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-rw-r--r--indra/newview/app_settings/settings.xml2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl314
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/skyF.glsl56
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/skyV.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl189
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl42
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl313
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl247
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl308
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/sunLightV.glsl41
-rw-r--r--indra/newview/featuretable.txt12
-rw-r--r--indra/newview/featuretable_linux.txt13
-rw-r--r--indra/newview/featuretable_mac.txt13
-rw-r--r--indra/newview/lldensityctrl.cpp225
-rw-r--r--indra/newview/lldensityctrl.h104
-rw-r--r--indra/newview/lldrawpoolwlsky.cpp35
-rw-r--r--indra/newview/llenvironment.cpp1
-rw-r--r--indra/newview/llfloatereditextdaycycle.cpp53
-rw-r--r--indra/newview/llfloaterfixedenvironment.cpp10
-rw-r--r--indra/newview/llfloaterpreference.cpp23
-rw-r--r--indra/newview/llfloaterpreference.h1
-rw-r--r--indra/newview/llpaneleditsky.cpp262
-rw-r--r--indra/newview/llpaneleditsky.h38
-rw-r--r--indra/newview/llviewercontrol.cpp12
-rw-r--r--indra/newview/llviewershadermgr.cpp10
-rw-r--r--indra/newview/llvowlsky.cpp78
-rw-r--r--indra/newview/pipeline.cpp4
-rw-r--r--indra/newview/skins/default/xui/en/floater_edit_ext_day_cycle.xml11
-rw-r--r--indra/newview/skins/default/xui/en/floater_preferences_graphics_advanced.xml16
-rw-r--r--indra/newview/skins/default/xui/en/panel_settings_sky_density.xml273
-rw-r--r--indra/newview/skins/default/xui/en/widgets/density_ctrl.xml164
31 files changed, 2771 insertions, 117 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index 214b1a1965..8f4faf51da 100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -8664,7 +8664,7 @@
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
- <integer>0</integer>
+ <integer>1</integer>
</map>
<key>RenderLocalLights</key>
<map>
diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
new file mode 100644
index 0000000000..864ba4859d
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
@@ -0,0 +1,314 @@
+/**
+ * @file multiSpotLightF.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
+ * $/LicenseInfo$
+ */
+
+#extension GL_ARB_texture_rectangle : enable
+#extension GL_ARB_shader_texture_lod : enable
+
+/*[EXTRA_CODE_HERE]*/
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform sampler2DRect diffuseRect;
+uniform sampler2DRect specularRect;
+uniform sampler2DRect depthMap;
+uniform sampler2DRect normalMap;
+uniform samplerCube environmentMap;
+uniform sampler2DRect lightMap;
+uniform sampler2D noiseMap;
+uniform sampler2D projectionMap;
+uniform sampler2D lightFunc;
+
+uniform mat4 proj_mat; //screen space to light space
+uniform float proj_near; //near clip for projection
+uniform vec3 proj_p; //plane projection is emitting from (in screen space)
+uniform vec3 proj_n;
+uniform float proj_focus; //distance from plane to begin blurring
+uniform float proj_lod; //(number of mips in proj map)
+uniform float proj_range; //range between near clip and far clip plane of projection
+uniform float proj_ambient_lod;
+uniform float proj_ambiance;
+uniform float near_clip;
+uniform float far_clip;
+
+uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
+uniform float sun_wash;
+uniform int proj_shadow_idx;
+uniform float shadow_fade;
+
+uniform vec3 center;
+uniform float size;
+uniform vec3 color;
+uniform float falloff;
+
+VARYING vec4 vary_fragcoord;
+uniform vec2 screen_res;
+
+uniform mat4 inv_proj;
+
+vec3 srgb_to_linear(vec3 cs);
+vec3 linear_to_srgb(vec3 cl);
+vec3 decode_normal (vec2 enc);
+
+vec4 correctWithGamma(vec4 col)
+{
+ return vec4(srgb_to_linear(col.rgb), col.a);
+}
+
+vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
+{
+ vec4 ret = texture2DLod(projectionMap, tc, lod);
+ ret.rgb = srgb_to_linear(ret.rgb);
+
+ vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
+
+ float det = min(lod/(proj_lod*0.5), 1.0);
+
+ float d = min(dist.x, dist.y);
+
+ d *= min(1, d * (proj_lod - lod));
+
+ float edge = 0.25*det;
+
+ ret *= clamp(d/edge, 0.0, 1.0);
+
+ return ret;
+}
+
+vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
+{
+ vec4 ret = texture2DLod(projectionMap, tc, lod);
+ ret = correctWithGamma(ret);
+
+ vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
+
+ float det = min(lod/(proj_lod*0.5), 1.0);
+
+ float d = min(dist.x, dist.y);
+
+ float edge = 0.25*det;
+
+ ret *= clamp(d/edge, 0.0, 1.0);
+
+ return ret;
+}
+
+vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
+{
+ vec4 ret = texture2DLod(projectionMap, tc, lod);
+ ret = correctWithGamma(ret);
+
+ vec2 dist = tc-vec2(0.5);
+
+ float d = dot(dist,dist);
+
+ ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
+
+ return ret;
+}
+
+
+vec4 getPosition(vec2 pos_screen)
+{
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
+
+void main()
+{
+ vec4 frag = vary_fragcoord;
+ frag.xyz /= frag.w;
+ frag.xyz = frag.xyz*0.5+0.5;
+ frag.xy *= screen_res;
+
+ vec3 pos = getPosition(frag.xy).xyz;
+ vec3 lv = center.xyz-pos.xyz;
+ float dist = length(lv);
+ dist /= size;
+ if (dist > 1.0)
+ {
+ discard;
+ }
+
+ float shadow = 1.0;
+
+ if (proj_shadow_idx >= 0)
+ {
+ vec4 shd = texture2DRect(lightMap, frag.xy);
+ float sh[2];
+ sh[0] = shd.b;
+ sh[1] = shd.a;
+ shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0);
+ }
+
+ vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
+
+ float envIntensity = norm.z;
+
+ norm = decode_normal(norm.xy);
+
+ norm = normalize(norm);
+ float l_dist = -dot(lv, proj_n);
+
+ vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
+ if (proj_tc.z < 0.0)
+ {
+ discard;
+ }
+
+ proj_tc.xyz /= proj_tc.w;
+
+ float fa = falloff+1.0;
+ float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0);
+ dist_atten *= dist_atten;
+ dist_atten *= 2.0;
+ if (dist_atten <= 0.0)
+ {
+ discard;
+ }
+
+ lv = proj_origin-pos.xyz;
+ lv = normalize(lv);
+ float da = dot(norm, lv);
+
+ vec3 col = vec3(0,0,0);
+
+ vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
+
+ vec4 spec = texture2DRect(specularRect, frag.xy);
+
+ vec3 dlit = vec3(0, 0, 0);
+
+ float noise = texture2D(noiseMap, frag.xy/128.0).b;
+ if (proj_tc.z > 0.0 &&
+ proj_tc.x < 1.0 &&
+ proj_tc.y < 1.0 &&
+ proj_tc.x > 0.0 &&
+ proj_tc.y > 0.0)
+ {
+ float amb_da = proj_ambiance;
+ float lit = 0.0;
+
+ if (da > 0.0)
+ {
+ lit = da * dist_atten * noise;
+
+ float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
+ float lod = diff * proj_lod;
+
+ vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
+
+ dlit = color.rgb * plcol.rgb * plcol.a;
+
+ col = dlit*lit*diff_tex*shadow;
+ amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance;
+ }
+
+ //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
+ vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
+
+ amb_da += (da*da*0.5+0.5)*proj_ambiance;
+
+ amb_da *= dist_atten * noise;
+
+ amb_da = min(amb_da, 1.0-lit);
+
+ col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
+ }
+
+
+ if (spec.a > 0.0)
+ {
+ vec3 npos = -normalize(pos);
+ dlit *= 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 += dlit*scol*spec.rgb*shadow;
+ //col += spec.rgb;
+ }
+ }
+
+
+
+
+
+ if (envIntensity > 0.0)
+ {
+ vec3 ref = reflect(normalize(pos), norm);
+
+ //project from point pos in direction ref to plane proj_p, proj_n
+ vec3 pdelta = proj_p-pos;
+ float ds = dot(ref, proj_n);
+
+ if (ds < 0.0)
+ {
+ vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
+
+ vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
+
+ if (stc.z > 0.0)
+ {
+ stc /= stc.w;
+
+ if (stc.x < 1.0 &&
+ stc.y < 1.0 &&
+ stc.x > 0.0 &&
+ stc.y > 0.0)
+ {
+ col += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity;
+ }
+ }
+ }
+ }
+
+ //not sure why, but this line prevents MATBUG-194
+ col = max(col, vec3(0.0));
+
+ frag_color.rgb = col;
+ frag_color.a = 0.0;
+}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl
index 47fa0efe06..7bfc114383 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl
@@ -1,5 +1,5 @@
/**
- * @file advancedAtmoF.glsl
+ * @file class3/skyF.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -24,17 +24,19 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
+out vec4 frag_data[3];
#else
-#define frag_color gl_FragColor
+#define frag_data gl_FragData
#endif
-in vec3 view_pos;
-in vec3 view_dir;
+VARYING vec2 vary_frag;
-uniform vec3 cameraPosLocal;
+uniform vec3 camPosLocal;
uniform vec3 sun_dir;
uniform float sun_size;
+uniform float far_z;
+uniform mat4 inv_proj;
+uniform mat4 inv_modelview;
uniform sampler2D transmittance_texture;
uniform sampler3D scattering_texture;
@@ -44,42 +46,38 @@ uniform sampler2D irradiance_texture;
vec3 GetSolarLuminance();
vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance);
vec3 GetSkyLuminanceToPoint(vec3 camPos, vec3 pos, float shadow_length, vec3 dir, out vec3 transmittance);
-vec3 GetSunAndSkyIlluminance(vec3 pos, vec3 norm, vec3 dir, out vec3 sky_irradiance);
void main()
{
- vec3 view_direction = normalize(view_dir);
+ vec3 pos = vec3((vary_frag * 2.0) - vec2(1.0, 1.0), 0.0);
+ vec4 view_pos = (inv_proj * vec4(pos, 1.0f));
+ view_pos /= view_pos.w;
+ vec3 view_ray = (inv_modelview * vec4(view_pos.xyz, 0.0f)).xyz;
- vec3 sun_direction = sun_dir;
+ vec3 view_direction = normalize(view_ray);
+ vec3 sun_direction = normalize(sun_dir);
- vec3 camPos = cameraPosLocal + vec3(0, 0, 6360.0f);
+ vec3 camPos = (camPosLocal / 1000.0f) + vec3(0, 0, 6360.0f);
vec3 transmittance;
- vec3 sky_illum;
-
- vec3 radiance_sun = GetSkyLuminance(camPos, view_direction, 0.0f, sun_direction, transmittance);
- vec3 radiance2_sun = GetSunAndSkyIlluminance(camPos, view_direction, sun_direction, sky_illum);
-
- radiance_sun *= transmittance;
-
+ vec3 radiance_sun = GetSkyLuminance(camPos, view_direction, 0.0f, sun_direction, transmittance);
vec3 solar_luminance = transmittance * GetSolarLuminance();
// If the view ray intersects the Sun, add the Sun radiance.
- if (dot(view_direction, sun_direction) >= sun_size)
+ float s = dot(view_direction, sun_direction);
+
+ // cheesy solar disc...
+ if (s >= (sun_size * 0.999))
{
- radiance_sun = radiance_sun + solar_luminance;
+ radiance_sun += pow(smoothstep(0.0, 1.3, (s - (sun_size * 0.9))), 2.0) * solar_luminance;
}
+ s = smoothstep(0.9, 1.0, s) * 16.0f;
- vec3 color = radiance_sun;
-
- color = vec3(1.0) - exp(-color * 0.0001);
-
- //float d = dot(view_direction, sun_direction);
- //frag_color.rgb = vec3(d, d >= sun_size ? 1.0f : 0.0f, 0.0f);
+ vec3 color = vec3(1.0) - exp(-radiance_sun * 0.0001);
- frag_color.rgb = color;
- //frag_color.rgb = vec3(dot(view_direction, sun_direction) > 0.95f ? 1.0 : 0.0, 0,0);
- //frag_color.rgb = normalize(view_pos);
+ color = pow(color, vec3(1.0 / 2.2));
- frag_color.a = 1.0;
+ frag_data[0] = vec4(color, 1.0 + s);
+ frag_data[1] = vec4(0.0);
+ frag_data[2] = vec4(0.0, 1.0, 0.0, 1.0);
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl
index cf3eb658fc..a5cc49ca30 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl
@@ -30,22 +30,14 @@ uniform mat4 inv_proj;
uniform mat4 inv_modelview;
ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
-// Inputs
-uniform vec3 camPosLocal;
-
-out vec3 view_pos;
-out vec3 view_dir;
+VARYING vec2 vary_frag;
void main()
{
- // pass through untransformed fullscreen pos (clipspace)
- gl_Position = vec4(position.xyz, 1.0);
-
- view_pos = (inv_proj * vec4(position, 1.0f)).xyz;
-
- // this will be normalized in the frag shader...
