/** * @file WLCloudsV.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 * $/LicenseInfo$ */ uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; ATTRIBUTE vec2 texcoord0; ////////////////////////////////////////////////////////////////////////// // The vertex shader for creating the atmospheric sky /////////////////////////////////////////////////////////////////////////////// // Output parameters VARYING vec4 vary_CloudColorSun; VARYING vec4 vary_CloudColorAmbient; VARYING float vary_CloudDensity; VARYING vec2 vary_texcoord0; VARYING vec2 vary_texcoord1; VARYING vec2 vary_texcoord2; VARYING vec2 vary_texcoord3; // Inputs uniform vec3 camPosLocal; uniform vec4 lightnorm; 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 max_y; uniform vec4 glow; uniform vec4 cloud_color; uniform float cloud_scale; void main() { // World / view / projection gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); vary_texcoord0 = texcoord0; // Get relative position vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); // Set altitude if (P.y > 0.) { P *= (max_y / P.y); } else { P *= (-32000. / P.y); } // Can normalize then vec3 Pn = normalize(P); float Plen = length(P); // Initialize temp variables vec4 temp1 = vec4(0.); vec4 temp2 = vec4(0.); vec4 blue_weight; vec4 haze_weight; vec4 sunlight = sunlight_color; vec4 light_atten; // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); // Calculate relative weights temp1 = blue_density + haze_density; blue_weight = blue_density / temp1; haze_weight = haze_density / temp1; // Compute sunlight from P & lightnorm (for long rays like sky) temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y ); temp2.y = 1. / temp2.y; sunlight *= exp( - light_atten * temp2.y); // Distance temp2.z = Plen * density_multiplier; // Transparency (-> temp1) // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati // compiler gets confused. temp1 = exp(-temp1 * temp2.z); // Compute haze glow temp2.x = dot(Pn, lightnorm.xyz); temp2.x = 1. - temp2.x; // temp2.x is 0 at the sun and increases away from sun temp2.x = max(temp2.x, .001); // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) temp2.x *= glow.x; // Higher glow.x gives dimmer glow (because next step is 1 / "angle") temp2.x = pow(temp2.x, glow.z); // glow.z should be negative, so we're doing a sort of (1 / "angle") function // Add "minimum anti-solar illumination" temp2.x += .25; // Increase ambient when there are more clouds vec4 tmpAmbient = ambient; tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; // Dim sunlight by cloud shadow percentage sunlight *= (1. - cloud_shadow); // Haze color below cloud vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient) ); // CLOUDS sunlight = sunlight_color; temp2.y = max(0., lightnorm.y * 2.); temp2.y = 1. / temp2.y; sunlight *= exp( - light_atten * temp2.y); // Cloud color out vary_CloudColorSun = (sunlight * temp2.x) * cloud_color; vary_CloudColorAmbient = tmpAmbient * cloud_color; // Attenuate cloud color by atmosphere temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds vary_CloudColorSun *= temp1; vary_CloudColorAmbient *= temp1; vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1); // Make a nice cloud density based on the cloud_shadow value that was passed in. vary_CloudDensity = 2. * (cloud_shadow - 0.25); // Texture coords vary_texcoord0 = texcoord0; vary_texcoord0.xy -= 0.5; vary_texcoord0.xy /= cloud_scale; vary_texcoord0.xy += 0.5; vary_texcoord1 = vary_texcoord0; vary_texcoord1.x += lightnorm.x * 0.0125; vary_texcoord1.y += lightnorm.z * 0.0125; vary_texcoord2 = vary_texcoord0 * 16.; vary_texcoord3 = vary_texcoord1 * 16.; // Combine these to minimize register use vary_CloudColorAmbient += oHazeColorBelowCloud; // needs this to compile on mac //vary_AtmosAttenuation = vec3(0.0,0.0,0.0); // END CLOUDS }