/** * @file class3/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 * $/LicenseInfo$ */ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_data[3]; #else #define frag_data gl_FragData #endif VARYING vec2 vary_frag; uniform vec3 camPosLocal; uniform vec3 sun_dir; uniform float sun_size; uniform float far_z; uniform mat4 inv_proj; uniform mat4 inv_modelview; uniform sampler2D transmittance_texture; uniform sampler3D scattering_texture; uniform sampler3D single_mie_scattering_texture; uniform sampler2D irradiance_texture; uniform sampler2D rainbow_map; uniform sampler2D halo_map; uniform vec4 gamma; uniform float moisture_level; uniform float droplet_radius; uniform float ice_level; vec3 GetSolarLuminance(); vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance); vec3 GetSkyLuminanceToPoint(vec3 camPos, vec3 pos, float shadow_length, vec3 dir, out vec3 transmittance); vec3 ColorFromRadiance(vec3 radiance); vec3 rainbow(float d) { float rad = (droplet_radius - 5.0f) / 1024.0f; return pow(texture2D(rainbow_map, vec2(rad, d)).rgb, vec3(1.8)) * moisture_level; } vec3 halo22(float d) { float v = sqrt(max(0, 1 - (d*d))); return texture2D(halo_map, vec2(0, v)).rgb * ice_level; } void main() { vec3 pos = vec3((vary_frag * 2.0) - vec2(1.0, 1.0f), 1.0); vec4 view_pos = (inv_proj * vec4(pos, 1.0f)); view_pos /= view_pos.w; vec3 view_ray = (inv_modelview * vec4(view_pos.xyz, 0.0f)).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, 0.0f, sun_direction, transmittance); vec3 solar_luminance = GetSolarLuminance(); // If the view ray intersects the Sun, add the Sun radiance. float s = dot(view_direction, sun_direction); // cheesy solar disc... if (s >= (sun_size * 0.999)) { radiance_sun += pow(smoothstep(0.0, 1.3, (s - (sun_size * 0.9))), 2.0) * solar_luminance * transmittance; } s = smoothstep(0.9, 1.0, s) * 16.0f; vec3 color = ColorFromRadiance(radiance_sun); float optic_d = dot(view_direction, sun_direction); vec3 halo_22 = halo22(optic_d); color.rgb += rainbow(optic_d) * optic_d; color.rgb += halo_22; color = pow(color, vec3(1.0/2.2)); frag_data[0] = vec4(color, 1.0 + s); frag_data[1] = vec4(0.0); frag_data[2] = vec4(0.0, 1.0, 0.0, 1.0); }