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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/moonF.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/moonF.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/skyF.glsl40
3 files changed, 61 insertions, 12 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
index e86bca3ddd..f65a6eb32b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
@@ -39,6 +39,7 @@ vec3 fullbrightScaleSoftClip(vec3 light);
uniform vec4 color;
uniform vec4 sunlight_color;
uniform vec3 lumWeights;
+uniform float moon_brightness;
uniform float minLuminance;
uniform sampler2D diffuseMap;
uniform sampler2D altDiffuseMap;
@@ -51,15 +52,23 @@ void main()
vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy);
vec4 c = mix(moonA, moonB, blend_factor);
+ if (c.a < 0.1f)
+ {
+ discard;
+ }
+
c.rgb = pow(c.rgb, vec3(0.7f));
c.rgb = fullbrightAtmosTransport(c.rgb);
c.rgb = fullbrightScaleSoftClip(c.rgb);
// mix factor which blends when sunlight is brighter
// and shows true moon color at night
- vec3 luma_weights = vec3(0.1, 0.3, 0.0);
- float mix = 1.0f - dot(sunlight_color.rgb, luma_weights);
- frag_data[0] = vec4(c.rgb, mix * c.a);
+ vec3 luma_weights = vec3(0.2, 0.3, 0.2);
+ float mix = 1.0f - dot(normalize(sunlight_color.rgb), luma_weights);
+
+ c.rgb = pow(c.rgb, 1.2 - vec3(mix * moon_brightness));
+
+ frag_data[0] = vec4(c.rgb, mix * (moon_brightness + (c.a * 0.25)));
frag_data[1] = vec4(0.0);
frag_data[2] = vec4(0.0f);
}
diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl
index 933625986c..8cc7fc3bb5 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl
@@ -39,6 +39,7 @@ vec3 fullbrightScaleSoftClip(vec3 light);
uniform vec4 color;
uniform vec4 sunlight_color;
uniform vec3 lumWeights;
+uniform float moon_brightness;
uniform float minLuminance;
uniform sampler2D diffuseMap;
uniform sampler2D altDiffuseMap;
@@ -51,13 +52,22 @@ void main()
vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy);
vec4 c = mix(moonA, moonB, blend_factor);
- c.rgb = pow(c.rgb, vec3(0.45f));
+ if (c.a < 0.1f)
+ {
+ discard;
+ }
+
+ c.rgb = pow(c.rgb, vec3(0.7f));
c.rgb = fullbrightAtmosTransport(c.rgb);
c.rgb = fullbrightScaleSoftClip(c.rgb);
+
// mix factor which blends when sunlight is brighter
// and shows true moon color at night
- vec3 luma_weights = vec3(0.1, 0.3, 0.0);
- float mix = 1.0f - dot(sunlight_color.rgb, luma_weights);
- frag_color = vec4(c.rgb, mix * c.a);
+ vec3 luma_weights = vec3(0.2, 0.3, 0.2);
+ float mix = 1.0f - dot(normalize(sunlight_color.rgb), luma_weights);
+
+ c.rgb = pow(c.rgb, 1.2 - vec3(mix * moon_brightness));
+
+ frag_color = vec4(c.rgb, mix * (moon_brightness + (c.a * 0.25)));
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl
index 7bfc114383..2073fc066f 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl
@@ -42,25 +42,46 @@ 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 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 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, 1.0), 0.0);
+ 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;
+
+ 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 camPos = (camPosLocal / 1000.0f) + vec3(0, 0, 6360.0f);
vec3 transmittance;
vec3 radiance_sun = GetSkyLuminance(camPos, view_direction, 0.0f, sun_direction, transmittance);
- vec3 solar_luminance = transmittance * GetSolarLuminance();
+ vec3 solar_luminance = GetSolarLuminance();
// If the view ray intersects the Sun, add the Sun radiance.
float s = dot(view_direction, sun_direction);
@@ -68,12 +89,21 @@ void main()
// 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;
+ 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 = vec3(1.0) - exp(-radiance_sun * 0.0001);
+ float optic_d = dot(view_direction, sun_direction);
+
+ vec3 halo_22 = halo22(optic_d);
+
+ if (optic_d <= 0)
+ color.rgb += rainbow(optic_d);
+
+ color.rgb += halo_22;
+
color = pow(color, vec3(1.0 / 2.2));
frag_data[0] = vec4(color, 1.0 + s);