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-rw-r--r--indra/newview/app_settings/settings.xml11
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl280
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl49
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl882
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/moonF.glsl39
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/moonV.glsl11
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl203
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyV.glsl182
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl34
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/encodeNormF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl19
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl27
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/simpleV.glsl29
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl168
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/moonF.glsl32
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/moonV.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/skyF.glsl149
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl193
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl277
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/skyV.glsl184
22 files changed, 1353 insertions, 1456 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index c595a1c176..8d5a97d1cb 100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -812,17 +812,6 @@
<key>Value</key>
<integer>0</integer>
</map>
- <key>FramePerSecondLimit</key>
- <map>
- <key>Comment</key>
- <string>Controls upper limit of frames per second</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>U32</string>
- <key>Value</key>
- <integer>120</integer>
- </map>
<key>BackgroundYieldTime</key>
<map>
<key>Comment</key>
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
index caa4fe1f65..b7036e02cf 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;
@@ -70,133 +70,123 @@ uniform float cloud_scale;
// NOTE: Keep these in sync!
// indra\newview\app_settings\shaders\class1\deferred\skyV.glsl
// indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl
+// indra\newview\app-settings\shaders\class2\windlight\cloudsV.glsl
// indra\newview\lllegacyatmospherics.cpp
+// indra\newview\llsettingsvo.cpp
void main()
{
-
- // World / view / projection
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
-
- // Texture coords
- vary_texcoord0 = texcoord0;
- 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_texcoord2 = vary_texcoord0 * 16.;
- vary_texcoord3 = vary_texcoord1 * 16.;
-
- // Get relative position
- vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
-
- altitude_blend_factor = clamp((P.y + 512.0) / max_y, 0.0, 1.0);
-
- // Set altitude
- if (P.y > 0.)
- {
- P *= (max_y / P.y);
- }
- else
- {
- altitude_blend_factor = 0; // SL-11589 Fix clouds drooping below horizon
- P *= (-32000. / P.y);
- }
-
- // Can normalize then
- vec3 Pn = normalize(P);
- float Plen = length(P);
-
- // Initialize temp variables
- vec4 temp1 = vec4(0.);
- vec4 temp2 = vec4(0.);
- vec4 blue_weight;
- vec4 haze_weight;
- //vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
- vec4 sunlight = sunlight_color;
- vec4 light_atten;
-
- float dens_mul = density_multiplier;
-
- // 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)) * (dens_mul * max_y);
-
- // Calculate relative weights
- temp1 = abs(blue_density) + vec4(abs(haze_density));
- blue_weight = blue_density / temp1;
- haze_weight = haze_density / temp1;
-
- // Compute sunlight from P & lightnorm (for long rays like sky)
- temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
- temp2.y = 1. / temp2.y;
- sunlight *= exp( - light_atten * temp2.y);
-
- // Distance
- temp2.z = Plen * dens_mul;
-
- // Transparency (-> temp1)
- // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
- // compiler gets confused.
- temp1 = exp(-temp1 * temp2.z);
-
-
- // Compute haze glow
- temp2.x = dot(Pn, lightnorm.xyz);
- temp2.x = 1. - temp2.x;
- // temp2.x is 0 at the sun and increases away from sun
- temp2.x = max(temp2.x, .001);
- // 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
-
- temp2.x *= sun_moon_glow_factor;
-
- // Add "minimum anti-solar illumination"
- temp2.x += .25;
-
- // 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);
-
- // Haze color below cloud
- vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
- + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
- );
-
- // CLOUDS
- temp2.y = max(0., lightnorm.y * 2.);
- temp2.y = 1. / temp2.y;
- sunlight *= exp( - light_atten * temp2.y);
-
- // Cloud color out
- vary_CloudColorSun = (sunlight * temp2.x) * cloud_color;
- vary_CloudColorAmbient = tmpAmbient * cloud_color;
-
- // Attenuate cloud color by atmosphere
- temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds
- vary_CloudColorSun *= temp1;
- vary_CloudColorAmbient *= temp1;
- vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1);
-
- // 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;
-
- // needs this to compile on mac
- //vary_AtmosAttenuation = vec3(0.0,0.0,0.0);
-
- // END CLOUDS
+ // World / view / projection
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+
+ // 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.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_texcoord2 = vary_texcoord0 * 16.;
+ vary_texcoord3 = vary_texcoord1 * 16.;
+
+ // 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);
+ }
+ if (rel_pos.y < 0)
+ {
+ 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;
+
+ // 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 *= sun_moon_glow_factor;
+
+ // 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;
+
+ // 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));
+
+ // 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);
+
+ // 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;
+
+ // needs this to compile on mac
+ // vary_AtmosAttenuation = vec3(0.0,0.0,0.0);
+
+ // END CLOUDS
}
-
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl
index bd0ad3bce8..6b36d00f97 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl
@@ -42,6 +42,9 @@ VARYING vec4 vary_position;
uniform samplerCube environmentMap;
+// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; used in LLDrawPoolAlpha::beginRenderPass()
+uniform int no_atmo;
+
vec3 fullbrightShinyAtmosTransport(vec3 light);
vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
vec3 fullbrightScaleSoftClip(vec3 light);
@@ -51,7 +54,9 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
vec3 linear_to_srgb(vec3 c);
vec3 srgb_to_linear(vec3 c);
-
+// See:
+// class1\deferred\fullbrightShinyF.glsl
+// class1\lighting\lightFullbrightShinyF.glsl
void main()
{
#ifdef HAS_DIFFUSE_LOOKUP
@@ -59,25 +64,39 @@ void main()
#else
vec4 color = texture2D(diffuseMap, vary_texcoord0.xy);
#endif
-
+
color.rgb *= vertex_color.rgb;
- vec3 pos = vary_position.xyz/vary_position.w;
- vec3 sunlit;
- vec3 amblit;
- vec3 additive;
- vec3 atten;
+ // SL-9632 HUDs are affected by Atmosphere
+ if (no_atmo == 0)
+ {
+ vec3 sunlit;
+ vec3 amblit;
+ vec3 additive;
+ vec3 atten;
+ vec3 pos = vary_position.xyz/vary_position.w;
+
+ calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false);
- calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false);
-
- vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
- float env_intensity = vertex_color.a;
- color.rgb = mix(color.rgb, envColor.rgb, env_intensity);
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ float env_intensity = vertex_color.a;
//color.rgb = srgb_to_linear(color.rgb);
-
- color.rgb = fullbrightAtmosTransportFrag(color.rgb, additive, atten);
- color.rgb = fullbrightScaleSoftClip(color.rgb);
+ color.rgb = mix(color.rgb, envColor.rgb, env_intensity);
+
+ color.rgb = fullbrightAtmosTransportFrag(color.rgb, additive, atten);
+ color.rgb = fullbrightScaleSoftClip(color.rgb);
+ }
+
+/*
+ // NOTE: HUD objects will be full bright. Uncomment if you want "some" environment lighting effecting these HUD objects.
+ else
+ {
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ float env_intensity = vertex_color.a;
+ color.rgb = mix(color.rgb, envColor.rgb, env_intensity);
+ }
+*/
color.a = 1.0;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 0afd1a9672..80d19102b6 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -1,439 +1,443 @@
-/**
-* @file materialF.glsl
-*
-* $LicenseInfo:firstyear=2007&license=viewerlgpl$
-* Second Life Viewer Source Code
-* Copyright (C) 2007, 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
-* $/LicenseInfo$
-*/
-
-/*[EXTRA_CODE_HERE]*/
-
-//class1/deferred/materialF.glsl
-
-// This shader is used for both writing opaque/masked content to the gbuffer and writing blended content to the framebuffer during the alpha pass.
-
-#define DIFFUSE_ALPHA_MODE_NONE 0
-#define DIFFUSE_ALPHA_MODE_BLEND 1
-#define DIFFUSE_ALPHA_MODE_MASK 2
-#define DIFFUSE_ALPHA_MODE_EMISSIVE 3
-
-uniform float emissive_brightness; // fullbright flag, 1.0 == fullbright, 0.0 otherwise
-uniform int sun_up_factor;
-
-#ifdef WATER_FOG
-vec4 applyWaterFogView(vec3 pos, vec4 color);
-#endif
-
-vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
-vec3 scaleSoftClipFrag(vec3 l);
-
-vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
-vec3 fullbrightScaleSoftClip(vec3 light);
-
-void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
-
-vec3 srgb_to_linear(vec3 cs);
-vec3 linear_to_srgb(vec3 cs);
-
-#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-#ifdef HAS_SUN_SHADOW
-float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
-#endif
-
-uniform samplerCube environmentMap;
-uniform sampler2D lightFunc;
-
-// Inputs
-uniform vec4 morphFactor;
-uniform vec3 camPosLocal;
-uniform mat3 env_mat;
-
-uniform vec3 sun_dir;
-uniform vec3 moon_dir;
-VARYING vec2 vary_fragcoord;
-
-VARYING vec3 vary_position;
-
-uniform mat4 proj_mat;
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-
-uniform vec4 light_position[8];
-uniform vec3 light_direction[8];
-uniform vec4 light_attenuation[8];
-uniform vec3 light_diffuse[8];
-
-float getAmbientClamp();
-
-vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance)
-{
- vec3 col = vec3(0);
-
- //get light vector
- vec3 lv = lp.xyz - v;
-
- //get distance
- float dist = length(lv);
- float da = 1.0;
-
- dist /= la;
-
- if (dist > 0.0 && la > 0.0)
- {
- //normalize light vector
- lv = normalize(lv);
-
- //distance attenuation
- float dist_atten = clamp(1.0 - (dist - 1.0*(1.0 - fa)) / fa, 0.0, 1.0);
- dist_atten *= dist_atten;
- dist_atten *= 2.0f;
-
- if (dist_atten <= 0.0)
- {
- return col;
- }
-
- // spotlight coefficient.
