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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl31
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl37
-rw-r--r--indra/newview/lldrawpoolwlsky.cpp7
-rw-r--r--indra/newview/llpaneleditsky.cpp12
-rw-r--r--indra/newview/llpaneleditsky.h1
-rw-r--r--indra/newview/llsettingsvo.cpp3
-rw-r--r--indra/newview/skins/default/xui/en/panel_settings_sky_clouds.xml25
8 files changed, 93 insertions, 36 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
index c1a9a6f454..caedd25221 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
@@ -44,6 +44,8 @@ uniform float blend_factor;
uniform vec4 cloud_pos_density1;
uniform vec4 cloud_pos_density2;
uniform vec4 gamma;
+uniform float cloud_scale;
+uniform float cloud_variance;
VARYING vec2 vary_texcoord0;
VARYING vec2 vary_texcoord1;
@@ -73,16 +75,19 @@ void main()
vec2 uv3 = vary_texcoord2.xy;
vec2 uv4 = vary_texcoord3.xy;
+ vec2 disturbance = vec2(cloudNoise(uv1 / 16.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f);
+
// Offset texture coords
- uv1 += cloud_pos_density1.xy; //large texture, visible density
+ uv1 += cloud_pos_density1.xy + disturbance; //large texture, visible density
uv2 += cloud_pos_density1.xy; //large texture, self shadow
- uv3 += cloud_pos_density2.xy; //small texture, visible density
+ uv3 += cloud_pos_density2.xy + disturbance; //small texture, visible density
uv4 += cloud_pos_density2.xy; //small texture, self shadow
// Compute alpha1, the main cloud opacity
+
float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z;
- alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10. * cloud_pos_density1.z, 1.);
+ alpha1 = min(max(alpha1 + cloudDensity, 0.) * (10. + disturbance.y) * cloud_pos_density1.z, 1.);
// And smooth
alpha1 = 1. - alpha1 * alpha1;
@@ -96,7 +101,7 @@ void main()
// Compute alpha2, for self shadowing effect
// (1 - alpha2) will later be used as percentage of incoming sunlight
float alpha2 = (cloudNoise(uv2).x - 0.5);
- alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.);
+ alpha2 = min(max(alpha2 + cloudDensity, 0.) * (2.5 + disturbance.x) * cloud_pos_density1.z, 1.);
// And smooth
alpha2 = 1. - alpha2;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
index 24fdb45749..cdd84faba9 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
@@ -36,10 +36,6 @@ out vec4 frag_color;
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;
uniform sampler2D cloud_noise_texture;
uniform sampler2D cloud_noise_texture_next;
@@ -47,16 +43,23 @@ uniform float blend_factor;
uniform vec4 cloud_pos_density1;
uniform vec4 cloud_pos_density2;
uniform vec4 gamma;
+uniform float cloud_scale;
+uniform float cloud_variance;
+
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+VARYING vec2 vary_texcoord2;
+VARYING vec2 vary_texcoord3;
/// Soft clips the light with a gamma correction
vec3 scaleSoftClip(vec3 light);
vec4 cloudNoise(vec2 uv)
{
- vec4 a = texture2D(cloud_noise_texture, uv);
- vec4 b = texture2D(cloud_noise_texture_next, uv);
- vec4 samp = mix(a, b, blend_factor);
- return samp;
+ vec4 a = texture2D(cloud_noise_texture, uv);
+ vec4 b = texture2D(cloud_noise_texture_next, uv);
+ vec4 cloud_noise_sample = mix(a, b, blend_factor);
+ return cloud_noise_sample;
}
void main()
@@ -71,26 +74,28 @@ void main()
vec2 uv3 = vary_texcoord2.xy;
vec2 uv4 = vary_texcoord3.xy;
