Merge viewer-eep

meow-7.2.2
Ansariel 2019-06-20 23:35:57 +02:00
commit e6a0896a46
8 changed files with 127 additions and 112 deletions

View File

@ -110,7 +110,7 @@ void main()
light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y);
// Calculate relative weights
temp1 = blue_density + haze_density;
temp1 = abs(blue_density) + vec4(abs(haze_density));
blue_weight = blue_density / temp1;
haze_weight = haze_density / temp1;

View File

@ -41,6 +41,7 @@ uniform vec4 gamma;
/// Soft clips the light with a gamma correction
vec3 scaleSoftClip(vec3 light);
vec3 srgb_to_linear(vec3 c);
void main()
{

View File

@ -66,7 +66,7 @@ void main()
gl_Position = pos;
// Get relative position
vec3 P = pos.xyz - camPosLocal.xyz + vec3(0,50,0);
vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
// Set altitude
if (P.y > 0.)
@ -81,7 +81,7 @@ void main()
// Can normalize then
vec3 Pn = normalize(P);
float Plen = length(P);
float Plen = length(P);
// Initialize temp variables
vec4 temp1 = vec4(0.);
@ -114,9 +114,7 @@ void main()
// Transparency (-> temp1)
// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
// compiler gets confused.
//temp1 = exp(-temp1 * temp2.z * dist_mul);
temp1 = exp(-temp1 * dist_mul);
temp1 = exp(-temp1 * temp2.z * dist_mul);
// Compute haze glow
temp2.x = dot(Pn, lightnorm.xyz);
@ -132,12 +130,13 @@ void main()
// Add "minimum anti-solar illumination"
temp2.x += .25;
temp2.x *= sun_moon_glow_factor;
//temp2.x *= sun_moon_glow_factor;
vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient_color)
+ (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color)
);
// Final atmosphere additive
color *= (1. - temp1);

View File

@ -141,8 +141,7 @@ void main()
// Transparency (-> temp1)
// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
// compiler gets confused.
//temp1 = exp(-temp1 * temp2.z * dist_mul);
temp1 = exp(-temp1 * dist_mul);
temp1 = exp(-temp1 * temp2.z * dist_mul);
// Compute haze glow
temp2.x = dot(Pn, lightnorm.xyz);

