diff options
Diffstat (limited to 'indra/newview/app_settings/shaders')
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); |