+ vec2 disturbance = vec2(cloudNoise(uv1 / 16.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f);
+
// Offset texture coords
- uv1 += cloud_pos_density1.xy; //large texture, visible density
+ uv1 += cloud_pos_density1.xy + disturbance; //large texture, visible density
uv2 += cloud_pos_density1.xy; //large texture, self shadow
- uv3 += cloud_pos_density2.xy; //small texture, visible density
+ uv3 += cloud_pos_density2.xy + disturbance; //small texture, visible density
uv4 += cloud_pos_density2.xy; //small texture, self shadow
// Compute alpha1, the main cloud opacity
+
float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z;
- alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10. * cloud_pos_density1.z, 1.);
+ alpha1 = min(max(alpha1 + cloudDensity, 0.) * (10. + disturbance.y) * cloud_pos_density1.z, 1.);
// And smooth
alpha1 = 1. - alpha1 * alpha1;
alpha1 = 1. - alpha1 * alpha1;
-
// Compute alpha2, for self shadowing effect
// (1 - alpha2) will later be used as percentage of incoming sunlight
float alpha2 = (cloudNoise(uv2).x - 0.5);
- alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.);
+ alpha2 = min(max(alpha2 + cloudDensity, 0.) * (2.5 + disturbance.x) * cloud_pos_density1.z, 1.);
// And smooth
alpha2 = 1. - alpha2;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl
index d9fcc0a9ea..9f06319da3 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl
@@ -36,10 +36,6 @@ out vec4 frag_color;
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;
uniform sampler2D cloud_noise_texture;
uniform sampler2D cloud_noise_texture_next;
@@ -47,19 +43,25 @@ uniform float blend_factor;
uniform vec4 cloud_pos_density1;
uniform vec4 cloud_pos_density2;
uniform vec4 gamma;
+uniform float cloud_scale;
+uniform float cloud_variance;
-vec4 cloudNoise(vec2 uv)
-{
- vec4 a = texture2D(cloud_noise_texture, uv);
- vec4 b = texture2D(cloud_noise_texture_next, uv);
- vec4 samp = mix(a, b, blend_factor);
- return samp;
-}
-
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+VARYING vec2 vary_texcoord2;
+VARYING vec2 vary_texcoord3;
/// Soft clips the light with a gamma correction
vec3 scaleSoftClip(vec3 light);
+vec4 cloudNoise(vec2 uv)
+{
+ vec4 a = texture2D(cloud_noise_texture, uv);
+ vec4 b = texture2D(cloud_noise_texture_next, uv);
+ vec4 cloud_noise_sample = mix(a, b, blend_factor);
+ return cloud_noise_sample;
+}
+
void main()
{
// Set variables
@@ -72,16 +74,19 @@ void main()
vec2 uv3 = vary_texcoord2.xy;
vec2 uv4 = vary_texcoord3.xy;
+ vec2 disturbance = vec2(cloudNoise(uv1 / 16.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f);
+
// Offset texture coords
- uv1 += cloud_pos_density1.xy; //large texture, visible density
+ uv1 += cloud_pos_density1.xy + disturbance; //large texture, visible density
uv2 += cloud_pos_density1.xy; //large texture, self shadow
- uv3 += cloud_pos_density2.xy; //small texture, visible density
+ uv3 += cloud_pos_density2.xy + disturbance; //small texture, visible density
uv4 += cloud_pos_density2.xy; //small texture, self shadow
// Compute alpha1, the main cloud opacity
+
float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z;
- alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10. * cloud_pos_density1.z, 1.);
+ alpha1 = min(max(alpha1 + cloudDensity, 0.) * (10. + disturbance.y) * cloud_pos_density1.z, 1.);
// And smooth
alpha1 = 1. - alpha1 * alpha1;
