Merged in euclid-12978 (pull request #286)
SL-12978 Refactor sun intensity calculation for smooth transitions. Approved-by: Michael Pohoreskimeow-7.2.2
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@ -1,141 +1,119 @@
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/**
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/**
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* @file class1\windlight\atmosphericsFuncs.glsl
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*
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* $LicenseInfo:firstyear=2005&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2019, Linden Research, Inc.
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*
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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uniform vec4 lightnorm;
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uniform vec4 sunlight_color;
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uniform vec4 moonlight_color;
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uniform int sun_up_factor;
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uniform vec4 ambient_color;
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uniform vec4 blue_horizon;
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uniform vec4 blue_density;
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uniform vec4 lightnorm;
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uniform vec4 sunlight_color;
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uniform vec4 moonlight_color;
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uniform int sun_up_factor;
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uniform vec4 ambient_color;
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uniform vec4 blue_horizon;
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uniform vec4 blue_density;
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uniform float haze_horizon;
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uniform float haze_density;
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uniform float cloud_shadow;
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uniform float density_multiplier;
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uniform float distance_multiplier;
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uniform float max_y;
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uniform vec4 glow;
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uniform vec4 glow;
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uniform float scene_light_strength;
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uniform mat3 ssao_effect_mat;
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uniform int no_atmo;
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uniform mat3 ssao_effect_mat;
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uniform int no_atmo;
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uniform float sun_moon_glow_factor;
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float getAmbientClamp()
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{
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return 1.0f;
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}
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float getAmbientClamp() { return 1.0f; }
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void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao)
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void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive,
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out vec3 atten, bool use_ao)
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{
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vec3 P = inPositionEye;
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vec3 rel_pos = inPositionEye;
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//(TERRAIN) limit altitude
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if (P.y > max_y) P *= ( max_y / P.y);
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if (P.y < -max_y) P *= (-max_y / P.y);
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rel_pos.y = clamp(rel_pos.y, -max_y, max_y);
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vec3 tmpLightnorm = lightnorm.xyz;
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vec3 rel_pos_norm = normalize(rel_pos);
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float rel_pos_len = length(rel_pos);
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vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
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vec3 Pn = normalize(P);
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float Plen = length(P);
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// sunlight attenuation effect (hue and brightness) due to atmosphere
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// this is used later for sunlight modulation at various altitudes
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vec4 light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
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// I had thought blue_density and haze_density should have equal weighting,
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// but attenuation due to haze_density tends to seem too strong
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vec4 temp1 = vec4(0);
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vec3 temp2 = vec3(0);
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vec4 blue_weight;
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vec4 haze_weight;
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vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
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vec4 light_atten;
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vec4 combined_haze = blue_density + vec4(haze_density);
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vec4 blue_weight = blue_density / combined_haze;
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vec4 haze_weight = vec4(haze_density) / combined_haze;
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float dens_mul = density_multiplier;
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float dist_mul = distance_multiplier;
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//sunlight attenuation effect (hue and brightness) due to atmosphere
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//this is used later for sunlight modulation at various altitudes
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light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y);
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//I had thought blue_density and haze_density should have equal weighting,
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//but attenuation due to haze_density tends to seem too strong
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temp1 = blue_density + vec4(haze_density);
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blue_weight = blue_density / temp1;
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haze_weight = vec4(haze_density) / temp1;
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//(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
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temp2.y = max(0.0, tmpLightnorm.y);
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if (abs(temp2.y) > 0.000001f)
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{
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temp2.y = 1. / abs(temp2.y);
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}
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temp2.y = max(0.0000001f, temp2.y);
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sunlight *= exp(-light_atten * temp2.y);
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//(TERRAIN) compute sunlight from lightnorm y component. Factor is roughly cosecant(sun elevation) (for short rays like terrain)
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float above_horizon_factor = 1.0 / max(1e-6, lightnorm.y);
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sunlight *= exp(-light_atten * above_horizon_factor); // for sun [horizon..overhead] this maps to an exp curve [0..1]
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// main atmospheric scattering line integral
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temp2.z = Plen * dens_mul;
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float density_dist = rel_pos_len * density_multiplier;
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// Transparency (-> temp1)
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// ATI Bugfix -- can't store temp1*temp2.z*dist_mul in a variable because the ati
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// Transparency (-> combined_haze)
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// ATI Bugfix -- can't store combined_haze*density_dist*distance_multiplier in a variable because the ati
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// compiler gets confused.