- //view_dir = (inv_modelview * view_pos).xyz;
- view_dir = view_pos - camPosLocal;
+ // pass through untransformed fullscreen pos at back of frustum for proper sky depth testing
+ gl_Position = vec4(position.xy, 1.0f, 1.0);
+ vary_frag = texcoord0;
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
new file mode 100644
index 0000000000..bda33c3213
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -0,0 +1,189 @@
+/**
+ * @file 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
+ * $/LicenseInfo$
+ */
+
+#extension GL_ARB_texture_rectangle : enable
+
+/*[EXTRA_CODE_HERE]*/
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform sampler2DRect diffuseRect;
+uniform sampler2DRect specularRect;
+uniform sampler2DRect normalMap;
+uniform sampler2DRect lightMap;
+uniform sampler2DRect depthMap;
+uniform samplerCube environmentMap;
+uniform sampler2D lightFunc;
+
+uniform float blur_size;
+uniform float blur_fidelity;
+
+// Inputs
+uniform vec4 morphFactor;
+uniform vec3 camPosLocal;
+//uniform vec4 camPosWorld;
+uniform vec4 gamma;
+uniform vec4 sunlight_color;
+uniform vec4 ambient;
+uniform vec4 blue_horizon;
+uniform vec4 blue_density;
+uniform float haze_horizon;
+uniform float haze_density;
+uniform float cloud_shadow;
+uniform float density_multiplier;
+uniform float distance_multiplier;
+uniform float max_y;
+uniform vec4 glow;
+uniform float global_gamma;
+uniform float scene_light_strength;
+uniform mat3 env_mat;
+uniform vec4 shadow_clip;
+uniform mat3 ssao_effect_mat;
+
+uniform vec3 sun_dir;
+VARYING vec2 vary_fragcoord;
+
+uniform mat4 inv_proj;
+uniform mat4 inv_modelview;
+
+uniform vec2 screen_res;
+
+vec3 srgb_to_linear(vec3 cs);
+vec3 linear_to_srgb(vec3 cl);
+vec3 decode_normal (vec2 enc);
+
+vec4 getPosition_d(vec2 pos_screen, float depth)
+{
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
+
+vec4 getPosition(vec2 pos_screen)
+{ //get position in screen space (world units) given window coordinate and depth map
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
+ return getPosition_d(pos_screen, depth);
+}
+
+
+#ifdef WATER_FOG
+vec4 applyWaterFogView(vec3 pos, vec4 color);
+#endif
+
+void main()
+{
+ vec2 tc = vary_fragcoord.xy;
+ float depth = texture2DRect(depthMap, tc.xy).r;
+ vec3 pos = getPosition_d(tc, depth).xyz;
+ vec4 norm = texture2DRect(normalMap, tc);
+ float envIntensity = norm.z;
+ norm.xyz = decode_normal(norm.xy); // unpack norm
+
+ float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
+
+ float light_gamma = 1.0/1.3;
+ da = pow(da, light_gamma);
+
+
+ vec4 diffuse = texture2DRect(diffuseRect, tc);
+
+ //convert to gamma space
+ diffuse.rgb = linear_to_srgb(diffuse.rgb);
+
+ vec3 col;
+ float bloom = 0.0;
+ {
+ vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
+
+ vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
+ scol_ambocc = pow(scol_ambocc, vec2(light_gamma));
+
+ float scol = max(scol_ambocc.r, diffuse.a);
+
+ float ambocc = scol_ambocc.g;
+
+ vec3 sunlit;
+ vec3 amblit;
+ vec3 additive;
+ vec3 atten;
+
+ //calcFragAtmospherics(pos.xyz, ambocc, sunlit, amblit, additive, atten);
+ //col += atmosFragAffectDirectionalLight(max(min(da, scol), 0.0), sunlit);
+
+ col *= diffuse.rgb;
+
+ vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
+
+ if (spec.a > 0.0) // specular reflection
+ {
+ // the old infinite-sky shiny reflection
+ //
+
+ float sa = dot(refnormpersp, sun_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;
+ col += spec_contrib;
+ }
+
+
+ col = mix(col, diffuse.rgb, diffuse.a);
+
+ if (envIntensity > 0.0)
+ { //add environmentmap
+ vec3 env_vec = env_mat * refnormpersp;
+ vec3 refcol = textureCube(environmentMap, env_vec).rgb;
+ col = mix(col.rgb, refcol, envintensity);
+ }
+
+ if (norm.w < 0.5)
+ {
+ //col = mix(atmosFragLighting(col, additive, atten), fullbrightFragAtmosTransport(col, atten, additive), diffuse.a);
+ //col = mix(scaleFragSoftClip(col), fullbrightScaleSoftClipFrag(col, atten), diffuse.a);
+ }
+
+ #ifdef WATER_FOG
+ vec4 fogged = applyWaterFogView(pos,vec4(col, bloom));
+ col = fogged.rgb;
+ bloom = fogged.a;
+ #endif
+
+ col = srgb_to_linear(col);
+ }
+
+ frag_color.rgb = col;
+ frag_color.a = bloom;
+}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl
new file mode 100644
index 0000000000..c840d72784
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl
@@ -0,0 +1,42 @@
+/**
+ * @file 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
+ * $/LicenseInfo$
+ */
+
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+
+uniform vec2 screen_res;
+
+VARYING vec2 vary_fragcoord;
+
+void main()
+{
+ //transform vertex
+ vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ gl_Position = pos;
+
+
+ vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
+}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
new file mode 100644
index 0000000000..a7da140b31
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
@@ -0,0 +1,313 @@
+/**
+ * @file spotLightF.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
+ * $/LicenseInfo$
+ */
+
+#extension GL_ARB_texture_rectangle : enable
+#extension GL_ARB_shader_texture_lod : enable
+
+/*[EXTRA_CODE_HERE]*/
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform sampler2DRect diffuseRect;
+uniform sampler2DRect specularRect;
+uniform sampler2DRect depthMap;
+uniform sampler2DRect normalMap;
+uniform samplerCube environmentMap;
+uniform sampler2DRect lightMap;
+uniform sampler2D noiseMap;
+uniform sampler2D projectionMap;
+uniform sampler2D lightFunc;
+
+uniform mat4 proj_mat; //screen space to light space
+uniform float proj_near; //near clip for projection
+uniform vec3 proj_p; //plane projection is emitting from (in screen space)
+uniform vec3 proj_n;
+uniform float proj_focus; //distance from plane to begin blurring
+uniform float proj_lod; //(number of mips in proj map)
+uniform float proj_range; //range between near clip and far clip plane of projection
+uniform float proj_ambient_lod;
+uniform float proj_ambiance;
+uniform float near_clip;
+uniform float far_clip;
+
+uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
+uniform float sun_wash;
+uniform int proj_shadow_idx;
+uniform float shadow_fade;
+
+uniform float size;
+uniform vec3 color;
+uniform float falloff;
+
+VARYING vec3 trans_center;
+VARYING vec4 vary_fragcoord;
+uniform vec2 screen_res;
+
+uniform mat4 inv_proj;
+
+vec3 decode_normal (vec2 enc);
+vec3 srgb_to_linear(vec3 cs);
+vec3 linear_to_srgb(vec3 cl);
+
+vec4 correctWithGamma(vec4 col)
+{
+ return vec4(srgb_to_linear(col.rgb), col.a);
+}
+
+vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
+{
+ vec4 ret = texture2DLod(projectionMap, tc, lod);
+ ret.rgb = srgb_to_linear(ret.rgb);
+
+ vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
+
+ float det = min(lod/(proj_lod*0.5), 1.0);
+
+ float d = min(dist.x, dist.y);
+
+ d *= min(1, d * (proj_lod - lod));
+
+ float edge = 0.25*det;
+
+ ret *= clamp(d/edge, 0.0, 1.0);
+
+ return ret;
+}
+
+vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
+{
+ vec4 ret = texture2DLod(projectionMap, tc, lod);
+ ret = correctWithGamma(ret);
+
+ vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
+
+ float det = min(lod/(proj_lod*0.5), 1.0);
+
+ float d = min(dist.x, dist.y);
+
+ float edge = 0.25*det;
+
+ ret *= clamp(d/edge, 0.0, 1.0);
+
+ return ret;
+}
+
+vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
+{
+ vec4 ret = texture2DLod(projectionMap, tc, lod);
+ ret = correctWithGamma(ret);
+
+ vec2 dist = tc-vec2(0.5);
+
+ float d = dot(dist,dist);
+
+ ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
+
+ return ret;
+}
+
+
+vec4 getPosition(vec2 pos_screen)
+{
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
+
+void main()
+{
+ vec4 frag = vary_fragcoord;
+ frag.xyz /= frag.w;
+ frag.xyz = frag.xyz*0.5+0.5;
+ frag.xy *= screen_res;
+
+ vec3 pos = getPosition(frag.xy).xyz;
+ vec3 lv = trans_center.xyz-pos.xyz;
+ float dist = length(lv);
+ dist /= size;
+ if (dist > 1.0)
+ {
+ discard;
+ }
+
+ float shadow = 1.0;
+
+ if (proj_shadow_idx >= 0)
+ {
+ vec4 shd = texture2DRect(lightMap, frag.xy);
+ float sh[2];
+ sh[0] = shd.b;
+ sh[1] = shd.a;
+ shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0);
+ }
+
+ vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
+ float envIntensity = norm.z;
+ norm = decode_normal(norm.xy);
+
+ norm = normalize(norm);
+ float l_dist = -dot(lv, proj_n);
+
+ vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
+ if (proj_tc.z < 0.0)
+ {
+ discard;
+ }
+
+ proj_tc.xyz /= proj_tc.w;
+
+ float fa = falloff + 1.0;
+ float dist_atten = min(1.0 - (dist - 1.0 * (1.0 - fa)) / fa, 1.0);
+ dist_atten *= dist_atten;
+ dist_atten *= 2.0;
+
+ if (dist_atten <= 0.0)
+ {
+ discard;
+ }
+
+ lv = proj_origin-pos.xyz;
+ lv = normalize(lv);
+ float da = dot(norm, lv);
+
+ vec3 col = vec3(0,0,0);
+
+ vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
+
+ vec4 spec = texture2DRect(specularRect, frag.xy);
+
+ vec3 dlit = vec3(0, 0, 0);
+
+ float noise = texture2D(noiseMap, frag.xy/128.0).b;
+ if (proj_tc.z > 0.0 &&
+ proj_tc.x < 1.0 &&
+ proj_tc.y < 1.0 &&
+ proj_tc.x > 0.0 &&
+ proj_tc.y > 0.0)
+ {
+ float amb_da = proj_ambiance;
+ float lit = 0.0;
+
+ if (da > 0.0)
+ {
+ lit = da * dist_atten * noise;
+
+ float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
+ float lod = diff * proj_lod;
+
+ vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
+
+ dlit = color.rgb * plcol.rgb * plcol.a;
+
+ col = dlit*lit*diff_tex*shadow;
+ amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance;
+ }
+
+ //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
+ vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
+
+ amb_da += (da*da*0.5+0.5)*proj_ambiance;
+
+ amb_da *= dist_atten * noise;
+
+ amb_da = min(amb_da, 1.0-lit);
+
+ col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
+ }
+
+
+ if (spec.a > 0.0)
+ {
+ dlit *= min(da*6.0, 1.0) * dist_atten;
+ vec3 npos = -normalize(pos);
+
+ //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 += dlit*scol*spec.rgb*shadow;
+ //col += spec.rgb;
+ }
+ }
+
+
+
+
+
+ if (envIntensity > 0.0)
+ {
+ vec3 ref = reflect(normalize(pos), norm);
+
+ //project from point pos in direction ref to plane proj_p, proj_n
+ vec3 pdelta = proj_p-pos;
+ float ds = dot(ref, proj_n);
+
+ if (ds < 0.0)
+ {
+ vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
+
+ vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
+
+ if (stc.z > 0.0)
+ {
+ stc /= stc.w;
+
+ if (stc.x < 1.0 &&
+ stc.y < 1.0 &&
+ stc.x > 0.0 &&
+ stc.y > 0.0)
+ {
+ col += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity;
+ }
+ }
+ }
+ }
+
+ //not sure why, but this line prevents MATBUG-194
+ col = max(col, vec3(0.0));
+
+ frag_color.rgb = col;
+ frag_color.a = 0.0;
+}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl
new file mode 100644
index 0000000000..aa5e99a2f7
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl
@@ -0,0 +1,247 @@
+/**
+ * @file sunLightF.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
+ * $/LicenseInfo$
+ */
+
+#extension GL_ARB_texture_rectangle : enable
+
+/*[EXTRA_CODE_HERE]*/
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+//class 2, shadows, no SSAO
+
+uniform sampler2DRect depthMap;
+uniform sampler2DRect normalMap;
+uniform sampler2DShadow shadowMap0;
+uniform sampler2DShadow shadowMap1;
+uniform sampler2DShadow shadowMap2;
+uniform sampler2DShadow shadowMap3;
+uniform sampler2DShadow shadowMap4;
+uniform sampler2DShadow shadowMap5;
+
+
+// Inputs
+uniform mat4 shadow_matrix[6];
+uniform vec4 shadow_clip;
+uniform float ssao_radius;
+uniform float ssao_max_radius;
+uniform float ssao_factor;
+uniform float ssao_factor_inv;
+
+VARYING vec2 vary_fragcoord;
+
+uniform mat4 inv_proj;
+uniform vec2 screen_res;
+uniform vec2 proj_shadow_res;
+uniform vec3 sun_dir;
+
+uniform vec2 shadow_res;
+uniform float shadow_bias;
+uniform float shadow_offset;
+
+uniform float spot_shadow_bias;
+uniform float spot_shadow_offset;
+
+vec3 decode_normal (vec2 enc);
+
+vec4 getPosition(vec2 pos_screen)
+{
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
+
+float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
+{
+ stc.xyz /= stc.w;
+ stc.z += shadow_bias;
+
+ stc.x = floor(stc.x*shadow_res.x + fract(pos_screen.y*0.666666666))/shadow_res.x; // add some jitter to X sample pos according to Y to disguise the snapping going on here
+ float cs = shadow2D(shadowMap, stc.xyz).x;
+
+ float shadow = cs;
+
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
+
+
+ return shadow*0.2;
+}
+
+float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
+{
+ stc.xyz /= stc.w;
+ stc.z += spot_shadow_bias*scl;
+ stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap
+
+ float cs = shadow2D(shadowMap, stc.xyz).x;
+ float shadow = cs;
+
+ vec2 off = 1.0/proj_shadow_res;
+ off.y *= 1.5;
+
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x;
+
+ return shadow*0.2;
+}
+
+void main()
+{
+ vec2 pos_screen = vary_fragcoord.xy;
+
+ //try doing an unproject here
+
+ vec4 pos = getPosition(pos_screen);
+
+ vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
+ norm = decode_normal(norm.xy); // unpack norm
+
+ /*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL
+ {
+ frag_color = vec4(0.0); // doesn't matter
+ return;
+ }*/
+
+ float shadow = 0.0;
+ float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz));
+
+ vec3 shadow_pos = pos.xyz;
+ vec3 offset = sun_dir.xyz * (1.0-dp_directional_light);
+
+ vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0);
+
+ if (spos.z > -shadow_clip.w)
+ {
+ if (dp_directional_light == 0.0)
+ {
+ // if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup
+ shadow = 0.0;
+ }
+ else
+ {
+ vec4 lpos;
+
+ vec4 near_split = shadow_clip*-0.75;
+ vec4 far_split = shadow_clip*-1.25;
+ vec4 transition_domain = near_split-far_split;
+ float weight = 0.0;
+
+ if (spos.z < near_split.z)
+ {
+ lpos = shadow_matrix[3]*spos;
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
+ shadow += pcfShadow(shadowMap3, lpos, 0.25, pos_screen)*w;
+ weight += w;
+ shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
+ }
+
+ if (spos.z < near_split.y && spos.z > far_split.z)
+ {
+ lpos = shadow_matrix[2]*spos;
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
+ w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
+ shadow += pcfShadow(shadowMap2, lpos, 0.5, pos_screen)*w;
+ weight += w;
+ }
+
+ if (spos.z < near_split.x && spos.z > far_split.y)
+ {
+ lpos = shadow_matrix[1]*spos;
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
+ w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
+ shadow += pcfShadow(shadowMap1, lpos, 0.75, pos_screen)*w;
+ weight += w;
+ }
+
+ if (spos.z > far_split.x)
+ {
+ lpos = shadow_matrix[0]*spos;
+
+ float w = 1.0;
+ w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
+
+ shadow += pcfShadow(shadowMap0, lpos, 1.0, pos_screen)*w;
+ weight += w;
+ }
+
+
+ shadow /= weight;
+
+ // take the most-shadowed value out of these two:
+ // * the blurred sun shadow in the light (shadow) map
+ // * an unblurred dot product between the sun and this norm
+ // the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting
+ shadow = min(shadow, dp_directional_light);
+
+ //lpos.xy /= lpos.w*32.0;
+ //if (fract(lpos.x) < 0.1 || fract(lpos.y) < 0.1)
+ //{
+ // shadow = 0.0;
+ //}
+
+ }
+ }
+ else
+ {
+ // more distant than the shadow map covers
+ shadow = 1.0;
+ }
+
+ frag_color[0] = shadow;
+ frag_color[1] = 1.0;
+
+ spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0);
+
+ //spotlight shadow 1
+ vec4 lpos = shadow_matrix[4]*spos;
+ frag_color[2] = pcfSpotShadow(shadowMap4, lpos, 0.8, pos_screen);
+
+ //spotlight shadow 2
+ lpos = shadow_matrix[5]*spos;
+ frag_color[3] = pcfSpotShadow(shadowMap5, lpos, 0.8, pos_screen);
+
+ //frag_color.rgb = pos.xyz;
+ //frag_color.b = shadow;
+}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl
new file mode 100644
index 0000000000..58f3f2f91e
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl
@@ -0,0 +1,308 @@
+/**
+ * @file sunLightSSAOF.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
+ * $/LicenseInfo$
+ */
+
+#extension GL_ARB_texture_rectangle : enable
+
+/*[EXTRA_CODE_HERE]*/
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+//class 2 -- shadows and SSAO
+
+uniform sampler2DRect depthMap;
+uniform sampler2DRect normalMap;
+uniform sampler2DShadow shadowMap0;
+uniform sampler2DShadow shadowMap1;
+uniform sampler2DShadow shadowMap2;
+uniform sampler2DShadow shadowMap3;
+uniform sampler2DShadow shadowMap4;
+uniform sampler2DShadow shadowMap5;
+uniform sampler2D noiseMap;
+
+
+// Inputs
+uniform mat4 shadow_matrix[6];
+uniform vec4 shadow_clip;
+uniform float ssao_radius;
+uniform float ssao_max_radius;
+uniform float ssao_factor;
+uniform float ssao_factor_inv;
+
+VARYING vec2 vary_fragcoord;
+
+uniform mat4 inv_proj;
+uniform vec2 screen_res;
+uniform vec2 proj_shadow_res;
+uniform vec3 sun_dir;
+
+uniform vec2 shadow_res;
+
+uniform float shadow_bias;
+uniform float shadow_offset;
+
+uniform float spot_shadow_bias;
+uniform float spot_shadow_offset;
+
+vec3 decode_normal (vec2 enc);
+
+vec4 getPosition(vec2 pos_screen)
+{
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
+
+vec2 getKern(int i)
+{
+ vec2 kern[8];
+ // exponentially (^2) distant occlusion samples spread around origin
+ kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
+ kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
+ kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
+ kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
+ kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
+ kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
+ kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
+ kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
+
+ return kern[i];
+}
+
+//calculate decreases in ambient lighting when crowded out (SSAO)
+float calcAmbientOcclusion(vec4 pos, vec3 norm)
+{
+ float ret = 1.0;
+
+ vec2 pos_screen = vary_fragcoord.xy;
+ vec3 pos_world = pos.xyz;
+ vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
+
+ float angle_hidden = 0.0;
+ float points = 0;
+
+ float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
+
+ // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?)
