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+/**
+ * @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
+
+}