diff options
Diffstat (limited to 'indra/newview/app_settings/shaders')
4 files changed, 346 insertions, 364 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl index bf4e6b8e61..b59862bb3b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl @@ -1,24 +1,24 @@ -/**  +/**   * @file WLCloudsV.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   * $/LicenseInfo$   */ @@ -33,26 +33,26 @@ ATTRIBUTE vec2 texcoord0;  ///////////////////////////////////////////////////////////////////////////////  // Output parameters -VARYING vec4 vary_CloudColorSun; -VARYING vec4 vary_CloudColorAmbient; +VARYING vec4  vary_CloudColorSun; +VARYING vec4  vary_CloudColorAmbient;  VARYING float vary_CloudDensity; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec2 vary_texcoord3; +VARYING vec2  vary_texcoord0; +VARYING vec2  vary_texcoord1; +VARYING vec2  vary_texcoord2; +VARYING vec2  vary_texcoord3;  VARYING float altitude_blend_factor;  // Inputs  uniform vec3 camPosLocal; -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 moonlight_color; -uniform int sun_up_factor; -uniform vec4 ambient_color; -uniform vec4 blue_horizon; -uniform vec4 blue_density; +uniform vec4  lightnorm; +uniform vec4  sunlight_color; +uniform vec4  moonlight_color; +uniform int   sun_up_factor; +uniform vec4  ambient_color; +uniform vec4  blue_horizon; +uniform vec4  blue_density;  uniform float haze_horizon;  uniform float haze_density; @@ -60,7 +60,7 @@ uniform float cloud_shadow;  uniform float density_multiplier;  uniform float max_y; -uniform vec4 glow; +uniform vec4  glow;  uniform float sun_moon_glow_factor;  uniform vec4 cloud_color; @@ -75,122 +75,118 @@ uniform float cloud_scale;  //       indra\newview\llsettingsvo.cpp  void main()  { -	// World / view / projection -	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); +    // World / view / projection +    gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); -	// Texture coords +    // Texture coords      // SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll -	vary_texcoord0 = vec2( -texcoord0.x, texcoord0.y ); // See: LLSettingsVOSky::applySpecial +    vary_texcoord0 = vec2(-texcoord0.x, texcoord0.y);  // See: LLSettingsVOSky::applySpecial -	vary_texcoord0.xy -= 0.5; -	vary_texcoord0.xy /= cloud_scale; -	vary_texcoord0.xy += 0.5; +    vary_texcoord0.xy -= 0.5; +    vary_texcoord0.xy /= cloud_scale; +    vary_texcoord0.xy += 0.5; -	vary_texcoord1 = vary_texcoord0; -	vary_texcoord1.x += lightnorm.x * 0.0125; -	vary_texcoord1.y += lightnorm.z * 0.0125; +    vary_texcoord1 = vary_texcoord0; +    vary_texcoord1.x += lightnorm.x * 0.0125; +    vary_texcoord1.y += lightnorm.z * 0.0125; -	vary_texcoord2 = vary_texcoord0 * 16.; -	vary_texcoord3 = vary_texcoord1 * 16.; +    vary_texcoord2 = vary_texcoord0 * 16.; +    vary_texcoord3 = vary_texcoord1 * 16.; -	// Get relative position -	vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0,50,0); +    // Get relative position +    vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0);      altitude_blend_factor = clamp((rel_pos.y + 512.0) / max_y, 0.0, 1.0); -	// Set altitude -	if (rel_pos.y > 0.) -	{ -		rel_pos *= (max_y / rel_pos.y); -	} -	else -	{ -		altitude_blend_factor = 0; // SL-11589 Fix clouds drooping below horizon -		rel_pos *= (-32000. / rel_pos.y); -	} - -	// Can normalize then -	vec3 rel_pos_norm = normalize(rel_pos); -	float  rel_pos_len = length(rel_pos); - -	// Initialize temp variables -	vec4 sunlight = sunlight_color; -	vec4 light_atten; +    // Set altitude +    if (rel_pos.y > 0.) +    { +        rel_pos *= (max_y / rel_pos.y); +    } +    else +    { +        altitude_blend_factor = 0;  // SL-11589 Fix clouds drooping below horizon +        rel_pos *= (-32000. / rel_pos.y); +    } + +    // Can normalize then +    vec3  rel_pos_norm = normalize(rel_pos); +    float rel_pos_len  = length(rel_pos); + +    // Initialize temp variables +    vec4 sunlight = sunlight_color; +    vec4 light_atten;      // Sunlight attenuation effect (hue and brightness) due to atmosphere -	// this is used later for sunlight modulation at various altitudes -	light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); - -	// Calculate relative weights -	vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); -    vec4 blue_weight = blue_density / combined_haze; -	vec4 haze_weight = haze_density / combined_haze; +    // this is used later for sunlight modulation at various altitudes +    light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); -	// Compute sunlight from rel_pos & lightnorm (for long