+ for (int i = 0; i < 8; i++)
+ {
+ vec2 samppos_screen = pos_screen + scale * reflect(getKern(i), noise_reflect);
+ vec3 samppos_world = getPosition(samppos_screen).xyz;
+
+ vec3 diff = pos_world - samppos_world;
+ float dist2 = dot(diff, diff);
+
+ // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
+ // --> solid angle shrinking by the square of distance
+ //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
+ //(k should vary inversely with # of samples, but this is taken care of later)
+
+ float funky_val = (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) ? 1.0 : 0.0;
+ angle_hidden = angle_hidden + funky_val * min(1.0/dist2, ssao_factor_inv);
+
+ // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
+ float diffz_val = (diff.z > -1.0) ? 1.0 : 0.0;
+ points = points + diffz_val;
+ }
+
+ angle_hidden = min(ssao_factor*angle_hidden/points, 1.0);
+
+ float points_val = (points > 0.0) ? 1.0 : 0.0;
+ ret = (1.0 - (points_val * angle_hidden));
+
+ ret = max(ret, 0.0);
+ return min(ret, 1.0);
+}
+
+float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
+{
+ stc.xyz /= stc.w;
+ stc.z += shadow_bias;
+
+ stc.x = floor(stc.x*shadow_res.x + fract(pos_screen.y*0.666666666))/shadow_res.x;
+ float cs = shadow2D(shadowMap, stc.xyz).x;
+
+ float shadow = cs;
+
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
+
+ return shadow*0.2;
+}
+
+float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
+{
+ stc.xyz /= stc.w;
+ stc.z += spot_shadow_bias*scl;
+ stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap
+
+ float cs = shadow2D(shadowMap, stc.xyz).x;
+ float shadow = cs;
+
+ vec2 off = 1.0/proj_shadow_res;
+ off.y *= 1.5;
+
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x;
+
+ return shadow*0.2;
+}
+
+void main()
+{
+ vec2 pos_screen = vary_fragcoord.xy;
+
+ //try doing an unproject here
+
+ vec4 pos = getPosition(pos_screen);
+
+ vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
+ norm = decode_normal(norm.xy); // unpack norm
+
+ /*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL
+ {
+ frag_color = vec4(0.0); // doesn't matter
+ return;
+ }*/
+
+ float shadow = 0.0;
+ float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz));
+
+ vec3 shadow_pos = pos.xyz;
+ vec3 offset = sun_dir.xyz * (1.0-dp_directional_light);
+
+ vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0);
+
+ if (spos.z > -shadow_clip.w)
+ {
+ if (dp_directional_light == 0.0)
+ {
+ // if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup
+ shadow = 0.0;
+ }
+ else
+ {
+ vec4 lpos;
+
+ vec4 near_split = shadow_clip*-0.75;
+ vec4 far_split = shadow_clip*-1.25;
+ vec4 transition_domain = near_split-far_split;
+ float weight = 0.0;
+
+ if (spos.z < near_split.z)
+ {
+ lpos = shadow_matrix[3]*spos;
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
+ shadow += pcfShadow(shadowMap3, lpos, 0.25, pos_screen)*w;
+ weight += w;
+ shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
+ }
+
+ if (spos.z < near_split.y && spos.z > far_split.z)
+ {
+ lpos = shadow_matrix[2]*spos;
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
+ w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
+ shadow += pcfShadow(shadowMap2, lpos, 0.5, pos_screen)*w;
+ weight += w;
+ }
+
+ if (spos.z < near_split.x && spos.z > far_split.y)
+ {
+ lpos = shadow_matrix[1]*spos;
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
+ w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
+ shadow += pcfShadow(shadowMap1, lpos, 0.75, pos_screen)*w;
+ weight += w;
+ }
+
+ if (spos.z > far_split.x)
+ {
+ lpos = shadow_matrix[0]*spos;
+
+ float w = 1.0;
+ w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
+
+ shadow += pcfShadow(shadowMap0, lpos, 1.0, pos_screen)*w;
+ weight += w;
+ }
+
+
+ shadow /= weight;
+
+ // take the most-shadowed value out of these two:
+ // * the blurred sun shadow in the light (shadow) map
+ // * an unblurred dot product between the sun and this norm
+ // the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting
+ shadow = min(shadow, dp_directional_light);
+
+ //lpos.xy /= lpos.w*32.0;
+ //if (fract(lpos.x) < 0.1 || fract(lpos.y) < 0.1)
+ //{
+ // shadow = 0.0;
+ //}
+
+ }
+ }
+ else
+ {
+ // more distant than the shadow map covers
+ shadow = 1.0;
+ }
+
+ frag_color[0] = shadow;
+ frag_color[1] = calcAmbientOcclusion(pos, norm);
+
+ spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0);
+
+ //spotlight shadow 1
+ vec4 lpos = shadow_matrix[4]*spos;
+ frag_color[2] = pcfSpotShadow(shadowMap4, lpos, 0.8, pos_screen);
+
+ //spotlight shadow 2
+ lpos = shadow_matrix[5]*spos;
+ frag_color[3] = pcfSpotShadow(shadowMap5, lpos, 0.8, pos_screen);
+
+ //frag_color.rgb = pos.xyz;
+ //frag_color.b = shadow;
+}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/sunLightV.glsl
new file mode 100644
index 0000000000..bc5eb5181d
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/sunLightV.glsl
@@ -0,0 +1,41 @@
+/**
+ * @file sunLightV.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
+ * $/LicenseInfo$
+ */
+
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+
+VARYING vec2 vary_fragcoord;
+
+uniform vec2 screen_res;
+
+void main()
+{
+ //transform vertex
+ vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ gl_Position = pos;
+
+ vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;
+}
diff --git a/indra/newview/featuretable.txt b/indra/newview/featuretable.txt
index e99b94f150..1d6fb82d10 100644
--- a/indra/newview/featuretable.txt
+++ b/indra/newview/featuretable.txt
@@ -66,6 +66,7 @@ RenderCompressTextures 1 1
RenderShaderLightingMaxLevel 1 3
RenderDeferred 1 1
RenderDeferredSSAO 1 1
+RenderUseAdvancedAtmospherics 1 1
RenderShadowDetail 1 2
RenderUseStreamVBO 1 1
RenderFSAASamples 1 16
@@ -98,6 +99,7 @@ VertexShaderEnable 1 0
WindLightUseAtmosShaders 1 0
RenderDeferred 1 0
RenderDeferredSSAO 1 0
+RenderUseAdvancedAtmospherics 1 0
RenderShadowDetail 1 0
WLSkyDetail 1 48
RenderFSAASamples 1 0
@@ -129,6 +131,7 @@ VertexShaderEnable 1 1
WindLightUseAtmosShaders 1 0
RenderDeferred 1 0
RenderDeferredSSAO 1 0
+RenderUseAdvancedAtmospherics 1 0
RenderShadowDetail 1 0
WLSkyDetail 1 48
RenderFSAASamples 1 0
@@ -159,6 +162,7 @@ VertexShaderEnable 1 1
WindLightUseAtmosShaders 1 0
RenderDeferred 1 0
RenderDeferredSSAO 1 0
+RenderUseAdvancedAtmospherics 1 0
RenderShadowDetail 1 0
WLSkyDetail 1 48
RenderFSAASamples 1 0
@@ -189,6 +193,7 @@ VertexShaderEnable 1 1
WindLightUseAtmosShaders 1 1
RenderDeferred 1 0
RenderDeferredSSAO 1 0
+RenderUseAdvancedAtmospherics 1 0
RenderShadowDetail 1 0
WLSkyDetail 1 48
RenderFSAASamples 1 2
@@ -219,6 +224,7 @@ VertexShaderEnable 1 1
WindLightUseAtmosShaders 1 1
RenderDeferred 1 1
RenderDeferredSSAO 1 0
+RenderUseAdvancedAtmospherics 1 0
RenderShadowDetail 1 0
WLSkyDetail 1 48
RenderFSAASamples 1 2
@@ -249,6 +255,7 @@ VertexShaderEnable 1 1
WindLightUseAtmosShaders 1 1
RenderDeferred 1 1
RenderDeferredSSAO 1 1
+RenderUseAdvancedAtmospherics 1 0
RenderShadowDetail 1 0
WLSkyDetail 1 48
RenderFSAASamples 1 2
@@ -279,6 +286,7 @@ VertexShaderEnable 1 1
WindLightUseAtmosShaders 1 1
RenderDeferred 1 1
RenderDeferredSSAO 1 1
+RenderUseAdvancedAtmospherics 1 0
RenderShadowDetail 1 2
WLSkyDetail 1 48
RenderFSAASamples 1 2
@@ -309,6 +317,7 @@ WindLightUseAtmosShaders 1 1
WLSkyDetail 1 128
RenderDeferred 1 1
RenderDeferredSSAO 1 1
+RenderUseAdvancedAtmospherics 1 1
RenderShadowDetail 1 2
RenderFSAASamples 1 2
@@ -320,6 +329,7 @@ RenderVBOEnable 1 0
RenderShadowDetail 1 0
RenderDeferred 1 0
RenderDeferredSSAO 1 0
+RenderUseAdvancedAtmospherics 1 0
//
// Class 0 Hardware (just old)
@@ -375,6 +385,7 @@ WindLightUseAtmosShaders 0 0
RenderDeferred 0 0
RenderDeferredSSAO 0 0
RenderShadowDetail 0 0
+RenderUseAdvancedAtmospherics 0 0
//
// No Vertex Shaders available
@@ -388,6 +399,7 @@ WindLightUseAtmosShaders 0 0
RenderDeferred 0 0
RenderDeferredSSAO 0 0
RenderShadowDetail 0 0
+RenderUseAdvancedAtmospherics 0 0
//
// GL_ARB_map_buffer_range exists
diff --git a/indra/newview/featuretable_linux.txt b/indra/newview/featuretable_linux.txt
index 801a622e93..18feae162f 100644
--- a/indra/newview/featuretable_linux.txt
+++ b/indra/newview/featuretable_linux.txt
@@ -66,6 +66,7 @@ RenderCompressTextures 1 1
RenderShaderLightingMaxLevel 1 3
RenderDeferred 1 1
RenderDeferredSSAO 1 1
+RenderUseAdvancedAtmospherics 1 1
RenderShadowDetail 1 2
RenderFSAASamples 1 16
RenderMaxTextureIndex 1 16
@@ -97,6 +98,7 @@ VertexShaderEnable 1 1
WindLightUseAtmosShaders 1 0
RenderDeferred 1 0
RenderDeferredSSAO 1 0
+RenderUseAdvancedAtmospherics 1 0
RenderShadowDetail 1 0
WLSkyDetail 1 48
RenderFSAASamples 1 0
@@ -128,6 +130,7 @@ VertexShaderEnable 1 0
WindLightUseAtmosShaders 1 0
RenderDeferred 1 0
RenderDeferredSSAO 1 0
+RenderUseAdvancedAtmospherics 1 0
RenderShadowDetail 1 0
WLSkyDetail 1 48
RenderFSAASamples 1 0
@@ -158,6 +161,7 @@ VertexShaderEnable 1 1
WindLightUseAtmosShaders 1 0
RenderDeferred 1 0
RenderDeferredSSAO 1 0
+RenderUseAdvancedAtmospherics 1 0
RenderShadowDetail 1 0
WLSkyDetail 1 48
RenderFSAASamples 1 0
@@ -188,6 +192,7 @@ VertexShaderEnable 1 1
WindLightUseAtmosShaders 1 1
RenderDeferred 1 0
RenderDeferredSSAO 1 0
+RenderUseAdvancedAtmospherics 1 0
RenderShadowDetail 1 0
WLSkyDetail 1 48
RenderFSAASamples 1 2
@@ -217,6 +222,7 @@ RenderVolumeLODFactor 1 1.125
VertexShaderEnable 1 1
WindLightUseAtmosShaders 1 1
RenderDeferred 1 1
+RenderUseAdvancedAtmospherics 1 0
RenderDeferredSSAO 1 0
RenderShadowDetail 1 0
WLSkyDetail 1 48
@@ -248,6 +254,7 @@ VertexShaderEnable 1 1
WindLightUseAtmosShaders 1 1
RenderDeferred 1 1
RenderDeferredSSAO 1 1
+RenderUseAdvancedAtmospherics 1 0
RenderShadowDetail 1 0
WLSkyDetail 1 48
RenderFSAASamples 1 2
@@ -278,6 +285,7 @@ VertexShaderEnable 1 1
WindLightUseAtmosShaders 1 1
RenderDeferred 1 1
RenderDeferredSSAO 1 1
+RenderUseAdvancedAtmospherics 1 0
RenderShadowDetail 1 2
WLSkyDetail 1 48
RenderFSAASamples 1 2
@@ -308,6 +316,7 @@ WindLightUseAtmosShaders 1 1
WLSkyDetail 1 128
RenderDeferred 1 1
RenderDeferredSSAO 1 1
+RenderUseAdvancedAtmospherics 1 1
RenderShadowDetail 1 2
RenderFSAASamples 1 2
@@ -319,6 +328,7 @@ RenderVBOEnable 1 0
RenderShadowDetail 1 0
RenderDeferred 1 0
RenderDeferredSSAO 1 0
+RenderUseAdvancedAtmospherics 1 0
//
// Class 0 Hardware (just old)
@@ -373,6 +383,7 @@ VertexShaderEnable 0 0
WindLightUseAtmosShaders 0 0
RenderDeferred 0 0
RenderDeferredSSAO 0 0
+RenderUseAdvancedAtmospherics 0 0
RenderShadowDetail 0 0
//
@@ -386,6 +397,7 @@ VertexShaderEnable 0 0
WindLightUseAtmosShaders 0 0
RenderDeferred 0 0
RenderDeferredSSAO 0 0
+RenderUseAdvancedAtmospherics 0 0
RenderShadowDetail 0 0
//
