diff options
Diffstat (limited to 'indra/newview/app_settings/shaders')
9 files changed, 258 insertions, 905 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 970f39ed02..2234ceeb53 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -39,19 +39,6 @@ out vec4 frag_color;  uniform float display_gamma;  uniform vec4 gamma; -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 ambient; -uniform vec4 blue_horizon; -uniform vec4 blue_density; -uniform float haze_horizon; -uniform float haze_density; -uniform float cloud_shadow; -uniform float density_multiplier; -uniform float distance_multiplier; -uniform float max_y; -uniform vec4 glow; -uniform float scene_light_strength;  uniform mat3 env_mat;  uniform mat3 ssao_effect_mat; @@ -84,12 +71,6 @@ VARYING vec3 vary_norm;  VARYING vec4 vertex_color;  #endif -vec3 vary_PositionEye; -vec3 vary_SunlitColor; -vec3 vary_AmblitColor; -vec3 vary_AdditiveColor; -vec3 vary_AtmosAttenuation; -  uniform mat4 inv_proj;  uniform vec2 screen_res; @@ -107,6 +88,12 @@ vec3 linear_to_srgb(vec3 cl);  vec2 encode_normal (vec3 n);  vec3 decode_normal (vec2 enc); +vec3 scaleFragSoftClip(vec3 l); +vec3 atmosFragAmbient(vec3 light, vec3 sunlit); +vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten); +vec3 atmosFragAffectDirectionalLight(float light, vec3 sunlit); +void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); +  vec3 calcDirectionalLight(vec3 n, vec3 l)  {  	float a = max(dot(n,l),0.0); @@ -174,191 +161,6 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc)  }  #endif -vec3 getSunlitColor() -{ -	return vary_SunlitColor; -} -vec3 getAmblitColor() -{ -	return vary_AmblitColor; -} -vec3 getAdditiveColor() -{ -	return vary_AdditiveColor; -} -vec3 getAtmosAttenuation() -{ -	return vary_AtmosAttenuation; -} - -void setPositionEye(vec3 v) -{ -	vary_PositionEye = v; -} - -void setSunlitColor(vec3 v) -{ -	vary_SunlitColor = v; -} - -void setAmblitColor(vec3 v) -{ -	vary_AmblitColor = v; -} - -void setAdditiveColor(vec3 v) -{ -	vary_AdditiveColor = v; -} - -void setAtmosAttenuation(vec3 v) -{ -	vary_AtmosAttenuation = v; -} - -void calcAtmospherics(vec3 inPositionEye, float ambFactor) { - -	vec3 P = inPositionEye; -	setPositionEye(P); -	 -	vec3 tmpLightnorm = lightnorm.xyz; - -	vec3 Pn = normalize(P); -	float Plen = length(P); - -	vec4 temp1 = vec4(0); -	vec3 temp2 = vec3(0); -	vec4 blue_weight; -	vec4 haze_weight; -	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); -		//I had thought blue_density and haze_density should have equal weighting, -		//but attenuation due to haze_density tends to seem too strong - -	temp1 = blue_density + vec4(haze_density); -	blue_weight = blue_density / temp1; -	haze_weight = vec4(haze_density) / temp1; - -	//(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) -	temp2.y = max(0.0, tmpLightnorm.y); -	temp2.y = 1. / temp2.y; -	sunlight *= exp( - light_atten * temp2.y); - -	// main atmospheric scattering line integral -	temp2.z = Plen * density_multiplier; - -	// Transparency (-> temp1) -	// ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati -	// compiler gets confused. -	temp1 = exp(-temp1 * temp2.z * distance_multiplier); - -	//final atmosphere attenuation factor -	setAtmosAttenuation(temp1.rgb); -	 -	//compute haze glow -	//(can use temp2.x as temp because we haven't used it yet) -	temp2.x = dot(Pn, tmpLightnorm.xyz); -	temp2.x = 1. - temp2.x; -		//temp2.x is 0 at the sun and increases away from sun -	temp2.x = max(temp2.x, .03);	//was glow.y -		//set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) -	temp2.x *= glow.x; -		//higher glow.x gives dimmer glow (because next step is 1 / "angle") -	temp2.x = pow(temp2.x, glow.z); -		//glow.z should be negative, so we're doing a sort of (1 / "angle") function - -	//add "minimum anti-solar illumination" -	temp2.x += .25; -	 -	//increase ambient when there are more clouds -	vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5; -	 -	/*  decrease value and saturation (that in HSV, not HSL) for occluded areas -	 * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html -	 * // The following line of code performs the equivalent of: -	 * float ambAlpha = tmpAmbient.a; -	 * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis -	 * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue); -	 * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha); -	 */ -	tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); - -	//haze color -	setAdditiveColor( -		vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) -	  + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x -		  + tmpAmbient))); - -	//brightness of surface both sunlight and ambient -	setSunlitColor(vec3(sunlight * .5)); -	