- float spot = max(dot(-ln, lv), is_pointlight);
- da *= spot*spot; // GL_SPOT_EXPONENT=2
-
- //angular attenuation
- da *= dot(n, lv);
-
- float lit = 0.0f;
-
- float amb_da = ambiance;
- if (da >= 0)
- {
- lit = max(da * dist_atten, 0.0);
- col = lit * light_col * diffuse;
- amb_da += (da*0.5 + 0.5) * ambiance;
- }
- amb_da += (da*da*0.5 + 0.5) * ambiance;
- amb_da *= dist_atten;
- amb_da = min(amb_da, 1.0f - lit);
-
- // SL-10969 need to see why these are blown out
- //col.rgb += amb_da * light_col * diffuse;
-
- if (spec.a > 0.0)
- {
- //vec3 ref = dot(pos+lv, norm);
- vec3 h = normalize(lv + npos);
- float nh = dot(n, h);
- float nv = dot(n, npos);
- float vh = dot(npos, h);
- float sa = nh;
- float fres = pow(1 - dot(h, npos), 5)*0.4 + 0.5;
-
- float gtdenom = 2 * nh;
- float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
-
- if (nh > 0.0)
- {
- float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt / (nh*da);
- vec3 speccol = lit*scol*light_col.rgb*spec.rgb;
- speccol = clamp(speccol, vec3(0), vec3(1));
- col += speccol;
-
- float cur_glare = max(speccol.r, speccol.g);
- cur_glare = max(cur_glare, speccol.b);
- glare = max(glare, speccol.r);
- glare += max(cur_glare, 0.0);
- }
- }
- }
-
- return max(col, vec3(0.0, 0.0, 0.0));
-}
-
-#else
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_data[3];
-#else
-#define frag_data gl_FragData
-#endif
-#endif
-
-uniform sampler2D diffuseMap; //always in sRGB space
-
-#ifdef HAS_NORMAL_MAP
-uniform sampler2D bumpMap;
-#endif
-
-#ifdef HAS_SPECULAR_MAP
-uniform sampler2D specularMap;
-
-VARYING vec2 vary_texcoord2;
-#endif
-
-uniform float env_intensity;
-uniform vec4 specular_color; // specular color RGB and specular exponent (glossiness) in alpha
-
-#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
-uniform float minimum_alpha;
-#endif
-
-#ifdef HAS_NORMAL_MAP
-VARYING vec3 vary_mat0;
-VARYING vec3 vary_mat1;
-VARYING vec3 vary_mat2;
-VARYING vec2 vary_texcoord1;
-#else
-VARYING vec3 vary_normal;
-#endif
-
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
-
-vec2 encode_normal(vec3 n);
-
-void main()
-{
- vec2 pos_screen = vary_texcoord0.xy;
-
- vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy);
- diffcol.rgb *= vertex_color.rgb;
-
-#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
-
- // Comparing floats cast from 8-bit values, produces acne right at the 8-bit transition points
- float bias = 0.001953125; // 1/512, or half an 8-bit quantization
- if (diffcol.a < minimum_alpha-bias)
- {
- discard;
- }
-#endif
-
-#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
- vec3 gamma_diff = diffcol.rgb;
- diffcol.rgb = srgb_to_linear(diffcol.rgb);
-#endif
-
-#ifdef HAS_SPECULAR_MAP
- vec4 spec = texture2D(specularMap, vary_texcoord2.xy);
- spec.rgb *= specular_color.rgb;
-#else
- vec4 spec = vec4(specular_color.rgb, 1.0);
-#endif
-
-#ifdef HAS_NORMAL_MAP
- vec4 norm = texture2D(bumpMap, vary_texcoord1.xy);
-
- norm.xyz = norm.xyz * 2 - 1;
-
- vec3 tnorm = vec3(dot(norm.xyz,vary_mat0),
- dot(norm.xyz,vary_mat1),
- dot(norm.xyz,vary_mat2));
-#else
- vec4 norm = vec4(0,0,0,1.0);
- vec3 tnorm = vary_normal;
-#endif
-
- norm.xyz = normalize(tnorm.xyz);
-
- vec2 abnormal = encode_normal(norm.xyz);
-
- vec4 final_color = diffcol;
-
-#if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE)
- final_color.a = emissive_brightness;
-#else
- final_color.a = max(final_color.a, emissive_brightness);
-#endif
-
- vec4 final_specular = spec;
-
-#ifdef HAS_SPECULAR_MAP
- vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity * spec.a, 0.0);
- final_specular.a = specular_color.a * norm.a;
-#else
- vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, 0.0);
- final_specular.a = specular_color.a;
-#endif
-
-#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
-
- //forward rendering, output just lit sRGBA
- vec3 pos = vary_position;
-
- float shadow = 1.0f;
-
-#ifdef HAS_SUN_SHADOW
- shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen);
-#endif
-
- spec = final_specular;
- vec4 diffuse = final_color;
- float envIntensity = final_normal.z;
-
- vec3 color = vec3(0,0,0);
-
- vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
-
- float bloom = 0.0;
- vec3 sunlit;
- vec3 amblit;
- vec3 additive;
- vec3 atten;
-
- calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false);
-
- // This call breaks the Mac GLSL compiler/linker for unknown reasons (17Mar2020)
- // The call is either a no-op or a pure (pow) gamma adjustment, depending on GPU level
- // TODO: determine if we want to re-apply the gamma adjustment, and if so understand & fix Mac breakage
- //color = fullbrightScaleSoftClip(color);
-
- vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
-
- //we're in sRGB space, so gamma correct this dot product so
- // lighting from the sun stays sharp
- float da = clamp(dot(normalize(norm.xyz), light_dir.xyz), 0.0, 1.0);
- da = pow(da, 1.0 / 1.3);
-
- color = amblit;
-
- //darken ambient for normals perpendicular to light vector so surfaces in shadow
- // and facing away from light still have some definition to them.
- // do NOT gamma correct this dot product so ambient lighting stays soft
- float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
- ambient *= 0.5;
- ambient *= ambient;
- ambient = (1.0 - ambient);
-
- vec3 sun_contrib = min(da, shadow) * sunlit;
-
- color *= ambient;
-
- color += sun_contrib;
-
- color *= gamma_diff.rgb;
-
- float glare = 0.0;
-
- if (spec.a > 0.0) // specular reflection
- {
-#if 1 //EEP
-
- vec3 npos = -normalize(pos.xyz);
-
- //vec3 ref = dot(pos+lv, norm);
- vec3 h = normalize(light_dir.xyz + npos);
- float nh = dot(norm.xyz, h);
- float nv = dot(norm.xyz, npos);
- float vh = dot(npos, h);
- float sa = nh;
- float fres = pow(1 - dot(h, npos), 5)*0.4 + 0.5;
-
- float gtdenom = 2 * nh;
- float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
-
- if (nh > 0.0)
- {
- float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt / (nh*da);
- vec3 sp = sun_contrib*scol / 6.0f;
- sp = clamp(sp, vec3(0), vec3(1));
- bloom = dot(sp, sp) / 4.0;
- color += sp * spec.rgb;
- }
-#else // PRODUCTION
- float sa = dot(refnormpersp, sun_dir.xyz);
- vec3 dumbshiny = sunlit*shadow*(texture2D(lightFunc, vec2(sa, spec.a)).r);
-
- // add the two types of shiny together
- vec3 spec_contrib = dumbshiny * spec.rgb;
- bloom = dot(spec_contrib, spec_contrib) / 6;
-
- glare = max(spec_contrib.r, spec_contrib.g);
- glare = max(glare, spec_contrib.b);
-
- color += spec_contrib;
-#endif
- }
-
- color = mix(color.rgb, diffcol.rgb, diffuse.a);
-
- if (envIntensity > 0.0)
- {
- //add environmentmap
- vec3 env_vec = env_mat * refnormpersp;
-
- vec3 reflected_color = textureCube(environmentMap, env_vec).rgb;
-
- color = mix(color, reflected_color, envIntensity);
-
- float cur_glare = max(reflected_color.r, reflected_color.g);
- cur_glare = max(cur_glare, reflected_color.b);
- cur_glare *= envIntensity*4.0;
- glare += cur_glare;
- }
-
- color = atmosFragLighting(color, additive, atten);
- color = scaleSoftClipFrag(color);
-
- //convert to linear before adding local lights
- color = srgb_to_linear(color);
-
- vec3 npos = normalize(-pos.xyz);
-
- vec3 light = vec3(0, 0, 0);
-
-#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w );
-
- LIGHT_LOOP(1)
- LIGHT_LOOP(2)
- LIGHT_LOOP(3)
- LIGHT_LOOP(4)
- LIGHT_LOOP(5)
- LIGHT_LOOP(6)
- LIGHT_LOOP(7)
-
- color += light;
-
- glare = min(glare, 1.0);
- float al = max(diffcol.a, glare)*vertex_color.a;
-
- //convert to srgb as this color is being written post gamma correction
- color = linear_to_srgb(color);
-
-#ifdef WATER_FOG
- vec4 temp = applyWaterFogView(pos, vec4(color, al));
- color = temp.rgb;
- al = temp.a;
-#endif
-
- frag_color = vec4(color, al);
-
-#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer
-
- // deferred path
- frag_data[0] = final_color; //gbuffer is sRGB
- frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent.
- frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity.
-#endif
-}
-
+/**
+* @file materialF.glsl
+*
+* $LicenseInfo:firstyear=2007&license=viewerlgpl$
+* Second Life Viewer Source Code
+* Copyright (C) 2007, 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
+* $/LicenseInfo$
+*/
+
+/*[EXTRA_CODE_HERE]*/
+
+//class1/deferred/materialF.glsl
+
+// This shader is used for both writing opaque/masked content to the gbuffer and writing blended content to the framebuffer during the alpha pass.