@@ -413,6 +425,7 @@ RenderReflectionDetail 0 0
WindLightUseAtmosShaders 0 0
RenderDeferred 0 0
RenderDeferredSSAO 0 0
+RenderUseAdvancedAtmospherics 0 0
RenderShadowDetail 0 0
//
diff --git a/indra/newview/featuretable_mac.txt b/indra/newview/featuretable_mac.txt
index 1f891ee4d7..3f5edede98 100644
--- a/indra/newview/featuretable_mac.txt
+++ b/indra/newview/featuretable_mac.txt
@@ -66,6 +66,7 @@ RenderCompressTextures 1 1
RenderShaderLightingMaxLevel 1 3
RenderDeferred 1 1
RenderDeferredSSAO 1 1
+RenderUseAdvancedAtmospherics 1 1
RenderShadowDetail 1 2
RenderUseStreamVBO 1 1
RenderFSAASamples 1 16
@@ -98,6 +99,7 @@ VertexShaderEnable 1 0
WindLightUseAtmosShaders 1 0
RenderDeferred 1 0
RenderDeferredSSAO 1 0
+RenderUseAdvancedAtmospherics 1 0
RenderShadowDetail 1 0
WLSkyDetail 1 48
RenderFSAASamples 1 0
@@ -129,6 +131,7 @@ VertexShaderEnable 1 1
WindLightUseAtmosShaders 1 0
RenderDeferred 1 0
RenderDeferredSSAO 1 0
+RenderUseAdvancedAtmospherics 1 0
RenderShadowDetail 1 0
WLSkyDetail 1 48
RenderFSAASamples 1 0
@@ -159,6 +162,7 @@ VertexShaderEnable 1 1
WindLightUseAtmosShaders 1 0
RenderDeferred 1 0
RenderDeferredSSAO 1 0
+RenderUseAdvancedAtmospherics 1 0
RenderShadowDetail 1 0
WLSkyDetail 1 48
RenderFSAASamples 1 0
@@ -189,6 +193,7 @@ VertexShaderEnable 1 1
WindLightUseAtmosShaders 1 1
RenderDeferred 1 0
RenderDeferredSSAO 1 0
+RenderUseAdvancedAtmospherics 1 0
RenderShadowDetail 1 0
WLSkyDetail 1 48
RenderFSAASamples 1 2
@@ -219,6 +224,7 @@ VertexShaderEnable 1 1
WindLightUseAtmosShaders 1 1
RenderDeferred 1 1
RenderDeferredSSAO 1 0
+RenderUseAdvancedAtmospherics 1 0
RenderShadowDetail 1 0
WLSkyDetail 1 48
RenderFSAASamples 1 2
@@ -249,6 +255,7 @@ VertexShaderEnable 1 1
WindLightUseAtmosShaders 1 1
RenderDeferred 1 1
RenderDeferredSSAO 1 1
+RenderUseAdvancedAtmospherics 1 0
RenderShadowDetail 1 0
WLSkyDetail 1 48
RenderFSAASamples 1 2
@@ -280,6 +287,7 @@ WindLightUseAtmosShaders 1 1
RenderDeferred 1 1
RenderDeferredSSAO 1 1
RenderShadowDetail 1 2
+RenderUseAdvancedAtmospherics 1 0
WLSkyDetail 1 48
RenderFSAASamples 1 2
@@ -309,6 +317,7 @@ WindLightUseAtmosShaders 1 1
WLSkyDetail 1 128
RenderDeferred 1 1
RenderDeferredSSAO 1 1
+RenderUseAdvancedAtmospherics 1 1
RenderShadowDetail 1 2
RenderFSAASamples 1 2
@@ -320,6 +329,7 @@ RenderVBOEnable 1 0
RenderShadowDetail 1 0
RenderDeferred 1 0
RenderDeferredSSAO 1 0
+RenderUseAdvancedAtmospherics 1 0
//
// Class 0 Hardware (just old)
@@ -368,6 +378,7 @@ VertexShaderEnable 0 0
WindLightUseAtmosShaders 0 0
RenderDeferred 0 0
RenderDeferredSSAO 0 0
+RenderUseAdvancedAtmospherics 0 0
RenderShadowDetail 0 0
//
@@ -381,6 +392,7 @@ VertexShaderEnable 0 0
WindLightUseAtmosShaders 0 0
RenderDeferred 0 0
RenderDeferredSSAO 0 0
+RenderUseAdvancedAtmospherics 0 0
RenderShadowDetail 0 0
//
@@ -407,6 +419,7 @@ RenderReflectionDetail 0 0
WindLightUseAtmosShaders 0 0
RenderDeferred 0 0
RenderDeferredSSAO 0 0
+RenderUseAdvancedAtmospherics 0 0
RenderShadowDetail 0 0
//
diff --git a/indra/newview/lldensityctrl.cpp b/indra/newview/lldensityctrl.cpp
new file mode 100644
index 0000000000..298a309e7c
--- /dev/null
+++ b/indra/newview/lldensityctrl.cpp
@@ -0,0 +1,225 @@
+/**
+* @file lldensityctrl.cpp
+* @brief Control for specifying density over a height range for sky settings.
+*
+* $LicenseInfo:firstyear=2011&license=viewerlgpl$
+* Second Life Viewer Source Code
+* Copyright (C) 2011, 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
+* $/LicenseInfo$
+*/
+
+#include "llviewerprecompiledheaders.h"
+
+#include "lldensityctrl.h"
+
+#include "llslider.h"
+#include "llsliderctrl.h"
+#include "llsettingssky.h"
+
+static LLDefaultChildRegistry::Register<LLDensityCtrl> register_density_control("densityctrl");
+
+const std::string LLDensityCtrl::DENSITY_RAYLEIGH("density_rayleigh");
+const std::string LLDensityCtrl::DENSITY_MIE("density_mie");
+const std::string LLDensityCtrl::DENSITY_ABSORPTION("density_absorption");
+
+namespace
+{
+ const std::string FIELD_SKY_DENSITY_PROFILE_EXPONENTIAL("level_exponential");
+ const std::string FIELD_SKY_DENSITY_PROFILE_EXPONENTIAL_SCALE("exponential_scale");
+ const std::string FIELD_SKY_DENSITY_PROFILE_LINEAR("level_linear");
+ const std::string FIELD_SKY_DENSITY_PROFILE_CONSTANT("level_constant");
+ const std::string FIELD_SKY_DENSITY_MAX_ALTITUDE("max_altitude");
+ const std::string FIELD_SKY_DENSITY_ANISO_FACTOR("aniso_factor");
+ const std::string FIELD_SKY_DENSITY_ANISO_FACTOR_LABEL("aniso_factor_label");
+}
+
+const std::string& LLDensityCtrl::NameForDensityProfileType(DensityProfileType t)
+{
+ switch (t)
+ {
+ case Rayleigh: return DENSITY_RAYLEIGH;
+ case Mie: return DENSITY_MIE;
+ case Absorption: return DENSITY_ABSORPTION;
+ default:
+ break;
+ }
+
+ llassert(false);
+ return DENSITY_RAYLEIGH;
+}
+
+LLDensityCtrl::Params::Params()
+: image_density_feedback("image_density_feedback")
+, lbl_exponential("label_exponential")
+, lbl_exponential_scale("label_exponential_scale")
+, lbl_linear("label_linear")
+, lbl_constant("label_constant")
+, lbl_max_altitude("label_max_altitude")
+, lbl_aniso_factor("label_aniso_factor")
+, profile_type(LLDensityCtrl::Rayleigh)
+{
+}
+
+LLDensityCtrl::LLDensityCtrl(const Params& params)
+: mProfileType(params.profile_type)
+, mImgDensityFeedback(params.image_density_feedback)
+{
+
+}
+
+LLSD LLDensityCtrl::getProfileConfig()
+{
+ LLSD config;
+ switch (mProfileType)
+ {
+ case Rayleigh: return mSkySettings->getRayleighConfigs();
+ case Mie: return mSkySettings->getMieConfigs();
+ case Absorption: return mSkySettings->getAbsorptionConfigs();
+ default:
+ break;
+ }
+ llassert(false);
+ return config;
+}
+
+BOOL LLDensityCtrl::postBuild()
+{
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_PROFILE_EXPONENTIAL)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onExponentialChanged(); });
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_PROFILE_EXPONENTIAL_SCALE)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onExponentialScaleFactorChanged(); });
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_PROFILE_LINEAR)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onLinearChanged(); });
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_PROFILE_CONSTANT)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onConstantChanged(); });
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_MAX_ALTITUDE)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onMaxAltitudeChanged(); });
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_ANISO_FACTOR)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onAnisoFactorChanged(); });
+
+ if (mProfileType != Mie)
+ {
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_ANISO_FACTOR_LABEL)->setValue(false);
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_ANISO_FACTOR)->setVisible(false);
+ }
+
+ return TRUE;
+}
+
+void LLDensityCtrl::setEnabled(BOOL enabled)
+{
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_PROFILE_EXPONENTIAL)->setEnabled(enabled);
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_PROFILE_EXPONENTIAL_SCALE)->setEnabled(enabled);
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_PROFILE_LINEAR)->setEnabled(enabled);
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_PROFILE_CONSTANT)->setEnabled(enabled);
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_MAX_ALTITUDE)->setEnabled(enabled);
+
+ if (mProfileType == Mie)
+ {
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_ANISO_FACTOR)->setEnabled(enabled);
+ }
+}
+
+void LLDensityCtrl::refresh()
+{
+ if (!mSkySettings)
+ {
+ setAllChildrenEnabled(FALSE);
+ setEnabled(FALSE);
+ return;
+ }
+
+ setEnabled(TRUE);
+ setAllChildrenEnabled(TRUE);
+
+ LLSD config = getProfileConfig();
+
+ getChild<LLSliderCtrl>(FIELD_SKY_DENSITY_PROFILE_EXPONENTIAL)->setValue(config[LLSettingsSky::SETTING_DENSITY_PROFILE_EXP_TERM]);
+ getChild<LLSliderCtrl>(FIELD_SKY_DENSITY_PROFILE_EXPONENTIAL_SCALE)->setValue(config[LLSettingsSky::SETTING_DENSITY_PROFILE_EXP_SCALE_FACTOR]);
+ getChild<LLSliderCtrl>(FIELD_SKY_DENSITY_PROFILE_LINEAR)->setValue(config[LLSettingsSky::SETTING_DENSITY_PROFILE_LINEAR_TERM]);
+ getChild<LLSliderCtrl>(FIELD_SKY_DENSITY_PROFILE_CONSTANT)->setValue(config[LLSettingsSky::SETTING_DENSITY_PROFILE_CONSTANT_TERM]);
+ getChild<LLSliderCtrl>(FIELD_SKY_DENSITY_MAX_ALTITUDE)->setValue(config[LLSettingsSky::SETTING_DENSITY_PROFILE_WIDTH]);
+
+ if (mProfileType == Mie)
+ {
+ getChild<LLSliderCtrl>(FIELD_SKY_DENSITY_ANISO_FACTOR)->setValue(config[LLSettingsSky::SETTING_MIE_ANISOTROPY_FACTOR]);
+ }
+}
+
+void LLDensityCtrl::updateProfile()
+{
+ F32 exponential_term = getChild<LLSliderCtrl>(FIELD_SKY_DENSITY_PROFILE_EXPONENTIAL)->getValueF32();
+ F32 exponential_scale = getChild<LLSliderCtrl>(FIELD_SKY_DENSITY_PROFILE_EXPONENTIAL_SCALE)->getValueF32();
+ F32 linear_term = getChild<LLSliderCtrl>(FIELD_SKY_DENSITY_PROFILE_LINEAR)->getValueF32();
+ F32 constant_term = getChild<LLSliderCtrl>(FIELD_SKY_DENSITY_PROFILE_CONSTANT)->getValueF32();
+ F32 max_alt = getChild<LLSliderCtrl>(FIELD_SKY_DENSITY_MAX_ALTITUDE)->getValueF32();
+ F32 aniso_factor = 0.0f;
+
+ if (mProfileType == Mie)
+ {
+ aniso_factor = getChild<LLSliderCtrl>(FIELD_SKY_DENSITY_ANISO_FACTOR)->getValueF32();
+ }
+
+ LLSD profile = LLSettingsSky::createSingleLayerDensityProfile(max_alt, exponential_term, exponential_scale, linear_term, constant_term, aniso_factor);
+
+ switch (mProfileType)
+ {
+ case Rayleigh: mSkySettings->setRayleighConfigs(profile); break;
+ case Mie: mSkySettings->setMieConfigs(profile); break;
+ case Absorption: mSkySettings->setAbsorptionConfigs(profile); break;
+ default:
+ break;
+ }
+}
+
+void LLDensityCtrl::onExponentialChanged()
+{
+ updateProfile();
+ updatePreview();
+}
+
+void LLDensityCtrl::onExponentialScaleFactorChanged()
+{
+ updateProfile();
+ updatePreview();
+}
+
+void LLDensityCtrl::onLinearChanged()
+{
+ updateProfile();
+ updatePreview();
+}
+
+void LLDensityCtrl::onConstantChanged()
+{
+ updateProfile();
+ updatePreview();
+}
+
+void LLDensityCtrl::onMaxAltitudeChanged()
+{
+ updateProfile();
+ updatePreview();
+}
+
+void LLDensityCtrl::onAnisoFactorChanged()
+{
+ updateProfile();
+}
+
+void LLDensityCtrl::updatePreview()
+{
+ // AdvancedAtmospherics TODO
+ // Generate image according to current density profile
+}
+
diff --git a/indra/newview/lldensityctrl.h b/indra/newview/lldensityctrl.h
new file mode 100644
index 0000000000..789022803c
--- /dev/null
+++ b/indra/newview/lldensityctrl.h
@@ -0,0 +1,104 @@
+/**
+* @file lldensityctrl.h
+* @brief Control for specifying density over a height range for sky settings.
