Port required changes to render rainbows and sun dogs to class1 deferred sky shader and remove redundant and slow class2 version.
# Conflicts: # indra/newview/app_settings/shaders/class2/deferred/skyF.glslmeow-7.2.2
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9104b89996
commit
994d432e66
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@ -25,6 +25,17 @@
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/*[EXTRA_CODE_HERE]*/
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// Inputs
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VARYING vec4 vary_HazeColor;
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VARYING float vary_LightNormPosDot;
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uniform sampler2D rainbow_map;
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uniform sampler2D halo_map;
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uniform float moisture_level;
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uniform float droplet_radius;
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uniform float ice_level;
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#ifdef DEFINE_GL_FRAGCOLOR
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out vec4 frag_data[3];
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#else
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@ -35,11 +46,27 @@ out vec4 frag_data[3];
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// The fragment shader for the sky
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/////////////////////////////////////////////////////////////////////////
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VARYING vec4 vary_HazeColor;
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vec3 rainbow(float d)
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{
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// 'Interesting' values of d are -0.75 .. -0.825, i.e. when view vec nearly opposite of sun vec
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// Rainbox tex is mapped with REPEAT, so -.75 as tex coord is same as 0.25. -0.825 -> 0.175. etc.
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// SL-13629
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// Unfortunately the texture is inverted, so we need to invert the y coord, but keep the 'interesting'
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// part within the same 0.175..0.250 range, i.e. d = (1 - d) - 1.575
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d = clamp(-0.575 - d, 0.0, 1.0);
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float rad = (droplet_radius - 5.0f) / 1024.0f;
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return pow(texture2D(rainbow_map, vec2(rad+0.5, d)).rgb, vec3(1.8)) * moisture_level;
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}
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vec3 halo22(float d)
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{
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d = clamp(d, 0.1, 1.0);
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float v = sqrt(clamp(1 - (d * d), 0, 1));
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return texture2D(halo_map, vec2(0, v)).rgb * ice_level;
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}
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/// Soft clips the light with a gamma correction
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vec3 scaleSoftClip(vec3 light);
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vec3 srgb_to_linear(vec3 c);
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void main()
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{
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@ -48,14 +75,18 @@ void main()
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// the fragment) if the sky wouldn't show up because the clouds
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// are fully opaque.
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vec4 color;
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color = vary_HazeColor;
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vec4 color = vary_HazeColor;
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float rel_pos_lightnorm = vary_LightNormPosDot;
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float optic_d = rel_pos_lightnorm;
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vec3 halo_22 = halo22(optic_d);
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color.rgb += rainbow(optic_d);
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color.rgb += halo_22;
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color.rgb *= 2.;
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color.rgb = scaleSoftClip(color.rgb);
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/// Gamma correct for WL (soft clip effect).
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frag_data[0] = vec4(color.rgb, 0.0);
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// Gamma correct for WL (soft clip effect).
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frag_data[0] = vec4(color.rgb, 1.0);
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frag_data[1] = vec4(0.0,0.0,0.0,0.0);
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frag_data[2] = vec4(0.0,0.0,0.0,1.0); //1.0 in norm.w masks off fog
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@ -33,6 +33,7 @@ ATTRIBUTE vec3 position;
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// Output parameters
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VARYING vec4 vary_HazeColor;
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VARYING float vary_LightNormPosDot;
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// Inputs
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uniform vec3 camPosLocal;
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@ -72,27 +73,29 @@ void main()
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vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0);
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// Adj position vector to clamp altitude
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if (rel_pos.y > 0)
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if (rel_pos.y > 0.)
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{
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rel_pos *= (max_y / rel_pos.y);
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}
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if (rel_pos.y < 0)
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if (rel_pos.y < 0.)
