diff options
Diffstat (limited to 'indra/newview/app_settings')
17 files changed, 506 insertions, 572 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 495daa2db6..a132220bef 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl @@ -80,7 +80,7 @@ void main()  	// 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 = vec2(-texcoord0.x, texcoord0.y);  // See: LLSettingsVOSky::applySpecial  	vary_texcoord0.xy -= 0.5;  	vary_texcoord0.xy /= cloud_scale; @@ -94,74 +94,65 @@ void main()  	vary_texcoord3 = vary_texcoord1 * 16.;  	// Get relative position -	vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); +    vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0); -    altitude_blend_factor = clamp((P.y + 512.0) / max_y, 0.0, 1.0); +    altitude_blend_factor = clamp((rel_pos.y + 512.0) / max_y, 0.0, 1.0);  	// Set altitude -	if (P.y > 0.) +    if (rel_pos.y > 0)  	{ -		P *= (max_y / P.y); +        rel_pos *= (max_y / rel_pos.y);  	} -	else +    if (rel_pos.y < 0)  	{  		altitude_blend_factor = 0; // SL-11589 Fix clouds drooping below horizon -		P *= (-32000. / P.y); +        rel_pos *= (-32000. / rel_pos.y);  	}  	// Can normalize then -	vec3 Pn = normalize(P); -	float  Plen = length(P); +    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 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); +    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);	 +    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) -	temp2.x *= glow.x; +    haze_glow *= glow.x;  		// Higher glow.x gives dimmer glow (because next step is 1 / "angle") -	temp2.x = pow(temp2.x, glow.z); +    haze_glow = pow(haze_glow, glow.z);  		// glow.z should be negative, so we're doing a sort of (1 / "angle") function -    temp2.x *= sun_moon_glow_factor; +    haze_glow *= sun_moon_glow_factor;  	// Add "minimum anti-solar illumination" -	temp2.x += .25; +    // 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; @@ -171,29 +162,26 @@ void main()  	sunlight *= (1. - cloud_shadow);  	// Haze color below cloud -	vec4 additiveColorBelowCloud = (	  blue_horizon * blue_weight * (sunlight + tmpAmbient) -				+ (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient) -			 );	 +    vec4 additiveColorBelowCloud = +        (blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient));  	// CLOUDS -	temp2.y = max(0., lightnorm.y * 2.); -	temp2.y = 1. / temp2.y; -	sunlight *= exp( - light_atten * temp2.y); +    off_axis = 1.0 / max(1e-6, lightnorm.y * 2.); +    sunlight *= exp(-light_atten * off_axis);  	// Cloud color out -	vary_CloudColorSun = (sunlight * temp2.x) * cloud_color; +    vary_CloudColorSun     = (sunlight * haze_glow) * 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); +    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; @@ -202,4 +190,3 @@ void main()  	// 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 2d40e63eff..9fcee04c32 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl @@ -64,28 +64,38 @@ void main()  #else  	vec4 color = texture2D(diffuseMap, vary_texcoord0.xy);  #endif - +	  	color.rgb *= vertex_color.rgb;  	// SL-9632 HUDs are affected by Atmosphere  	if (no_atmo == 0)  	{ -		vec3 sunlit; -		vec3 amblit; -		vec3 additive; -		vec3 atten; +	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); - -		vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; -		float env_intensity = vertex_color.a; +	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 = srgb_to_linear(color.rgb);  		color.rgb = mix(color.rgb, envColor.rgb, env_intensity); -		color.rgb = fullbrightAtmosTransportFrag(color.rgb, additive, atten); -		color.rgb = fullbrightScaleSoftClip(color.rgb); +	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/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/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/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 3eaaa41866..5e966293c6 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl @@ -48,17 +48,24 @@ void fullbright_shiny_lighting()  {  	vec4 color = diffuseLookup(vary_texcoord0.xy);  	color.rgb *= vertex_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 = 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.rgb = fullbrightShinyAtmosTransport(color.rgb); - -		color.rgb = fullbrightScaleSoftClip(color.rgb);  	} +*/  	color.a = 1.0; 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/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl index a4389f62dc..b004cc7ddd 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl @@ -78,90 +78,81 @@ void main()  	// World / view / projection  	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); -	// Texture coords +    // 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 = vec2(-texcoord0.x, texcoord0.y);  // See: LLSettingsVOSky::applySpecial -	vary_texcoord0.xy -= 0.5; -	vary_texcoord0.xy /= cloud_scale; -	vary_texcoord0.xy += 0.5; +    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_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.; +    vary_texcoord2 = vary_texcoord0 * 16.; +    vary_texcoord3 = vary_texcoord1 * 16.;  	// Get relative position -	vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); +    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); +    altitude_blend_factor = clamp((rel_pos.y + 512.0) / max_y, 0.0, 1.0); -	// 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); +    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 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); +    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);	 +    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) -	temp2.x *= glow.x; +    haze_glow *= glow.x;  		// Higher glow.x gives dimmer glow (because next step is 1 / "angle") -	temp2.x = pow(temp2.x, glow.z); +    haze_glow = pow(haze_glow, glow.z);  		// glow.z should be negative, so we're doing a sort of (1 / "angle") function -    temp2.x *= sun_moon_glow_factor; +    haze_glow *= sun_moon_glow_factor;  	// Add "minimum anti-solar illumination" -	temp2.x += .25; +    // 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; @@ -171,29 +162,26 @@ void main()  	sunlight *= (1. - cloud_shadow);  	// Haze color below cloud -	vec4 additiveColorBelowCloud = (	  blue_horizon * blue_weight * (sunlight + tmpAmbient) -				+ (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient) -			 );	 +    vec4 additiveColorBelowCloud = +        (blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient));  	// CLOUDS -	temp2.y = max(0., lightnorm.y * 2.); -	temp2.y = 1. / temp2.y; -	sunlight *= exp( - light_atten * temp2.y); +    off_axis = 1.0 / max(1e-6, lightnorm.y * 2.); +    sunlight *= exp(-light_atten * off_axis);  	// Cloud color out -	vary_CloudColorSun = (sunlight * temp2.x) * cloud_color; +    vary_CloudColorSun     = (sunlight * haze_glow) * 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); +    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; @@ -202,4 +190,3 @@ void main()  	// 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;  } - | 
