/** * @file class3/deferred/cloudsF.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 frag_data[3]; #else #define frag_data gl_FragData #endif ///////////////////////////////////////////////////////////////////////// // The fragment shader for the sky ///////////////////////////////////////////////////////////////////////// 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; VARYING vec3 vary_pos; uniform sampler2D cloud_noise_texture; uniform sampler2D cloud_noise_texture_next; uniform float blend_factor; uniform vec4 cloud_pos_density1; uniform vec4 cloud_pos_density2; uniform vec4 cloud_color; uniform float cloud_shadow; uniform float cloud_scale; uniform float cloud_variance; uniform vec3 camPosLocal; uniform vec3 sun_dir; uniform float sun_size; uniform float far_z; uniform sampler2D transmittance_texture; uniform sampler3D scattering_texture; uniform sampler3D single_mie_scattering_texture; uniform sampler2D irradiance_texture; uniform sampler2D sh_input_r; uniform sampler2D sh_input_g; uniform sampler2D sh_input_b; vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance); /// Soft clips the light with a gamma correction vec3 scaleSoftClip(vec3 light); vec4 cloudNoise(vec2 uv) { vec4 a = texture2D(cloud_noise_texture, uv); vec4 b = texture2D(cloud_noise_texture_next, uv); vec4 cloud_noise_sample = mix(a, b, blend_factor); return cloud_noise_sample; } void main() { // Set variables vec2 uv1 = vary_texcoord0.xy; vec2 uv2 = vary_texcoord1.xy; vec2 uv3 = vary_texcoord2.xy; float cloudDensity = 2.0 * (cloud_shadow - 0.25); if (cloud_scale < 0.001) { discard; } vec2 uv4 = vary_texcoord3.xy; vec2 disturbance = vec2(cloudNoise(uv1 / 16.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); // Offset texture coords uv1 += cloud_pos_density1.xy + (disturbance * 0.2); //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 float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0) * 4.0); cloudDensity *= 1.0 - (density_variance * density_variance); // Compute alpha1, the main cloud opacity float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(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; if (alpha1 < 0.001f) { discard; } // Compute alpha2, for self shadowing effect // (1 - alpha2) will later be used as percentage of incoming sunlight float alpha2 = (cloudNoise(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; vec3 view_ray = vary_pos.xyz + camPosLocal; vec3 view_direction = normalize(view_ray); vec3 sun_direction = normalize(sun_dir); vec3 earth_center = vec3(0, 0, -6360.0f); vec3 camPos = (camPosLocal / 1000.0f) - earth_center; vec3 transmittance; vec3 radiance_sun = GetSkyLuminance(camPos, view_direction, 1.0 - alpha1, sun_direction, transmittance); vec3 sun_color = vec3(1.0) - exp(-radiance_sun * 0.0001); // Combine vec4 color; vec4 l1tap = vec4(1.0/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265)); vec4 l1r = texture2D(sh_input_r, vec2(0,0)); vec4 l1g = texture2D(sh_input_g, vec2(0,0)); vec4 l1b = texture2D(sh_input_b, vec2(0,0)); vec3 sun_indir = vec3(-view_direction.xy, view_direction.z); vec3 amb = vec3(dot(l1r, l1tap * vec4(1, sun_indir)), dot(l1g, l1tap * vec4(1, sun_indir)), dot(l1b, l1tap * vec4(1, sun_indir))); amb = max(vec3(0), amb); color.rgb = sun_color * cloud_color.rgb * (1. - alpha2); color.rgb = pow(color.rgb, vec3(1.0 / 2.2)); color.rgb += amb; frag_data[0] = vec4(color.rgb, alpha1); frag_data[1] = vec4(0); frag_data[2] = vec4(0,1,0,1); }