setAmblitColor(vec3(tmpAmbient * .25)); -	setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); -} - -vec3 atmosLighting(vec3 light) -{ -	light *= getAtmosAttenuation().r; -	light += getAdditiveColor(); -	return (2.0 * light); -} - -vec3 atmosTransport(vec3 light) { -	light *= getAtmosAttenuation().r; -	light += getAdditiveColor() * 2.0; -	return light; -} -vec3 atmosGetDiffuseSunlightColor() -{ -	return getSunlitColor(); -} - -vec3 scaleDownLight(vec3 light) -{ -	return (light / vec3(scene_light_strength, scene_light_strength, scene_light_strength)); -} - -vec3 scaleUpLight(vec3 light) -{ -	return (light * vec3(scene_light_strength, scene_light_strength, scene_light_strength)); -} - -vec3 atmosAmbient(vec3 light) -{ -	return getAmblitColor() + (light * vec3(0.5f, 0.5f, 0.5f)); -} - -vec3 atmosAffectDirectionalLight(float lightIntensity) -{ -	return getSunlitColor() * vec3(lightIntensity, lightIntensity, lightIntensity); -} - -vec3 scaleSoftClip(vec3 light) -{ -	//soft clip effect: -    vec3 zeroes = vec3(0.0f, 0.0f, 0.0f); -    vec3 ones   = vec3(1.0f, 1.0f, 1.0f); - -	light = ones - clamp(light, zeroes, ones); -	light = ones - pow(light, gamma.xxx); - -	return light; -} - -vec3 fullbrightAtmosTransport(vec3 light) { -	float brightness = dot(light.rgb, vec3(0.33333)); - -	return mix(atmosTransport(light.rgb), light.rgb + getAdditiveColor().rgb, brightness * brightness); -} - -vec3 fullbrightScaleSoftClip(vec3 light) -{ -	//soft clip effect: -	return light; -}  void main()   { @@ -475,7 +277,12 @@ void main()  	vec3 norm = vary_norm;  -	calcAtmospherics(pos.xyz, 1.0); +        vec3 sunlit; +        vec3 amblit; +        vec3 additive; +        vec3 atten; + +	calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten);  	vec2 abnormal	= encode_normal(norm.xyz);  	 norm.xyz   = decode_normal(abnormal.xy); @@ -490,7 +297,7 @@ void main()  	vec4 color = vec4(0,0,0,0); -	color.rgb = atmosAmbient(color.rgb); +	color.rgb = atmosFragAmbient(color.rgb, amblit);  	color.a   = final_alpha;  	float ambient = abs(da); @@ -499,13 +306,13 @@ void main()  	ambient = (1.0-ambient);  	color.rgb *= ambient; -	color.rgb += atmosAffectDirectionalLight(final_da); +	color.rgb += atmosFragAffectDirectionalLight(final_da, sunlit);  	color.rgb *= gamma_diff.rgb;  	//color.rgb = mix(diff.rgb, color.rgb, final_alpha); -	color.rgb = atmosLighting(color.rgb); -	color.rgb = scaleSoftClip(color.rgb); +	color.rgb = atmosFragLighting(color.rgb, additive, atten); +	color.rgb = scaleFragSoftClip(color.rgb);  	vec4 light = vec4(0,0,0,0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index d14805eccf..a90e433622 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -40,6 +40,12 @@ vec4 applyWaterFogView(vec3 pos, vec4 color);  vec3 srgb_to_linear(vec3 cs);  vec3 linear_to_srgb(vec3 cl); +vec3 atmosFragAmbient(vec3 l, vec3 ambient); +vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); +vec3 scaleFragSoftClip(vec3 l); +vec3 atmosFragAffectDirectionalLight(float intensity, vec3 sunlit); +void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); +  #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)  #ifdef DEFINE_GL_FRAGCOLOR @@ -88,19 +94,6 @@ uniform vec4 morphFactor;  uniform vec3 camPosLocal;  //uniform vec4 camPosWorld;  uniform vec4 gamma; -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 ambient; -uniform vec4 blue_horizon; -uniform vec4 blue_density; -uniform float haze_horizon; -uniform float haze_density; -uniform float cloud_shadow; -uniform float density_multiplier; -uniform float distance_multiplier; -uniform float max_y; -uniform vec4 glow; -uniform float scene_light_strength;  uniform mat3 env_mat;  uniform mat3 ssao_effect_mat; @@ -109,13 +102,6 @@ VARYING vec2 vary_fragcoord;  VARYING vec3 vary_position; -vec3 vary_PositionEye; - -vec3 vary_SunlitColor; -vec3 vary_AmblitColor; -vec3 vary_AdditiveColor; -vec3 vary_AtmosAttenuation; -  uniform mat4 inv_proj;  uniform vec2 screen_res; @@ -209,198 +195,6 @@ vec4 getPosition_d(vec2 pos_screen, float depth)  	return pos;  } -#ifndef WATER_FOG -vec3 getPositionEye() -{ -	return vary_PositionEye; -} -#endif - -vec3 getSunlitColor() -{ -	return vary_SunlitColor; -} -vec3 getAmblitColor() -{ -	return vary_AmblitColor; -} -vec3 getAdditiveColor() -{ -	return vary_AdditiveColor; -} -vec3 getAtmosAttenuation() -{ -	return vary_AtmosAttenuation; -} - -void setPositionEye(vec3 v) -{ -	vary_PositionEye = v; -} - -void setSunlitColor(vec3 v) -{ -	vary_SunlitColor = v; -} - -void setAmblitColor(vec3 v) -{ -	vary_AmblitColor = v; -} - -void setAdditiveColor(vec3 v) -{ -	vary_AdditiveColor = v; -} - -void setAtmosAttenuation(vec3 v) -{ -	vary_AtmosAttenuation = v; -} - -void