/** * @file WLSkyV.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; // SKY //////////////////////////////////////////////////////////////////////// // The vertex shader for creating the atmospheric sky /////////////////////////////////////////////////////////////////////////////// // Output parameters VARYING vec3 vary_HazeColor; VARYING float vary_LightNormPosDot; // Inputs uniform vec3 camPosLocal; uniform vec3 lightnorm; uniform vec3 sunlight_color; uniform vec3 moonlight_color; uniform int sun_up_factor; uniform vec3 ambient_color; uniform vec3 blue_horizon; uniform vec3 blue_density; uniform float haze_horizon; uniform float haze_density; uniform float cloud_shadow; uniform float density_multiplier; uniform float distance_multiplier; uniform float max_y; uniform vec3 glow; uniform float sun_moon_glow_factor; // NOTE: Keep these in sync! // indra\newview\app_settings\shaders\class1\deferred\skyV.glsl // indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl // indra\newview\lllegacyatmospherics.cpp void main() { // World / view / projection vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; // Get relative position vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0); // Adj position vector to clamp altitude if (rel_pos.y > 0.) { rel_pos *= (max_y / rel_pos.y); } if (rel_pos.y < 0.) { rel_pos *= (-32000. / rel_pos.y); } // Normalized vec3 rel_pos_norm = normalize(rel_pos); float rel_pos_len = length(rel_pos); // Grab this value and pass to frag shader for rainbows float rel_pos_lightnorm_dot = dot(rel_pos_norm, lightnorm.xyz); vary_LightNormPosDot = rel_pos_lightnorm_dot; // Initialize temp variables vec3 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes vec3 light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y); // Calculate relative weights vec3 combined_haze = abs(blue_density) + vec3(abs(haze_density)); vec3 blue_weight = blue_density / combined_haze; vec3 haze_weight = haze_density / combined_haze; // Compute sunlight from rel_pos & lightnorm (for long rays like sky) float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y); sunlight *= exp(-light_atten * off_axis); // Distance float density_dist = rel_pos_len * density_multiplier; // Transparency (-> combined_haze) // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati // compiler gets confused. combined_haze = exp(-combined_haze * density_dist); // Compute haze glow float haze_glow = 1.0 - rel_pos_lightnorm_dot; // haze_glow is 0 at the sun and increases away from sun haze_glow = max(haze_glow, .001); // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) haze_glow *= glow.x; // Higher glow.x gives dimmer glow (because next step is 1 / "angle") haze_glow = pow(haze_glow, glow.z); // glow.z should be negative, so we're doing a sort of (1 / "angle") function // Add "minimum anti-solar illumination" // For sun, add to glow. For moon, remove glow entirely. SL-13768 haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (sun_moon_glow_factor * (haze_glow + 0.25)); // Haze color above cloud vec3 color = (blue_horizon * blue_weight * (sunlight + ambient_color) + (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient_color)); // Final atmosphere additive color *= (1. - combined_haze); // Increase ambient when there are more clouds vec3 ambient = ambient_color + max(vec3(0), (1. - ambient_color)) * cloud_shadow * 0.5; // Dim sunlight by cloud shadow percentage sunlight *= max(0.0, (1. - cloud_shadow)); // Haze color below cloud vec3 add_below_cloud = (blue_horizon * blue_weight * (sunlight + ambient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient)); // Attenuate cloud color by atmosphere combined_haze = sqrt(combined_haze); // less atmos opacity (more transparency) below clouds // At horizon, blend high altitude sky color towards the darker color below the clouds color += (add_below_cloud - color) * (1. - sqrt(combined_haze)); // Haze color above cloud vary_HazeColor = color; }