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{
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rel_pos *= (-32000. / rel_pos.y);
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}
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// Can normalize then
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vec3 rel_pos_norm = normalize(rel_pos);
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// Normalized
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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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float rel_pos_len = length(rel_pos);
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// Grab this value and pass to frag shader for rainbows
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float rel_pos_lightnorm_dot = dot(rel_pos_norm, lightnorm.xyz);
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vary_LightNormPosDot = rel_pos_lightnorm_dot;
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// Initialize temp variables
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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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// 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)) * (density_multiplier * max_y);
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vec4 light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
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// Calculate relative weights
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vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density));
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@ -112,7 +115,7 @@ void main()
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combined_haze = exp(-combined_haze * density_dist);
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// Compute haze glow
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float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz);
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float haze_glow = 1.0 - rel_pos_lightnorm_dot;
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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);
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// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
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@ -123,30 +126,30 @@ void main()
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// Add "minimum anti-solar illumination"
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// For sun, add to glow. For moon, remove glow entirely. SL-13768
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haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25);
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haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (sun_moon_glow_factor * (haze_glow + 0.25));
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vec4 color =
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(blue_horizon * blue_weight * (sunlight + ambient_color) + (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient_color));
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// Haze color above cloud
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vec4 color = (blue_horizon * blue_weight * (sunlight + ambient_color)
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+ (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient_color));
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// Final atmosphere additive
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color *= (1. - combined_haze);
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// Increase ambient when there are more clouds
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vec4 tmpAmbient = ambient_color;
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tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5;
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vec4 ambient = ambient_color + max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5;
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// Dim sunlight by cloud shadow percentage
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sunlight *= max(0.0, (1. - cloud_shadow));
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// Haze color below cloud
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vec4 additiveColorBelowCloud =
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(blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient));
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vec4 add_below_cloud = (blue_horizon * blue_weight * (sunlight + ambient)
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+ (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient));
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// Attenuate cloud color by atmosphere
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combined_haze = sqrt(combined_haze); // less atmos opacity (more transparency) below clouds
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// At horizon, blend high altitude sky color towards the darker color below the clouds
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color += (additiveColorBelowCloud - color) * (1. - sqrt(combined_haze));
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color += (add_below_cloud - color) * (1. - sqrt(combined_haze));
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// Haze color above cloud
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vary_HazeColor = color;
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@ -1,199 +0,0 @@
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/**
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* @file class2/deferred/skyF.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) 2005, Linden Research, Inc.
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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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* 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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* 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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* 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 mat4 modelview_projection_matrix;
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// SKY ////////////////////////////////////////////////////////////////////////
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// The vertex shader for creating the atmospheric sky
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///////////////////////////////////////////////////////////////////////////////
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// Inputs
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uniform vec3 camPosLocal;
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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 float sun_moon_glow_factor;
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uniform vec4 cloud_color;
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#ifdef DEFINE_GL_FRAGCOLOR
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out vec4 frag_data[3];
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#else
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#define frag_data gl_FragData
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#endif
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VARYING vec3 pos;
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/////////////////////////////////////////////////////////////////////////
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// The fragment shader for the sky
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/////////////////////////////////////////////////////////////////////////
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uniform sampler2D rainbow_map;
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uniform sampler2D halo_map;
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uniform float moisture_level;
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uniform float droplet_radius;
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uniform float ice_level;
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vec3 rainbow(float d)
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{
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// d is the dot product of view and sun directions, so ranging -1.0..1.0
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// 'interesting' values of d are the range -0.75..-0.825, when view is nearly opposite of sun vec
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// Rainbox texture mode is GL_REPEAT, so tc of -.75 is equiv to 0.25, -0.825 equiv to 0.175.
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// SL-13629 Rainbow texture has colors within the correct .175...250 range, but order is inverted.
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// Rather than replace the texture, we mirror and translate the y tc to keep the colors within the
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// interesting range, but in reversed order: i.e. d = (1 - d) - 1.575
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d = clamp(-0.575 - d, 0.0, 1.0);
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// With the colors in the lower 1/4 of the texture, inverting the coords leaves most of it inaccessible.
