From 966dc7fc8fb1fade861e8070e9c5fbbfe4d0cb45 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Thu, 24 Jan 2019 14:54:11 -0800 Subject: SL-10276 SL-9851 Fix cloud shaders to ignore clouds when cloud_scale is 0. Fix creation of heavenly body geo to avoid degenerate vector math and not randomly flip orientation when crossing zenith. Add sun_up_factor to eliminate sun glow around moon when sun is down. --- .../shaders/class2/windlight/cloudsF.glsl | 73 ++++++++++++---------- 1 file changed, 39 insertions(+), 34 deletions(-) (limited to 'indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl') diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl index e3fa431ddf..93024bf4e7 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl @@ -66,60 +66,65 @@ vec4 cloudNoise(vec2 uv) void main() { - // Set variables - vec2 uv1 = vary_texcoord0.xy; - vec2 uv2 = vary_texcoord1.xy; + // Set variables + vec2 uv1 = vary_texcoord0.xy; + vec2 uv2 = vary_texcoord1.xy; - vec4 cloudColorSun = vary_CloudColorSun; - vec4 cloudColorAmbient = vary_CloudColorAmbient; - float cloudDensity = vary_CloudDensity; - vec2 uv3 = vary_texcoord2.xy; - vec2 uv4 = vary_texcoord3.xy; + vec4 cloudColorSun = vary_CloudColorSun; + vec4 cloudColorAmbient = vary_CloudColorAmbient; + float cloudDensity = vary_CloudDensity; + vec2 uv3 = vary_texcoord2.xy; + vec2 uv4 = vary_texcoord3.xy; + + if (cloud_scale < 0.001) + { + discard; + } vec2 disturbance = vec2(cloudNoise(uv1 / 8.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); vec2 disturbance2 = vec2(cloudNoise((uv1 + uv3) / 4.0f).x, cloudNoise((uv4 + uv2) / 8.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); - // Offset texture coords - uv1 += cloud_pos_density1.xy + (disturbance * 0.02); //large texture, visible density - uv2 += cloud_pos_density1.xy; //large texture, self shadow - uv3 += cloud_pos_density2.xy; //small texture, visible density - uv4 += cloud_pos_density2.xy; //small texture, self shadow + // Offset texture coords + uv1 += cloud_pos_density1.xy + (disturbance * 0.02); //large texture, visible density + uv2 += cloud_pos_density1.xy; //large texture, self shadow + uv3 += cloud_pos_density2.xy; //small texture, visible density + uv4 += cloud_pos_density2.xy; //small texture, self shadow float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y)); cloudDensity *= 1.0 - (density_variance * density_variance); - // Compute alpha1, the main cloud opacity + // Compute alpha1, the main cloud opacity - float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z; - alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10 * cloud_pos_density1.z, 1.); + float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z; + alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10 * cloud_pos_density1.z, 1.); - // And smooth - alpha1 = 1. - alpha1 * alpha1; - alpha1 = 1. - alpha1 * alpha1; + // And smooth + alpha1 = 1. - alpha1 * alpha1; + alpha1 = 1. - alpha1 * alpha1; if (alpha1 < 0.001f) { discard; } - // Compute alpha2, for self shadowing effect - // (1 - alpha2) will later be used as percentage of incoming sunlight - float alpha2 = (cloudNoise(uv2).x - 0.5); - alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.); + // Compute alpha2, for self shadowing effect + // (1 - alpha2) will later be used as percentage of incoming sunlight + float alpha2 = (cloudNoise(uv2).x - 0.5); + alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.); - // And smooth - alpha2 = 1. - alpha2; - alpha2 = 1. - alpha2 * alpha2; + // And smooth + alpha2 = 1. - alpha2; + alpha2 = 1. - alpha2 * alpha2; - // Combine - vec4 color; - color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient); - color *= 2.; + // Combine + vec4 color; + color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient); + color *= 2.; - /// Gamma correct for WL (soft clip effect). - frag_data[0] = vec4(scaleSoftClip(color.rgb), alpha1); - frag_data[1] = vec4(0.0,0.0,0.0,0.0); - frag_data[2] = vec4(0,0,1,0); + /// Gamma correct for WL (soft clip effect). + frag_data[0] = vec4(scaleSoftClip(color.rgb), alpha1); + frag_data[1] = vec4(0.0,0.0,0.0,0.0); + frag_data[2] = vec4(0,0,1,0); } -- cgit v1.2.3