rays like sky) -    float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y);  -    sunlight *= exp( - light_atten * off_axis); +    // Calculate relative weights +    vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); +    vec4 blue_weight   = blue_density / combined_haze; +    vec4 haze_weight   = haze_density / combined_haze; -	// Distance -	float density_dist = rel_pos_len * density_multiplier; +    // Compute sunlight from rel_pos & lightnorm (for long rays like sky) +    float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y); +    sunlight *= exp(-light_atten * off_axis); -	// Transparency (-> combined_haze) -	// ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati -	// compiler gets confused. -	combined_haze = exp(-combined_haze * density_dist); +    // Distance +    float density_dist = rel_pos_len * density_multiplier; +    // Transparency (-> combined_haze) +    // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati +    // compiler gets confused. +    combined_haze = exp(-combined_haze * density_dist); -	// Compute haze glow +    // Compute haze glow      float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz);      // haze_glow is 0 at the sun and increases away from sun -	haze_glow = max(haze_glow, .001);	 -		// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) -	haze_glow *= glow.x; -		// Higher glow.x gives dimmer glow (because next step is 1 / "angle") -	haze_glow = pow(haze_glow, glow.z); -		// glow.z should be negative, so we're doing a sort of (1 / "angle") function +    haze_glow = max(haze_glow, .001); +    // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) +    haze_glow *= glow.x; +    // Higher glow.x gives dimmer glow (because next step is 1 / "angle") +    haze_glow = pow(haze_glow, glow.z); +    // glow.z should be negative, so we're doing a sort of (1 / "angle") function      haze_glow *= sun_moon_glow_factor; -	// Add "minimum anti-solar illumination" +    // Add "minimum anti-solar illumination"      // For sun, add to glow.  For moon, remove glow entirely. SL-13768      haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25); -	// Increase ambient when there are more clouds -	vec4 tmpAmbient = ambient_color; -	tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;  +    // Increase ambient when there are more clouds +    vec4 tmpAmbient = ambient_color; +    tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; -	// Dim sunlight by cloud shadow percentage -	sunlight *= (1. - cloud_shadow); +    // Dim sunlight by cloud shadow percentage +    sunlight *= (1. - cloud_shadow); -	// Haze color below cloud -	vec4 additiveColorBelowCloud = (	  blue_horizon * blue_weight * (sunlight + tmpAmbient) -				+ (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient) -			 );	 +    // Haze color below cloud +    vec4 additiveColorBelowCloud = +        (blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient)); -	// CLOUDS -	off_axis = 1.0 / max(1e-6, lightnorm.y * 2.); -	sunlight *= exp( - light_atten * off_axis); +    // CLOUDS +    off_axis = 1.0 / max(1e-6, lightnorm.y * 2.); +    sunlight *= exp(-light_atten * off_axis); -	// Cloud color out -	vary_CloudColorSun = (sunlight * haze_glow) * cloud_color; -	vary_CloudColorAmbient = tmpAmbient * cloud_color; -	 -	// Attenuate cloud color by atmosphere -	combined_haze = sqrt(combined_haze);	//less atmos opacity (more transparency) below clouds -	vary_CloudColorSun *= combined_haze; -	vary_CloudColorAmbient *= combined_haze; -	vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze); +    // Cloud color out +    vary_CloudColorSun     = (sunlight * haze_glow) * cloud_color; +    vary_CloudColorAmbient = tmpAmbient * cloud_color; -	// Make a nice cloud density based on the cloud_shadow value that was passed in. -	vary_CloudDensity = 2. * (cloud_shadow - 0.25); +    // Attenuate cloud color by atmosphere +    combined_haze = sqrt(combined_haze);  // less atmos opacity (more transparency) below clouds +    vary_CloudColorSun *= combined_haze; +    vary_CloudColorAmbient *= combined_haze; +    vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze); +    // Make a nice cloud density based on the cloud_shadow value that was passed in. +    vary_CloudDensity = 2. * (cloud_shadow - 0.25); -	// Combine these to minimize register use -	vary_CloudColorAmbient += oHazeColorBelowCloud; +    // Combine these to minimize register use +    vary_CloudColorAmbient += oHazeColorBelowCloud; -	// needs this to compile on mac -	//vary_AtmosAttenuation = vec3(0.0,0.0,0.0); +    // needs this to compile on mac +    // vary_AtmosAttenuation = vec3(0.0,0.0,0.0); -	// END CLOUDS +    // END CLOUDS  } - diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index cd19fa460b..b35a32dbbf 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -1,24 +1,24 @@ -/**  +/**   * @file WLSkyV.