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/**
* @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;
vec4 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 = 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
}
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