View File

@ -57,7 +57,6 @@ uniform float haze_density;
uniform float cloud_shadow;
uniform float density_multiplier;
uniform float distance_multiplier;
uniform float max_y;
uniform vec4 glow;
@ -70,136 +69,131 @@ uniform float cloud_scale;
void main()
{
// World / view / projection
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
// World / view / projection
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
vary_texcoord0 = texcoord0;
vary_texcoord0 = texcoord0;
// Get relative position
vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
// Get relative position
vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
// fade clouds beyond a certain point so the bottom of the sky dome doesn't look silly at high altitude
altitude_blend_factor = (P.y > -4096.0) ? 1.0 : 1.0 - clamp(abs(P.y) / max_y, 0.0, 1.0);
// Set altitude
if (P.y > 0.)
{
P *= (max_y / P.y);
}
else
{
P *= (-32000. / P.y);
}
// Set altitude
if (P.y > 0.)
{
P *= (max_y / P.y);
}
else
{
P *= (-32000. / P.y);
}
// Can normalize then
vec3 Pn = normalize(P);
float Plen = length(P);
// Can normalize then
vec3 Pn = normalize(P);
float Plen = length(P);
// Initialize temp variables
vec4 temp1 = vec4(0.);
vec4 temp2 = vec4(0.);
vec4 blue_weight;
vec4 haze_weight;
//vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
vec4 sunlight = sunlight_color;
vec4 light_atten;
// Initialize temp variables
vec4 temp1 = vec4(0.);
vec4 temp2 = vec4(0.);
vec4 blue_weight;
vec4 haze_weight;
//vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
vec4 sunlight = sunlight_color;
vec4 light_atten;
float dens_mul = density_multiplier;
float dist_mul = max(0.05, distance_multiplier);
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y);
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y);
// Calculate relative weights
temp1 = blue_density + haze_density;
blue_weight = blue_density / temp1;
haze_weight = haze_density / temp1;
// Calculate relative weights
temp1 = abs(blue_density) + vec4(abs(haze_density));
blue_weight = blue_density / temp1;
haze_weight = haze_density / temp1;
// Compute sunlight from P & lightnorm (for long rays like sky)
temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
temp2.y = 1. / temp2.y;
sunlight *= exp( - light_atten * temp2.y);
// Compute sunlight from P & lightnorm (for long rays like sky)
temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
temp2.y = 1. / temp2.y;
sunlight *= exp( - light_atten * temp2.y);
// Distance
temp2.z = Plen * dens_mul;
// Distance
temp2.z = Plen * dens_mul;
// Transparency (-> temp1)
// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
// compiler gets confused.
//temp1 = exp(-temp1 * temp2.z * dist_mul);
temp1 = exp(-temp1 * dist_mul);
// Transparency (-> temp1)
// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
// compiler gets confused.
temp1 = exp(-temp1 * temp2.z);
// Compute haze glow
temp2.x = dot(Pn, lightnorm.xyz);
temp2.x = 1. - temp2.x;
// temp2.x is 0 at the sun and increases away from sun
temp2.x = max(temp2.x, .001);
// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
temp2.x *= glow.x;
// Higher glow.x gives dimmer glow (because next step is 1 / "angle")
temp2.x = pow(temp2.x, glow.z);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function
// Compute haze glow
temp2.x = dot(Pn, lightnorm.xyz);
temp2.x = 1. - temp2.x;
// temp2.x is 0 at the sun and increases away from sun
temp2.x = max(temp2.x, .001);
// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
temp2.x *= glow.x;
// Higher glow.x gives dimmer glow (because next step is 1 / "angle")
temp2.x = pow(temp2.x, glow.z);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function
temp2.x *= sun_moon_glow_factor;
// Add "minimum anti-solar illumination"
temp2.x += .25;
// Add "minimum anti-solar illumination"
temp2.x += .25;
// Increase ambient when there are more clouds
vec4 tmpAmbient = ambient_color;
tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;
// Increase ambient when there are more clouds
vec4 tmpAmbient = ambient_color;
tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;
// Dim sunlight by cloud shadow percentage
sunlight *= (1. - cloud_shadow);
// Dim sunlight by cloud shadow percentage
sunlight *= (1. - cloud_shadow);
// Haze color below cloud
vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
+ (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
);
// Haze color below cloud
vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
+ (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
);
// CLOUDS
// CLOUDS
temp2.y = max(0., lightnorm.y * 2.);
temp2.y = 1. / temp2.y;
sunlight *= exp( - light_atten * temp2.y);
sunlight = sunlight_color;
temp2.y = max(0., lightnorm.y * 2.);
temp2.y = 1. / temp2.y;
sunlight *= exp( - light_atten * temp2.y);
// Cloud color out
vary_CloudColorSun = (sunlight * temp2.x) * cloud_color;
vary_CloudColorAmbient = tmpAmbient * cloud_color;
// Attenuate cloud color by atmosphere
temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds
vary_CloudColorSun *= temp1;
vary_CloudColorAmbient *= temp1;
vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1);
// Cloud color out
vary_CloudColorSun = (sunlight * temp2.x) * cloud_color;
vary_CloudColorAmbient = tmpAmbient * cloud_color;
// Attenuate cloud color by atmosphere
temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds
vary_CloudColorSun *= temp1;
vary_CloudColorAmbient *= temp1;
vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1);
// Make a nice cloud density based on the cloud_shadow value that was passed in.
vary_CloudDensity = 2. * (cloud_shadow - 0.25);
// Make a nice cloud density based on the cloud_shadow value that was passed in.
vary_CloudDensity = 2. * (cloud_shadow - 0.25);
// Texture coords
vary_texcoord0 = texcoord0;
vary_texcoord0.xy -= 0.5;
vary_texcoord0.xy /= cloud_scale;
//vary_texcoord0.xy /= max(0.001, cloud_scale);
vary_texcoord0.xy += 0.5;
// Texture coords
vary_texcoord0 = texcoord0;
vary_texcoord0.xy -= 0.5;
vary_texcoord0.xy /= cloud_scale;
vary_texcoord0.xy += 0.5;
vary_texcoord1 = vary_texcoord0;
vary_texcoord1.x += lightnorm.x * 0.0125;
vary_texcoord1.y += lightnorm.z * 0.0125;
vary_texcoord1 = vary_texcoord0;
vary_texcoord1.x += lightnorm.x * 0.0125;
vary_texcoord1.y += lightnorm.z * 0.0125;
vary_texcoord2 = vary_texcoord0 * 16.;
vary_texcoord3 = vary_texcoord1 * 16.;
vary_texcoord2 = vary_texcoord0 * 16.;
vary_texcoord3 = vary_texcoord1 * 16.;
// Combine these to minimize register use
vary_CloudColorAmbient += oHazeColorBelowCloud;
// Combine these to minimize register use
vary_CloudColorAmbient += oHazeColorBelowCloud;
// needs this to compile on mac
//vary_AtmosAttenuation = vec3(0.0,0.0,0.0);
// needs this to compile on mac
//vary_AtmosAttenuation = vec3(0.0,0.0,0.0);
// END CLOUDS
// END CLOUDS
}

