diff options
Diffstat (limited to 'indra/newview')
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/skyF.glsl | 98 | 
1 files changed, 51 insertions, 47 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl index b9e561c112..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 @@ -90,21 +90,26 @@ vec3 scaleSoftClip(vec3 light);  void main()  { -      // World / view / projection      // Get relative position (offset why?) -    vec3 rel_pos = pos.xyz - camPosLocal.xyz + vec3(0,50,0); +    vec3 rel_pos = pos.xyz - camPosLocal.xyz + vec3(0, 50, 0);      // Adj position vector to clamp altitude -    if (rel_pos.y > 0.) { rel_pos *= (max_y / rel_pos.y); } -    if (rel_pos.y < 0.) { rel_pos *= (-32000. / rel_pos.y); } +    if (rel_pos.y > 0.) +    { +        rel_pos *= (max_y / rel_pos.y); +    } +    if (rel_pos.y < 0.) +    { +        rel_pos *= (-32000. / rel_pos.y); +    }      // Normalized -    vec3 rel_pos_norm = normalize(rel_pos); -    float  rel_pos_len = length(rel_pos); +    vec3  rel_pos_norm = normalize(rel_pos); +    float rel_pos_len  = length(rel_pos);      // Initialize temp variables -    vec4  sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; +    vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;      // Sunlight attenuation effect (hue and brightness) due to atmosphere      // this is used later for sunlight modulation at various altitudes @@ -112,12 +117,12 @@ void main()      // 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; +    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); +    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; @@ -129,45 +134,45 @@ void main()      // Compute haze glow      float haze_glow = dot(rel_pos_norm, lightnorm.xyz); -    haze_glow = 1. - haze_glow; -        // haze_glow is 0 at the sun and increases away from sun -    haze_glow = max(haze_glow, .001);    -        // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) +    haze_glow       = 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") +    // 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 +    // glow.z should be negative, so we're doing a sort of (1 / "angle") function      // Add "minimum anti-solar illumination"      // For sun, add to glow.  For moon, remove glow entirely. SL-13768      haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (sun_moon_glow_factor * (haze_glow + 0.25));      // Haze color above cloud -    vec4 color = blue_horizon * blue_weight * (sunlight + ambient_color) -               + haze_horizon * haze_weight * (sunlight * haze_glow + ambient_color);  +    vec4 color = blue_horizon * blue_weight * (sunlight + ambient_color)  +               + haze_horizon * haze_weight * (sunlight * haze_glow + ambient_color);      // Final atmosphere additive      color *= (1. - combined_haze);      // Increase ambient when there are more clouds      // TODO 9/20: DJH what does this do?  max(0,(1-ambient)) will change the color -    vec4 ambient = ambient_color + max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5;  +    vec4 ambient = ambient_color + max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5;      // Dim sunlight by cloud shadow percentage      sunlight *= max(0.0, (1. - cloud_shadow));      // Haze color below cloud -    vec4 add_below_cloud = blue_horizon * blue_weight * (sunlight + ambient) +    vec4 add_below_cloud = blue_horizon * blue_weight * (sunlight + ambient)                            + haze_horizon * haze_weight * (sunlight * haze_glow + ambient); -     +      // Attenuate cloud color by atmosphere -    combined_haze = sqrt(combined_haze);    //less atmos opacity (more transparency) below clouds +    combined_haze = sqrt(combined_haze);  // less atmos opacity (more transparency) below clouds      // At horizon, blend high altitude sky color towards the darker color below the clouds      color += (add_below_cloud - color) * (1. - sqrt(combined_haze)); -     +      float optic_d = dot(rel_pos_norm, lightnorm.xyz); -    vec3 halo_22 = halo22(optic_d); +    vec3  halo_22 = halo22(optic_d);      color.rgb += rainbow(optic_d);      color.rgb += halo_22;      color.rgb *= 2.; @@ -175,7 +180,6 @@ void main()      // 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  } - | 