+
+#define DIFFUSE_ALPHA_MODE_NONE 0
+#define DIFFUSE_ALPHA_MODE_BLEND 1
+#define DIFFUSE_ALPHA_MODE_MASK 2
+#define DIFFUSE_ALPHA_MODE_EMISSIVE 3
+
+uniform float emissive_brightness; // fullbright flag, 1.0 == fullbright, 0.0 otherwise
+uniform int sun_up_factor;
+
+#ifdef WATER_FOG
+vec4 applyWaterFogView(vec3 pos, vec4 color);
+#endif
+
+vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
+vec3 scaleSoftClipFrag(vec3 l);
+
+vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
+vec3 fullbrightScaleSoftClip(vec3 light);
+
+void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
+
+vec3 srgb_to_linear(vec3 cs);
+vec3 linear_to_srgb(vec3 cs);
+
+#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+#ifdef HAS_SUN_SHADOW
+float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
+#endif
+
+uniform samplerCube environmentMap;
+uniform sampler2D lightFunc;
+
+// Inputs
+uniform vec4 morphFactor;
+uniform vec3 camPosLocal;
+uniform mat3 env_mat;
+
+uniform vec3 sun_dir;
+uniform vec3 moon_dir;
+VARYING vec2 vary_fragcoord;
+
+VARYING vec3 vary_position;
+
+uniform mat4 proj_mat;
+uniform mat4 inv_proj;
+uniform vec2 screen_res;
+
+uniform vec4 light_position[8];
+uniform vec3 light_direction[8];
+uniform vec4 light_attenuation[8];
+uniform vec3 light_diffuse[8];
+
+float getAmbientClamp();
+
+vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance)
+{
+ vec3 col = vec3(0);
+
+ //get light vector
+ vec3 lv = lp.xyz - v;
+
+ //get distance
+ float dist = length(lv);
+ float da = 1.0;
+
+ dist /= la;
+
+ if (dist > 0.0 && la > 0.0)
+ {
+ //normalize light vector
+ lv = normalize(lv);
+
+ //distance attenuation
+ float dist_atten = clamp(1.0 - (dist - 1.0*(1.0 - fa)) / fa, 0.0, 1.0);
+ dist_atten *= dist_atten;
+ dist_atten *= 2.0f;
+
+ if (dist_atten <= 0.0)
+ {
+ return col;
+ }
+
+ // spotlight coefficient.
+ float spot = max(dot(-ln, lv), is_pointlight);
+ da *= spot*spot; // GL_SPOT_EXPONENT=2
+
+ //angular attenuation
+ da *= dot(n, lv);
+
+ float lit = 0.0f;
+
+ float amb_da = ambiance;
+ if (da >= 0)
+ {
+ lit = max(da * dist_atten, 0.0);
+ col = lit * light_col * diffuse;
+ amb_da += (da*0.5 + 0.5) * ambiance;
+ }
+ amb_da += (da*da*0.5 + 0.5) * ambiance;
+ amb_da *= dist_atten;
+ amb_da = min(amb_da, 1.0f - lit);
+
+ // SL-10969 need to see why these are blown out
+ //col.rgb += amb_da * light_col * diffuse;
+
+ if (spec.a > 0.0)
+ {
+ //vec3 ref = dot(pos+lv, norm);
+ vec3 h = normalize(lv + npos);
+ float nh = dot(n, h);
+ float nv = dot(n, npos);
+ float vh = dot(npos, h);
+ float sa = nh;
+ float fres = pow(1 - dot(h, npos), 5)*0.4 + 0.5;
+
+ float gtdenom = 2 * nh;
+ float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
+
+ if (nh > 0.0)
+ {
+ float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt / (nh*da);
+ vec3 speccol = lit*scol*light_col.rgb*spec.rgb;
+ speccol = clamp(speccol, vec3(0), vec3(1));
+ col += speccol;
+
+ float cur_glare = max(speccol.r, speccol.g);
+ cur_glare = max(cur_glare, speccol.b);
+ glare = max(glare, speccol.r);
+ glare += max(cur_glare, 0.0);
+ }
+ }
+ }
+
+ return max(col, vec3(0.0, 0.0, 0.0));
+}
+
+#else
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData
+#endif
+#endif
+
+uniform sampler2D diffuseMap; //always in sRGB space
+
+#ifdef HAS_NORMAL_MAP
+uniform sampler2D bumpMap;
+#endif
+
+#ifdef HAS_SPECULAR_MAP
+uniform sampler2D specularMap;
+
+VARYING vec2 vary_texcoord2;
+#endif
+
+uniform float env_intensity;
+uniform vec4 specular_color; // specular color RGB and specular exponent (glossiness) in alpha
+
+#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
+uniform float minimum_alpha;
+#endif
+
+#ifdef HAS_NORMAL_MAP
+VARYING vec3 vary_mat0;
+VARYING vec3 vary_mat1;
+VARYING vec3 vary_mat2;
+VARYING vec2 vary_texcoord1;
+#else
+VARYING vec3 vary_normal;
+#endif
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+vec2 encode_normal(vec3 n);
+
+void main()
+{
+ vec2 pos_screen = vary_texcoord0.xy;
+
+ vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy);
+ diffcol.rgb *= vertex_color.rgb;
+
+#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
+
+ // Comparing floats cast from 8-bit values, produces acne right at the 8-bit transition points
+ float bias = 0.001953125; // 1/512, or half an 8-bit quantization
+ if (diffcol.a < minimum_alpha-bias)
+ {
+ discard;
+ }
+#endif
+
+#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
+ vec3 gamma_diff = diffcol.rgb;
+ diffcol.rgb = srgb_to_linear(diffcol.rgb);
+#endif
+
+#ifdef HAS_SPECULAR_MAP
+ vec4 spec = texture2D(specularMap, vary_texcoord2.xy);
+ spec.rgb *= specular_color.rgb;
+#else
+ vec4 spec = vec4(specular_color.rgb, 1.0);
+#endif
+
+#ifdef HAS_NORMAL_MAP
+ vec4 norm = texture2D(bumpMap, vary_texcoord1.xy);
+
+ norm.xyz = norm.xyz * 2 - 1;
+
+ vec3 tnorm = vec3(dot(norm.xyz,vary_mat0),
+ dot(norm.xyz,vary_mat1),
+ dot(norm.xyz,vary_mat2));
+#else
+ vec4 norm = vec4(0,0,0,1.0);
+ vec3 tnorm = vary_normal;
+#endif
+
+ norm.xyz = normalize(tnorm.xyz);
+
+ vec2 abnormal = encode_normal(norm.xyz);
+
+ vec4 final_color = diffcol;
+
+#if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE)
+ final_color.a = emissive_brightness;
+#else
+ final_color.a = max(final_color.a, emissive_brightness);
+#endif
+
+ vec4 final_specular = spec;
+
+#ifdef HAS_SPECULAR_MAP
+ vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity * spec.a, 0.0);
+ final_specular.a = specular_color.a * norm.a;
+#else
+ vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, 0.0);
+ final_specular.a = specular_color.a;
+#endif
+
+#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
+
+ //forward rendering, output just lit sRGBA
+ vec3 pos = vary_position;
+
+ float shadow = 1.0f;
+
+#ifdef HAS_SUN_SHADOW
+ shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen);
+#endif
+
+ spec = final_specular;
+ vec4 diffuse = final_color;
+ float envIntensity = final_normal.z;
+
+ vec3 color = vec3(0,0,0);
+
+ vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
+
+ float bloom = 0.0;
+ vec3 sunlit;
+ vec3 amblit;
+ vec3 additive;
+ vec3 atten;
+
+ calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false);
+
+ // This call breaks the Mac GLSL compiler/linker for unknown reasons (17Mar2020)
+ // The call is either a no-op or a pure (pow) gamma adjustment, depending on GPU level
+ // TODO: determine if we want to re-apply the gamma adjustment, and if so understand & fix Mac breakage
+ //color = fullbrightScaleSoftClip(color);
+
+ vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
+
+ //we're in sRGB space, so gamma correct this dot product so
+ // lighting from the sun stays sharp
+ float da = clamp(dot(normalize(norm.xyz), light_dir.xyz), 0.0, 1.0);
+ da = pow(da, 1.0 / 1.3);
+
+ color = amblit;
+
+ //darken ambient for normals perpendicular to light vector so surfaces in shadow
+ // and facing away from light still have some definition to them.
+ // do NOT gamma correct this dot product so ambient lighting stays soft
+ float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
+ ambient *= 0.5;
+ ambient *= ambient;
+ ambient = (1.0 - ambient);
+
+ vec3 sun_contrib = min(da, shadow) * sunlit;
+
+ color *= ambient;
+
+ color += sun_contrib;
+
+ color *= gamma_diff.rgb;
+
+ float glare = 0.0;
+
+ if (spec.a > 0.0) // specular reflection
+ {
+ /* // Reverting this specular calculation to previous 'dumbshiny' version - DJH 6/17/2020
+ // Preserving the refactored version as a comment for potential reconsideration,
+ // overriding the general rule to avoid pollutiong the source with commented code.
+ //
+ // If you're reading this in 2021+, feel free to obliterate.