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temp1 = exp(-temp1 * temp2.z * dist_mul);
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combined_haze = exp(-combined_haze * density_dist * distance_multiplier);
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//final atmosphere attenuation factor
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atten = temp1.rgb;
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//compute haze glow
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//(can use temp2.x as temp because we haven't used it yet)
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temp2.x = dot(Pn, tmpLightnorm.xyz);
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// final atmosphere attenuation factor
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atten = combined_haze.rgb;
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// compute haze glow
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float haze_glow = dot(rel_pos_norm, lightnorm.xyz);
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// dampen sun additive contrib when not facing it...
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// SL-13539: This "if" clause causes an "additive" white artifact at roughly 77 degreees.
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// SL-13539: This "if" clause causes an "additive" white artifact at roughly 77 degreees.
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// if (length(light_dir) > 0.01)
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{
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temp2.x *= max(0.0f, dot(light_dir, Pn));
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}
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temp2.x = 1. - temp2.x;
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//temp2.x is 0 at the sun and increases away from sun
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temp2.x = max(temp2.x, .001); //was glow.y
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//set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
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temp2.x *= glow.x;
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//higher glow.x gives dimmer glow (because next step is 1 / "angle")
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temp2.x = pow(temp2.x, glow.z);
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//glow.z should be negative, so we're doing a sort of (1 / "angle") function
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haze_glow *= max(0.0f, dot(light_dir, rel_pos_norm));
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//add "minimum anti-solar illumination"
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temp2.x += .25;
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haze_glow = 1. - haze_glow;
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// haze_glow is 0 at the sun and increases away from sun
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haze_glow = max(haze_glow, .001); // set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
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haze_glow *= glow.x;
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// higher glow.x gives dimmer glow (because next step is 1 / "angle")
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haze_glow = pow(haze_glow, glow.z);
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// glow.z should be negative, so we're doing a sort of (1 / "angle") function
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temp2.x *= sun_moon_glow_factor;
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vec4 amb_color = ambient_color;
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//increase ambient when there are more clouds
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// add "minimum anti-solar illumination"
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haze_glow += .25;
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haze_glow *= sun_moon_glow_factor;
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vec4 amb_color = ambient_color;
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// increase ambient when there are more clouds
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vec4 tmpAmbient = amb_color + (vec4(1.) - amb_color) * cloud_shadow * 0.5;
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/* decrease value and saturation (that in HSV, not HSL) for occluded areas
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* // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html
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* // The following line of code performs the equivalent of:
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* float ambAlpha = tmpAmbient.a;
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* float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis
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* vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue);
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* tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha);
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* tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat,
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* ambAlpha);
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*/
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if (use_ao)
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{
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@ -145,13 +123,12 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
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// Similar/Shared Algorithms:
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// indra\llinventory\llsettingssky.cpp -- LLSettingsSky::calculateLightSettings()
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// indra\newview\app_settings\shaders\class1\windlight\atmosphericsFuncs.glsl -- calcAtmosphericVars()
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//haze color
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vec3 cs = sunlight.rgb * (1.-cloud_shadow);
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additive = (blue_horizon.rgb * blue_weight.rgb) * (cs + tmpAmbient.rgb)
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+ (haze_horizon * haze_weight.rgb) * (cs * temp2.x + tmpAmbient.rgb);
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// haze color
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vec3 cs = sunlight.rgb * (1. - cloud_shadow);
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additive = (blue_horizon.rgb * blue_weight.rgb) * (cs + tmpAmbient.rgb) + (haze_horizon * haze_weight.rgb) * (cs * haze_glow + tmpAmbient.rgb);
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//brightness of surface both sunlight and ambient
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// brightness of surface both sunlight and ambient
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sunlit = sunlight.rgb * 0.5;
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amblit = tmpAmbient.rgb * .25;
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additive *= vec3(1.0 - temp1);
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additive *= vec3(1.0 - combined_haze);
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}
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