diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred/skyF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/skyF.glsl | 112 |
1 files changed, 112 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl new file mode 100644 index 0000000000..d0514f7d23 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl @@ -0,0 +1,112 @@ +/** + * @file class3/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 + * $/LicenseInfo$ + */ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_data[3]; +#else +#define frag_data gl_FragData +#endif + +VARYING vec2 vary_frag; + +uniform vec3 camPosLocal; +uniform vec3 sun_dir; +uniform float sun_size; +uniform float far_z; +uniform mat4 inv_proj; +uniform mat4 inv_modelview; + +uniform sampler2D transmittance_texture; +uniform sampler3D scattering_texture; +uniform sampler3D single_mie_scattering_texture; +uniform sampler2D irradiance_texture; +uniform sampler2D rainbow_map; +uniform sampler2D halo_map; +uniform vec4 gamma; + +uniform float moisture_level; +uniform float droplet_radius; +uniform float ice_level; + +vec3 GetSolarLuminance(); +vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance); +vec3 GetSkyLuminanceToPoint(vec3 camPos, vec3 pos, float shadow_length, vec3 dir, out vec3 transmittance); + +vec3 ColorFromRadiance(vec3 radiance); +vec3 rainbow(float d) +{ + 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) +{ + float v = sqrt(max(0, 1 - (d*d))); + return texture2D(halo_map, vec2(0, v)).rgb * ice_level; +} + +void main() +{ + vec3 pos = vec3((vary_frag * 2.0) - vec2(1.0, 1.0f), 1.0); + vec4 view_pos = (inv_proj * vec4(pos, 1.0f)); + + view_pos /= view_pos.w; + + vec3 view_ray = (inv_modelview * vec4(view_pos.xyz, 0.0f)).xyz + camPosLocal; + + vec3 view_direction = normalize(view_ray); + vec3 sun_direction = normalize(sun_dir); + vec3 earth_center = vec3(0, 0, -6360.0f); + vec3 camPos = (camPosLocal / 1000.0f) - earth_center; + + vec3 transmittance; + vec3 radiance_sun = GetSkyLuminance(camPos, view_direction, 0.0f, sun_direction, transmittance); + vec3 solar_luminance = GetSolarLuminance(); + + // If the view ray intersects the Sun, add the Sun radiance. + float s = dot(view_direction, sun_direction); + + // cheesy solar disc... + if (s >= (sun_size * 0.999)) + { + radiance_sun += pow(smoothstep(0.0, 1.3, (s - (sun_size * 0.9))), 2.0) * solar_luminance * transmittance; + } + s = smoothstep(0.9, 1.0, s) * 16.0f; + + vec3 color = ColorFromRadiance(radiance_sun); + + float optic_d = dot(view_direction, sun_direction); + vec3 halo_22 = halo22(optic_d); + + color.rgb += rainbow(optic_d) * optic_d; + color.rgb += halo_22; + + color = pow(color, vec3(1.0/2.2)); + + frag_data[0] = vec4(color, 1.0 + s); + frag_data[1] = vec4(0.0); + frag_data[2] = vec4(0.0, 1.0, 0.0, 1.0); +} + |