/** * @file class3/deferred/hazeF.glsl * * $LicenseInfo:firstyear=2023&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2023, 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 * $/LicenseInfo$ */ out vec4 frag_color; uniform sampler2D normalMap; // Inputs uniform vec3 sun_dir; uniform vec3 moon_dir; uniform int sun_up_factor; in vec2 vary_fragcoord; vec3 getNorm(vec2 pos_screen); vec4 getPositionWithDepth(vec2 pos_screen, float depth); void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); float getDepth(vec2 pos_screen); vec3 linear_to_srgb(vec3 c); vec3 srgb_to_linear(vec3 c); uniform vec4 waterPlane; uniform int cube_snapshot; uniform float sky_hdr_scale; void main() { vec2 tc = vary_fragcoord.xy; float depth = getDepth(tc.xy); vec4 pos = getPositionWithDepth(tc, depth); vec4 norm = texture(normalMap, tc); norm.xyz = getNorm(tc); vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; vec3 color = vec3(0); float bloom = 0.0; vec3 sunlit; vec3 amblit; vec3 additive; vec3 atten; calcAtmosphericVarsLinear(pos.xyz, norm.xyz, light_dir, sunlit, amblit, additive, atten); vec3 sunlit_linear = srgb_to_linear(sunlit); // mask off atmospherics below water (when camera is under water) bool do_atmospherics = false; if (dot(vec3(0), waterPlane.xyz) + waterPlane.w > 0.0 || dot(pos.xyz, waterPlane.xyz) + waterPlane.w > 0.0) { do_atmospherics = true; } vec3 irradiance = vec3(0); vec3 radiance = vec3(0); if (depth >= 1.0) { //should only be true of sky, clouds, sun/moon, and stars discard; } float alpha = 0.0; if (do_atmospherics) { alpha = atten.r; color = srgb_to_linear(additive*2.0); color *= sky_hdr_scale; } else { color = vec3(0,0,0); alpha = 1.0; } frag_color = max(vec4(color.rgb, alpha), vec4(0)); //output linear since local lights will be added to this shader's results }