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   * $/LicenseInfo$   */ @@ -37,13 +37,13 @@ VARYING vec4 vary_HazeColor;  // Inputs  uniform vec3 camPosLocal; -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 moonlight_color; -uniform int sun_up_factor; -uniform vec4 ambient_color; -uniform vec4 blue_horizon; -uniform vec4 blue_density; +uniform vec4  lightnorm; +uniform vec4  sunlight_color; +uniform vec4  moonlight_color; +uniform int   sun_up_factor; +uniform vec4  ambient_color; +uniform vec4  blue_horizon; +uniform vec4  blue_density;  uniform float haze_horizon;  uniform float haze_density; @@ -52,7 +52,7 @@ uniform float density_multiplier;  uniform float distance_multiplier;  uniform float max_y; -uniform vec4 glow; +uniform vec4  glow;  uniform float sun_moon_glow_factor;  uniform vec4 cloud_color; @@ -63,96 +63,91 @@ uniform vec4 cloud_color;  //       indra\newview\lllegacyatmospherics.cpp  void main()  { - -	// World / view / projection +    // World / view / projection      vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); -	gl_Position = pos; -	 -	// Get relative position -	vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0,50,0); +    gl_Position = pos; + +    // Get relative position +    vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0); -	// Set altitude -	if (rel_pos.y > 0.) -	{ -		rel_pos *= (max_y / rel_pos.y); -	} -	else -	{ -		rel_pos *= (-32000. / rel_pos.y); -	} +    // Set altitude +    if (rel_pos.y > 0.) +    { +        rel_pos *= (max_y / rel_pos.y); +    } +    else +    { +        rel_pos *= (-32000. / rel_pos.y); +    } -	// Can normalize then -	vec3 rel_pos_norm = normalize(rel_pos); +    // Can normalize then +    vec3 rel_pos_norm = normalize(rel_pos); -	float rel_pos_len = length(rel_pos); +    float rel_pos_len = length(rel_pos); -	// Initialize temp variables -	vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; -	vec4 light_atten; +    // Initialize temp variables +    vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; +    vec4 light_atten; -	// Sunlight attenuation effect (hue and brightness) due to atmosphere -	// this is used later for sunlight modulation at various altitudes -	light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); +    // Sunlight attenuation effect (hue and brightness) due to atmosphere +    // this is used later for sunlight modulation at various altitudes +    light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); -	// Calculate relative weights -	vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); -    vec4 blue_weight = blue_density / combined_haze; -    vec4 haze_weight = haze_density / combined_haze; +    // Calculate relative weights +    vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); +    vec4 blue_weight   = blue_density / combined_haze; +    vec4 haze_weight   = haze_density / combined_haze; -	// Compute sunlight from rel_pos & lightnorm (for long rays like sky) -    float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y);  -    sunlight *= exp( - light_atten * off_axis); +    // Compute sunlight from rel_pos & lightnorm (for long rays like sky) +    float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y); +    sunlight *= exp(-light_atten * off_axis); -	// Distance -	float density_dist = rel_pos_len * density_multiplier; +    // Distance +    float density_dist = rel_pos_len * density_multiplier; -	// Transparency (-> combined_haze) +    // Transparency (-> combined_haze)      // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati      // compiler gets confused.      combined_haze = exp(-combined_haze * density_dist); -	// Compute haze glow +    // Compute haze glow      float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz);      // haze_glow is 0 at the sun and increases away from sun -	haze_glow = max(haze_glow, .001);	 -		// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) -	haze_glow *= glow.x; -		// Higher glow.x gives dimmer glow (because next step is 1 / "angle") -	haze_glow = pow(haze_glow, glow.z); -		// glow.z should be negative, so we're doing a sort of (1 / "angle") function - -	// Add "minimum anti-solar illumination" +    haze_glow = max(haze_glow, .001); +    // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) +    haze_glow *= glow.x; +    // Higher glow.x gives dimmer glow (because next step is 1 / "angle") +    haze_glow = pow(haze_glow, glow.z); +    // glow.z should be negative, so we're doing a sort of (1 / "angle") function + +    // Add "minimum anti-solar illumination"      // For sun, add to glow.  