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diff --git a/indra/newview/app_settings/shaders/class3/windlight/skyF.glsl b/indra/newview/app_settings/shaders/class3/windlight/skyF.glsl
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+/**
+ * @file advancedAtmoF.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_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+in vec3 view_dir;
+
+uniform vec3 cameraPosLocal;
+uniform vec3 sun_direction;
+uniform vec2 sun_size;
+
+uniform sampler2D cloud_noise_texture;
+uniform sampler2D transmittance_texture;
+uniform sampler3D scattering_texture;
+uniform sampler3D mie_scattering_texture;
+
+vec3 GetSolarLuminance();
+vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 sun_dir, out vec3 transmittance);
+vec3 GetSkyLuminanceToPoint(vec3 camPos, vec3 pos, float shadow_length, vec3 sun_dir, out vec3 transmittance);
+vec3 GetSunAndSkyIlluminance(vec3 pos, vec3 norm, vec3 sun_dir, out vec3 sky_irradiance);
+
+void main()
+{
+ vec3 view_direction = normalize(view_dir);
+
+ vec3 camPos = cameraPosLocal;
+ vec3 transmittance;
+ vec3 radiance = GetSkyLuminance(camPos, view_direction, 0.0f, sun_direction, transmittance);
+
+ radiance *= transmittance;
+
+ // If the view ray intersects the Sun, add the Sun radiance.
+ if (dot(view_direction, sun_direction) >= sun_size.y)
+ {
+ radiance = radiance + transmittance * GetSolarLuminance();
+ }
+
+ vec3 color = vec3(1.0) - exp(-radiance);
+ color = pow(color, vec3(1.0 / 2.2));
+
+ frag_color.rgb = color;
+
+ frag_color.a = 1.0;
+}
+