+*
+* $LicenseInfo:firstyear=2011&license=viewerlgpl$
+* Second Life Viewer Source Code
+* Copyright (C) 2011, 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
+* $/LicenseInfo$
+*/
+
+#ifndef LLDENSITY_CTRL_H
+#define LLDENSITY_CTRL_H
+
+#include "lluictrl.h"
+#include "llsettingssky.h"
+#include "lltextbox.h"
+#include "llsliderctrl.h"
+
+class LLDensityCtrl : public LLUICtrl
+{
+public:
+ static const std::string DENSITY_RAYLEIGH;
+ static const std::string DENSITY_MIE;
+ static const std::string DENSITY_ABSORPTION;
+
+ // Type of density profile this tab is updating
+ enum DensityProfileType
+ {
+ Rayleigh,
+ Mie,
+ Absorption
+ };
+
+ static const std::string& NameForDensityProfileType(DensityProfileType t);
+
+ struct Params : public LLInitParam::Block<Params, LLUICtrl::Params>
+ {
+ Optional<LLTextBox::Params> lbl_exponential,
+ lbl_exponential_scale,
+ lbl_linear,
+ lbl_constant,
+ lbl_max_altitude,
+ lbl_aniso_factor;
+
+ Optional<LLSliderCtrl::Params> exponential_slider,
+ exponential_scale_slider,
+ linear_slider,
+ constant_slider,
+ aniso_factor_slider;
+
+ Optional<LLUIImage*> image_density_feedback;
+
+ DensityProfileType profile_type;
+ Params();
+ };
+
+ virtual BOOL postBuild() override;
+ virtual void setEnabled(BOOL enabled) override;
+
+ void setProfileType(DensityProfileType t) { mProfileType = t; }
+
+ void refresh();
+ void updateProfile();
+
+ LLSettingsSky::ptr_t getSky() const { return mSkySettings; }
+ void setSky(const LLSettingsSky::ptr_t &sky) { mSkySettings = sky; refresh(); }
+
+protected:
+ friend class LLUICtrlFactory;
+ LLDensityCtrl(const Params&);
+
+ LLSD getProfileConfig();
+ void updatePreview();
+
+private:
+ void onExponentialChanged();
+ void onExponentialScaleFactorChanged();
+ void onLinearChanged();
+ void onConstantChanged();
+ void onMaxAltitudeChanged();
+ void onAnisoFactorChanged();
+
+ DensityProfileType mProfileType = Rayleigh;
+ LLUIImage* mImgDensityFeedback = nullptr;
+ LLSettingsSky::ptr_t mSkySettings;
+};
+
+#endif LLDENSITY_CTRL_H
diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp
index 26454d2bd1..e7929e0bbf 100644
--- a/indra/newview/lldrawpoolwlsky.cpp
+++ b/indra/newview/lldrawpoolwlsky.cpp
@@ -94,7 +94,7 @@ void LLDrawPoolWLSky::beginRenderPass( S32 pass )
void LLDrawPoolWLSky::endRenderPass( S32 pass )
{
sky_shader = nullptr;
- cloud_shader = nullptr;
+ cloud_shader = nullptr;
sun_shader = nullptr;
moon_shader = nullptr;
}
@@ -118,7 +118,7 @@ void LLDrawPoolWLSky::beginDeferredPass(S32 pass)
void LLDrawPoolWLSky::endDeferredPass(S32 pass)
{
sky_shader = nullptr;
- cloud_shader = nullptr;
+ cloud_shader = nullptr;
sun_shader = nullptr;
moon_shader = nullptr;
}
@@ -163,7 +163,7 @@ void LLDrawPoolWLSky::renderDome(const LLVector3& camPosLocal, F32 camHeightLoca
void LLDrawPoolWLSky::renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 camHeightLocal) const
{
- if (gPipeline.useAdvancedAtmospherics() && gPipeline.canUseWindLightShaders() && gAtmosphere)
+ if (gPipeline.useAdvancedAtmospherics() && gPipeline.canUseWindLightShaders())
{
sky_shader->bind();
@@ -174,8 +174,8 @@ void LLDrawPoolWLSky::renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 ca
sky_shader->bindTexture(LLShaderMgr::ILLUMINANCE_TEX, gAtmosphere->getIlluminance());
LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
- LLVector4 sun_dir = LLEnvironment::instance().getClampedSunNorm();
- LLVector4 moon_dir = LLEnvironment::instance().getClampedMoonNorm();
+ LLVector3 sun_dir = LLEnvironment::instance().getSunDirection();
+ LLVector3 moon_dir = LLEnvironment::instance().getMoonDirection();
F32 sunSize = (float)cosf(psky->getSunArcRadians());
sky_shader->uniform1f(LLShaderMgr::SUN_SIZE, sunSize);
@@ -189,17 +189,10 @@ void LLDrawPoolWLSky::renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 ca
sky_shader->uniformMatrix4fv(LLShaderMgr::INVERSE_PROJECTION_MATRIX, 1, FALSE, inv_proj.m);
- // clouds are rendered along with sky in adv atmo
- if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLOUDS) && gSky.mVOSkyp->getCloudNoiseTex())
- {
- sky_shader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, gSky.mVOSkyp->getCloudNoiseTex());
- sky_shader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP_NEXT, gSky.mVOSkyp->getCloudNoiseTexNext());
- }
-
sky_shader->uniform3f(sCamPosLocal, camPosLocal.mV[0], camPosLocal.mV[1], camPosLocal.mV[2]);
renderFsSky(camPosLocal, camHeightLocal, sky_shader);
-
+
sky_shader->unbind();
}
}
@@ -357,10 +350,11 @@ void LLDrawPoolWLSky::renderSkyClouds(const LLVector3& camPosLocal, F32 camHeigh
LLGLEnable blend(GL_BLEND);
gGL.setSceneBlendType(LLRender::BT_ALPHA);
- gGL.getTexUnit(0)->bind(gSky.mVOSkyp->getCloudNoiseTex());
- gGL.getTexUnit(1)->bind(gSky.mVOSkyp->getCloudNoiseTexNext());
-
cloud_shader->bind();
+
+ 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();
cloud_shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor);
@@ -505,21 +499,22 @@ void LLDrawPoolWLSky::renderDeferred(S32 pass)
if (gPipeline.canUseWindLightShaders())
{
{
- // Disable depth-test for sky, but re-enable depth writes for the cloud
- // rendering below so the cloud shader can write out depth for the stars to test against
LLGLDepthTest depth(GL_TRUE, GL_FALSE);
+
if (gPipeline.useAdvancedAtmospherics())
{
+ //LLGLSquashToFarClip far_clip(get_current_projection());
renderSkyHazeDeferred(origin, camHeightLocal);
}
else
{
+ // Disable depth-test for sky, but re-enable depth writes for the cloud
+ // rendering below so the cloud shader can write out depth for the stars to test against
renderSkyHaze(origin, camHeightLocal);
-
+
}
renderHeavenlyBodies();
}
-
renderSkyClouds(origin, camHeightLocal);
}
gGL.setColorMask(true, true);
diff --git a/indra/newview/llenvironment.cpp b/indra/newview/llenvironment.cpp
index 3a1aec6319..4b60ed4e68 100644
--- a/indra/newview/llenvironment.cpp
+++ b/indra/newview/llenvironment.cpp
@@ -358,6 +358,7 @@ void LLEnvironment::getAtmosphericModelSettings(AtmosphericModelSettings& settin
layer.width = layerConfig[LLSettingsSky::SETTING_DENSITY_PROFILE_WIDTH].asReal();
settingsOut.m_mieProfile.push_back(layer);
}
+ settingsOut.m_mieAnisotropy = psky->getMieAnisotropy();
LLSD absorption = psky->getAbsorptionConfigs();
settingsOut.m_absorptionProfile.clear();
diff --git a/indra/newview/llfloatereditextdaycycle.cpp b/indra/newview/llfloatereditextdaycycle.cpp
index 166d53fc74..4cab1160c0 100644
--- a/indra/newview/llfloatereditextdaycycle.cpp
+++ b/indra/newview/llfloatereditextdaycycle.cpp
@@ -62,6 +62,8 @@
#include "llenvironment.h"
#include "lltrans.h"
+extern LLControlGroup gSavedSettings;
+
//=========================================================================
namespace {
const std::string track_tabs[] = {
@@ -197,9 +199,33 @@ BOOL LLFloaterEditExtDayCycle::postBuild()
LLTabContainer* tab_container = mSkyTabLayoutContainer->getChild<LLTabContainer>("sky_tabs");
S32 tab_count = tab_container->getTabCount();
+ LLSettingsEditPanel *panel = nullptr;
+
+ // Add or remove density tab as necessary
+ // Must be before operation on all tabs below
+ if (gSavedSettings.getBOOL("RenderUseAdvancedAtmospherics"))
+ {
+ panel = dynamic_cast<LLPanelSettingsSky*>(tab_container->getChildView("panel_settings_sky_density"));
+ if (!panel)
+ {
+ panel = new LLPanelSettingsSkyDensityTab;
+ panel->buildFromFile("panel_settings_sky_density.xml");
+ tab_container->addTabPanel(LLTabContainer::TabPanelParams().panel(panel).select_tab(false));
+ }
+ }
+ else
+ {
+ panel = dynamic_cast<LLPanelSettingsSky*>(tab_container->getChildView("panel_settings_sky_density"));
+ if (panel)
+ {
+ tab_container->removeTabPanel(panel);
+ }
+ delete panel;
+ }
+
for (S32 idx = 0; idx < tab_count; ++idx)
{
- LLSettingsEditPanel *panel = static_cast<LLSettingsEditPanel *>(tab_container->getPanelByIndex(idx));
+ panel = static_cast<LLSettingsEditPanel *>(tab_container->getPanelByIndex(idx));
if (panel)
panel->setOnDirtyFlagChanged([this](LLPanel *, bool val) { onPanelDirtyFlagChanged(val); });
}
@@ -817,7 +843,7 @@ void LLFloaterEditExtDayCycle::updateWaterTabs(const LLSettingsWaterPtr_t &p_wat
void LLFloaterEditExtDayCycle::updateSkyTabs(const LLSettingsSkyPtr_t &p_sky)
{
- LLView* tab_container = mSkyTabLayoutContainer->getChild<LLView>(TABS_SKYS); //can't extract panels directly, since they are in 'tuple'
+ LLTabContainer* tab_container = mSkyTabLayoutContainer->getChild<LLTabContainer>(TABS_SKYS); //can't extract panels directly, since they are in 'tuple'
LLPanelSettingsSky* panel;
panel = dynamic_cast<LLPanelSettingsSky*>(tab_container->getChildView("atmosphere_panel"));
@@ -835,6 +861,29 @@ void LLFloaterEditExtDayCycle::updateSkyTabs(const LLSettingsSkyPtr_t &p_sky)
{
panel->setSky(p_sky);
}
+
+ if (gSavedSettings.getBOOL("RenderUseAdvancedAtmospherics"))
+ {
+ panel = dynamic_cast<LLPanelSettingsSky*>(tab_container->getChildView("panel_settings_sky_density"));
+ if (!panel)
+ {
+ panel = new LLPanelSettingsSkyDensityTab;
+ panel->buildFromFile("panel_settings_sky_density.xml");
+ panel->setOnDirtyFlagChanged([this](LLPanel *, bool value) { onPanelDirtyFlagChanged(value); });
+ tab_container->addTabPanel(LLTabContainer::TabPanelParams().panel(panel).select_tab(false));
+ }
+ panel->setSky(std::static_pointer_cast<LLSettingsSky>(p_sky));
+ }
+ else
+ {
+ panel = dynamic_cast<LLPanelSettingsSky*>(tab_container->getChildView("panel_settings_sky_density"));
+ if (panel)
+ {
+ tab_container->removeTabPanel(panel);
+ }
+ delete panel;
+ }
+
}
void LLFloaterEditExtDayCycle::updateButtons()
diff --git a/indra/newview/llfloaterfixedenvironment.cpp b/indra/newview/llfloaterfixedenvironment.cpp
index 47b07a8315..09a05eb7e2 100644
--- a/indra/newview/llfloaterfixedenvironment.cpp
+++ b/indra/newview/llfloaterfixedenvironment.cpp
@@ -55,6 +55,8 @@
#include "llsettingsvo.h"
#include "llinventorymodel.h"
+extern LLControlGroup gSavedSettings;
+
namespace
{
const std::string FIELD_SETTINGS_NAME("settings_name");
@@ -634,6 +636,14 @@ BOOL LLFloaterFixedEnvironmentSky::postBuild()
panel->setOnDirtyFlagChanged([this](LLPanel *, bool value) { onPanelDirtyFlagChanged(value); });
mTab->addTabPanel(LLTabContainer::TabPanelParams().panel(panel).select_tab(false));
+ if (gSavedSettings.getBOOL("RenderUseAdvancedAtmospherics"))
+ {
+ panel = new LLPanelSettingsSkyDensityTab;
+ panel->buildFromFile("panel_settings_sky_density.xml");
+ panel->setSky(std::static_pointer_cast<LLSettingsSky>(mSettings));
+ panel->setOnDirtyFlagChanged([this](LLPanel *, bool value) { onPanelDirtyFlagChanged(value); });
+ mTab->addTabPanel(LLTabContainer::TabPanelParams().panel(panel).select_tab(false));
+ }
return TRUE;
}
diff --git a/indra/newview/llfloaterpreference.cpp b/indra/newview/llfloaterpreference.cpp
index 4ce35643b1..2a22dd461a 100644
--- a/indra/newview/llfloaterpreference.cpp
+++ b/indra/newview/llfloaterpreference.cpp
@@ -811,6 +811,17 @@ void LLFloaterPreferenceGraphicsAdvanced::onVertexShaderEnable()
refreshEnabledGraphics();
}
+void LLFloaterPreferenceGraphicsAdvanced::onAdvancedAtmosphericsEnable()
+{
+ LLFloaterPreference* instance = LLFloaterReg::findTypedInstance<LLFloaterPreference>("preferences");
+ if (instance)
+ {
+ instance->refresh();
+ }
+
+ refreshEnabledGraphics();
+}
+
void LLFloaterPreferenceGraphicsAdvanced::refreshEnabledGraphics()
{
refreshEnabledState();
@@ -1351,6 +1362,13 @@ void LLFloaterPreferenceGraphicsAdvanced::refreshEnabledState()
ctrl_ssao->setEnabled(enabled);
ctrl_dof->setEnabled(enabled);
+#if USE_ADVANCED_ATMOSPHERICS
+ LLCheckBoxCtrl* ctrl_advanced_atmo = getChild<LLCheckBoxCtrl>("UseAdvancedAtmo");
+
+ bool advanced_atmo_enabled = enabled && LLFeatureManager::getInstance()->isFeatureAvailable("RenderUseAdvancedAtmospherics");
+ ctrl_advanced_atmo->setEnabled(advanced_atmo_enabled);
+#endif
+
enabled = enabled && LLFeatureManager::getInstance()->isFeatureAvailable("RenderShadowDetail");
ctrl_shadow->setEnabled(enabled);
@@ -2714,7 +2732,10 @@ void LLPanelPreferenceGraphics::setHardwareDefaults()
LLFloaterPreferenceGraphicsAdvanced::LLFloaterPreferenceGraphicsAdvanced(const LLSD& key)
: LLFloater(key)
{
- mCommitCallbackRegistrar.add("Pref.VertexShaderEnable", boost::bind(&LLFloaterPreferenceGraphicsAdvanced::onVertexShaderEnable, this));
+ mCommitCallbackRegistrar.add("Pref.VertexShaderEnable", boost::bind(&LLFloaterPreferenceGraphicsAdvanced::onVertexShaderEnable, this));
+#if USE_ADVANCED_ATMOSPHERICS
+ mCommitCallbackRegistrar.add("Pref.AdvancedAtmosphericsEnable", boost::bind(&LLFloaterPreferenceGraphicsAdvanced::onAdvancedAtmosphericsEnable, this));
+#endif
mCommitCallbackRegistrar.add("Pref.UpdateIndirectMaxNonImpostors", boost::bind(&LLFloaterPreferenceGraphicsAdvanced::updateMaxNonImpostors,this));