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// So, we can stretch the texcoord above the colors (ie > 0.25) to fill the entire remaining coordinate
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// space. This improves gradation, reduces banding within the rainbow interior. (1-0.25) / (0.425/0.25) = 4.2857
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float interior_coord = max(0.0, d - 0.25) * 4.2857;
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d = clamp(d, 0.0, 0.25) + interior_coord;
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float rad = (droplet_radius - 5.0f) / 1024.0f;
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return pow(texture2D(rainbow_map, vec2(rad, d)).rgb, vec3(1.8)) * moisture_level;
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}
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vec3 halo22(float d)
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{
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d = clamp(d, 0.1, 1.0);
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float v = sqrt(clamp(1 - (d * d), 0, 1));
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return texture2D(halo_map, vec2(0, v)).rgb * ice_level;
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}
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/// Soft clips the light with a gamma correction
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vec3 scaleSoftClip(vec3 light);
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void main()
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{
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// World / view / projection
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// Get relative position (offset why?)
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vec3 rel_pos = pos.xyz - camPosLocal.xyz + vec3(0, 50, 0);
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// Adj position vector to clamp altitude
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if (rel_pos.y > 0.)
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{
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rel_pos *= (max_y / rel_pos.y);
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}
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if (rel_pos.y < 0.)
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{
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rel_pos *= (-32000. / rel_pos.y);
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}
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// Normalized
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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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// Initialize temp variables
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vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
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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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// Calculate relative weights
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vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density));
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vec4 blue_weight = blue_density / combined_haze;
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vec4 haze_weight = haze_density / combined_haze;
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// Compute sunlight from rel_pos & lightnorm (for long rays like sky)
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float off_axis = 1.0 / max(1e-6, max(0, rel_pos_norm.y) + lightnorm.y);
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sunlight *= exp(-light_atten * off_axis);
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// Distance
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float density_dist = rel_pos_len * density_multiplier;
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// Transparency (-> combined_haze)
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// ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati
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// compiler gets confused.
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combined_haze = exp(-combined_haze * density_dist);
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// Compute haze glow
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float haze_glow = dot(rel_pos_norm, lightnorm.xyz);
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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);
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// 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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// Add "minimum anti-solar illumination"
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// For sun, add to glow. For moon, remove glow entirely. SL-13768
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haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (sun_moon_glow_factor * (haze_glow + 0.25));
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// Haze color above cloud
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vec4 color = blue_horizon * blue_weight * (sunlight + ambient_color)
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+ haze_horizon * haze_weight * (sunlight * haze_glow + ambient_color);
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// Final atmosphere additive
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color *= (1. - combined_haze);
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// Increase ambient when there are more clouds
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// TODO 9/20: DJH what does this do? max(0,(1-ambient)) will change the color
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vec4 ambient = ambient_color + max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5;
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// Dim sunlight by cloud shadow percentage
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sunlight *= max(0.0, (1. - cloud_shadow));
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// Haze color below cloud
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vec4 add_below_cloud = blue_horizon * blue_weight * (sunlight + ambient)
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+ haze_horizon * haze_weight * (sunlight * haze_glow + ambient);
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// Attenuate cloud color by atmosphere
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combined_haze = sqrt(combined_haze); // less atmos opacity (more transparency) below clouds
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// At horizon, blend high altitude sky color towards the darker color below the clouds
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color += (add_below_cloud - color) * (1. - sqrt(combined_haze));
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float optic_d = dot(rel_pos_norm, lightnorm.xyz);
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vec3 halo_22 = halo22(optic_d);
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color.rgb += rainbow(optic_d);
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color.rgb += halo_22;
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color.rgb *= 2.;
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color.rgb = scaleSoftClip(color.rgb);
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// Gamma correct for WL (soft clip effect).
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frag_data[0] = vec4(color.rgb, 1.0);
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frag_data[1] = vec4(0.0, 0.0, 0.0, 0.0);
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frag_data[2] = vec4(0.0, 0.0, 0.0, 1.0); // 1.0 in norm.w masks off fog
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}
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@ -1,42 +0,0 @@
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/**
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* @file WLSkyV.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) 2005, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
|
||||
* 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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* 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
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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 mat4 modelview_projection_matrix;
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ATTRIBUTE vec3 position;
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// SKY ////////////////////////////////////////////////////////////////////////
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// The vertex shader for creating the atmospheric sky
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///////////////////////////////////////////////////////////////////////////////
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VARYING vec3 pos;
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void main()
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{
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// World / view / projection
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pos = position.xyz;
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gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
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}
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