For moon, remove glow entirely. SL-13768      haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25); -    vec4 color = (    blue_horizon * blue_weight * (sunlight + ambient_color) -                + (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient_color) -             ); - +    vec4 color = +        (blue_horizon * blue_weight * (sunlight + ambient_color) + (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient_color));      // Final atmosphere additive      color *= (1. - combined_haze); -	// Increase ambient when there are more clouds -	vec4 tmpAmbient = ambient_color; -	tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5;  +    // Increase ambient when there are more clouds +    vec4 tmpAmbient = ambient_color; +    tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5; -	// Dim sunlight by cloud shadow percentage -	sunlight *= max(0.0, (1. - cloud_shadow)); +    // Dim sunlight by cloud shadow percentage +    sunlight *= max(0.0, (1. - cloud_shadow)); -	// Haze color below cloud -	vec4 additiveColorBelowCloud = (	  blue_horizon * blue_weight * (sunlight + tmpAmbient) -				+ (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient) -			 );	 +    // Haze color below cloud +    vec4 additiveColorBelowCloud = +        (blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient)); -	// Attenuate cloud color by atmosphere -	combined_haze = sqrt(combined_haze);	//less atmos opacity (more transparency) below clouds +    // Attenuate cloud color by atmosphere +    combined_haze = sqrt(combined_haze);  // less atmos opacity (more transparency) below clouds -	// At horizon, blend high altitude sky color towards the darker color below the clouds -	color += (additiveColorBelowCloud - color) * (1. - sqrt(combined_haze)); +    // At horizon, blend high altitude sky color towards the darker color below the clouds +    color += (additiveColorBelowCloud - color) * (1. - sqrt(combined_haze));      // Haze color above cloud -	vary_HazeColor = color;	 +    vary_HazeColor = color;  } - diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl index e4c36ee657..75e074cbf8 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl @@ -1,24 +1,24 @@ -/**  +/**   * @file class2\wl\cloudsV.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   * $/LicenseInfo$   */ @@ -33,26 +33,26 @@ ATTRIBUTE vec2 texcoord0;  ///////////////////////////////////////////////////////////////////////////////  // Output parameters -VARYING vec4 vary_CloudColorSun; -VARYING vec4 vary_CloudColorAmbient; +VARYING vec4  vary_CloudColorSun; +VARYING vec4  vary_CloudColorAmbient;  VARYING float vary_CloudDensity; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec2 vary_texcoord3; +VARYING vec2  vary_texcoord0; +VARYING vec2  vary_texcoord1; +VARYING vec2  vary_texcoord2; +VARYING vec2  vary_texcoord3;  VARYING float altitude_blend_factor;  // Inputs  uniform vec3 camPosLocal; -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 moonlight_color; -uniform int sun_up_factor; -uniform vec4 ambient_color; -uniform vec4 blue_horizon; -uniform vec4 blue_density; +uniform vec4  lightnorm; +uniform vec4  sunlight_color; +uniform vec4  moonlight_color; +uniform int   sun_up_factor; +uniform vec4  ambient_color; +uniform vec4  blue_horizon; +uniform vec4  blue_density;  uniform float haze_horizon;  uniform float haze_density; @@ -60,7 +60,7 @@ uniform float cloud_shadow;  uniform float density_multiplier;  uniform float max_y; -uniform vec4 glow; +uniform vec4  glow;  uniform float sun_moon_glow_factor;  uniform vec4 cloud_color; @@ -75,122 +75,118 @@ uniform float cloud_scale;  //       indra\newview\llsettingsvo.cpp  void main()  { -	// World / view / projection -	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); +    // World / view / projection +    gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); -	// Texture coords +    // Texture coords      // SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll -	vary_texcoord0 = vec2( -texcoord0.x, texcoord0.y ); // See: LLSettingsVOSky::applySpecial +    vary_texcoord0 = vec2(-texcoord0.x, texcoord0.y);  // See: LLSettingsVOSky::applySpecial -	vary_texcoord0.xy -= 0.5; -	vary_texcoord0.xy /= cloud_scale; -	vary_texcoord0.xy += 0.5; +    vary_texcoord0.xy -= 0.5; +    