+
+ vec3 npos = -normalize(pos.xyz);
+
+ //vec3 ref = dot(pos+lv, norm);
+ vec3 h = normalize(light_dir.xyz + npos);
+ float nh = dot(norm.xyz, h);
+ float nv = dot(norm.xyz, npos);
+ float vh = dot(npos, h);
+ float sa = nh;
+ float fres = pow(1 - dot(h, npos), 5)*0.4 + 0.5;
+
+ float gtdenom = 2 * nh;
+ float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
+
+ if (nh > 0.0)
+ {
+ float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt / (nh*da);
+ vec3 sp = sun_contrib*scol / 6.0f;
+ sp = clamp(sp, vec3(0), vec3(1));
+ bloom = dot(sp, sp) / 4.0;
+ color += sp * spec.rgb;
+ }
+ */
+
+ float sa = dot(refnormpersp, sun_dir.xyz);
+ vec3 dumbshiny = sunlit * shadow * (texture2D(lightFunc, vec2(sa, spec.a)).r);
+
+ // add the two types of shiny together
+ vec3 spec_contrib = dumbshiny * spec.rgb;
+ bloom = dot(spec_contrib, spec_contrib) / 6;
+
+ glare = max(spec_contrib.r, spec_contrib.g);
+ glare = max(glare, spec_contrib.b);
+
+ color += spec_contrib;
+ }
+
+ color = mix(color.rgb, diffcol.rgb, diffuse.a);
+
+ if (envIntensity > 0.0)
+ {
+ //add environmentmap
+ vec3 env_vec = env_mat * refnormpersp;
+
+ vec3 reflected_color = textureCube(environmentMap, env_vec).rgb;
+
+ color = mix(color, reflected_color, envIntensity);
+
+ float cur_glare = max(reflected_color.r, reflected_color.g);
+ cur_glare = max(cur_glare, reflected_color.b);
+ cur_glare *= envIntensity*4.0;
+ glare += cur_glare;
+ }
+
+ color = atmosFragLighting(color, additive, atten);
+ color = scaleSoftClipFrag(color);
+
+ //convert to linear before adding local lights
+ color = srgb_to_linear(color);
+
+ vec3 npos = normalize(-pos.xyz);
+
+ vec3 light = vec3(0, 0, 0);
+
+#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w );
+
+ LIGHT_LOOP(1)
+ LIGHT_LOOP(2)
+ LIGHT_LOOP(3)
+ LIGHT_LOOP(4)
+ LIGHT_LOOP(5)
+ LIGHT_LOOP(6)
+ LIGHT_LOOP(7)
+
+ color += light;
+
+ glare = min(glare, 1.0);
+ float al = max(diffcol.a, glare)*vertex_color.a;
+
+ //convert to srgb as this color is being written post gamma correction
+ color = linear_to_srgb(color);
+
+#ifdef WATER_FOG
+ vec4 temp = applyWaterFogView(pos, vec4(color, al));
+ color = temp.rgb;
+ al = temp.a;
+#endif
+
+ frag_color = vec4(color, al);
+
+#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer
+
+ // deferred path
+ frag_data[0] = final_color; //gbuffer is sRGB
+ frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent.
+ frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity.
+#endif
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
index 80f232948a..35068899ee 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
@@ -1,9 +1,9 @@
/**
- * @file moonF.glsl
+ * @file class1\deferred\moonF.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
- * Copyright (C) 2005, Linden Research, Inc.
+ * Copyright (C) 2005, 2020 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
@@ -36,34 +36,33 @@ out vec4 frag_data[3];
uniform vec4 color;
uniform vec4 sunlight_color;
uniform vec4 moonlight_color;
-uniform vec3 lumWeights;
+uniform vec3 moon_dir;
uniform float moon_brightness;
-uniform float minLuminance;
uniform sampler2D diffuseMap;
-uniform sampler2D altDiffuseMap;
-uniform float blend_factor; // interp factor between moon A/B
+
VARYING vec2 vary_texcoord0;
vec3 srgb_to_linear(vec3 c);
-void main()
-{
- vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy);
- vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy);
- vec4 c = mix(moonA, moonB, blend_factor);
- c.rgb = srgb_to_linear(c.rgb);
+/// Soft clips the light with a gamma correction
+vec3 scaleSoftClip(vec3 light);
- // mix factor which blends when sunlight is brighter
- // and shows true moon color at night
- vec3 luma_weights = vec3(0.3, 0.5, 0.3);
+void main()
+{
+ // Restore Pre-EEP alpha fade moon near horizon
+ float fade = 1.0;
+ if( moon_dir.z > 0 )
+ fade = clamp( moon_dir.z*moon_dir.z*4.0, 0.0, 1.0 );
- vec4 light_color = max(sunlight_color, moonlight_color);
- float mix = 1.0 - dot(normalize(light_color.rgb), luma_weights);
+ vec4 c = texture2D(diffuseMap, vary_texcoord0.xy);
+// c.rgb = srgb_to_linear(c.rgb);
+ c.rgb *= moonlight_color.rgb;
+ c.rgb *= moon_brightness;
- vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0 - 1.0;
- c.rgb = pow(c.rgb, exp);
+ c.rgb *= fade;
+ c.a *= fade;
- //c.rgb *= moonlight_color.rgb;
+ c.rgb = scaleSoftClip(c.rgb);
frag_data[0] = vec4(c.rgb, c.a);
frag_data[1] = vec4(0.0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl
index e1bac4f248..c4922afd7d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl
@@ -1,9 +1,9 @@
/**
- * @file moonV.glsl
+ * @file class1\deferred\moonV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
+ * Copyright (C) 2007, 2020 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
@@ -32,18 +32,13 @@ ATTRIBUTE vec2 texcoord0;
VARYING vec2 vary_texcoord0;
-void calcAtmospherics(vec3 eye_pos);
-
void main()
{
//transform vertex
- vec3 offset = vec3(0, 0, 50);
- vec4 vert = vec4(position.xyz - offset, 1.0);
+ vec4 vert = vec4(position.xyz, 1.0);
vec4 pos = (modelview_matrix * vert);
gl_Position = modelview_projection_matrix*vert;
- calcAtmospherics(pos.xyz);
-
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
index 0d1cc81786..8c402fcb54 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
@@ -1,24 +1,24 @@
-/**
- * @file multiPointLightF.glsl
+/**
+ * @file class1/deferred/multiPointLightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, 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
* $/LicenseInfo$
*/
@@ -36,119 +36,112 @@ out vec4 frag_color;
uniform sampler2DRect depthMap;
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
-uniform samplerCube environmentMap;
-uniform sampler2D noiseMap;
-uniform sampler2D lightFunc;
+uniform samplerCube environmentMap;
+uniform sampler2D noiseMap;
+uniform sampler2D lightFunc;
-
-uniform vec3 env_mat[3];
+uniform vec3 env_mat[3];
uniform float sun_wash;
+uniform int light_count;
+uniform vec4 light[LIGHT_COUNT];
+uniform vec4 light_col[LIGHT_COUNT];
-uniform int light_count;
-
-uniform vec4 light[LIGHT_COUNT];
-uniform vec4 light_col[LIGHT_COUNT];
-
-VARYING vec4 vary_fragcoord;
-uniform vec2 screen_res;
-
+uniform vec2 screen_res;
uniform float far_z;
+uniform mat4 inv_proj;
-uniform mat4 inv_proj;
+VARYING vec4 vary_fragcoord;
vec4 getPosition(vec2 pos_screen);
vec3 getNorm(vec2 pos_screen);
vec3 srgb_to_linear(vec3 c);
-void main()
+void main()
{
- vec3 out_col = vec3(0,0,0);
-
#if defined(LOCAL_LIGHT_KILL)
- discard;
-#else
- vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res;
- vec3 pos = getPosition(frag.xy).xyz;
- if (pos.z < far_z)
- {
- discard;
- }
-
- vec3 norm = getNorm(frag.xy);
-
- vec4 spec = texture2DRect(specularRect, frag.xy);
- vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb;
- diff.rgb = srgb_to_linear(diff.rgb);
-
- float noise = texture2D(noiseMap, frag.xy/128.0).b;
- vec3 npos = normalize(-pos);
-
- // As of OSX 10.6.7 ATI Apple's crash when using a variable size loop
- for (int i = 0; i < LIGHT_COUNT; ++i)
- {
- vec3 lv = light[i].xyz-pos;
- float dist = length(lv);
- dist /= light[i].w;
- if (dist <= 1.0)
- {
- float da = dot(norm, lv);
- if (da > 0.0)
- {
- lv = normalize(lv);
- da = dot(norm, lv);
-
- float fa = light_col[i].a+1.0;
- float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
- dist_atten *= dist_atten;
-
- // Tweak falloff slightly to match pre-EEP attenuation
- // NOTE: this magic number also shows up in a great many other places, search for dist_atten *= to audit
- dist_atten *= 2.0;
-
- dist_atten *= noise;
-
- float lit = da * dist_atten;
-
- vec3 col = light_col[i].rgb*lit*diff;
-
- //vec3 col = vec3(dist2, light_col[i].a, lit);
-
- if (spec.a > 0.0)
- {
- lit = min(da*6.0, 1.0) * dist_atten;
- //vec3 ref = dot(pos+lv, norm);
- vec3 h = normalize(lv+npos);
- float nh = dot(norm, h);
- float nv = dot(norm, npos);
- float vh = dot(npos, h);
- float sa = nh;
- float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
-
- float gtdenom = 2 * nh;
- float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
-
- if (nh > 0.0)
- {
- float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
- col += lit*scol*light_col[i].rgb*spec.rgb;
- //col += spec.rgb;
- }
- }
-
- out_col += col;
- }
- }
- }
+ discard; // Bail immediately
#endif
-
- frag_color.rgb = out_col;
- frag_color.a = 0.0;
+
+ vec3 out_col = vec3(0, 0, 0);
+ vec2 frag = (vary_fragcoord.xy * 0.5 + 0.5) * screen_res;
+ vec3 pos = getPosition(frag.xy).xyz;
+ if (pos.z < far_z)
+ {
+ discard;
+ }
+
+ vec3 norm = getNorm(frag.xy);
+
+ vec4 spec = texture2DRect(specularRect, frag.xy);
+ spec.rgb = srgb_to_linear(spec.rgb);
+ vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb;
+ diff.rgb = srgb_to_linear(diff.rgb);
+
+ float noise = texture2D(noiseMap, frag.xy / 128.0).b;
+ vec3 npos = normalize(-pos);
+
+ // As of OSX 10.6.7 ATI Apple's crash when using a variable size loop
+ for (int i = 0; i < LIGHT_COUNT; ++i)
+ {
+ vec3 lv = light[i].xyz - pos;
+ float dist = length(lv);
+ dist /= light[i].w;
+ if (dist <= 1.0)
+ {
+ float da = dot(norm, lv);
+ if (da > 0.0)
+ {
+ lv = normalize(lv);
+ da = dot(norm, lv);
+
+ float fa = light_col[i].a + 1.0;
+ float dist_atten = clamp(1.0 - (dist - 1.0 * (1.0 - fa)) / fa, 0.0, 1.0);
+ dist_atten *= dist_atten;
+
+ // Tweak falloff slightly to match pre-EEP attenuation
+ // NOTE: this magic number also shows up in a great many other places, search for dist_atten *= to audit
+ dist_atten *= 2.0;
+
+ dist_atten *= noise;
+
+ float lit = da * dist_atten;
+
+ vec3 col = light_col[i].rgb * lit * diff;
+
+ if (spec.a > 0.0)
+ {
+ lit = min(da * 6.0, 1.0) * dist_atten;
+ vec3 h = normalize(lv + npos);
+ float nh = dot(norm, h);
+ float nv = dot(norm, npos);
+ float vh = dot(npos, h);
+ float sa = nh;
+ float fres = pow(1 - dot(h, npos), 5) * 0.4 + 0.5;
+
+ float gtdenom = 2 * nh;
+ float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
+
+ if (nh > 0.0)
+ {
+ float scol = fres * texture2D(lightFunc, vec2(nh, spec.a)).r * gt / (nh * da);
+ col += lit * scol * light_col[i].rgb * spec.rgb;
+ }
+ }
+
+ out_col += col;
+ }
+ }
+ }
+
+ frag_color.rgb = out_col;
+ frag_color.a = 0.0;
#ifdef IS_AMD_CARD
- // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts.