mCommitCallbackRegistrar.add("Pref.UpdateIndirectMaxComplexity", boost::bind(&LLFloaterPreferenceGraphicsAdvanced::updateMaxComplexity,this));
}
diff --git a/indra/newview/llfloaterpreference.h b/indra/newview/llfloaterpreference.h
index 8339a18296..973ca25c37 100644
--- a/indra/newview/llfloaterpreference.h
+++ b/indra/newview/llfloaterpreference.h
@@ -295,6 +295,7 @@ class LLFloaterPreferenceGraphicsAdvanced : public LLFloater
void refresh();
// callback for when client turns on shaders
void onVertexShaderEnable();
+ void onAdvancedAtmosphericsEnable();
LOG_CLASS(LLFloaterPreferenceGraphicsAdvanced);
};
diff --git a/indra/newview/llpaneleditsky.cpp b/indra/newview/llpaneleditsky.cpp
index 59dc7c8a2d..1b41529795 100644
--- a/indra/newview/llpaneleditsky.cpp
+++ b/indra/newview/llpaneleditsky.cpp
@@ -29,10 +29,13 @@
#include "llpaneleditsky.h"
#include "llslider.h"
+#include "llsliderctrl.h"
#include "lltexturectrl.h"
#include "llcolorswatch.h"
#include "llvirtualtrackball.h"
-
+#include "llsettingssky.h"
+#include "llenvironment.h"
+#include "llatmosphere.h"
namespace
{
@@ -70,6 +73,25 @@ namespace
const std::string FIELD_SKY_MOON_IMAGE("moon_image");
const std::string FIELD_SKY_MOON_SCALE("moon_scale");
+ const std::string FIELD_SKY_DENSITY_RAYLEIGH_EXPONENTIAL("rayleigh_exponential");
+ const std::string FIELD_SKY_DENSITY_RAYLEIGH_EXPONENTIAL_SCALE("rayleigh_exponential_scale");
+ const std::string FIELD_SKY_DENSITY_RAYLEIGH_LINEAR("rayleigh_linear");
+ const std::string FIELD_SKY_DENSITY_RAYLEIGH_CONSTANT("rayleigh_constant");
+ const std::string FIELD_SKY_DENSITY_RAYLEIGH_MAX_ALTITUDE("rayleigh_max_altitude");
+
+ const std::string FIELD_SKY_DENSITY_MIE_EXPONENTIAL("mie_exponential");
+ const std::string FIELD_SKY_DENSITY_MIE_EXPONENTIAL_SCALE("mie_exponential_scale");
+ const std::string FIELD_SKY_DENSITY_MIE_LINEAR("mie_linear");
+ const std::string FIELD_SKY_DENSITY_MIE_CONSTANT("mie_constant");
+ const std::string FIELD_SKY_DENSITY_MIE_ANISO("mie_aniso_factor");
+ const std::string FIELD_SKY_DENSITY_MIE_MAX_ALTITUDE("mie_max_altitude");
+
+ const std::string FIELD_SKY_DENSITY_ABSORPTION_EXPONENTIAL("absorption_exponential");
+ const std::string FIELD_SKY_DENSITY_ABSORPTION_EXPONENTIAL_SCALE("absorption_exponential_scale");
+ const std::string FIELD_SKY_DENSITY_ABSORPTION_LINEAR("absorption_linear");
+ const std::string FIELD_SKY_DENSITY_ABSORPTION_CONSTANT("absorption_constant");
+ const std::string FIELD_SKY_DENSITY_ABSORPTION_MAX_ALTITUDE("absorption_max_altitude");
+
const F32 SLIDER_SCALE_SUN_AMBIENT(3.0f);
const F32 SLIDER_SCALE_BLUE_HORIZON_DENSITY(2.0f);
const F32 SLIDER_SCALE_GLOW_R(20.0f);
@@ -81,6 +103,7 @@ namespace
static LLPanelInjector<LLPanelSettingsSkyAtmosTab> t_settings_atmos("panel_settings_atmos");
static LLPanelInjector<LLPanelSettingsSkyCloudTab> t_settings_cloud("panel_settings_cloud");
static LLPanelInjector<LLPanelSettingsSkySunMoonTab> t_settings_sunmoon("panel_settings_sunmoon");
+static LLPanelInjector<LLPanelSettingsSkyDensityTab> t_settings_density("panel_settings_density");
//==========================================================================
LLPanelSettingsSky::LLPanelSettingsSky() :
@@ -489,3 +512,240 @@ void LLPanelSettingsSkySunMoonTab::onMoonScaleChanged()
mSkySettings->update();
setIsDirty();
}
+
+
+LLPanelSettingsSkyDensityTab::LLPanelSettingsSkyDensityTab()
+{
+}
+
+BOOL LLPanelSettingsSkyDensityTab::postBuild()
+{
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_RAYLEIGH_EXPONENTIAL)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onRayleighExponentialChanged(); });
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_RAYLEIGH_EXPONENTIAL_SCALE)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onRayleighExponentialScaleChanged(); });
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_RAYLEIGH_LINEAR)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onRayleighLinearChanged(); });
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_RAYLEIGH_CONSTANT)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onRayleighConstantChanged(); });
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_RAYLEIGH_MAX_ALTITUDE)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onRayleighMaxAltitudeChanged(); });
+
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_MIE_EXPONENTIAL)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onMieExponentialChanged(); });
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_MIE_EXPONENTIAL_SCALE)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onMieExponentialScaleChanged(); });
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_MIE_LINEAR)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onMieLinearChanged(); });
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_MIE_CONSTANT)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onMieConstantChanged(); });
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_MIE_ANISO)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onMieAnisoFactorChanged(); });
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_MIE_MAX_ALTITUDE)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onMieMaxAltitudeChanged(); });
+
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_ABSORPTION_EXPONENTIAL)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onAbsorptionExponentialChanged(); });
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_ABSORPTION_EXPONENTIAL_SCALE)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onAbsorptionExponentialScaleChanged(); });
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_ABSORPTION_LINEAR)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onAbsorptionLinearChanged(); });
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_ABSORPTION_CONSTANT)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onAbsorptionConstantChanged(); });
+
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_ABSORPTION_MAX_ALTITUDE)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onAbsorptionMaxAltitudeChanged(); });
+
+ refresh();
+ return TRUE;
+}
+
+void LLPanelSettingsSkyDensityTab::setEnabled(BOOL enabled)
+{
+ LLPanelSettingsSky::setEnabled(enabled);
+
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_RAYLEIGH_EXPONENTIAL)->setEnabled(enabled);
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_RAYLEIGH_EXPONENTIAL_SCALE)->setEnabled(enabled);
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_RAYLEIGH_LINEAR)->setEnabled(enabled);
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_RAYLEIGH_CONSTANT)->setEnabled(enabled);
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_RAYLEIGH_MAX_ALTITUDE)->setEnabled(enabled);
+
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_MIE_EXPONENTIAL)->setEnabled(enabled);
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_MIE_EXPONENTIAL_SCALE)->setEnabled(enabled);
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_MIE_LINEAR)->setEnabled(enabled);
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_MIE_CONSTANT)->setEnabled(enabled);
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_MIE_ANISO)->setEnabled(enabled);
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_MIE_MAX_ALTITUDE)->setEnabled(enabled);
+
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_ABSORPTION_EXPONENTIAL)->setEnabled(enabled);
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_ABSORPTION_EXPONENTIAL_SCALE)->setEnabled(enabled);
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_ABSORPTION_LINEAR)->setEnabled(enabled);
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_ABSORPTION_CONSTANT)->setEnabled(enabled);
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_ABSORPTION_MAX_ALTITUDE)->setEnabled(enabled);
+}
+
+void LLPanelSettingsSkyDensityTab::refresh()
+{
+ if (!mSkySettings)
+ {
+ setAllChildrenEnabled(FALSE);
+ setEnabled(FALSE);
+ return;
+ }
+
+ setEnabled(TRUE);
+ setAllChildrenEnabled(TRUE);
+
+ // Get first (only) profile layer of each type for editing
+ LLSD rayleigh_config = mSkySettings->getRayleighConfig();
+ LLSD mie_config = mSkySettings->getMieConfig();
+ LLSD absorption_config = mSkySettings->getAbsorptionConfig();
+
+ F32 rayleigh_exponential_term = rayleigh_config[LLSettingsSky::SETTING_DENSITY_PROFILE_EXP_TERM].asReal();
+ F32 rayleigh_exponential_scale = rayleigh_config[LLSettingsSky::SETTING_DENSITY_PROFILE_EXP_SCALE_FACTOR].asReal();
+ F32 rayleigh_linear_term = rayleigh_config[LLSettingsSky::SETTING_DENSITY_PROFILE_LINEAR_TERM].asReal();
+ F32 rayleigh_constant_term = rayleigh_config[LLSettingsSky::SETTING_DENSITY_PROFILE_CONSTANT_TERM].asReal();
+ F32 rayleigh_max_alt = rayleigh_config[LLSettingsSky::SETTING_DENSITY_PROFILE_WIDTH].asReal();
+
+ F32 mie_exponential_term = mie_config[LLSettingsSky::SETTING_DENSITY_PROFILE_EXP_TERM].asReal();
+ F32 mie_exponential_scale = mie_config[LLSettingsSky::SETTING_DENSITY_PROFILE_EXP_SCALE_FACTOR].asReal();
+ F32 mie_linear_term = mie_config[LLSettingsSky::SETTING_DENSITY_PROFILE_LINEAR_TERM].asReal();
+ F32 mie_constant_term = mie_config[LLSettingsSky::SETTING_DENSITY_PROFILE_CONSTANT_TERM].asReal();
+ F32 mie_aniso_factor = mie_config[LLSettingsSky::SETTING_MIE_ANISOTROPY_FACTOR].asReal();
+ F32 mie_max_alt = mie_config[LLSettingsSky::SETTING_DENSITY_PROFILE_WIDTH].asReal();
+
+ F32 absorption_exponential_term = absorption_config[LLSettingsSky::SETTING_DENSITY_PROFILE_EXP_TERM].asReal();
+ F32 absorption_exponential_scale = absorption_config[LLSettingsSky::SETTING_DENSITY_PROFILE_EXP_SCALE_FACTOR].asReal();
+ F32 absorption_linear_term = absorption_config[LLSettingsSky::SETTING_DENSITY_PROFILE_LINEAR_TERM].asReal();
+ F32 absorption_constant_term = absorption_config[LLSettingsSky::SETTING_DENSITY_PROFILE_EXP_TERM].asReal();
+ F32 absorption_max_alt = absorption_config[LLSettingsSky::SETTING_DENSITY_PROFILE_WIDTH].asReal();
+
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_RAYLEIGH_EXPONENTIAL)->setValue(rayleigh_exponential_term);
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_RAYLEIGH_EXPONENTIAL_SCALE)->setValue(rayleigh_exponential_scale);
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_RAYLEIGH_LINEAR)->setValue(rayleigh_linear_term);
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_RAYLEIGH_CONSTANT)->setValue(rayleigh_constant_term);
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_RAYLEIGH_MAX_ALTITUDE)->setValue(rayleigh_max_alt);
+
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_MIE_EXPONENTIAL)->setValue(mie_exponential_term);
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_MIE_EXPONENTIAL_SCALE)->setValue(mie_exponential_scale);
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_MIE_LINEAR)->setValue(mie_linear_term);
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_MIE_CONSTANT)->setValue(mie_constant_term);
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_MIE_ANISO)->setValue(mie_aniso_factor);
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_MIE_MAX_ALTITUDE)->setValue(mie_max_alt);
+
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_ABSORPTION_EXPONENTIAL)->setValue(absorption_exponential_term);
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_ABSORPTION_EXPONENTIAL_SCALE)->setValue(absorption_exponential_scale);
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_ABSORPTION_LINEAR)->setValue(absorption_linear_term);
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_ABSORPTION_CONSTANT)->setValue(absorption_constant_term);
+ getChild<LLUICtrl>(FIELD_SKY_DENSITY_ABSORPTION_MAX_ALTITUDE)->setValue(absorption_max_alt);
+}
+
+void LLPanelSettingsSkyDensityTab::updateProfile()
+{
+ F32 rayleigh_exponential_term = getChild<LLSliderCtrl>(FIELD_SKY_DENSITY_RAYLEIGH_EXPONENTIAL)->getValueF32();
+ F32 rayleigh_exponential_scale = getChild<LLSliderCtrl>(FIELD_SKY_DENSITY_RAYLEIGH_EXPONENTIAL_SCALE)->getValueF32();
+ F32 rayleigh_linear_term = getChild<LLSliderCtrl>(FIELD_SKY_DENSITY_RAYLEIGH_LINEAR)->getValueF32();
+ F32 rayleigh_constant_term = getChild<LLSliderCtrl>(FIELD_SKY_DENSITY_RAYLEIGH_CONSTANT)->getValueF32();
+ F32 rayleigh_max_alt = getChild<LLSliderCtrl>(FIELD_SKY_DENSITY_RAYLEIGH_MAX_ALTITUDE)->getValueF32();
+
+ F32 mie_exponential_term = getChild<LLSliderCtrl>(FIELD_SKY_DENSITY_MIE_EXPONENTIAL)->getValueF32();
+ F32 mie_exponential_scale = getChild<LLSliderCtrl>(FIELD_SKY_DENSITY_MIE_EXPONENTIAL_SCALE)->getValueF32();
+ F32 mie_linear_term = getChild<LLSliderCtrl>(FIELD_SKY_DENSITY_MIE_LINEAR)->getValueF32();
+ F32 mie_constant_term = getChild<LLSliderCtrl>(FIELD_SKY_DENSITY_MIE_CONSTANT)->getValueF32();
+ F32 mie_aniso_factor = getChild<LLSliderCtrl>(FIELD_SKY_DENSITY_MIE_ANISO)->getValueF32();
+ F32 mie_max_alt = getChild<LLSliderCtrl>(FIELD_SKY_DENSITY_MIE_MAX_ALTITUDE)->getValueF32();
+