vary_texcoord0.xy /= cloud_scale; +    vary_texcoord0.xy += 0.5; -	vary_texcoord1 = vary_texcoord0; -	vary_texcoord1.x += lightnorm.x * 0.0125; -	vary_texcoord1.y += lightnorm.z * 0.0125; +    vary_texcoord1 = vary_texcoord0; +    vary_texcoord1.x += lightnorm.x * 0.0125; +    vary_texcoord1.y += lightnorm.z * 0.0125; -	vary_texcoord2 = vary_texcoord0 * 16.; -	vary_texcoord3 = vary_texcoord1 * 16.; +    vary_texcoord2 = vary_texcoord0 * 16.; +    vary_texcoord3 = vary_texcoord1 * 16.; -	// Get relative position -	vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0,50,0); +    // Get relative position +    vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0);      // fade clouds beyond a certain point so the bottom of the sky dome doesn't look silly at high altitude      altitude_blend_factor = clamp((rel_pos.y + 512.0) / max_y, 0.0, 1.0); -	// Set altitude -	if (rel_pos.y > 0.) -	{ -		rel_pos *= (max_y / rel_pos.y); -	} -	else -	{ -		rel_pos *= (-32000. / rel_pos.y); -	} - -	// Can normalize then -	vec3 rel_pos_norm = normalize(rel_pos); -	float rel_pos_len = length(rel_pos); - -	// Initialize temp variables -	vec4 sunlight = sunlight_color; -	vec4 light_atten; - -	// Sunlight attenuation effect (hue and brightness) due to atmosphere -	// this is used later for sunlight modulation at various altitudes -	light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); - -	// Calculate relative weights -	vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); -    vec4 blue_weight = blue_density / combined_haze; -    vec4 haze_weight = haze_density / combined_haze; - -	// Compute sunlight from rel_pos & lightnorm (for long rays like sky) -    float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y);  -    sunlight *= exp( - light_atten * off_axis); - -	// Distance -	float density_dist = rel_pos_len * density_multiplier; - -	// Transparency (-> combined_haze) -	// ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati -	// compiler gets confused. -	combined_haze = exp(-combined_haze * density_dist); - - -	// Compute haze glow +    // Set altitude +    if (rel_pos.y > 0.) +    { +        rel_pos *= (max_y / rel_pos.y); +    } +    else +    { +        rel_pos *= (-32000. / rel_pos.y); +    } + +    // Can normalize then +    vec3  rel_pos_norm = normalize(rel_pos); +    float rel_pos_len  = length(rel_pos); + +    // Initialize temp variables +    vec4 sunlight = sunlight_color; +    vec4 light_atten; + +    // Sunlight attenuation effect (hue and brightness) due to atmosphere +    // this is used later for sunlight modulation at various altitudes +    light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); + +    // Calculate relative weights +    vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); +    vec4 blue_weight   = blue_density / combined_haze; +    vec4 haze_weight   = haze_density / combined_haze; + +    // Compute sunlight from rel_pos & lightnorm (for long rays like sky) +    float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y); +    sunlight *= exp(-light_atten * off_axis); + +    // Distance +    float density_dist = rel_pos_len * density_multiplier; + +    // Transparency (-> combined_haze) +    // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati +    // compiler gets confused. +    combined_haze = exp(-combined_haze * density_dist); + +    // Compute haze glow      float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz);      // haze_glow is 0 at the sun and increases away from sun -	haze_glow = max(haze_glow, .001);	 -		// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) -	haze_glow *= glow.x; -		// Higher glow.x gives dimmer glow (because next step is 1 / "angle") -	haze_glow = pow(haze_glow, glow.z); -		// glow.z should be negative, so we're doing a sort of (1 / "angle") function +    haze_glow = max(haze_glow, .001); +    // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) +    haze_glow *= glow.x; +    // Higher glow.x gives dimmer glow (because next step is 1 / "angle") +    haze_glow = pow(haze_glow, glow.z); +    // glow.z should be negative, so we're doing a sort of (1 / "angle") function      haze_glow *= sun_moon_glow_factor; -	// Add "minimum anti-solar illumination" +    // Add "minimum anti-solar illumination"      // For sun, add to glow.  