@@ -91,7 +96,7 @@ void main()
// Compute alpha2, for self shadowing effect
// (1 - alpha2) will later be used as percentage of incoming sunlight
float alpha2 = (cloudNoise(uv2).x - 0.5);
- alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.);
+ alpha2 = min(max(alpha2 + cloudDensity, 0.) * (2.5 + disturbance.x) * cloud_pos_density1.z, 1.);
// And smooth
alpha2 = 1. - alpha2;
diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp
index b89588a463..b9e041a3d5 100644
--- a/indra/newview/lldrawpoolwlsky.cpp
+++ b/indra/newview/lldrawpoolwlsky.cpp
@@ -394,8 +394,13 @@ void LLDrawPoolWLSky::renderSkyClouds(const LLVector3& camPosLocal, F32 camHeigh
cloud_shader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, gSky.mVOSkyp->getCloudNoiseTex());
cloud_shader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP_NEXT, gSky.mVOSkyp->getCloudNoiseTexNext());
- F32 blend_factor = LLEnvironment::instance().getCurrentSky()->getBlendFactor();
+ LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
+
+ F32 blend_factor = psky ? psky->getBlendFactor() : 0.0f;
+ F32 cloud_variance = psky ? psky->getCloudVariance() : 0.0f;
+
cloud_shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor);
+ cloud_shader->uniform1f(LLShaderMgr::CLOUD_VARIANCE, cloud_variance);
/// Render the skydome
renderDome(camPosLocal, camHeightLocal, cloud_shader);
diff --git a/indra/newview/llpaneleditsky.cpp b/indra/newview/llpaneleditsky.cpp
index 0d8c9a988a..d0e916363d 100644
--- a/indra/newview/llpaneleditsky.cpp
+++ b/indra/newview/llpaneleditsky.cpp
@@ -53,6 +53,8 @@ namespace
const std::string FIELD_SKY_CLOUD_COLOR("cloud_color");
const std::string FIELD_SKY_CLOUD_COVERAGE("cloud_coverage");
const std::string FIELD_SKY_CLOUD_SCALE("cloud_scale");
+ const std::string FIELD_SKY_CLOUD_VARIANCE("cloud_variance");
+
const std::string FIELD_SKY_CLOUD_SCROLL_XY("cloud_scroll_xy");
const std::string FIELD_SKY_CLOUD_MAP("cloud_map");
const std::string FIELD_SKY_CLOUD_DENSITY_X("cloud_density_x");
@@ -254,6 +256,8 @@ BOOL LLPanelSettingsSkyCloudTab::postBuild()
getChild<LLUICtrl>(FIELD_SKY_CLOUD_COLOR)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onCloudColorChanged(); });
getChild<LLUICtrl>(FIELD_SKY_CLOUD_COVERAGE)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onCloudCoverageChanged(); });
getChild<LLUICtrl>(FIELD_SKY_CLOUD_SCALE)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onCloudScaleChanged(); });
+ getChild<LLUICtrl>(FIELD_SKY_CLOUD_VARIANCE)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onCloudVarianceChanged(); });
+
getChild<LLUICtrl>(FIELD_SKY_CLOUD_SCROLL_XY)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onCloudScrollChanged(); });
getChild<LLTextureCtrl>(FIELD_SKY_CLOUD_MAP)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onCloudMapChanged(); });
getChild<LLTextureCtrl>(FIELD_SKY_CLOUD_MAP)->setDefaultImageAssetID(LLSettingsSky::GetDefaultCloudNoiseTextureId());
@@ -278,6 +282,7 @@ void LLPanelSettingsSkyCloudTab::setEnabled(BOOL enabled)
LLPanelSettingsSky::setEnabled(enabled);
getChild<LLUICtrl>(FIELD_SKY_CLOUD_COVERAGE)->setEnabled(enabled);
getChild<LLUICtrl>(FIELD_SKY_CLOUD_SCALE)->setEnabled(enabled);
+ getChild<LLUICtrl>(FIELD_SKY_CLOUD_VARIANCE)->setEnabled(enabled);
getChild<LLUICtrl>(FIELD_SKY_CLOUD_DENSITY_X)->setEnabled(enabled);
getChild<LLUICtrl>(FIELD_SKY_CLOUD_DENSITY_Y)->setEnabled(enabled);