View File

@ -111,7 +111,7 @@ void main()
// Transparency (-> temp1)
// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
// compiler gets confused.
temp1 = exp(-temp1 * dist_mul);
temp1 = exp(-temp1 * temp2.z * dist_mul);
// Compute haze glow
temp2.x = dot(Pn, lightnorm.xyz);

View File

@ -454,6 +454,9 @@ void LLDrawPoolWLSky::renderSkyClouds(const LLVector3& camPosLocal, F32 camHeigh
cloudshader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor);
cloudshader->uniform1f(LLShaderMgr::CLOUD_VARIANCE, cloud_variance);
cloudshader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, psky->getSunMoonGlowFactor());
((LLSettingsVOSky*)psky.get())->updateShader(cloudshader);
/// Render the skydome
renderDome(camPosLocal, camHeightLocal, cloudshader);

View File

@ -111,7 +111,7 @@ inline F32 LLVOWLSky::calcPhi(U32 i)
t = t*t;
t = 1.f - t;
return F_PI * t;
return (F_PI / 8.f) * t;
}
void LLVOWLSky::resetVertexBuffers()
@ -387,7 +387,11 @@ void LLVOWLSky::buildStripsBuffer(U32 begin_stack,
llassert(end_stack <= num_stacks);
// stacks are iterated one-indexed since phi(0) was handled by the fan above
#if NEW_TESS
for(i = begin_stack; i <= end_stack; ++i)
#else
for(i = begin_stack + 1; i <= end_stack+1; ++i)
#endif
{
phi0 = calcPhi(i);
@ -401,7 +405,22 @@ void LLVOWLSky::buildStripsBuffer(U32 begin_stack,
y0 = cos(phi0);
z0 = sin(phi0) * sin(theta);
#if NEW_TESS
*vertices++ = LLVector3(x0 * RADIUS, y0 * RADIUS, z0 * RADIUS);
#else
if (i == num_stacks-2)
{
*vertices++ = LLVector3(x0*RADIUS, y0*RADIUS-1024.f*2.f, z0*RADIUS);
}
else if (i == num_stacks-1)
{
*vertices++ = LLVector3(0, y0*RADIUS-1024.f*2.f, 0);
}
else
{
*vertices++ = LLVector3(x0 * RADIUS, y0 * RADIUS, z0 * RADIUS);
}
#endif
++count_verts;
@ -409,7 +428,7 @@ void LLVOWLSky::buildStripsBuffer(U32 begin_stack,
// note: x and z are transposed in order for things to animate
// correctly in the global coordinate system where +x is east and
// +y is north
*texCoords++ = LLVector2((-z0 + 1.f) / 2.f, (-x0 + 1.f) / 2.f);
*texCoords++ = LLVector2((-z0 + 1.f) / 2.f, (-x0 + 1.f) / 2.f);
}
}