calcAtmospherics(vec3 inPositionEye, float ambFactor) { - -	vec3 P = inPositionEye; -	setPositionEye(P); -	 -	vec3 tmpLightnorm = lightnorm.xyz; - -	vec3 Pn = normalize(P); -	float Plen = length(P); - -	vec4 temp1 = vec4(0); -	vec3 temp2 = vec3(0); -	vec4 blue_weight; -	vec4 haze_weight; -	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); -		//I had thought blue_density and haze_density should have equal weighting, -		//but attenuation due to haze_density tends to seem too strong - -	temp1 = blue_density + vec4(haze_density); -	blue_weight = blue_density / temp1; -	haze_weight = vec4(haze_density) / temp1; - -	//(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) -	temp2.y = max(0.0, tmpLightnorm.y); -	temp2.y = 1. / temp2.y; -	sunlight *= exp( - light_atten * temp2.y); - -	// main atmospheric scattering line integral -	temp2.z = Plen * density_multiplier; - -	// Transparency (-> temp1) -	// ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati -	// compiler gets confused. -	temp1 = exp(-temp1 * temp2.z * distance_multiplier); - -	//final atmosphere attenuation factor -	setAtmosAttenuation(temp1.rgb); -	 -	//compute haze glow -	//(can use temp2.x as temp because we haven't used it yet) -	temp2.x = dot(Pn, tmpLightnorm.xyz); -	temp2.x = 1. - temp2.x; -		//temp2.x is 0 at the sun and increases away from sun -	temp2.x = max(temp2.x, .03);	//was glow.y -		//set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) -	temp2.x *= glow.x; -		//higher glow.x gives dimmer glow (because next step is 1 / "angle") -	temp2.x = pow(temp2.x, glow.z); -		//glow.z should be negative, so we're doing a sort of (1 / "angle") function - -	//add "minimum anti-solar illumination" -	temp2.x += .25; -	 -	//increase ambient when there are more clouds -	vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5; -	 -	/*  decrease value and saturation (that in HSV, not HSL) for occluded areas -	 * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html -	 * // The following line of code performs the equivalent of: -	 * float ambAlpha = tmpAmbient.a; -	 * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis -	 * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue); -	 * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha); -	 */ -	tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); - -	//haze color -	setAdditiveColor( -		vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) -	  + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x -		  + tmpAmbient))); - -	//brightness of surface both sunlight and ambient -	setSunlitColor(vec3(sunlight * .5)); -	setAmblitColor(vec3(tmpAmbient * .25)); -	setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); -} - -vec3 atmosLighting(vec3 light) -{ -	light *= getAtmosAttenuation().r; -	light += getAdditiveColor(); -	return (2.0 * light); -} - -vec3 atmosTransport(vec3 light) { -	light *= getAtmosAttenuation().r; -	light += getAdditiveColor() * 2.0; -	return light; -} -vec3 atmosGetDiffuseSunlightColor() -{ -	return getSunlitColor(); -} - -vec3 scaleDownLight(vec3 light) -{ -	return (light / vec3(scene_light_strength, scene_light_strength, scene_light_strength)); -} - -vec3 scaleUpLight(vec3 light) -{ -	return (light * vec3(scene_light_strength, scene_light_strength, scene_light_strength)); -} - -vec3 atmosAmbient(vec3 light) -{ -	return getAmblitColor() + (light * vec3(0.5f, 0.5f, 0.5f)); -} - -vec3 atmosAffectDirectionalLight(float lightIntensity) -{ -	return getSunlitColor() * vec3(lightIntensity, lightIntensity, lightIntensity); -} - -vec3 scaleSoftClip(vec3 light) -{ -	//soft clip effect: -    vec3 zeroes = vec3(0.0f, 0.0f, 0.0f); -    vec3 ones   = vec3(1.0f, 1.0f, 1.0f); - -	light = ones - clamp(light, zeroes, ones); -	light = ones - pow(light, gamma.xxx); - -	return light; -} - -vec3 fullbrightAtmosTransport(vec3 light) { -	float brightness = dot(light.rgb, vec3(0.33333)); - -	return mix(atmosTransport(light.rgb), light.rgb + getAdditiveColor().rgb, brightness * brightness); -} - -vec3 fullbrightScaleSoftClip(vec3 light) -{ -	//soft clip effect: -	return light; -}  #else  #ifdef DEFINE_GL_FRAGCOLOR @@ -585,7 +379,12 @@ void main()      vec3 col = vec3(0.0f,0.0f,0.0f);  	float bloom = 0.0; -	calcAtmospherics(pos.xyz, 1.0); +        vec3 sunlit; +        vec3 amblit; +        vec3 additive; +        vec3 atten; + +	calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten);  	vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); @@ -598,7 +397,7 @@ void main()  		  final_da = min(final_da, 1.0f);  		  final_da = pow(final_da, 1.0/1.3); -	col.rgb = atmosAmbient(col); +	col.rgb = atmosFragAmbient(col, amblit);  	float ambient = min(abs(da), 1.0);  	ambient *= 0.5; @@ -607,7 +406,7 @@ void main()  	col.rgb *= ambient; -	col.rgb = col.rgb + atmosAffectDirectionalLight(final_da); +	col.rgb = col.rgb + atmosFragAffectDirectionalLight(final_da, sunlit);  	col.rgb *= gamma_diff.rgb; @@ -620,7 +419,7 @@ void main()  		//  		float sa = dot(refnormpersp, sun_dir.xyz); -		vec3 dumbshiny = vary_SunlitColor*shadow*(texture2D(lightFunc, vec2(sa, spec.a)).r); +		vec3 dumbshiny = sunlit*shadow*(texture2D(lightFunc, vec2(sa, spec.a)).r);  		// add the two types of shiny together  		vec3 spec_contrib = dumbshiny * spec.rgb; @@ -654,8 +453,8 @@ void main()  	//col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a);  	//col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col),  diffuse.a); -	col = atmosLighting(col); -	col = scaleSoftClip(col); +	col = atmosFragLighting(col, additive, atten); +	col = scaleFragSoftClip(col);  	//convert to linear space before adding local lights  	col = srgb_to_linear(col); diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 5983d74cbc..fbfd43a4da 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -51,33 +51,13 @@ uniform vec4 morphFactor;  uniform vec3 camPosLocal;  //uniform vec4 camPosWorld;  uniform vec4 gamma; -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 ambient; -uniform vec4 blue_horizon; -uniform vec4 blue_density; -uniform float haze_horizon; -uniform float haze_density; -uniform float cloud_shadow; -uniform float density_multiplier; -uniform float distance_multiplier; -uniform float max_y; -uniform vec4 glow;  uniform float global_gamma; -uniform float scene_light_strength;  uniform mat3 env_mat;  uniform mat3 ssao_effect_mat;  uniform vec3 sun_dir;  VARYING vec2 vary_fragcoord; -vec3 vary_PositionEye; - -vec3 vary_SunlitColor; -vec3 vary_AmblitColor; -vec3 vary_AdditiveColor; -vec3 vary_AtmosAttenuation; -  uniform mat4 inv_proj;  uniform vec2 screen_res; @@ -89,6 +69,15 @@ vec3 srgb_to_linear(vec3 cs);  vec3 linear_to_srgb(vec3 cl);  vec3 decode_normal (vec2 enc); +vec3 atmosFragAmbient(vec3 l, vec3 ambient); +vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); +vec3 scaleFragSoftClip(vec3 l); +vec3 atmosFragAffectDirectionalLight(float intensity, vec3 sunlit); +vec3 fullbrightFragAtmosTransport(vec3 l, vec3 additive, vec3 atten); +vec3 fullbrightScaleSoftClipFrag(vec3 l, vec3 atten); + +void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); +  vec4 getPosition_d(vec2 pos_screen, float depth)  {  	vec2 sc = pos_screen.xy*2.0; @@ -107,196 +96,6 @@ vec4 getPosition(vec2 pos_screen)  	return getPosition_d(pos_screen, depth);  } -vec3 getPositionEye() -{ -	return vary_PositionEye; -} -vec3 getSunlitColor() -{ -	return vary_SunlitColor; -} -vec3 getAmblitColor() -{ -	return vary_AmblitColor; -} -vec3 getAdditiveColor() -{ -	return vary_AdditiveColor; -} -vec3 getAtmosAttenuation() -{ -	return vary_AtmosAttenuation; -} - -void setPositionEye(vec3 v) -{ -	vary_PositionEye = v; -} - -void setSunlitColor(vec3 v) -{ -	vary_SunlitColor = v; -} - -void setAmblitColor(vec3 v) -{ -	vary_AmblitColor = v; -} - -void setAdditiveColor(vec3 v) -{ -	vary_AdditiveColor = v; -} - -void setAtmosAttenuation(vec3 v) -{ -	vary_AtmosAttenuation = v; -} - -void calcAtmospherics(vec3 inPositionEye, float ambFactor) { - -	vec3 P = inPositionEye; -	setPositionEye(P); -	 -	vec3 tmpLightnorm = lightnorm.xyz; - -	vec3 Pn = normalize(P); -	float Plen = length(P); - -	vec4 temp1 = vec4(0); -	vec3 temp2 = vec3(0); -	vec4 blue_weight; -	vec4 haze_weight; -	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); -		//I had thought blue_density and haze_density should have equal weighting, -		//but attenuation due to haze_density tends to seem too strong - -	temp1 = blue_density + vec4(haze_density); -	blue_weight = blue_density / temp1; -	haze_weight = vec4(haze_density) / temp1; - -	//(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) -	temp2.y = max(0.0, tmpLightnorm.y); -	temp2.y = 1. / temp2.y; -	sunlight *= exp( - light_atten * temp2.y); - -	// main atmospheric scattering line integral -	temp2.z = Plen * density_multiplier; - -	// Transparency (-> temp1) -	// ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati -	// compiler gets confused. -	temp1 = exp(-temp1 * temp2.z * distance_multiplier); - -	//final atmosphere attenuation factor -	setAtmosAttenuation(temp1.rgb); -	 -	//compute haze glow -	//(can use temp2.x as temp because we haven't used it yet) -	temp2.x = dot(Pn, tmpLightnorm.xyz); -	temp2.x = 1. - temp2.x; -		//temp2.x is 0 at the sun and increases away from sun -	temp2.x = max(temp2.x, .03);	//was glow.y -		//set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) -	temp2.x *= glow.x; -		//higher glow.x gives dimmer glow (because next step is 1 / "angle") -	temp2.x = pow(temp2.x, glow.z); -		//glow.z should be negative, so we're doing a sort of (1 / "angle") function - -	//add "minimum anti-solar illumination" -	temp2.x += .25; -	 -	//increase ambient when there are more clouds -	vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5; -	 -	/*  decrease value and saturation (that in HSV, not HSL) for occluded areas -	 * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html -	 * // The following line of code performs the equivalent of: -	 * float ambAlpha = tmpAmbient.a; -	 * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis -	 * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue); -	 * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha); -	 */ -	tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); - -	//haze color -	setAdditiveColor( -		vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) -	  + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x -		  + tmpAmbient))); - -	//brightness of surface both sunlight and ambient -	setSunlitColor(vec3(sunlight * .5)); -	setAmblitColor(vec3(tmpAmbient * .25)); -	setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); -} - -vec3 atmosLighting(vec3 light) -{ -	light *= getAtmosAttenuation().r; -	light += getAdditiveColor(); -	return (2.0 * light); -} - -vec3 atmosTransport(vec3 light) { -	light *= getAtmosAttenuation().r; -	light += getAdditiveColor() * 2.0; -	return light; -} - -vec3 fullbrightAtmosTransport(vec3 light) { -	float brightness = dot(light.rgb, vec3(0.33333)); - -	return mix(atmosTransport(light.rgb), light.rgb + getAdditiveColor().rgb, brightness * brightness); -} - - - -vec3 atmosGetDiffuseSunlightColor() -{ -	return getSunlitColor(); -} - -vec3 scaleDownLight(vec3 light) -{ -	return (light / scene_light_strength ); -} - -vec3 scaleUpLight(vec3 light) -{ -	return (light * scene_light_strength); -} - -vec3 atmosAmbient(vec3 light) -{ -	return getAmblitColor() + light / 2.0; -} - -vec3 atmosAffectDirectionalLight(float lightIntensity) -{ -	return getSunlitColor() * lightIntensity; -} - -vec3 scaleSoftClip(vec3 light) -{ -	//soft clip effect: -	light = 1. - clamp(light, vec3(0.), vec3(1.)); -	light = 1. - pow(light, gamma.xxx); - -	return light; -} - - -vec3 fullbrightScaleSoftClip(vec3 light) -{ -	//soft clip effect: -	return light; -}  void main()   { @@ -324,9 +123,13 @@ void main()  	vec3 col;  	float bloom = 0.0;  	{ -		calcAtmospherics(pos.xyz, 1.0); +                vec3 sunlit; +                vec3 amblit; +                vec3 additive; +                vec3 atten; +		calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten); -		col = atmosAmbient(vec3(0)); +		col = atmosFragAmbient(vec3(0), amblit);  		float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);  		ambient *= 0.5;  		ambient *= ambient; @@ -334,7 +137,7 @@ void main()  		col.rgb *= ambient; -		col += atmosAffectDirectionalLight(final_da);	 +		col += atmosFragAffectDirectionalLight(final_da, sunlit);  		col *= diffuse.rgb; @@ -346,7 +149,7 @@ void main()  			//  			float sa = dot(refnormpersp, sun_dir.xyz); -			vec3 dumbshiny = vary_SunlitColor*(texture2D(lightFunc, vec2(sa, spec.a)).r); +			vec3 dumbshiny = sunlit*(texture2D(lightFunc, vec2(sa, spec.a)).r);  			// add the two types of shiny together  			vec3 spec_contrib = dumbshiny * spec.rgb; @@ -370,8 +173,8 @@ void main()  		if (norm.w < 0.5)  		{ -			col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a); -			col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a); +			col = mix(atmosFragLighting(col, additive, atten), fullbrightFragAtmosTransport(col, atten, additive), diffuse.a); +			col = mix(scaleFragSoftClip(col), fullbrightScaleSoftClipFrag(col, atten), diffuse.a);  		}  		#ifdef WATER_FOG diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl index aacc503e13..584bd568c5 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl @@ -31,3 +31,8 @@ vec3 atmosLighting(vec3 light)  	return light;  } + +void calcFragAtmospherics(vec3 inPositionEye, float ambFactor) { +	/* stub function for fallback compatibility on class1 hardware */ +} + diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index fc69f6a69c..c20092bfe0 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -70,13 +70,6 @@ uniform mat3 ssao_effect_mat;  uniform vec3 sun_dir;  VARYING vec2 vary_fragcoord; -vec3 vary_PositionEye; - -vec3 vary_SunlitColor; -vec3 vary_AmblitColor; -vec3 vary_AdditiveColor; -vec3 vary_AtmosAttenuation; -  uniform mat4 inv_proj;  uniform vec2 screen_res; @@ -84,6 +77,12 @@ vec3 srgb_to_linear(vec3 cs);  vec3 linear_to_srgb(vec3 cl);  vec3 decode_normal (vec2 enc); +vec3 atmosFragAmbient(vec3 l, vec3 