/** * @file class1/deferred/skyF.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 * $/LicenseInfo$ */ // Inputs in vec3 vary_HazeColor; in float vary_LightNormPosDot; uniform sampler2D rainbow_map; uniform sampler2D halo_map; uniform float moisture_level; uniform float droplet_radius; uniform float ice_level; out vec4 frag_data[4]; vec3 srgb_to_linear(vec3 c); ///////////////////////////////////////////////////////////////////////// // The fragment shader for the sky ///////////////////////////////////////////////////////////////////////// vec3 rainbow(float d) { // 'Interesting' values of d are -0.75 .. -0.825, i.e. when view vec nearly opposite of sun vec // Rainbox tex is mapped with REPEAT, so -.75 as tex coord is same as 0.25. -0.825 -> 0.175. etc. // SL-13629 // Unfortunately the texture is inverted, so we need to invert the y coord, but keep the 'interesting' // part within the same 0.175..0.250 range, i.e. d = (1 - d) - 1.575 d = clamp(-0.575 - d, 0.0, 1.0); // With the colors in the lower 1/4 of the texture, inverting the coords leaves most of it inaccessible. // So, we can stretch the texcoord above the colors (ie > 0.25) to fill the entire remaining coordinate // space. This improves gradation, reduces banding within the rainbow interior. (1-0.25) / (0.425/0.25) = 4.2857 float interior_coord = max(0.0, d - 0.25) * 4.2857; d = clamp(d, 0.0, 0.25) + interior_coord; float rad = (droplet_radius - 5.0f) / 1024.0f; return pow(texture(rainbow_map, vec2(rad+0.5, d)).rgb, vec3(1.8)) * moisture_level; } vec3 halo22(float d) { d = clamp(d, 0.1, 1.0); float v = sqrt(clamp(1 - (d * d), 0, 1)); return texture(halo_map, vec2(0, v)).rgb * ice_level; } void main() { // Potential Fill-rate optimization. Add cloud calculation // back in and output alpha of 0 (so that alpha culling kills // the fragment) if the sky wouldn't show up because the clouds // are fully opaque. vec3 color = vary_HazeColor; float rel_pos_lightnorm = vary_LightNormPosDot; float optic_d = rel_pos_lightnorm; vec3 halo_22 = halo22(optic_d); color.rgb += rainbow(optic_d); color.rgb += halo_22; color.rgb *= 2.; color.rgb = clamp(color.rgb, vec3(0), vec3(5)); frag_data[0] = vec4(0); frag_data[1] = vec4(0); frag_data[2] = vec4(0.0,0.0,0.0,GBUFFER_FLAG_SKIP_ATMOS); //1.0 in norm.w masks off fog frag_data[3] = vec4(color.rgb, 1.0); }