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 | 56 |
1 files changed, 27 insertions, 29 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl index 47fa0efe06..7bfc114383 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl @@ -1,5 +1,5 @@ /** - * @file advancedAtmoF.glsl + * @file class3/skyF.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code @@ -24,17 +24,19 @@ */ #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 -in vec3 view_pos; -in vec3 view_dir; +VARYING vec2 vary_frag; -uniform vec3 cameraPosLocal; +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; @@ -44,42 +46,38 @@ uniform sampler2D irradiance_texture; 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 GetSunAndSkyIlluminance(vec3 pos, vec3 norm, vec3 dir, out vec3 sky_irradiance); void main() { - vec3 view_direction = normalize(view_dir); + vec3 pos = vec3((vary_frag * 2.0) - vec2(1.0, 1.0), 0.0); + 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; - vec3 sun_direction = sun_dir; + vec3 view_direction = normalize(view_ray); + vec3 sun_direction = normalize(sun_dir); - vec3 camPos = cameraPosLocal + vec3(0, 0, 6360.0f); + vec3 camPos = (camPosLocal / 1000.0f) + vec3(0, 0, 6360.0f); vec3 transmittance; - vec3 sky_illum; - - vec3 radiance_sun = GetSkyLuminance(camPos, view_direction, 0.0f, sun_direction, transmittance); - vec3 radiance2_sun = GetSunAndSkyIlluminance(camPos, view_direction, sun_direction, sky_illum); - - radiance_sun *= transmittance; - + vec3 radiance_sun = GetSkyLuminance(camPos, view_direction, 0.0f, sun_direction, transmittance); vec3 solar_luminance = transmittance * GetSolarLuminance(); // If the view ray intersects the Sun, add the Sun radiance. - if (dot(view_direction, sun_direction) >= sun_size) + float s = dot(view_direction, sun_direction); + + // cheesy solar disc... + if (s >= (sun_size * 0.999)) { - radiance_sun = radiance_sun + solar_luminance; + radiance_sun += pow(smoothstep(0.0, 1.3, (s - (sun_size * 0.9))), 2.0) * solar_luminance; } + s = smoothstep(0.9, 1.0, s) * 16.0f; - vec3 color = radiance_sun; - - color = vec3(1.0) - exp(-color * 0.0001); - - //float d = dot(view_direction, sun_direction); - //frag_color.rgb = vec3(d, d >= sun_size ? 1.0f : 0.0f, 0.0f); + vec3 color = vec3(1.0) - exp(-radiance_sun * 0.0001); - frag_color.rgb = color; - //frag_color.rgb = vec3(dot(view_direction, sun_direction) > 0.95f ? 1.0 : 0.0, 0,0); - //frag_color.rgb = normalize(view_pos); + color = pow(color, vec3(1.0 / 2.2)); - frag_color.a = 1.0; + 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); } |