- vec4 dummy1 = light[0];
- vec4 dummy2 = light_col[0];
- vec4 dummy3 = light[LIGHT_COUNT-1];
- vec4 dummy4 = light_col[LIGHT_COUNT-1];
+ // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage
+ // awawy which leads to unfun crashes and artifacts.
+ vec4 dummy1 = light[0];
+ vec4 dummy2 = light_col[0];
+ vec4 dummy3 = light[LIGHT_COUNT - 1];
+ vec4 dummy4 = light_col[LIGHT_COUNT - 1];
#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
index ead754ec76..28a1faf24f 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;
@@ -63,103 +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 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
-
- // Set altitude
- if (P.y > 0.)
- {
- P *= (max_y / P.y);
- }
- else
- {
- P *= (-32000. / P.y);
- }
-
- // Can normalize then
- vec3 Pn = normalize(P);
-
- float Plen = length(P);
-
- // Initialize temp variables
- vec4 temp1 = vec4(0.);
- vec4 temp2 = vec4(0.);
- vec4 blue_weight;
- vec4 haze_weight;
- vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
- vec4 light_atten;
-
- float dens_mul = density_multiplier;
-
- // 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)) * (dens_mul * max_y);
-
- // Calculate relative weights
- temp1 = abs(blue_density) + vec4(abs(haze_density));
- blue_weight = blue_density / temp1;
- haze_weight = haze_density / temp1;
-
- // Compute sunlight from P & lightnorm (for long rays like sky)
- temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
- temp2.y = 1. / temp2.y;
- sunlight *= exp( - light_atten * temp2.y);
-
- // Distance
- temp2.z = Plen * dens_mul;
-
- // Transparency (-> temp1)
- // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
- // compiler gets confused.
- temp1 = exp(-temp1 * temp2.z);
+ gl_Position = pos;
+
+ // Get relative position
+ vec3 rel_pos = position.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);
+ }
+
+ // Can normalize then
+ vec3 rel_pos_norm = normalize(rel_pos);
- // Compute haze glow
- temp2.x = dot(Pn, lightnorm.xyz);
- temp2.x = 1. - temp2.x;
- // temp2.x is 0 at the sun and increases away from sun
- temp2.x = max(temp2.x, .001);
- // 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
+ float rel_pos_len = length(rel_pos);
- // Add "minimum anti-solar illumination"
- temp2.x += .25;
+ // Initialize temp variables
+ vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
+ vec4 light_atten;
- vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient_color)
- + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color)
- );
+ // 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
+
+ // 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));
// Final atmosphere additive
- color *= (1. - temp1);
+ 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 * temp2.x + 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
- temp1 = sqrt(temp1); //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(temp1));
+ // 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/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index a5804220bc..f80f1a985a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -124,41 +124,15 @@ void main()
if (spec.a > 0.0) // specular reflection
{
+ float sa = dot(refnormpersp, light_dir.xyz);
+ vec3 dumbshiny = sunlit * (texture2D(lightFunc, vec2(sa, spec.a)).r);
-#if 1 //EEP
- vec3 npos = -normalize(pos.xyz);
-
- //vec3 ref = dot(pos+lv, norm);
- vec3 h = normalize(light_dir.xyz+npos);
- float nh = dot(norm.xyz, h);
- float nv = dot(norm.xyz, npos);
- float vh = dot(npos, h);
- float sa = nh;
- float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
-
- float gtdenom = 2 * nh;
- float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
-
- if (nh > 0.0)
- {
- float scontrib = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
- vec3 sp = sun_contrib*scontrib / 6.0;
- sp = clamp(sp, vec3(0), vec3(1));
- bloom += dot(sp, sp) / 4.0;
- color += sp * spec.rgb;
- }
-#else //PRODUCTION
- float sa = dot(refnormpersp, light_dir.xyz);
- vec3 dumbshiny = sunlit*(texture2D(lightFunc, vec2(sa, spec.a)).r);
-
// add the two types of shiny together
vec3 spec_contrib = dumbshiny * spec.rgb;
- bloom = dot(spec_contrib, spec_contrib) / 6;
+ bloom = dot(spec_contrib, spec_contrib) / 6;
color.rgb += spec_contrib;
-#endif
-
}
-
+
color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a);
if (envIntensity > 0.0)
diff --git a/indra/newview/app_settings/shaders/class1/environment/encodeNormF.glsl b/indra/newview/app_settings/shaders/class1/environment/encodeNormF.glsl
index 50e781fa78..6cd2445522 100644
--- a/indra/newview/app_settings/shaders/class1/environment/encodeNormF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/encodeNormF.glsl
@@ -23,6 +23,9 @@
* $/LicenseInfo$
*/
+// Lambert Azimuthal Equal-Area projection
+// See: https://aras-p.info/texts/CompactNormalStorage.html
+// Also see: A_bit_more_deferred_-_CryEngine3.ppt
vec2 encode_normal(vec3 n)
{
float f = sqrt(8 * n.z + 8);
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl
index f665394b46..0bb48061e0 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl
@@ -31,6 +31,9 @@ out vec4 frag_color;
uniform float minimum_alpha;
+// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO;
+uniform int no_atmo;
+
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
@@ -41,16 +44,19 @@ void default_lighting()
{
vec4 color = diffuseLookup(vary_texcoord0.xy);
- color *= vertex_color;
-
if (color.a < minimum_alpha)
{
discard;
}
+
+ color *= vertex_color;
- color.rgb = atmosLighting(color.rgb);
-
- color.rgb = scaleSoftClip(color.rgb);
+ // SL-9632 HUDs are affected by Atmosphere
+ if (no_atmo == 0)
+ {
+ color.rgb = atmosLighting(color.rgb);
+ color.rgb = scaleSoftClip(color.rgb);
+ }
frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl
index 46390e4a0e..1855cfceeb 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl
@@ -30,7 +30,10 @@ out vec4 frag_color;
#endif
uniform float minimum_alpha;
-uniform float texture_gamma;
+uniform float texture_gamma; // either 1.0 or 2.2; see: "::TEXTURE_GAMMA"
+
+// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; used in LLDrawPoolAlpha::beginRenderPass()
+uniform int no_atmo;
vec3 fullbrightAtmosTransport(vec3 light);
vec3 fullbrightScaleSoftClip(vec3 light);
@@ -50,9 +53,17 @@ void fullbright_lighting()
color.rgb *= vertex_color.rgb;
color.rgb = pow(color.rgb, vec3(texture_gamma));
- color.rgb = fullbrightAtmosTransport(color.rgb);
-
- color.rgb = fullbrightScaleSoftClip(color.rgb);
+
+ // SL-9632 HUDs are affected by Atmosphere
+ if (no_atmo == 0)
+ {
+ color.rgb = fullbrightAtmosTransport(color.rgb);
+ color.rgb = fullbrightScaleSoftClip(color.rgb);
+ }
+
+ //*TODO: Are we missing an inverse pow() here?
