/** * @file WLCloudsF.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 * $/LicenseInfo$ */ #ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragData[3]; #endif ///////////////////////////////////////////////////////////////////////// // The fragment shader for the sky ///////////////////////////////////////////////////////////////////////// VARYING vec4 vary_CloudColorSun; VARYING vec4 vary_CloudColorAmbient; VARYING float vary_CloudDensity; uniform sampler2D cloud_noise_texture; uniform vec4 cloud_pos_density1; uniform vec4 cloud_pos_density2; uniform vec4 gamma; VARYING vec2 vary_texcoord0; VARYING vec2 vary_texcoord1; VARYING vec2 vary_texcoord2; VARYING vec2 vary_texcoord3; /// Soft clips the light with a gamma correction vec3 scaleSoftClip(vec3 light) { //soft clip effect: light = 1. - clamp(light, vec3(0.), vec3(1.)); light = 1. - pow(light, gamma.xxx); return light; } void main() { // 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; // Offset texture coords uv1 += cloud_pos_density1.xy; //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 // Compute alpha1, the main cloud opacity float alpha1 = (texture2D(cloud_noise_texture, uv1).x - 0.5) + (texture2D(cloud_noise_texture, 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; // Compute alpha2, for self shadowing effect // (1 - alpha2) will later be used as percentage of incoming sunlight float alpha2 = (texture2D(cloud_noise_texture, 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; // Combine vec4 color; color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient); color *= 2.; /// Gamma correct for WL (soft clip effect). gl_FragData[0] = vec4(scaleSoftClip(color.rgb), alpha1); gl_FragData[1] = vec4(0.0,0.0,0.0,0.0); gl_FragData[2] = vec4(0,0,1,0); }