From 507c4921826e73635f6ae31087ab0e6cd1280f43 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Fri, 8 Jun 2018 22:22:20 +0100 Subject: Add specific shader for the moon to allow different rendering at day vs night. Add MouseMoon positioning ala MouseSun debug setting and accessors to use it. --- .../shaders/class1/windlight/moonF.glsl | 58 ++++++++++++++++++++++ .../shaders/class1/windlight/moonV.glsl | 48 ++++++++++++++++++ 2 files changed, 106 insertions(+) create mode 100644 indra/newview/app_settings/shaders/class1/windlight/moonF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/windlight/moonV.glsl (limited to 'indra/newview/app_settings/shaders') diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl new file mode 100644 index 0000000000..14b08b1da4 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl @@ -0,0 +1,58 @@ +/** + * @file moonF.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +#extension GL_ARB_texture_rectangle : enable + +/*[EXTRA_CODE_HERE]*/ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +vec3 fullbrightAtmosTransport(vec3 light); +vec3 fullbrightScaleSoftClip(vec3 light); + +uniform vec4 color; +uniform vec4 sunlight_color; +uniform vec3 lumWeights; +uniform float minLuminance; +uniform sampler2D diffuseMap; +VARYING vec2 vary_texcoord0; + +void main() +{ + vec4 c = texture2D(diffuseMap, vary_texcoord0.xy); + c.rgb = fullbrightAtmosTransport(c.rgb); + c.rgb = fullbrightScaleSoftClip(c.rgb); + c.rgb = pow(c.rgb, vec3(0.45f)); + // mix factor which blends when sunlight is brighter + // and shows true moon color at night + float mix = dot(normalize(sunlight_color.rgb), lumWeights); + mix = smoothstep(-0.5f, 2.0f, lum); + frag_color = vec4(c.rgb, mix * c.a); +} + diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl new file mode 100644 index 0000000000..7c4dfbd999 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl @@ -0,0 +1,48 @@ +/** + * @file moonV.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 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; + +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; + +//void calcAtmospherics(vec3 inPositionEye); + +VARYING vec2 vary_texcoord0; + +void main() +{ + //transform vertex + vec4 vert = vec4(position.xyz, 1.0); + vec4 pos = (modelview_matrix * vert); + + gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); + + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + + //calcAtmospherics(pos.xyz); +} -- cgit v1.2.3 From a0598b12656cdcf22ba95cacd01b5ff36f8f1b26 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Mon, 11 Jun 2018 17:46:16 +0100 Subject: Fix water fog consolidation in underwater shaders. Add plumbing facilities to allow current and next moon textures to be passed to moon shader. Modify moon shader to blend between current and next moon textures by blend factor. --- .../shaders/class1/environment/underWaterF.glsl | 38 ++-------------------- .../shaders/class1/windlight/moonF.glsl | 9 +++-- .../shaders/class2/deferred/softenLightF.glsl | 4 +-- 3 files changed, 11 insertions(+), 40 deletions(-) (limited to 'indra/newview/app_settings/shaders') diff --git a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl index 0d8dab0a41..e918bdcb9d 100644 --- a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl @@ -56,41 +56,7 @@ VARYING vec4 refCoord; VARYING vec4 littleWave; VARYING vec4 view; -vec4 applyWaterFog(vec4 color, vec3 viewVec) -{ - //normalize view vector - vec3 view = normalize(viewVec); - float es = -view.z; - - //find intersection point with water plane and eye vector - - //get eye depth - float e0 = max(-waterPlane.w, 0.0); - - //get object depth - float depth = length(viewVec); - - //get "thickness" of water - float l = max(depth, 0.1); - - float kd = waterFogDensity; - float ks = waterFogKS; - vec4 kc = waterFogColor; - - float F = 0.98; - - float t1 = -kd * pow(F, ks * e0); - float t2 = kd + ks * es; - float t3 = pow(F, t2*l) - 1.0; - - float L = min(t1/t2*t3, 1.0); - - float D = pow(0.98, l*kd); - //return vec4(1.0, 0.0, 1.0, 1.0); - return color * D + kc * L; - //depth /= 10.0; - //return vec4(depth,depth,depth,0.0); -} +vec4 applyWaterFogView(vec3 pos, vec4 color); void main() { @@ -108,5 +74,5 @@ void main() vec4 fb = texture2D(screenTex, distort); - frag_color = applyWaterFog(fb,view.xyz); + frag_color = applyWaterFogView(view.xyz, fb); } diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl index 14b08b1da4..4d0d8882b9 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl @@ -41,18 +41,23 @@ uniform vec4 sunlight_color; uniform vec3 lumWeights; uniform float minLuminance; uniform sampler2D diffuseMap; +uniform sampler2D altDiffuseMap; +uniform float blend_factor; // interp factor between moon A/B VARYING vec2 vary_texcoord0; void main() { - vec4 c = texture2D(diffuseMap, vary_texcoord0.xy); + vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy); + vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy); + vec4 c = mix(moonA, moonB, blend_factor); + c.rgb = fullbrightAtmosTransport(c.rgb); c.rgb = fullbrightScaleSoftClip(c.rgb); c.rgb = pow(c.rgb, vec3(0.45f)); // mix factor which blends when sunlight is brighter // and shows true moon color at night float mix = dot(normalize(sunlight_color.rgb), lumWeights); - mix = smoothstep(-0.5f, 2.0f, lum); + mix = smoothstep(-0.5f, 2.0f, mix); frag_color = vec4(c.rgb, mix * c.a); } diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 371b32406c..9f56bff4c2 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -105,7 +105,7 @@ vec4 getPosition(vec2 pos_screen) #ifdef WATER_FOG -vec4 applyWaterFogDeferred(vec3 pos, vec4 color); +vec4 applyWaterFogView(vec3 pos, vec4 color); #endif void main() @@ -198,7 +198,7 @@ void main() } #ifdef WATER_FOG - vec4 fogged = applyWaterFogDeferred(pos,vec4(col, bloom)); + vec4 fogged = applyWaterFogView(pos,vec4(col, bloom)); col = fogged.rgb; bloom = fogged.a; #endif -- cgit v1.2.3