+ // class1\lighting\lightFullbrightF.glsl has:
+ // color.rgb = pow(color.rgb, vec3(1.0/texture_gamma));
frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl
index b967709c57..5fcdf3107c 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl
@@ -34,6 +34,9 @@ VARYING vec2 vary_texcoord0;
uniform float texture_gamma;
+// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO;
+uniform int no_atmo;
+
vec3 fullbrightAtmosTransport(vec3 light);
vec3 fullbrightScaleSoftClip(vec3 light);
@@ -43,9 +46,12 @@ void fullbright_lighting()
color.rgb = pow(color.rgb, vec3(texture_gamma));
- color.rgb = fullbrightAtmosTransport(color.rgb);
-
- color.rgb = fullbrightScaleSoftClip(color.rgb);
+ // SL-9632 HUDs are affected by Atmosphere
+ if (no_atmo == 0)
+ {
+ color.rgb = fullbrightAtmosTransport(color.rgb);
+ color.rgb = fullbrightScaleSoftClip(color.rgb);
+ }
color.rgb = pow(color.rgb, vec3(1.0/texture_gamma));
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl
index 567811cd75..6f7e777d23 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl
@@ -35,20 +35,37 @@ VARYING vec3 vary_texcoord1;
uniform samplerCube environmentMap;
+// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; used in LLDrawPoolAlpha::beginRenderPass()
+uniform int no_atmo;
+
vec3 fullbrightShinyAtmosTransport(vec3 light);
vec3 fullbrightScaleSoftClip(vec3 light);
+// See:
+// class1\deferred\fullbrightShinyF.glsl
+// class1\lighting\lightFullbrightShinyF.glsl
void fullbright_shiny_lighting()
{
vec4 color = diffuseLookup(vary_texcoord0.xy);
color.rgb *= vertex_color.rgb;
-
- vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
- color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a*0.75); // MAGIC NUMBER SL-12574; ALM: Off, Quality > Low
- color.rgb = fullbrightShinyAtmosTransport(color.rgb);
+ // SL-9632 HUDs are affected by Atmosphere
+ if (no_atmo == 0)
+ {
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a*0.75); // MAGIC NUMBER SL-12574; ALM: Off, Quality > Low
- color.rgb = fullbrightScaleSoftClip(color.rgb);
+ color.rgb = fullbrightShinyAtmosTransport(color.rgb);
+ color.rgb = fullbrightScaleSoftClip(color.rgb);
+ }
+/*
+ // NOTE: HUD objects will be full bright. Uncomment if you want "some" environment lighting effecting these HUD objects.
+ else
+ {
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a*0.75); // MAGIC NUMBER SL-12574; ALM: Off, Quality > Low
+ }
+*/
color.a = 1.0;
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl
index a59bd9c0a6..9ef7704b70 100644
--- a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl
@@ -1,4 +1,4 @@
-/**
+/**
* @file simpleV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
@@ -28,6 +28,9 @@ uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
+// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; used in LLDrawPoolAlpha::beginRenderPass()
+uniform int no_atmo;
+
ATTRIBUTE vec3 position;
void passTextureIndex();
ATTRIBUTE vec2 texcoord0;
@@ -46,19 +49,23 @@ void main()
{
//transform vertex
vec4 vert = vec4(position.xyz,1.0);
- passTextureIndex();
- vec4 pos = (modelview_matrix * vert);
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+
+ passTextureIndex();
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy;
-
-
-
- vec3 norm = normalize(normal_matrix * normal);
- calcAtmospherics(pos.xyz);
+ // SL-9632 HUDs are affected by Atmosphere
+ if (no_atmo == 1)
+ {
+ vertex_color = diffuse_color;
+ }
+ else
+ {
+ vec4 pos = (modelview_matrix * vert);
+ vec3 norm = normalize(normal_matrix * normal);
- vec4 color = calcLighting(pos.xyz, norm, diffuse_color);
- vertex_color = color;
+ calcAtmospherics(pos.xyz);
-
+ vertex_color = calcLighting(pos.xyz, norm, diffuse_color);
+ }
}
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
index dcb02bd1c1..ea2690ba09 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
@@ -1,154 +1,134 @@
-/**
+/**
* @file class1\windlight\atmosphericsFuncs.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2019, 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 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;
uniform float cloud_shadow;
uniform float density_multiplier;
uniform float distance_multiplier;
uniform float max_y;
-uniform vec4 glow;
+uniform vec4 glow;
uniform float scene_light_strength;
-uniform mat3 ssao_effect_mat;
-uniform int no_atmo;
+uniform mat3 ssao_effect_mat;
+uniform int no_atmo;
uniform float sun_moon_glow_factor;
-float getAmbientClamp()
+float getAmbientClamp() { return 1.0f; }
+
+void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive,
+ out vec3 atten, bool use_ao)
{
- return 1.0f;
-}
+ vec3 rel_pos = inPositionEye;
+ //(TERRAIN) limit altitude
+ if (abs(rel_pos.y) > max_y) rel_pos *= (max_y / rel_pos.y);
-void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao) {
+ vec3 rel_pos_norm = normalize(rel_pos);
+ float rel_pos_len = length(rel_pos);
+ vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
- vec3 P = inPositionEye;
-
- //(TERRAIN) limit altitude
- if (P.y > max_y) P *= (max_y / P.y);
- if (P.y < -max_y) P *= (-max_y / P.y);
+ // 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);
+ // I had thought blue_density and haze_density should have equal weighting,
+ // but attenuation due to haze_density tends to seem too strong
- vec3 tmpLightnorm = lightnorm.xyz;
+ vec4 combined_haze = blue_density + vec4(haze_density);
+ vec4 blue_weight = blue_density / combined_haze;
+ vec4 haze_weight = vec4(haze_density) / combined_haze;
- vec3 Pn = normalize(P);
- float Plen = length(P);
+ //(TERRAIN) compute sunlight from lightnorm y component. Factor is roughly cosecant(sun elevation) (for short rays like terrain)
+ float above_horizon_factor = 1.0 / max(1e-6, lightnorm.y);
+ sunlight *= exp(-light_atten * above_horizon_factor); // for sun [horizon..overhead] this maps to an exp curve [0..1]
+
+ // main atmospheric scattering line integral
+ float density_dist = rel_pos_len * density_multiplier;
- vec4 temp1 = vec4(0);
- vec3 temp2 = vec3(0);
- vec4 blue_weight;
- vec4 haze_weight;
- vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
- vec4 light_atten;
+ // Transparency (-> combined_haze)
+ // ATI Bugfix -- can't store combined_haze*density_dist*distance_multiplier in a variable because the ati
+ // compiler gets confused.
+ combined_haze = exp(-combined_haze * density_dist * distance_multiplier);
- float dens_mul = density_multiplier;
- float dist_mul = distance_multiplier;
+ // final atmosphere attenuation factor
+ atten = combined_haze.rgb;
- //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)) * (dens_mul * 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
+ // compute haze glow
+ float haze_glow = dot(rel_pos_norm, lightnorm.xyz);
- temp1 = blue_density + vec4(haze_density);
- blue_weight = blue_density / temp1;
- haze_weight = vec4(haze_density) / temp1;
+ // dampen sun additive contrib when not facing it...
+ // SL-13539: This "if" clause causes an "additive" white artifact at roughly 77 degreees.
+ // if (length(light_dir) > 0.01)
+ haze_glow *= max(0.0f, dot(light_dir, rel_pos_norm));
- //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
- temp2.y = max(0.0, tmpLightnorm.y);
- if (abs(temp2.y) > 0.000001f)
- {
- temp2.y = 1. / abs(temp2.y);
- }
- temp2.y = max(0.0000001f, temp2.y);
- sunlight *= exp(-light_atten * temp2.y);
+ 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
- // main atmospheric scattering line integral
- temp2.z = Plen * dens_mul;
+ // add "minimum anti-solar illumination"
+ haze_glow += .25;
- // Transparency (-> temp1)
- // ATI Bugfix -- can't store temp1*temp2.z*dist_mul in a variable because the ati
- // compiler gets confused.
- temp1 = exp(-temp1 * temp2.z * dist_mul);
+ haze_glow *= sun_moon_glow_factor;
- //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);
+ vec4 amb_color = ambient_color;
- // dampen sun additive contrib when not facing it...
- if (length(light_dir) > 0.01)
- {
- temp2.x *= max(0.0f, dot(light_dir, Pn));
- }
- temp2.x = 1. - temp2.x;
- //temp2.x is 0 at the sun and increases away from sun
- temp2.x = max(temp2.x, .001); //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;
-
- temp2.x *= sun_moon_glow_factor;
-
- vec4 amb_color = ambient_color;
-
- //increase ambient when there are more clouds
+ // increase ambient when there are more clouds
vec4 tmpAmbient = amb_color + (vec4(1.) - amb_color) * 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(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat,
+ * ambAlpha);
*/
if (use_ao)
{
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));
+ // Similar/Shared Algorithms:
+ // indra\llinventory\llsettingssky.cpp -- LLSettingsSky::calculateLightSettings()
+ // indra\newview\app_settings\shaders\class1\windlight\atmosphericsFuncs.glsl -- calcAtmosphericVars()
+ // haze color
+ vec3 cs = sunlight.rgb * (1. - cloud_shadow);
+ additive = (blue_horizon.rgb * blue_weight.rgb) * (cs + tmpAmbient.rgb) + (haze_horizon * haze_weight.rgb) * (cs * haze_glow + tmpAmbient.rgb);
- //brightness of surface both sunlight and ambient
+ // brightness of surface both sunlight and ambient
sunlit = sunlight.rgb * 0.5;
amblit = tmpAmbient.rgb * .25;
- additive *= vec3(1.0 - temp1);
+ additive *= vec3(1.0 - combined_haze);
}
diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl
index 24f3992e32..2425a2ad04 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl
@@ -3,7 +3,7 @@
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
- * Copyright (C) 2005, Linden Research, Inc.