For moon, remove glow entirely. SL-13768      haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25); -	// Increase ambient when there are more clouds -	vec4 tmpAmbient = ambient_color; -	tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;  +    // Increase ambient when there are more clouds +    vec4 tmpAmbient = ambient_color; +    tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; -	// Dim sunlight by cloud shadow percentage -	sunlight *= (1. - cloud_shadow); +    // Dim sunlight by cloud shadow percentage +    sunlight *= (1. - cloud_shadow); -	// Haze color below cloud -	vec4 additiveColorBelowCloud = (	  blue_horizon * blue_weight * (sunlight + tmpAmbient) -				+ (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient) -			 );	 +    // Haze color below cloud +    vec4 additiveColorBelowCloud = +        (blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient)); -	// CLOUDS -	off_axis = 1.0 / max(1e-6, lightnorm.y * 2.); -	sunlight *= exp( - light_atten * off_axis); +    // CLOUDS +    off_axis = 1.0 / max(1e-6, lightnorm.y * 2.); +    sunlight *= exp(-light_atten * off_axis); -	// Cloud color out -	vary_CloudColorSun = (sunlight * haze_glow) * cloud_color; -	vary_CloudColorAmbient = tmpAmbient * cloud_color; -	 -	// Attenuate cloud color by atmosphere -	combined_haze = sqrt(combined_haze);	//less atmos opacity (more transparency) below clouds -	vary_CloudColorSun *= combined_haze; -	vary_CloudColorAmbient *= combined_haze; -	vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze); +    // Cloud color out +    vary_CloudColorSun     = (sunlight * haze_glow) * cloud_color; +    vary_CloudColorAmbient = tmpAmbient * cloud_color; -	// Make a nice cloud density based on the cloud_shadow value that was passed in. -	vary_CloudDensity = 2. * (cloud_shadow - 0.25); +    // Attenuate cloud color by atmosphere +    combined_haze = sqrt(combined_haze);  // less atmos opacity (more transparency) below clouds +    vary_CloudColorSun *= combined_haze; +    vary_CloudColorAmbient *= combined_haze; +    vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze); +    // Make a nice cloud density based on the cloud_shadow value that was passed in. +    vary_CloudDensity = 2. * (cloud_shadow - 0.25); -	// Combine these to minimize register use -	vary_CloudColorAmbient += oHazeColorBelowCloud; +    // Combine these to minimize register use +    vary_CloudColorAmbient += oHazeColorBelowCloud; -	// needs this to compile on mac -	//vary_AtmosAttenuation = vec3(0.0,0.0,0.0); +    // needs this to compile on mac +    // vary_AtmosAttenuation = vec3(0.0,0.0,0.0); -	// END CLOUDS +    // END CLOUDS  } - diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl index 1ee9c33c1a..6528066a4e 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl @@ -1,28 +1,28 @@ -/**  +/**   * @file class2\wl\skyV.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   * $/LicenseInfo$   */ -  +  uniform mat4 modelview_projection_matrix;  ATTRIBUTE vec3 position; @@ -37,13 +37,13 @@ VARYING vec4 vary_HazeColor;  // Inputs  uniform vec3 camPosLocal; -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 moonlight_color; -uniform int sun_up_factor; -uniform vec4 ambient_color; -uniform vec4 blue_horizon; -uniform vec4 blue_density; +uniform vec4  lightnorm; +uniform vec4  sunlight_color; +uniform vec4  moonlight_color; +uniform int   sun_up_factor; +uniform vec4  ambient_color; +uniform vec4  blue_horizon; +uniform vec4  blue_density;  uniform float haze_horizon;  uniform float haze_density; @@ -52,103 +52,98 @@ uniform float density_multiplier;  uniform float distance_multiplier;  uniform float max_y; -uniform vec4 glow; +uniform vec4  glow;  uniform float sun_moon_glow_factor;  uniform vec4 cloud_color;  void main()  { - -	// World / view / projection +    // World / view / projection      vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); -	gl_Position = pos; -	 -	// Get relative position -	vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0,50,0); +    gl_Position = pos; + +    // Get relative position +    vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0); -	// Set altitude -	if (rel_pos.y > 0.) -	{ -		rel_pos *= (max_y / rel_pos.y); -	} -	else -	{ -		rel_pos *= (-32000. / rel_pos.y); -	} +    // Set altitude +    if (rel_pos.y > 0.) +    { +        rel_pos *= (max_y / rel_pos.y); +    } +    else +    { +        rel_pos *= (-32000. / rel_pos.y); +    } -	// Can normalize then -	vec3 rel_pos_norm = normalize(rel_pos); +    // Can normalize then +    vec3 rel_pos_norm = normalize(rel_pos); -	float rel_pos_len = length(rel_pos); +    float rel_pos_len = length(rel_pos); -	// Initialize temp variables -	vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; -	vec4 light_atten; +    // Initialize temp variables +    vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; +    