ambient); +vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); +vec3 scaleFragSoftClip(vec3 l); +vec3 atmosFragAffectDirectionalLight(float intensity, vec3 sunlit); +void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); +  vec4 getPosition_d(vec2 pos_screen, float depth)  {  	vec2 sc = pos_screen.xy*2.0; @@ -102,243 +101,11 @@ vec4 getPosition(vec2 pos_screen)  	return getPosition_d(pos_screen, depth);  } -vec3 getPositionEye() -{ -	return vary_PositionEye; -} -vec3 getSunlitColor() -{ -	return vary_SunlitColor; -} -vec3 getAmblitColor() -{ -	return vary_AmblitColor; -} -vec3 getAdditiveColor() -{ -	return vary_AdditiveColor; -} -vec3 getAtmosAttenuation() -{ -	return vary_AtmosAttenuation; -} - -void setPositionEye(vec3 v) -{ -	vary_PositionEye = v; -} - -void setSunlitColor(vec3 v) -{ -	vary_SunlitColor = v; -} - -void setAmblitColor(vec3 v) -{ -	vary_AmblitColor = v; -} - -void setAdditiveColor(vec3 v) -{ -	vary_AdditiveColor = v; -} - -void setAtmosAttenuation(vec3 v) -{ -	vary_AtmosAttenuation = v; -} - -void calcAtmospherics(vec3 inPositionEye, float ambFactor) { - -	vec3 P = inPositionEye; -	setPositionEye(P); -	 -	vec3 tmpLightnorm = lightnorm.xyz; - -	vec3 Pn = normalize(P); -	float Plen = length(P); - -	vec4 temp1 = vec4(0); -	vec3 temp2 = vec3(0); -	vec4 blue_weight; -	vec4 haze_weight; -	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); -		//I had thought blue_density and haze_density should have equal weighting, -		//but attenuation due to haze_density tends to seem too strong - -	temp1 = blue_density + vec4(haze_density); -	blue_weight = blue_density / temp1; -	haze_weight = vec4(haze_density) / temp1; - -	//(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) -	temp2.y = max(0.0, tmpLightnorm.y); -	temp2.y = 1. / temp2.y; -	sunlight *= exp( - light_atten * temp2.y); - -	// main atmospheric scattering line integral -	temp2.z = Plen * density_multiplier; - -	// Transparency (-> temp1) -	// ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati -	// compiler gets confused. -	temp1 = exp(-temp1 * temp2.z * distance_multiplier); - -	//final atmosphere attenuation factor -	setAtmosAttenuation(temp1.rgb); -	 -	//compute haze glow -	//(can use temp2.x as temp because we haven't used it yet) -	temp2.x = dot(Pn, tmpLightnorm.xyz); -	temp2.x = 1. - temp2.x; -		//temp2.x is 0 at the sun and increases away from sun -	temp2.x = max(temp2.x, .03);	//was glow.y -		//set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) -	temp2.x *= glow.x; -		//higher glow.x gives dimmer glow (because next step is 1 / "angle") -	temp2.x = pow(temp2.x, glow.z); -		//glow.z should be negative, so we're doing a sort of (1 / "angle") function - -	//add "minimum anti-solar illumination" -	temp2.x += .25; -	 -	//increase ambient when there are more clouds -	vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5; -	 -	/*  decrease value and saturation (that in HSV, not HSL) for occluded areas -	 * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html -	 * // The following line of code performs the equivalent of: -	 * float ambAlpha = tmpAmbient.a; -	 * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis -	 * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue); -	 * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha); -	 */ -	tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); - -	//haze color -	setAdditiveColor( -		vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) -	  + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x -		  + tmpAmbient))); - -	//brightness of surface both sunlight and ambient -	setSunlitColor(vec3(sunlight * .5)); -	setAmblitColor(vec3(tmpAmbient * .25)); -	setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); -}  #ifdef WATER_FOG -uniform vec4 waterPlane; -uniform vec4 waterFogColor; -uniform float waterFogDensity; -uniform float waterFogKS; - -vec4 applyWaterFogDeferred(vec3 pos, vec4 color) -{ -	//normalize view vector -	vec3 view = normalize(pos); -	float es = -(dot(view, waterPlane.xyz)); - -	//find intersection point with water plane and eye vector -	 -	//get eye depth -	float e0 = max(-waterPlane.w, 0.0); -	 -	vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0); -	 -	//get object depth -	float depth = length(pos - int_v); -		 -	//get "thickness" of water -	float l = max(depth, 0.1); - -	float kd = waterFogDensity; -	float ks = waterFogKS; -	vec4 kc = waterFogColor; -	 -	float F = 0.98; -	 -	float t1 = -kd * pow(F, ks * e0); -	float t2 = kd + ks * es; -	float t3 = pow(F, t2*l) - 1.0; -	 -	float L = min(t1/t2*t3, 1.0); -	 -	float D = pow(0.98, l*kd); -	 -	color.rgb = color.rgb * D + kc.rgb * L; -	color.a = kc.a + color.a; -	 -	return color; -} +vec4 