getChild<LLUICtrl>(FIELD_SKY_CLOUD_DENSITY_D)->setEnabled(enabled);
@@ -301,6 +306,7 @@ void LLPanelSettingsSkyCloudTab::refresh()
getChild<LLColorSwatchCtrl>(FIELD_SKY_CLOUD_COLOR)->set(mSkySettings->getCloudColor());
getChild<LLUICtrl>(FIELD_SKY_CLOUD_COVERAGE)->setValue(mSkySettings->getCloudShadow());
getChild<LLUICtrl>(FIELD_SKY_CLOUD_SCALE)->setValue(mSkySettings->getCloudScale());
+ getChild<LLUICtrl>(FIELD_SKY_CLOUD_VARIANCE)->setValue(mSkySettings->getCloudVariance());
LLVector2 cloudScroll(mSkySettings->getCloudScrollRate());
getChild<LLUICtrl>(FIELD_SKY_CLOUD_SCROLL_XY)->setValue(cloudScroll.getValue());
@@ -339,6 +345,12 @@ void LLPanelSettingsSkyCloudTab::onCloudScaleChanged()
setIsDirty();
}
+void LLPanelSettingsSkyCloudTab::onCloudVarianceChanged()
+{
+ mSkySettings->setCloudVariance(getChild<LLUICtrl>(FIELD_SKY_CLOUD_VARIANCE)->getValue().asReal());
+ setIsDirty();
+}
+
void LLPanelSettingsSkyCloudTab::onCloudScrollChanged()
{
LLVector2 scroll(getChild<LLUICtrl>(FIELD_SKY_CLOUD_SCROLL_XY)->getValue());
diff --git a/indra/newview/llpaneleditsky.h b/indra/newview/llpaneleditsky.h
index 829a65dae5..002586b550 100644
--- a/indra/newview/llpaneleditsky.h
+++ b/indra/newview/llpaneleditsky.h
@@ -95,6 +95,7 @@ private:
void onCloudColorChanged();
void onCloudCoverageChanged();
void onCloudScaleChanged();
+ void onCloudVarianceChanged();
void onCloudScrollChanged();
void onCloudMapChanged();
void onCloudDensityChanged();
diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp
index 386a5deec6..17384a3a6b 100644
--- a/indra/newview/llsettingsvo.cpp
+++ b/indra/newview/llsettingsvo.cpp
@@ -657,10 +657,11 @@ LLSettingsSky::parammapping_t LLSettingsVOSky::getParameterMap() const
param_map[SETTING_CLOUD_POS_DENSITY2] = LLShaderMgr::CLOUD_POS_DENSITY2;
param_map[SETTING_CLOUD_SCALE] = LLShaderMgr::CLOUD_SCALE;
param_map[SETTING_CLOUD_SHADOW] = LLShaderMgr::CLOUD_SHADOW;
+ param_map[SETTING_CLOUD_VARIANCE] = LLShaderMgr::CLOUD_VARIANCE;
param_map[SETTING_GLOW] = LLShaderMgr::GLOW;
param_map[SETTING_MAX_Y] = LLShaderMgr::MAX_Y;
param_map[SETTING_SUNLIGHT_COLOR] = LLShaderMgr::SUNLIGHT_COLOR;
-
+ param_map[SETTING_MOON_BRIGHTNESS] = LLShaderMgr::MOON_BRIGHTNESS;
param_map[SETTING_SKY_MOISTURE_LEVEL] = LLShaderMgr::MOISTURE_LEVEL;
param_map[SETTING_SKY_DROPLET_RADIUS] = LLShaderMgr::DROPLET_RADIUS;
param_map[SETTING_SKY_ICE_LEVEL] = LLShaderMgr::ICE_LEVEL;
diff --git a/indra/newview/skins/default/xui/en/panel_settings_sky_clouds.xml b/indra/newview/skins/default/xui/en/panel_settings_sky_clouds.xml
index 886e3c1e04..325df39f87 100644
--- a/indra/newview/skins/default/xui/en/panel_settings_sky_clouds.xml
+++ b/indra/newview/skins/default/xui/en/panel_settings_sky_clouds.xml
@@ -95,6 +95,29 @@
left_delta="-5"
top_delta="25"
width="200">
+ Cloud Variance:
+ </text>
+ <slider
+ decimal_digits="2"
+ follows="left|top"
+ height="16"
+ increment="0.01"
+ initial_value="0"
+ layout="topleft"
+ left_delta="5"
+ min_val="0"
+ max_val="1.0"
+ name="cloud_variance"
+ top_delta="20"
+ width="214"
+ can_edit_text="true"/>
+ <text
+ follows="left|top"
+ height="10"
+ layout="topleft"
+ left_delta="-5"
+ top_delta="25"
+ width="200">
Cloud Scroll:
</text>
<xy_vector
@@ -244,4 +267,4 @@
can_edit_text="true"/>
</layout_panel>
</layout_stack>
-</panel> \ No newline at end of file
+</panel>