diff options
Diffstat (limited to 'indra/newview/app_settings/shaders')
4 files changed, 63 insertions, 263 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl index 331249dc33..de22312d3c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl @@ -25,6 +25,17 @@  /*[EXTRA_CODE_HERE]*/ +// Inputs +VARYING vec4 vary_HazeColor; +VARYING float vary_LightNormPosDot; + +uniform sampler2D rainbow_map; +uniform sampler2D halo_map; + +uniform float moisture_level; +uniform float droplet_radius; +uniform float ice_level; +  #ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_data[3];  #else @@ -35,11 +46,34 @@ out vec4 frag_data[3];  // The fragment shader for the sky  ///////////////////////////////////////////////////////////////////////// -VARYING vec4 vary_HazeColor; +vec3 rainbow(float d) +{ +    // 'Interesting' values of d are -0.75 .. -0.825, i.e. when view vec nearly opposite of sun vec +    // Rainbox tex is mapped with REPEAT, so -.75 as tex coord is same as 0.25.  -0.825 -> 0.175. etc. +    // SL-13629 +    // Unfortunately the texture is inverted, so we need to invert the y coord, but keep the 'interesting' +    // part within the same 0.175..0.250 range, i.e. d = (1 - d) - 1.575 +    d         = clamp(-0.575 - d, 0.0, 1.0); + +    // With the colors in the lower 1/4 of the texture, inverting the coords leaves most of it inaccessible. +    // So, we can stretch the texcoord above the colors (ie > 0.25) to fill the entire remaining coordinate +    // space. This improves gradation, reduces banding within the rainbow interior. (1-0.25) / (0.425/0.25) = 4.2857 +    float interior_coord = max(0.0, d - 0.25) * 4.2857; +    d = clamp(d, 0.0, 0.25) + interior_coord; + +    float rad = (droplet_radius - 5.0f) / 1024.0f; +    return pow(texture2D(rainbow_map, vec2(rad+0.5, d)).rgb, vec3(1.8)) * moisture_level; +} + +vec3 halo22(float d) +{ +    d       = clamp(d, 0.1, 1.0); +    float v = sqrt(clamp(1 - (d * d), 0, 1)); +    return texture2D(halo_map, vec2(0, v)).rgb * ice_level; +}  /// Soft clips the light with a gamma correction  vec3 scaleSoftClip(vec3 light); -vec3 srgb_to_linear(vec3 c);  void main()  { @@ -48,14 +82,18 @@ void main()      // the fragment) if the sky wouldn't show up because the clouds       // are fully opaque. -    vec4 color; -    color = vary_HazeColor; +    vec4 color = vary_HazeColor; +    float  rel_pos_lightnorm = vary_LightNormPosDot; +    float optic_d = rel_pos_lightnorm; +    vec3  halo_22 = halo22(optic_d); +    color.rgb += rainbow(optic_d); +    color.rgb += halo_22;      color.rgb *= 2.;      color.rgb = scaleSoftClip(color.rgb); -    /// Gamma correct for WL (soft clip effect). -    frag_data[0] = vec4(color.rgb, 0.0); +    // Gamma correct for WL (soft clip effect). +    frag_data[0] = vec4(color.rgb, 1.0);      frag_data[1] = vec4(0.0,0.0,0.0,0.0);      frag_data[2] = vec4(0.0,0.0,0.0,1.0); //1.0 in norm.w masks off fog diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index 28a1faf24f..6db4690bff 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -33,6 +33,7 @@ ATTRIBUTE vec3 position;  // Output parameters  VARYING vec4 vary_HazeColor; +VARYING float vary_LightNormPosDot;  // Inputs  uniform vec3 camPosLocal; @@ -72,27 +73,29 @@ void main()      vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0);      // Adj position vector to clamp altitude -    if (rel_pos.y > 0) +    if (rel_pos.y > 0.)      {          rel_pos *= (max_y / rel_pos.y);      } -    if (rel_pos.y < 0) +    if (rel_pos.y < 0.)      {          rel_pos *= (-32000. / rel_pos.y);      } -    // Can normalize then -    vec3 rel_pos_norm = normalize(rel_pos); +    // Normalized +    vec3  rel_pos_norm = normalize(rel_pos); +    float rel_pos_len  = length(rel_pos); -    float rel_pos_len = length(rel_pos); +    // Grab this value and pass to frag shader for rainbows +    float rel_pos_lightnorm_dot = dot(rel_pos_norm, lightnorm.xyz); +    vary_LightNormPosDot = rel_pos_lightnorm_dot;      // 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); +    vec4 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)); @@ -112,7 +115,7 @@ void main()      combined_haze = exp(-combined_haze * density_dist);      // Compute haze glow -    float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz); +    float haze_glow = 1.0 - rel_pos_lightnorm_dot;      // 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) @@ -123,30 +126,30 @@ void main()      // 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); +    haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (sun_moon_glow_factor * (haze_glow + 0.25)); -    vec4 color = -        (blue_horizon * blue_weight * (sunlight + ambient_color) + (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient_color)); +    // Haze color above cloud +    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; +    vec4 ambient = ambient_color + max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5;      // 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)); +    vec4 add_below_cloud = (blue_horizon * blue_weight * (sunlight + ambient)  +                         + (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient));      // 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)); +    color += (add_below_cloud - color) * (1. - sqrt(combined_haze));      // Haze color above cloud      vary_HazeColor = color; diff --git a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl deleted file mode 100644 index 6841a8194f..0000000000 --- a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl +++ /dev/null @@ -1,199 +0,0 @@ -/** - * @file class2/deferred/skyF.