results + +} |