+ * Copyright (C) 2005, 2020 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
@@ -36,28 +36,30 @@ out vec4 frag_color;
uniform vec4 color;
uniform vec4 sunlight_color;
uniform vec4 moonlight_color;
-uniform vec3 lumWeights;
+uniform vec3 moon_dir;
uniform float moon_brightness;
-uniform float minLuminance;
uniform sampler2D diffuseMap;
-uniform sampler2D altDiffuseMap;
-uniform float blend_factor; // interp factor between moon A/B
+
VARYING vec2 vary_texcoord0;
+vec3 scaleSoftClip(vec3 light);
+
void main()
{
- vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy);
- vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy);
- vec4 c = mix(moonA, moonB, blend_factor);
+ // Restore Pre-EEP alpha fade moon near horizon
+ float fade = 1.0;
+ if( moon_dir.z > 0 )
+ fade = clamp( moon_dir.z*moon_dir.z*4.0, 0.0, 1.0 );
+
+ vec4 c = texture2D(diffuseMap, vary_texcoord0.xy);
+// c.rgb = pow(c.rgb, vec3(0.7f)); // can't use "srgb_to_linear(color.rgb)" as that is a deferred only function
+ c.rgb *= moonlight_color.rgb;
+ c.rgb *= moon_brightness;
- // mix factor which blends when sunlight is brighter
- // and shows true moon color at night
- vec3 luma_weights = vec3(0.3, 0.5, 0.3);
- float mix = 1.0f - dot(normalize(sunlight_color.rgb), luma_weights);
+ c.rgb *= fade;
+ c.a *= fade;
- vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0 - 1.0;
- c.rgb = pow(c.rgb, exp);
- //c.rgb *= moonlight_color.rgb;
+ c.rgb = scaleSoftClip(c.rgb);
frag_color = vec4(c.rgb, c.a);
}
diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl
index 8cd4b2ef47..2fceb5f743 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl
@@ -3,7 +3,7 @@
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
+ * Copyright (C) 2007, 2020 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
@@ -30,20 +30,15 @@ uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
ATTRIBUTE vec2 texcoord0;
-void calcAtmospherics(vec3 inPositionEye);
-
VARYING vec2 vary_texcoord0;
void main()
{
//transform vertex
- vec3 offset = vec3(0, 0, 50);
- vec4 vert = vec4(position.xyz - offset, 1.0);
+ vec4 vert = vec4(position.xyz, 1.0);
vec4 pos = (modelview_matrix * vert);
gl_Position = modelview_projection_matrix*vert;
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-
- calcAtmospherics(pos.xyz);
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl
index 1dce85a83b..1485c515a4 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @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
* $/LicenseInfo$
*/
@@ -32,13 +32,13 @@ uniform mat4 modelview_projection_matrix;
// 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;
@@ -47,7 +47,7 @@ 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;
@@ -73,16 +73,16 @@ uniform float ice_level;
vec3 rainbow(float d)
{
- d = clamp(d, -1.0, 0.0);
- float rad = (droplet_radius - 5.0f) / 1024.0f;
- return pow(texture2D(rainbow_map, vec2(rad, d)).rgb, vec3(1.8)) * moisture_level;
+ d = clamp(d, -1.0, 0.0);
+ 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;
+ 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
@@ -90,115 +90,96 @@ vec3 scaleSoftClip(vec3 light);
void main()
{
-
// World / view / projection
- // Get relative position
- vec3 P = pos.xyz - camPosLocal.xyz + vec3(0,50,0);
+ // Get relative position (offset why?)
+ vec3 rel_pos = pos.xyz - camPosLocal.xyz + vec3(0, 50, 0);
- // Set altitude
- if (P.y > 0.)
+ // Adj position vector to clamp altitude
+ if (rel_pos.y > 0.)
{
- P *= (max_y / P.y);
+ rel_pos *= (max_y / rel_pos.y);
}
- else
+ if (rel_pos.y < 0.)
{
- P *= (-32000. / P.y);
+ rel_pos *= (-32000. / rel_pos.y);
}
- // Can normalize then
- vec3 Pn = normalize(P);
- float Plen = length(P);
+ // Normalized
+ vec3 rel_pos_norm = normalize(rel_pos);
+ float rel_pos_len = length(rel_pos);
// Initialize temp variables
- vec4 temp1 = vec4(0.);
- vec4 temp2 = vec4(0.);
- vec4 blue_weight;
- vec4 haze_weight;
vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
- vec4 light_atten;
-
- float dens_mul = density_multiplier;
// 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)) * (dens_mul * max_y);
+ vec4 light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
// Calculate relative weights
- temp1 = abs(blue_density) + vec4(abs(haze_density));
- blue_weight = blue_density / temp1;
- haze_weight = haze_density / temp1;
+ 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 P & lightnorm (for long rays like sky)
- temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
- temp2.y = 1. / temp2.y;
- sunlight *= exp( - light_atten * temp2.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);
// Distance
- temp2.z = Plen * dens_mul;
+ float density_dist = rel_pos_len * density_multiplier;
- // Transparency (-> temp1)
- // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
+ // Transparency (-> combined_haze)
+ // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati
// compiler gets confused.
- temp1 = exp(-temp1 * temp2.z);
+ combined_haze = exp(-combined_haze * density_dist);
// Compute haze glow
- temp2.x = dot(Pn, lightnorm.xyz);
- temp2.x = 1. - temp2.x;
- // temp2.x is 0 at the sun and increases away from sun
- temp2.x = max(temp2.x, .001);
- // 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
+ 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"
- temp2.x += .25;
-
- temp2.x *= sun_moon_glow_factor;
+ // 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 * temp2.x + 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. - temp1);
+ 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;
+ // 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 additiveColorBelowCloud = (blue_horizon * blue_weight * (sunlight + tmpAmbient)
- + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
- );
+ vec4 add_below_cloud = blue_horizon * blue_weight * (sunlight + ambient)
+ + haze_horizon * haze_weight * (sunlight * haze_glow + ambient);
-
-
// Attenuate cloud color by atmosphere
- temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds
+ 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(temp1));
-
- float optic_d = dot(Pn, lightnorm.xyz);
-
- vec3 halo_22 = halo22(optic_d);
+ 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).
+ // 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
+ 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/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index b0dff0c628..f4db53e0b7 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file class2/deferred/softenLightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, 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
* $/LicenseInfo$
*/
@@ -39,7 +39,7 @@ uniform sampler2DRect specularRect;
uniform sampler2DRect normalMap;
uniform sampler2DRect lightMap;
uniform sampler2DRect depthMap;
-uniform samplerCube environmentMap;
+uniform samplerCube environmentMap;
uniform sampler2D lightFunc;
uniform float blur_size;
@@ -50,7 +50,7 @@ uniform mat3 env_mat;
uniform vec3 sun_dir;
uniform vec3 moon_dir;
-uniform int sun_up_factor;
+uniform int sun_up_factor;
VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
@@ -61,10 +61,10 @@ vec4 getPositionWithDepth(vec2 pos_screen, float depth);
void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
float getAmbientClamp();
-vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
-vec3 scaleSoftClipFrag(vec3 l);
-vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
-vec3 fullbrightScaleSoftClip(vec3 light);
+vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
+vec3 scaleSoftClipFrag(vec3 l);
+vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
+vec3 fullbrightScaleSoftClip(vec3 light);
vec3 linear_to_srgb(vec3 c);
vec3 srgb_to_linear(vec3 c);
@@ -73,128 +73,85 @@ vec3 srgb_to_linear(vec3 c);
vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif
-void main()
+void main()
{
- vec2 tc = vary_fragcoord.xy;
- float depth = texture2DRect(depthMap, tc.xy).r;
- vec4 pos = getPositionWithDepth(tc, depth);
- vec4 norm = texture2DRect(normalMap, tc);
+ vec2 tc = vary_fragcoord.xy;
+ float depth = texture2DRect(depthMap, tc.xy).r;
+ vec4 pos = getPositionWithDepth(tc, depth);
+ vec4 norm = texture2DRect(normalMap, tc);
float envIntensity = norm.z;
- norm.xyz = getNorm(tc);
-
- vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
- float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0);
- float light_gamma = 1.0/1.3;
- da = pow(da, light_gamma);
-
+ norm.xyz = getNorm(tc);
+
+ vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
+ float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0);
+ float light_gamma = 1.0 / 1.3;
+ da = pow(da, light_gamma);
+
vec4 diffuse = texture2DRect(diffuseRect, tc);
-
- vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
+ vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
- scol_ambocc = pow(scol_ambocc, vec2(light_gamma));
+ scol_ambocc = pow(scol_ambocc, vec2(light_gamma));
+ float scol = max(scol_ambocc.r, diffuse.a);
+ float ambocc = scol_ambocc.g;
- float scol = max(scol_ambocc.r, diffuse.a);
+ vec3 color = vec3(0);
+ float bloom = 0.0;
- float ambocc = scol_ambocc.g;
+ vec3 sunlit;
+ vec3 amblit;
+ vec3 additive;
+ vec3 atten;
+ calcAtmosphericVars(pos.xyz, light_dir, ambocc, sunlit, amblit, additive, atten, true);
- vec3 color = vec3(0);
- float bloom = 0.0;
+ color.rgb = amblit;
+
+ float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
+ ambient *= 0.5;
+ ambient *= ambient;
+ ambient = (1.0 - ambient);
+ color.rgb *= ambient;
+
+ vec3 sun_contrib = min(da, scol) * sunlit;
+ color.rgb += sun_contrib;
+ color.rgb *= diffuse.rgb;
+
+ vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
+
+ if (spec.a > 0.0) // specular reflection
{
- vec3 sunlit;
- vec3 amblit;
- vec3 additive;
- vec3 atten;
-
- calcAtmosphericVars(pos.xyz, light_dir, ambocc, sunlit, amblit, additive, atten, true);
-
- color.rgb = amblit;
-
- float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
- ambient *= 0.5;
- ambient *= ambient;
- ambient = (1.0 - ambient);
-
- color.rgb *= ambient;
-
- vec3 sun_contrib = min(da, scol) * sunlit;
-
- color.rgb += sun_contrib;
-
- color.rgb *= diffuse.rgb;
-
- vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
-
- if (spec.a > 0.0) // specular reflection
- {
-
-#if 1 //EEP
- vec3 npos = -normalize(pos.xyz);
-
- //vec3 ref = dot(pos+lv, norm);
- vec3 h = normalize(light_dir.xyz+npos);
- float nh = dot(norm.xyz, h);
- float nv = dot(norm.xyz, npos);
- float vh = dot(npos, h);
- float sa = nh;
- float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
-
- float gtdenom = 2 * nh;
- float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
-
- if (nh > 0.0)
- {
- float scontrib = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
- vec3 sp = sun_contrib*scontrib / 6.0;
- sp = clamp(sp, vec3(0), vec3(1));
- bloom += dot(sp, sp) / 4.0;
- color += sp * spec.rgb;
- }
-#else //PRODUCTION
- float sa = dot(refnormpersp, light_dir.xyz);
- vec3 dumbshiny = sunlit*(texture2D(lightFunc, vec2(sa, spec.a)).r);
-
- // add the two types of shiny together
- vec3 spec_contrib = dumbshiny * spec.rgb;
- bloom = dot(spec_contrib, spec_contrib) / 6;
- color.rgb += spec_contrib;
-#endif
+ float sa = dot(refnormpersp, light_dir.xyz);
+ vec3 dumbshiny = sunlit * scol * (texture2D(lightFunc, vec2(sa, spec.a)).r);
+
+ // add the two types of shiny together
+ vec3 spec_contrib = dumbshiny * spec.rgb;
+ bloom = dot(spec_contrib, spec_contrib) / 6;
+ color.rgb += spec_contrib;
+ }
+
+ color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a);
- }
-
- color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a);
-
- if (envIntensity > 0.0)
- { //add environmentmap
- vec3 env_vec = env_mat * refnormpersp;
- vec3 reflected_color = textureCube(environmentMap, env_vec).rgb;
- color = mix(color.rgb, reflected_color, envIntensity);
- }
-
- if (norm.w < 0.5)
- {
- color = mix(atmosFragLighting(color, additive, atten), fullbrightAtmosTransportFrag(color, additive, atten), diffuse.a);
- color = mix(scaleSoftClipFrag(color), fullbrightScaleSoftClip(color), diffuse.a);
- }
-
- #ifdef WATER_FOG
- vec4 fogged = applyWaterFogView(pos.xyz,vec4(color, bloom));
- color = fogged.rgb;
- bloom = fogged.a;
- #endif
+ if (envIntensity > 0.0)
+ { // add environmentmap
+ vec3 env_vec = env_mat * refnormpersp;
+ vec3 reflected_color = textureCube(environmentMap, env_vec).rgb;
+ color = mix(color.rgb, reflected_color, envIntensity);
+ }
+ if (norm.w < 0.5)
+ {
+ color = mix(atmosFragLighting(color, additive, atten), fullbrightAtmosTransportFrag(color, additive, atten), diffuse.a);
+ color = mix(scaleSoftClipFrag(color), fullbrightScaleSoftClip(color), diffuse.a);
}
-// linear debuggables
-//color.rgb = vec3(final_da);
-//color.rgb = vec3(ambient);
-//color.rgb = vec3(scol);
-//color.rgb = diffuse_srgb.rgb;
+#ifdef WATER_FOG
+ vec4 fogged = applyWaterFogView(pos.xyz, vec4(color, bloom));
+ color = fogged.rgb;
+ bloom = fogged.a;
+#endif
// convert to linear as fullscreen lights need to sum in linear colorspace
// and will be gamma (re)corrected downstream...
-
frag_color.rgb = srgb_to_linear(color.rgb);
- frag_color.a = bloom;
+ frag_color.a = bloom;
}
-
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
index 2c1475d547..1f881eb44b 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
* $/LicenseInfo$
*/
@@ -33,25 +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;
@@ -59,141 +60,133 @@ 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;
uniform float cloud_scale;
+// NOTE: Keep these in sync!
+// indra\newview\app_settings\shaders\class1\deferred\skyV.glsl
+// indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl
+// indra\newview\app-settings\shaders\class2\windlight\cloudsV.glsl
+// indra\newview\lllegacyatmospherics.cpp
+// indra\newview\llsettingsvo.cpp
void main()
{
+ // World / view / projection
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+
+ // 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
- // World / view / projection
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0.xy -= 0.5;
+ vary_texcoord0.xy /= cloud_scale;
+ vary_texcoord0.xy += 0.5;
- vary_texcoord0 = texcoord0;
+ vary_texcoord1 = vary_texcoord0;
+ vary_texcoord1.x += lightnorm.x * 0.0125;
+ vary_texcoord1.y += lightnorm.z * 0.0125;
- // Get relative position
- vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
+ vary_texcoord2 = vary_texcoord0 * 16.;
+ vary_texcoord3 = vary_texcoord1 * 16.;
+
+ // 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((P.y + 512.0) / max_y, 0.0, 1.0);
-
- // Set altitude
- if (P.y > 0.)
- {
- P *= (max_y / P.y);
- }
- else
- {
- P *= (-32000. / P.y);
- }
-
- // Can normalize then
- vec3 Pn = normalize(P);
- float Plen = length(P);
-
- // Initialize temp variables
- vec4 temp1 = vec4(0.);
- vec4 temp2 = vec4(0.);
- vec4 blue_weight;
- vec4 haze_weight;
- //vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
- vec4 sunlight = sunlight_color;
- vec4 light_atten;
-
- float dens_mul = density_multiplier;
-
- // 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)) * (dens_mul * max_y);
-
- // Calculate relative weights
- temp1 = abs(blue_density) + vec4(abs(haze_density));
- blue_weight = blue_density / temp1;
- haze_weight = haze_density / temp1;
-
- // Compute sunlight from P & lightnorm (for long rays like sky)
- temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
- temp2.y = 1. / temp2.y;
- sunlight *= exp( - light_atten * temp2.y);
-
- // Distance
- temp2.z = Plen * dens_mul;
-
- // Transparency (-> temp1)
- // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
- // compiler gets confused.
- temp1 = exp(-temp1 * temp2.z);
-
-
- // Compute haze glow
- temp2.x = dot(Pn, lightnorm.xyz);
- temp2.x = 1. - temp2.x;
- // temp2.x is 0 at the sun and increases away from sun
- temp2.x = max(temp2.x, .001);
- // 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
-
- temp2.x *= sun_moon_glow_factor;
-
- // Add "minimum anti-solar illumination"
- temp2.x += .25;
-
- // 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);
-
- // Haze color below cloud
- vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
- + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
- );
-
- // CLOUDS
- temp2.y = max(0., lightnorm.y * 2.);
- temp2.y = 1. / temp2.y;
- sunlight *= exp( - light_atten * temp2.y);
-
- // Cloud color out
- vary_CloudColorSun = (sunlight * temp2.x) * cloud_color;
- vary_CloudColorAmbient = tmpAmbient * cloud_color;
-
- // Attenuate cloud color by atmosphere
- temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds
- vary_CloudColorSun *= temp1;
- vary_CloudColorAmbient *= temp1;
- vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1);
-
- // Make a nice cloud density based on the cloud_shadow value that was passed in.
- vary_CloudDensity = 2. * (cloud_shadow - 0.25);
-
-
- // Texture coords
- vary_texcoord0 = texcoord0;
- 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_texcoord2 = vary_texcoord0 * 16.;
- vary_texcoord3 = vary_texcoord1 * 16.;
-
- // Combine these to minimize register use
- vary_CloudColorAmbient += oHazeColorBelowCloud;
-
- // needs this to compile on mac
- //vary_AtmosAttenuation = vec3(0.0,0.0,0.0);
-
- // END CLOUDS
+ altitude_blend_factor = clamp((rel_pos.y + 512.0) / max_y, 0.0, 1.0);
+
+ // 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);
+ }
+
+ // 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 *= sun_moon_glow_factor;
+
+ // 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;
+
+ // 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));
+
+ // 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);
+
+ // 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;
+
+ // needs this to compile on mac
+ // vary_AtmosAttenuation = vec3(0.0,0.0,0.0);
+
+ // 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 0d141342ce..a0a33b8642 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;
@@ -52,110 +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 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
-
- // Set altitude
- if (P.y > 0.)
- {
- P *= (max_y / P.y);
- }
- else
- {
- P *= (-32000. / P.y);
- }
-
- // Can normalize then
- vec3 Pn = normalize(P);
-
- float Plen = length(P);
-
- // Initialize temp variables
- vec4 temp1 = vec4(0.);
- vec4 temp2 = vec4(0.);
- vec4 blue_weight;
- vec4 haze_weight;
- vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
- vec4 light_atten;
-
- float dens_mul = density_multiplier;
-
- // 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)) * (dens_mul * max_y);
-
- // Calculate relative weights
- temp1 = abs(blue_density) + vec4(abs(haze_density));
- blue_weight = blue_density / temp1;
- haze_weight = haze_density / temp1;
-
- // Compute sunlight from P & lightnorm (for long rays like sky)
- temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
- temp2.y = 1. / temp2.y;
- sunlight *= exp( - light_atten * temp2.y);
-
- // Distance
- temp2.z = Plen * dens_mul;
-
- // Transparency (-> temp1)
- // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
- // compiler gets confused.
- temp1 = exp(-temp1 * temp2.z);
+ gl_Position = pos;
+
+ // Get relative position
+ vec3 rel_pos = position.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);
+ }
- // Compute haze glow
- temp2.x = dot(Pn, lightnorm.xyz);
- temp2.x = 1. - temp2.x;
- // temp2.x is 0 at the sun and increases away from sun
- temp2.x = max(temp2.x, .001);
- // 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
+ // Can normalize then
+ vec3 rel_pos_norm = normalize(rel_pos);
- // Add "minimum anti-solar illumination"
- temp2.x += .25;
+ float rel_pos_len = length(rel_pos);
- vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient_color)
- + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color)
- );
+ // 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);
+
+ // 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
+
+ // 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));
// Final atmosphere additive
- color *= (1. - temp1);
+ 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 * temp2.x + 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
- temp1 = sqrt(temp1); //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(temp1));
+ // 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;
}
-