applyWaterFogDeferred(vec3 pos, vec4 color);  #endif -vec3 atmosLighting(vec3 light) -{ -	light *= getAtmosAttenuation().r; -	light += getAdditiveColor(); -	return (2.0 * light); -} - -vec3 atmosTransport(vec3 light) { -	light *= getAtmosAttenuation().r; -	light += getAdditiveColor() * 2.0; -	return light; -} - -vec3 fullbrightAtmosTransport(vec3 light) { -	float brightness = dot(light.rgb, vec3(0.33333)); - -	return mix(atmosTransport(light.rgb), light.rgb + getAdditiveColor().rgb, brightness * brightness); -} - - - -vec3 atmosGetDiffuseSunlightColor() -{ -	return getSunlitColor(); -} - -vec3 scaleDownLight(vec3 light) -{ -	return (light / scene_light_strength ); -} - -vec3 scaleUpLight(vec3 light) -{ -	return (light * scene_light_strength); -} - -vec3 atmosAmbient(vec3 light) -{ -	return getAmblitColor() + light / 2.0; -} - -vec3 atmosAffectDirectionalLight(float lightIntensity) -{ -	return getSunlitColor() * lightIntensity; -} - -vec3 scaleSoftClip(vec3 light) -{ -	//soft clip effect: -	light = 1. - clamp(light, vec3(0.), vec3(1.)); -	light = 1. - pow(light, gamma.xxx); - -	return light; -} - - -vec3 fullbrightScaleSoftClip(vec3 light) -{ -	//soft clip effect: -	return light; -} -  void main()   {  	vec2 tc = vary_fragcoord.xy; @@ -372,8 +139,13 @@ void main()  		float ambocc = scol_ambocc.g; + +                vec3 sunlit; +                vec3 amblit; +                vec3 additive; +                vec3 atten; -		calcAtmospherics(pos.xyz, ambocc); +		calcFragAtmospherics(pos.xyz, ambocc, sunlit, amblit, additive, atten);  		col = atmosAmbient(vec3(0));  		float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); @@ -383,7 +155,7 @@ void main()  		col.rgb *= ambient; -		col += atmosAffectDirectionalLight(max(min(da, scol), 0.0)); +		col += atmosFragAffectDirectionalLight(max(min(da, scol), 0.0), sunlit);  		col *= diffuse.rgb; @@ -419,8 +191,8 @@ void main()  		if (norm.w < 0.5)  		{ -			col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a); -			col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a); +			col = mix(atmosFragLighting(col, additive, atten), fullbrightFragAtmosTransport(col, atten, additive), diffuse.a); +			col = mix(scaleFragSoftClip(col), fullbrightFragScaleSoftClip(col), diffuse.a);  		}  		#ifdef WATER_FOG diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl index fea3cbf69b..fee1a7f311 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl @@ -22,23 +22,127 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -  - - -////////////////////////////////////////////////////////// -// The fragment shader for the terrain atmospherics -//////////////////////////////////////////////////////////  vec3 getAdditiveColor();  vec3 getAtmosAttenuation();  uniform sampler2D cloudMap; +uniform vec4 gamma;  uniform vec4 cloud_pos_density1; +uniform vec4 lightnorm; +uniform vec4 sunlight_color; +uniform vec4 ambient; +uniform vec4 blue_horizon; +uniform vec4 blue_density; +uniform float haze_horizon; +uniform float haze_density; +uniform float cloud_shadow; +uniform float density_multiplier; +uniform float distance_multiplier; +uniform float max_y; +uniform vec4 glow; +uniform float scene_light_strength; +uniform mat3 ssao_effect_mat; -vec3 atmosLighting(vec3 light) +vec3 scaleFragSoftClip(vec3 light) +{ +	//soft clip effect: +	light = 1. - clamp(light, vec3(0.), vec3(1.)); +	light = 1. - pow(light, gamma.xxx); +	return light; +} + +vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten)  { -	light *= getAtmosAttenuation().r; -	light += getAdditiveColor(); +	light *= atten.r; +	light += additive;  	return (2.0 * light);  } +vec3 atmosLighting(vec3 light) +{ +    return atmosFragLighting(light, getAdditiveColor(), getAtmosAttenuation()); +} + +void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten) { + +	vec3 P = inPositionEye; +	 +	vec3 tmpLightnorm = lightnorm.xyz; + +	vec3 Pn = normalize(P); +	float Plen = length(P); + +	vec4 temp1 = vec4(0); +	vec3 temp2 = vec3(0); +	vec4 blue_weight; +	vec4 haze_weight; +	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); +		//I had thought blue_density and haze_density should have equal weighting, +		//but attenuation due to haze_density tends to seem too strong + +	temp1 = blue_density + vec4(haze_density); +	blue_weight = blue_density / temp1; +	haze_weight = vec4(haze_density) / temp1; + +	//(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) +	temp2.y = max(0.0, tmpLightnorm.y); +	temp2.y = 1. / temp2.y; +	sunlight *= exp( - light_atten * temp2.y); + +	// main atmospheric scattering line integral +	temp2.z = Plen * density_multiplier; + +	// Transparency (-> temp1) +	// ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati +	// compiler