+ F32 absorption_exponential_term = getChild<LLSliderCtrl>(FIELD_SKY_DENSITY_ABSORPTION_EXPONENTIAL)->getValueF32();
+ F32 absorption_exponential_scale = getChild<LLSliderCtrl>(FIELD_SKY_DENSITY_ABSORPTION_EXPONENTIAL_SCALE)->getValueF32();
+ F32 absorption_linear_term = getChild<LLSliderCtrl>(FIELD_SKY_DENSITY_ABSORPTION_LINEAR)->getValueF32();
+ F32 absorption_constant_term = getChild<LLSliderCtrl>(FIELD_SKY_DENSITY_ABSORPTION_CONSTANT)->getValueF32();
+ F32 absorption_max_alt = getChild<LLSliderCtrl>(FIELD_SKY_DENSITY_ABSORPTION_MAX_ALTITUDE)->getValueF32();
+
+ LLSD rayleigh_config = LLSettingsSky::createSingleLayerDensityProfile(rayleigh_max_alt, rayleigh_exponential_term, rayleigh_exponential_scale, rayleigh_linear_term, rayleigh_constant_term);
+ LLSD mie_config = LLSettingsSky::createSingleLayerDensityProfile(mie_max_alt, mie_exponential_term, mie_exponential_scale, mie_linear_term, mie_constant_term, mie_aniso_factor);
+ LLSD absorption_layer = LLSettingsSky::createSingleLayerDensityProfile(absorption_max_alt, absorption_exponential_term, absorption_exponential_scale, absorption_linear_term, absorption_constant_term);
+
+ static LLSD absorption_layer_ozone = LLSettingsSky::createDensityProfileLayer(0.0f, 0.0f, 0.0f, -1.0f / 15000.0f, 8.0f / 3.0f);
+
+ LLSD absorption_config;
+ absorption_config.append(absorption_layer);
+ absorption_config.append(absorption_layer_ozone);
+
+ mSkySettings->setRayleighConfigs(rayleigh_config);
+ mSkySettings->setMieConfigs(mie_config);
+ mSkySettings->setAbsorptionConfigs(absorption_config);
+
+ mSkySettings->update();
+ setIsDirty();
+
+ if (gAtmosphere)
+ {
+ AtmosphericModelSettings atmospheric_settings;
+ LLEnvironment::getAtmosphericModelSettings(atmospheric_settings, mSkySettings);
+ gAtmosphere->configureAtmosphericModel(atmospheric_settings);
+ }
+}
+
+void LLPanelSettingsSkyDensityTab::onRayleighExponentialChanged()
+{
+ updateProfile();
+}
+
+void LLPanelSettingsSkyDensityTab::onRayleighExponentialScaleChanged()
+{
+ updateProfile();
+}
+
+void LLPanelSettingsSkyDensityTab::onRayleighLinearChanged()
+{
+ updateProfile();
+}
+
+void LLPanelSettingsSkyDensityTab::onRayleighConstantChanged()
+{
+ updateProfile();
+}
+
+void LLPanelSettingsSkyDensityTab::onRayleighMaxAltitudeChanged()
+{
+ updateProfile();
+}
+
+void LLPanelSettingsSkyDensityTab::onMieExponentialChanged()
+{
+ updateProfile();
+}
+
+void LLPanelSettingsSkyDensityTab::onMieExponentialScaleChanged()
+{
+ updateProfile();
+}
+
+void LLPanelSettingsSkyDensityTab::onMieLinearChanged()
+{
+ updateProfile();
+}
+
+void LLPanelSettingsSkyDensityTab::onMieConstantChanged()
+{
+ updateProfile();
+}
+
+void LLPanelSettingsSkyDensityTab::onMieAnisoFactorChanged()
+{
+ updateProfile();
+}
+
+void LLPanelSettingsSkyDensityTab::onMieMaxAltitudeChanged()
+{
+ updateProfile();
+}
+
+void LLPanelSettingsSkyDensityTab::onAbsorptionExponentialChanged()
+{
+ updateProfile();
+}
+
+void LLPanelSettingsSkyDensityTab::onAbsorptionExponentialScaleChanged()
+{
+ updateProfile();
+}
+
+void LLPanelSettingsSkyDensityTab::onAbsorptionLinearChanged()
+{
+ updateProfile();
+}
+
+void LLPanelSettingsSkyDensityTab::onAbsorptionConstantChanged()
+{
+ updateProfile();
+}
+
+void LLPanelSettingsSkyDensityTab::onAbsorptionMaxAltitudeChanged()
+{
+ updateProfile();
+}
diff --git a/indra/newview/llpaneleditsky.h b/indra/newview/llpaneleditsky.h
index ae4f433955..b34271f610 100644
--- a/indra/newview/llpaneleditsky.h
+++ b/indra/newview/llpaneleditsky.h
@@ -29,7 +29,6 @@
#include "llpanel.h"
#include "llsettingssky.h"
-
#include "llfloaterfixedenvironment.h"
//=========================================================================
@@ -126,4 +125,41 @@ private:
void onMoonScaleChanged();
void onMoonImageChanged();
};
+
+// single subtab of the density settings tab
+class LLPanelSettingsSkyDensityTab : public LLPanelSettingsSky
+{
+ LOG_CLASS(LLPanelSettingsSkyDensityTab);
+
+public:
+ LLPanelSettingsSkyDensityTab();
+
+ virtual BOOL postBuild() override;
+ virtual void setEnabled(BOOL enabled) override;
+
+protected:
+ virtual void refresh() override;
+
+ void onRayleighExponentialChanged();
+ void onRayleighExponentialScaleChanged();
+ void onRayleighLinearChanged();
+ void onRayleighConstantChanged();
+ void onRayleighMaxAltitudeChanged();
+
+ void onMieExponentialChanged();
+ void onMieExponentialScaleChanged();
+ void onMieLinearChanged();
+ void onMieConstantChanged();
+ void onMieAnisoFactorChanged();
+ void onMieMaxAltitudeChanged();
+
+ void onAbsorptionExponentialChanged();
+ void onAbsorptionExponentialScaleChanged();
+ void onAbsorptionLinearChanged();
+ void onAbsorptionConstantChanged();
+ void onAbsorptionMaxAltitudeChanged();
+
+ // update the settings for our profile type
+ void updateProfile();
+};
#endif // LLPANEL_EDIT_SKY_H
diff --git a/indra/newview/llviewercontrol.cpp b/indra/newview/llviewercontrol.cpp
index 88984d518a..ebc55fa0dd 100644
--- a/indra/newview/llviewercontrol.cpp
+++ b/indra/newview/llviewercontrol.cpp
@@ -410,6 +410,17 @@ static bool handleRenderDeferredChanged(const LLSD& newvalue)
return true;
}
+static bool handleRenderUseAdvancedAtmosphericsChanged(const LLSD& newvalue)
+{
+ if (gPipeline.isInit())
+ {
+ LLPipeline::refreshCachedSettings();
+ // Need to reload shaders when changing atmospherics implementations...
+ LLViewerShaderMgr::instance()->setShaders();
+ }
+ return true;
+}
+
// This looks a great deal like handleRenderDeferredChanged because
// Advanced Lighting (Materials) implies bumps and shiny so disabling
// bumps should further disable that feature.
@@ -644,6 +655,7 @@ void settings_setup_listeners()
gSavedSettings.getControl("RenderDebugPipeline")->getSignal()->connect(boost::bind(&handleRenderDebugPipelineChanged, _2));
gSavedSettings.getControl("RenderResolutionDivisor")->getSignal()->connect(boost::bind(&handleRenderResolutionDivisorChanged, _2));
gSavedSettings.getControl("RenderDeferred")->getSignal()->connect(boost::bind(&handleRenderDeferredChanged, _2));
+ gSavedSettings.getControl("RenderUseAdvancedAtmospherics")->getSignal()->connect(boost::bind(&handleRenderUseAdvancedAtmosphericsChanged, _2));
gSavedSettings.getControl("RenderShadowDetail")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2));
gSavedSettings.getControl("RenderDeferredSSAO")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2));
gSavedSettings.getControl("RenderPerformanceTest")->getSignal()->connect(boost::bind(&handleRenderPerfTestChanged, _2));
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index cd378c0a56..5e7e87c163 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -2139,7 +2139,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredWLSkyProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT];
gDeferredWLSkyProgram.mShaderGroup = LLGLSLShader::SG_SKY;
- if (mVertexShaderLevel[SHADER_WINDLIGHT] >= 3)
+ if (mVertexShaderLevel[SHADER_WINDLIGHT] > 1)
{
gDeferredWLSkyProgram.mExtraLinkObject = gAtmosphere->getAtmosphericShaderForLink();
}
@@ -3537,13 +3537,13 @@ BOOL LLViewerShaderMgr::loadShadersWindLight()
return TRUE;
}
- if (mVertexShaderLevel[SHADER_WINDLIGHT] >= 3)
+ if (mVertexShaderLevel[SHADER_WINDLIGHT] > 1)
{
// Prepare precomputed atmospherics textures using libatmosphere
LLAtmosphere::initClass();
}
- if (success && (mVertexShaderLevel[SHADER_WINDLIGHT] < 3))
+ if (success)
{
gWLSkyProgram.mName = "Windlight Sky Shader";
//gWLSkyProgram.mFeatures.hasGamma = true;
@@ -3567,7 +3567,7 @@ BOOL LLViewerShaderMgr::loadShadersWindLight()
success = gWLCloudProgram.createShader(NULL, NULL);
}
- if (success && (mVertexShaderLevel[SHADER_WINDLIGHT] < 3))
+ if (success)
{
gWLSunProgram.mName = "Windlight Sun Program";
gWLSunProgram.mShaderFiles.clear();
@@ -3585,7 +3585,7 @@ BOOL LLViewerShaderMgr::loadShadersWindLight()
success = gWLSunProgram.createShader(NULL, NULL);
}
- if (success && (mVertexShaderLevel[SHADER_WINDLIGHT] < 3))
+ if (success)
{
gWLMoonProgram.mName = "Windlight Moon Program";
gWLMoonProgram.mShaderFiles.clear();
diff --git a/indra/newview/llvowlsky.cpp b/indra/newview/llvowlsky.cpp
index 741d0e3992..933bf9bf12 100644
--- a/indra/newview/llvowlsky.cpp
+++ b/indra/newview/llvowlsky.cpp
@@ -160,49 +160,45 @@ BOOL LLVOWLSky::updateGeometry(LLDrawable * drawable)
LLStrider<LLVector2> texCoords;
LLStrider<U16> indices;
- if (gPipeline.useAdvancedAtmospherics())
+ if (mFsSkyVerts.isNull())
{
- if (mFsSkyVerts.isNull())
- {
- mFsSkyVerts = new LLVertexBuffer(LLDrawPoolWLSky::ADV_ATMO_SKY_VERTEX_DATA_MASK, GL_STATIC_DRAW_ARB);
-
- if (!mFsSkyVerts->allocateBuffer(4, 6, TRUE))
- {
- LL_WARNS() << "Failed to allocate Vertex Buffer on full screen sky update" << LL_ENDL;
- }
-
- BOOL success = mFsSkyVerts->getVertexStrider(vertices)
- && mFsSkyVerts->getTexCoord0Strider(texCoords)
- && mFsSkyVerts->getIndexStrider(indices);
-
- if(!success)
- {
- LL_ERRS() << "Failed updating WindLight fullscreen sky geometry." << LL_ENDL;
- }
-
- *vertices++ = LLVector3(-1.0f, -1.0f, 0.0f);
- *vertices++ = LLVector3( 1.0f, -1.0f, 0.0f);
- *vertices++ = LLVector3(-1.0f, 1.0f, 0.0f);
- *vertices++ = LLVector3( 1.0f, 1.0f, 0.0f);
-
- *texCoords++ = LLVector2(0.0f, 0.0f);
- *texCoords++ = LLVector2(1.0f, 0.0f);
- *texCoords++ = LLVector2(0.0f, 1.0f);
- *texCoords++ = LLVector2(1.0f, 1.0f);
-
- *indices++ = 0;
- *indices++ = 1;
- *indices++ = 2;
- *indices++ = 1;
- *indices++ = 3;
- *indices++ = 2;
-
- mFsSkyVerts->flush();
- }
-
- return TRUE;
+ mFsSkyVerts = new LLVertexBuffer(LLDrawPoolWLSky::ADV_ATMO_SKY_VERTEX_DATA_MASK, GL_STATIC_DRAW_ARB);
+
+ if (!mFsSkyVerts->allocateBuffer(4, 6, TRUE))
+ {
+ LL_WARNS() << "Failed to allocate Vertex Buffer on full screen sky update" << LL_ENDL;
+ }
+
+ BOOL success = mFsSkyVerts->getVertexStrider(vertices)
+ && mFsSkyVerts->getTexCoord0Strider(texCoords)
+ && mFsSkyVerts->getIndexStrider(indices);
+
+ if(!success)
+ {
+ LL_ERRS() << "Failed updating WindLight fullscreen sky geometry." << LL_ENDL;
+ }
+
+ *vertices++ = LLVector3(-1.0f, -1.0f, 0.0f);
+ *vertices++ = LLVector3( 1.0f, -1.0f, 0.0f);
+ *vertices++ = LLVector3(-1.0f, 1.0f, 0.0f);
+ *vertices++ = LLVector3( 1.0f, 1.0f, 0.0f);
+
+ *texCoords++ = LLVector2(0.0f, 0.0f);
+ *texCoords++ = LLVector2(1.0f, 0.0f);
+ *texCoords++ = LLVector2(0.0f, 1.0f);
+ *texCoords++ = LLVector2(1.0f, 1.0f);
+
+ *indices++ = 0;
+ *indices++ = 1;
+ *indices++ = 2;
+ *indices++ = 1;
+ *indices++ = 3;
+ *indices++ = 2;
+
+ mFsSkyVerts->flush();
}
+ if(mFanVerts.isNull())
{
mFanVerts = new LLVertexBuffer(LLDrawPoolWLSky::SKY_VERTEX_DATA_MASK, GL_STATIC_DRAW_ARB);
if (!mFanVerts->allocateBuffer(getFanNumVerts(), getFanNumIndices(), TRUE))
@@ -324,8 +320,6 @@ void LLVOWLSky::drawFsSky(void)
updateGeometry(mDrawable);
}
- //LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE, GL_LEQUAL);
- LLGLDepthTest gls_depth(GL_FALSE, GL_FALSE, GL_ALWAYS);
LLGLDisable disable_blend(GL_BLEND);
mFsSkyVerts->setBuffer(LLDrawPoolWLSky::ADV_ATMO_SKY_VERTEX_DATA_MASK);
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index bfb7eb3f6a..1522403990 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -424,8 +424,7 @@ void LLPipeline::init()
gOctreeMinSize = gSavedSettings.getF32("OctreeMinimumNodeSize");
sDynamicLOD = gSavedSettings.getBOOL("RenderDynamicLOD");
sRenderBump = gSavedSettings.getBOOL("RenderObjectBump");
- sUseTriStrips = gSavedSettings.getBOOL("RenderUseTriStrips");
- sUseAdvancedAtmospherics = gSavedSettings.getBOOL("RenderUseAdvancedAtmospherics");
+ sUseTriStrips = gSavedSettings.getBOOL("RenderUseTriStrips");
LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseStreamVBO");
LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO");
LLVertexBuffer::sPreferStreamDraw = gSavedSettings.getBOOL("RenderPreferStreamDraw");
@@ -1049,6 +1048,7 @@ void LLPipeline::refreshCachedSettings()
RenderAvatarVP = gSavedSettings.getBOOL("RenderAvatarVP");
WindLightUseAtmosShaders = gSavedSettings.getBOOL("WindLightUseAtmosShaders");
RenderDeferred = gSavedSettings.getBOOL("RenderDeferred");
+ sUseAdvancedAtmospherics = WindLightUseAtmosShaders && gSavedSettings.getBOOL("RenderUseAdvancedAtmospherics");
RenderDeferredSunWash = gSavedSettings.getF32("RenderDeferredSunWash");
RenderFSAASamples = gSavedSettings.getU32("RenderFSAASamples");
RenderResolutionDivisor = gSavedSettings.getU32("RenderResolutionDivisor");
diff --git a/indra/newview/skins/default/xui/en/floater_edit_ext_day_cycle.xml b/indra/newview/skins/default/xui/en/floater_edit_ext_day_cycle.xml
index c8843db28b..aec71fda07 100644
--- a/indra/newview/skins/default/xui/en/floater_edit_ext_day_cycle.xml
+++ b/indra/newview/skins/default/xui/en/floater_edit_ext_day_cycle.xml
@@ -520,6 +520,17 @@ Select a key frame from the timeline above to edit settings.