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; - -// SKY //////////////////////////////////////////////////////////////////////// -// The vertex shader for creating the atmospheric sky -/////////////////////////////////////////////////////////////////////////////// - -// 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 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 sun_moon_glow_factor; - -uniform vec4 cloud_color; - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif - -VARYING vec3 pos; - -///////////////////////////////////////////////////////////////////////// -// The fragment shader for the sky -///////////////////////////////////////////////////////////////////////// - -uniform sampler2D rainbow_map; -uniform sampler2D halo_map; - -uniform float moisture_level; -uniform float droplet_radius; -uniform float ice_level; - -vec3 rainbow(float d) -{ -    // d is the dot product of view and sun directions, so ranging -1.0..1.0 -    // 'interesting' values of d are the range -0.75..-0.825, when view is nearly opposite of sun vec -    // Rainbox texture mode is GL_REPEAT, so tc of -.75 is equiv to 0.25, -0.825 equiv to 0.175. - -    // SL-13629 Rainbow texture has colors within the correct .175...250 range, but order is inverted. -    // Rather than replace the texture, we mirror and translate the y tc to keep the colors within the -    // interesting range, but in reversed order:  i.e. d = (1 - d) - 1.575 -    d = clamp(-0.575 - d, 0.0, 1.0); - -    // With the colors in the lower 1/4 of the texture, inverting the coords leaves most of it inaccessible. -    // So, we can stretch the texcoord above the colors (ie > 0.25) to fill the entire remaining coordinate -    // space. This improves gradation, reduces banding within the rainbow interior. (1-0.25) / (0.425/0.25) = 4.2857 -    float interior_coord = max(0.0, d - 0.25) * 4.2857; -    d = clamp(d, 0.0, 0.25) + interior_coord; - -    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) -{ -    d       = clamp(d, 0.1, 1.0); -    float v = sqrt(clamp(1 - (d * d), 0, 1)); -    return texture2D(halo_map, vec2(0, v)).rgb * ice_level; -} - -/// Soft clips the light with a gamma correction -vec3 scaleSoftClip(vec3 light); - -void main() -{ -    // World / view / projection -    // Get relative position (offset why?) -    vec3 rel_pos = pos.xyz - camPosLocal.xyz + vec3(0, 50, 0); - -    // Adj position vector to clamp altitude -    if (rel_pos.y > 0.) -    { -        rel_pos *= (max_y / rel_pos.y); -    } -    if (rel_pos.y < 0.) -    { -        rel_pos *= (-32000. / rel_pos.y); -    } - -    // Normalized -    vec3  rel_pos_norm = normalize(rel_pos); -    float rel_pos_len  = length(rel_pos); - -    // Initialize temp variables -    vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; - -    // Sunlight attenuation effect (hue and brightness) due to atmosphere -    // this is used later for sunlight modulation at various altitudes -    vec4 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 = dot(rel_pos_norm, lightnorm.xyz); -    haze_glow       = 1. - haze_glow; -    // 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" -    // For sun, add to glow.  For moon, remove glow entirely. SL-13768 -    haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (sun_moon_glow_factor * (haze_glow + 0.25)); - -    // Haze color above cloud -    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 -    // TODO 9/20: DJH what does this do?  max(0,(1-ambient)) will change the color -    vec4 ambient = ambient_color + max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5; - -    // Dim sunlight by cloud shadow percentage -    sunlight *= max(0.0, (1. - cloud_shadow)); - -    // Haze color below cloud -    vec4 add_below_cloud = blue_horizon * blue_weight * (sunlight + ambient)  -                         + haze_horizon * haze_weight * (sunlight * haze_glow + ambient); - -    // 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 += (add_below_cloud - color) * (1. - sqrt(combined_haze)); - -    float optic_d = dot(rel_pos_norm, lightnorm.xyz); -    vec3  halo_22 = halo22(optic_d); -    color.rgb += rainbow(optic_d); -    color.rgb += halo_22; -    color.rgb *= 2.; -    color.rgb = scaleSoftClip(color.rgb); - -    // Gamma correct for WL (soft clip effect). -    frag_data[0] = vec4(color.rgb, 1.0); -    frag_data[1] = vec4(0.0, 0.0, 0.0, 0.0); -    frag_data[2] = vec4(0.0, 0.0, 0.0, 1.0);  // 1.0 in norm.w masks off fog -} diff --git a/indra/newview/app_settings/shaders/class2/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyV.glsl deleted file mode 100644 index bcf775577a..0000000000 --- a/indra/newview/app_settings/shaders/class2/deferred/skyV.glsl +++ /dev/null @@ -1,42 +0,0 @@ -/**  - * @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 - * $/LicenseInfo$ - */ - -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; - -// SKY //////////////////////////////////////////////////////////////////////// -// The vertex shader for creating the atmospheric sky -/////////////////////////////////////////////////////////////////////////////// - -VARYING vec3 pos; - -void main() -{ - -	// World / view / projection -    pos = position.xyz; -	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); -} | 