gets confused. +	temp1 = exp(-temp1 * temp2.z * distance_multiplier); + +	//final atmosphere attenuation factor +	atten = temp1.rgb; +	 +	//compute haze glow +	//(can use temp2.x as temp because we haven't used it yet) +	temp2.x = dot(Pn, tmpLightnorm.xyz); +	temp2.x = 1. - temp2.x; +		//temp2.x is 0 at the sun and increases away from sun +	temp2.x = max(temp2.x, .03);	//was glow.y +		//set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) +	temp2.x *= glow.x; +		//higher glow.x gives dimmer glow (because next step is 1 / "angle") +	temp2.x = pow(temp2.x, glow.z); +		//glow.z should be negative, so we're doing a sort of (1 / "angle") function + +	//add "minimum anti-solar illumination" +	temp2.x += .25; +	 +	//increase ambient when there are more clouds +	vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5; +	 +	/*  decrease value and saturation (that in HSV, not HSL) for occluded areas +	 * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html +	 * // The following line of code performs the equivalent of: +	 * float ambAlpha = tmpAmbient.a; +	 * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis +	 * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue); +	 * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha); +	 */ +	tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); + +	//haze color +        additive = +		vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) +     	          + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x +		  + tmpAmbient)); + +	//brightness of surface both sunlight and ambient +	sunlit = vec3(sunlight * .5); +	amblit = vec3(tmpAmbient * .25); +	additive *= vec3(1.0 - temp1); +} + diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl new file mode 100644 index 0000000000..3582759e62 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl @@ -0,0 +1,49 @@ +/** + * @file atmosphericsHelpersV.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 + * $/LicenseInfo$ + */ + +// Output variables + +uniform float scene_light_strength; + +vec3 atmosFragAmbient(vec3 light, vec3 amblit) +{ +	return amblit + light / 2.0; +} + +vec3 atmosFragAffectDirectionalLight(float lightIntensity, vec3 sunlit) +{ +	return sunlit * lightIntensity; +} + +vec3 scaleDownLightFrag(vec3 light) +{ +	return (light / scene_light_strength ); +} + +vec3 scaleUpLightFrag(vec3 light) +{ +	return (light * scene_light_strength); +} + diff --git a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl index 478373d729..2db633cd01 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl @@ -38,7 +38,12 @@ vec3 scaleSoftClip(vec3 light) {  	return light;  } +vec3 fullbrightScaleSoftClipFrag(vec3 light, vec3 atten) +{ +	return mix(scaleSoftClip(light.rgb), light.rgb, atten); +} +  vec3 fullbrightScaleSoftClip(vec3 light) { -	return mix(scaleSoftClip(light.rgb), light.rgb, getAtmosAttenuation()); +	return fullbrightScaleSoftClipFrag(light.rgb, getAtmosAttenuation());  } diff --git a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl index 8a8e4cb0f6..82e1d7fe35 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl @@ -33,21 +33,30 @@ vec3 getAtmosAttenuation();  uniform sampler2D cloudMap;  uniform vec4 cloud_pos_density1; -vec3 atmosTransport(vec3 light) { -	light *= getAtmosAttenuation().r; -	light += getAdditiveColor() * 2.0; +vec3 atmosFragTransport(vec3 light, vec3 atten, vec3 additive) { +	light *= atten.r; +	light += additive * 2.0;  	return light;  } -vec3 fullbrightAtmosTransport(vec3 light) { +vec3 fullbrightFragAtmosTransport(vec3 light, vec3 atten, vec3 additive) {  	float brightness = dot(light.rgb, vec3(0.33333)); - -	return mix(atmosTransport(light.rgb), light.rgb + getAdditiveColor().rgb, brightness * brightness); +	return mix(atmosFragTransport(light.rgb, atten, additive), light.rgb + additive.rgb, brightness * brightness);  } -vec3 fullbrightShinyAtmosTransport(vec3 light) { +vec3 fullbrightFragShinyAtmosTransport(vec3 light, vec3 atten, vec3 additive) {  	float brightness = dot(light.rgb, vec3(0.33333)); +	return mix(atmosFragTransport(light.rgb, atten, additive), (light.rgb + additive.rgb) * (2.0 - brightness), brightness * brightness); +} -	return mix(atmosTransport(light.rgb), (light.rgb + getAdditiveColor().rgb) * (2.0 - brightness), brightness * brightness); +vec3 atmosTransport(vec3 light) { +     return atmosFragTransport(light, getAtmosAttenuation(), getAdditiveColor());  } +vec3 fullbrightAtmosTransport(vec3 light) { +     return fullbrightFragAtmosTransport(light, getAtmosAttenuation(), getAdditiveColor()); +} + +vec3 fullbrightShinyAtmosTransport(vec3 light) { +    return fullbrightFragShinyAtmosTransport(light, getAtmosAttenuation(), getAdditiveColor()); +} | 