left_delta="0"
top_pad="5"
name="moon_panel" />
+ <!-- added programatically so it doesn't show up whether we want it or not
+ <panel
+ border="true"
+ class="panel_settings_density"
+ filename="panel_settings_sky_density.xml"
+ label="Density"
+ layout="topleft"
+ left_delta="0"
+ top_pad="5"
+ name="density_panel" />
+ -->
</tab_container>
</layout_panel>
</layout_stack>
diff --git a/indra/newview/skins/default/xui/en/floater_preferences_graphics_advanced.xml b/indra/newview/skins/default/xui/en/floater_preferences_graphics_advanced.xml
index c2500951a6..4b202ec21e 100644
--- a/indra/newview/skins/default/xui/en/floater_preferences_graphics_advanced.xml
+++ b/indra/newview/skins/default/xui/en/floater_preferences_graphics_advanced.xml
@@ -819,6 +819,22 @@
function="Pref.VertexShaderEnable" />
</check_box>
+ <!--
+ <check_box
+ control_name="RenderUseAdvancedAtmospherics"
+ height="16"
+ initial_value="true"
+ label="Advanced Atmospherics"
+ layout="topleft"
+ left="480"
+ name="UseAdvancedAtmo"
+ top_delta="16"
+ width="240">
+ <check_box.commit_callback
+ function="Pref.AdvancedAtmosphericsEnable" />
+ </check_box>
+ -->
+
<text
type="string"
length="1"
diff --git a/indra/newview/skins/default/xui/en/panel_settings_sky_density.xml b/indra/newview/skins/default/xui/en/panel_settings_sky_density.xml
new file mode 100644
index 0000000000..e071b30c80
--- /dev/null
+++ b/indra/newview/skins/default/xui/en/panel_settings_sky_density.xml
@@ -0,0 +1,273 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
+<panel
+ border="true"
+ follows="all"
+ label="Density"
+ layout="topleft"
+ left="0"
+ help_topic="sky_density"
+ name="panel_settings_sky_density"
+ top="0">
+ <layout_stack
+ follows="all"
+ layout="topleft"
+ left="5"
+ top="5"
+ right="-5"
+ bottom="-5"
+ orientation="vertical">
+ <layout_panel
+ border="true"
+ bevel_style="in"
+ auto_resize="true"
+ user_resize="true"
+ visible="true"
+ height="14">
+ <slider
+ decimal_digits="6"
+ follows="left|top"
+ height="14"
+ increment="0.0000001"
+ initial_value="0"
+ layout="topleft"
+ left_delta="5"
+ min_val="0"
+ max_val="1"
+ name="rayleigh_exponential"
+ label="Rayleigh Exponential Term:"
+ top_pad="12"
+ width="400"
+ label_width="160"
+ can_edit_text="true"/>
+ <slider
+ decimal_digits="6"
+ follows="left|top"
+ height="14"
+ increment="0.000001"
+ initial_value="0"
+ layout="topleft"
+ min_val="-0.01"
+ max_val="0.01"
+ name="rayleigh_exponential_scale"
+ label="Rayleigh Exponential Scale:"
+ width="400"
+ label_width="160"
+ can_edit_text="true"/>
+ <slider
+ decimal_digits="6"
+ follows="left|top"
+ height="14"
+ increment="0.000001"
+ initial_value="0"
+ layout="topleft"
+ min_val="0"
+ max_val="0.00001"
+ name="rayleigh_linear"
+ label="Rayleigh Linear Term:"
+ width="400"
+ label_width="160"
+ can_edit_text="true"/>
+ <slider
+ decimal_digits="6"
+ follows="left|top"
+ height="14"
+ increment="0.0000001"
+ initial_value="0"
+ layout="topleft"
+ min_val="0"
+ max_val="1"
+ name="rayleigh_constant"
+ label="Rayleigh Constant Term:"
+ width="400"
+ label_width="160"
+ can_edit_text="true"/>
+ <slider
+ decimal_digits="1"
+ follows="left|top"
+ height="14"
+ initial_value="0"
+ layout="topleft"
+ min_val="1000"
+ max_val="40000"
+ name="rayleigh_max_altitude"
+ label="Rayleigh Max Altitude:"
+ width="400"
+ label_width="160"
+ can_edit_text="true"/>
+ </layout_panel>
+ <layout_panel
+ border="true"
+ bevel_style="in"
+ auto_resize="true"
+ user_resize="true"
+ visible="true"
+ height="16">
+ <slider
+ decimal_digits="6"
+ follows="left|top"
+ height="14"
+ increment="0.0000001"
+ initial_value="0"
+ layout="topleft"
+ left_delta="5"
+ min_val="0"
+ max_val="3.0"
+ name="mie_exponential"
+ label="Mie Exponential Term:"
+ top_pad="12"
+ width="400"
+ label_width="160"
+ can_edit_text="true"/>
+ <slider
+ decimal_digits="6"
+ follows="left|top"
+ height="14"
+ increment="0.0000001"
+ initial_value="0"
+ layout="topleft"
+ min_val="-0.01"
+ max_val="0.01"
+ name="mie_exponential_scale"
+ label="Mie Exponential Scale:"
+ width="400"
+ label_width="160"
+ can_edit_text="true"/>
+ <slider
+ decimal_digits="6"
+ follows="left|top"
+ height="14"
+ increment="0.000001"
+ initial_value="0"
+ layout="topleft"
+ min_val="0"
+ max_val="0.000004"
+ name="mie_linear"
+ label="Mie Linear Term:"
+ width="400"
+ label_width="160"
+ can_edit_text="true"/>
+ <slider
+ decimal_digits="6"
+ follows="left|top"
+ height="14"
+ increment="0.0000001"
+ initial_value="0"
+ layout="topleft"
+ min_val="0"
+ max_val="1"
+ name="mie_constant"
+ label="Mie Constant Term:"
+ width="400"
+ label_width="160"
+ can_edit_text="true"/>
+ <slider
+ decimal_digits="2"
+ follows="left|top"
+ height="14"
+ increment="0.01"
+ initial_value="0"
+ layout="topleft"
+ min_val="0.2"
+ max_val="1.8"
+ name="mie_aniso_factor"
+ label="Mie Aniso Factor:"
+ width="400"
+ label_width="160"
+ can_edit_text="true"/>
+ <slider
+ decimal_digits="1"
+ follows="left|top"
+ height="14"
+ increment="0.1"
+ initial_value="0"
+ layout="topleft"
+ min_val="1000"
+ max_val="30000"
+ name="mie_max_altitude"
+ label="Mie Max Altitude:"
+ width="400"
+ label_width="160"
+ can_edit_text="true"/>
+ </layout_panel>
+ <layout_panel
+ border="true"
+ bevel_style="in"
+ auto_resize="true"
+ user_resize="true"
+ visible="true"
+ height="14">
+ <slider
+ decimal_digits="6"
+ follows="left|top"
+ height="14"
+ increment="0.0000001"
+ initial_value="0"
+ layout="topleft"
+ left_delta="5"
+ min_val="0"
+ max_val="1"
+ name="absorption_exponential"
+ label="Absorption Exponential Term:"
+ top_pad="8"
+ width="400"
+ label_width="160"
+ can_edit_text="true"/>
+ <slider
+ decimal_digits="6"
+ follows="left|top"
+ height="14"
+ increment="0.0000001"
+ initial_value="0"
+ layout="topleft"
+ min_val="-1"
+ max_val="1"
+ name="absorption_exponential_scale"
+ label="Absorption Exponential Scale:"
+ width="400"
+ label_width="160"
+ can_edit_text="true"/>
+ <slider
+ decimal_digits="6"
+ follows="left|top"
+ height="14"
+ increment="0.0000001"
+ initial_value="0"
+ layout="topleft"
+ min_val="0"
+ max_val="1"
+ name="absorption_linear"
+ label="Absorption Linear Term:"
+ width="400"
+ label_width="160"
+ can_edit_text="true"/>
+ <slider
+ decimal_digits="6"
+ follows="left|top"
+ height="14"
+ increment="0.0000001"
+ initial_value="0"
+ layout="topleft"
+ min_val="0"
+ max_val="1"
+ name="absorption_constant"
+ label="Absorption Constant Term:"
+ width="400"
+ label_width="160"
+ can_edit_text="true"/>
+ <slider
+ decimal_digits="1"
+ follows="left|top"
+ height="14"
+ increment="0.1"
+ initial_value="0"
+ layout="topleft"
+ min_val="1000"
+ max_val="25000"
+ name="absorption_max_altitude"
+ label="Absorption Max Altitude:"
+ width="400"
+ label_width="160"
+ can_edit_text="true"/>
+ </layout_panel>
+ </layout_stack>
+</panel>
diff --git a/indra/newview/skins/default/xui/en/widgets/density_ctrl.xml b/indra/newview/skins/default/xui/en/widgets/density_ctrl.xml
new file mode 100644
index 0000000000..0f3f0159db
--- /dev/null
+++ b/indra/newview/skins/default/xui/en/widgets/density_ctrl.xml
@@ -0,0 +1,164 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
+<densityctrl
+ border="true"
+ follows="all"
+ label="Density"
+ name="density_ctrl"
+ layout="topleft"
+ left="0"
+ top="0"
+ width="320"
+ height="240">
+ <text
+ follows="left|top"
+ height="11"
+ layout="topleft"
+ left="15"
+ top_pad="-5"
+ width="120">
+Exponential Term
+ </text>
+ <slider
+ decimal_digits="2"
+ follows="left|top"
+ height="16"
+ increment="0.01"
+ initial_value="0"
+ layout="topleft"
+ left="15"
+ min_val="0"
+ max_val="1"
+ name="level_exponential"
+ top_delta="15"
+ width="200"
+ can_edit_text="true"/>
+
+ <view
+ left_pad="15"
+ top="15"
+ name="preview_image"
+ height="140"
+ width="140"
+ follows="left|top"
+ />
+ <text
+ follows="left|top"
+ height="11"
+ layout="topleft"
+ left="15"
+ top_pad="-5"
+ width="120">
+Exponential Scale Factor
+ </text>
+ <slider
+ decimal_digits="2"
+ follows="left|top"
+ height="16"
+ increment="0.01"
+ initial_value="0"
+ layout="topleft"
+ left="15"
+ min_val="0"
+ max_val="1"
+ name="exponential_scale"
+ top_delta="15"
+ width="200"
+ can_edit_text="true"/>
+
+ <text
+ follows="left|top"
+ height="11"
+ layout="topleft"
+ left="15"
+ top_pad="-5"
+ width="120">
+Linear Term
+ </text>
+ <slider
+ decimal_digits="2"
+ follows="left|top"
+ height="16"
+ increment="0.01"
+ initial_value="0"
+ layout="topleft"
+ left="15"
+ min_val="0"
+ max_val="1"
+ name="level_linear"
+ top_delta="15"
+ width="200"
+ can_edit_text="true"/>
+
+ <text
+ follows="left|top"
+ height="11"
+ layout="topleft"
+ left="15"
+ top_pad="-5"
+ width="120">
+Constant Term
+ </text>
+ <slider
+ decimal_digits="2"
+ follows="left|top"
+ height="16"
+ increment="0.01"
+ initial_value="0"
+ layout="topleft"
+ left="15"
+ min_val="0"
+ max_val="1"
+ name="level_constant"
+ top_delta="15"
+ width="200"
+ can_edit_text="true"/>
+
+ <text
+ follows="left|top"
+ height="11"
+ layout="topleft"
+ left="15"
+ top_pad="15"
+ width="80">
+Max Altitude
+ </text>
+ <slider
+ decimal_digits="0"
+ follows="left|top"
+ height="16"
+ increment="1"
+ initial_value="0"
+ layout="topleft"
+ left="15"
+ min_val="1000"
+ max_val="40000"
+ name="max_altitude"
+ top_delta="15"
+ width="200"
+ can_edit_text="true"/>
+
+ <text
+ follows="left|top"
+ height="11"
+ layout="topleft"
+ name="aniso_factor_label"
+ left="15"
+ top_pad="15"
+ width="80">
+Anisotropy Factor
+ </text>
+ <slider
+ decimal_digits="0"
+ follows="left|top"
+ height="16"
+ increment="1"
+ initial_value="0"
+ layout="topleft"
+ left="15"
+ min_val="1000"
+ max_val="40000"
+ name="aniso_factor"
+ top_delta="15"
+ width="200"
+ can_edit_text="true"/>
+</densityctrl>