vec4 light_atten; -	// Sunlight attenuation effect (hue and brightness) due to atmosphere -	// this is used later for sunlight modulation at various altitudes -	light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); +    // Sunlight attenuation effect (hue and brightness) due to atmosphere +    // this is used later for sunlight modulation at various altitudes +    light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); -	// Calculate relative weights -	vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); -	vec4 blue_weight = blue_density / combined_haze; -    vec4 haze_weight = haze_density / combined_haze; +    // Calculate relative weights +    vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); +    vec4 blue_weight   = blue_density / combined_haze; +    vec4 haze_weight   = haze_density / combined_haze; -	// Compute sunlight from rel_pos & lightnorm (for long rays like sky) -    float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y);  -    sunlight *= exp( - light_atten * off_axis); +    // Compute sunlight from rel_pos & lightnorm (for long rays like sky) +    float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y); +    sunlight *= exp(-light_atten * off_axis); -	// Distance -	float density_dist = rel_pos_len * density_multiplier; +    // Distance +    float density_dist = rel_pos_len * density_multiplier; -	// Transparency (-> combined_haze) +    // Transparency (-> combined_haze)      // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati      // compiler gets confused.      combined_haze = exp(-combined_haze * density_dist); -	// Compute haze glow +    // Compute haze glow      float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz);      // haze_glow is 0 at the sun and increases away from sun -	haze_glow = max(haze_glow, .001);	 -		// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) -	haze_glow *= glow.x; -		// Higher glow.x gives dimmer glow (because next step is 1 / "angle") -	haze_glow = pow(haze_glow, glow.z); -		// glow.z should be negative, so we're doing a sort of (1 / "angle") function - -	// Add "minimum anti-solar illumination" +    haze_glow = max(haze_glow, .001); +    // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) +    haze_glow *= glow.x; +    // Higher glow.x gives dimmer glow (because next step is 1 / "angle") +    haze_glow = pow(haze_glow, glow.z); +    // glow.z should be negative, so we're doing a sort of (1 / "angle") function + +    // Add "minimum anti-solar illumination"      // For sun, add to glow.  For moon, remove glow entirely. SL-13768      haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25); -    vec4 color = (    blue_horizon * blue_weight * (sunlight + ambient_color) -                + (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient_color) -             ); - +    vec4 color = +        (blue_horizon * blue_weight * (sunlight + ambient_color) + (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient_color));      // Final atmosphere additive      color *= (1. - combined_haze); -	// Increase ambient when there are more clouds -	vec4 tmpAmbient = ambient_color; -	tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5;  +    // Increase ambient when there are more clouds +    vec4 tmpAmbient = ambient_color; +    tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5; -	// Dim sunlight by cloud shadow percentage -	sunlight *= max(0.0, (1. - cloud_shadow)); +    // Dim sunlight by cloud shadow percentage +    sunlight *= max(0.0, (1. - cloud_shadow)); -	// Haze color below cloud -	vec4 additiveColorBelowCloud = (	  blue_horizon * blue_weight * (sunlight + tmpAmbient) -				+ (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient) -			 );	 +    // Haze color below cloud +    vec4 additiveColorBelowCloud = +        (blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient)); -	// Attenuate cloud color by atmosphere -	combined_haze = sqrt(combined_haze);	//less atmos opacity (more transparency) below clouds +    // Attenuate cloud color by atmosphere +    combined_haze = sqrt(combined_haze);  // less atmos opacity (more transparency) below clouds -	// At horizon, blend high altitude sky color towards the darker color below the clouds -	color += (additiveColorBelowCloud - color) * (1. - sqrt(combined_haze)); +    // At horizon, blend high altitude sky color towards the darker color below the clouds +    color += (additiveColorBelowCloud - color) * (1. - sqrt(combined_haze));      // Haze color above cloud      vary_HazeColor = color;  } - | 
