Merge viewer-eep
commit
e6a0896a46
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@ -110,7 +110,7 @@ void main()
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light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y);
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// Calculate relative weights
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temp1 = blue_density + haze_density;
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temp1 = abs(blue_density) + vec4(abs(haze_density));
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blue_weight = blue_density / temp1;
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haze_weight = haze_density / temp1;
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@ -41,6 +41,7 @@ uniform vec4 gamma;
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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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@ -66,7 +66,7 @@ void main()
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gl_Position = pos;
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// Get relative position
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vec3 P = pos.xyz - camPosLocal.xyz + vec3(0,50,0);
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vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
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// Set altitude
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if (P.y > 0.)
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@ -81,7 +81,7 @@ void main()
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// Can normalize then
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vec3 Pn = normalize(P);
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float Plen = length(P);
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float Plen = length(P);
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// Initialize temp variables
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vec4 temp1 = vec4(0.);
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@ -114,9 +114,7 @@ void main()
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// Transparency (-> temp1)
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// ATI Bugfix -- can't store temp1*temp2.z 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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temp1 = exp(-temp1 * dist_mul);
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temp1 = exp(-temp1 * temp2.z * dist_mul);
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// Compute haze glow
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temp2.x = dot(Pn, lightnorm.xyz);
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@ -132,12 +130,13 @@ void main()
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// Add "minimum anti-solar illumination"
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temp2.x += .25;
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temp2.x *= sun_moon_glow_factor;
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//temp2.x *= sun_moon_glow_factor;
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vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient_color)
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+ (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color)
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);
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// Final atmosphere additive
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color *= (1. - temp1);
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@ -141,8 +141,7 @@ void main()
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// Transparency (-> temp1)
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// ATI Bugfix -- can't store temp1*temp2.z 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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temp1 = exp(-temp1 * dist_mul);
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temp1 = exp(-temp1 * temp2.z * dist_mul);
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// Compute haze glow
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temp2.x = dot(Pn, lightnorm.xyz);
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@ -57,7 +57,6 @@ 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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@ -70,136 +69,131 @@ uniform float cloud_scale;
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void main()
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{
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// World / view / projection
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gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
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// World / view / projection
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gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
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vary_texcoord0 = texcoord0;
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vary_texcoord0 = texcoord0;
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// Get relative position
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vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
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// Get relative position
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vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
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// fade clouds beyond a certain point so the bottom of the sky dome doesn't look silly at high altitude
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altitude_blend_factor = (P.y > -4096.0) ? 1.0 : 1.0 - clamp(abs(P.y) / max_y, 0.0, 1.0);
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// Set altitude
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if (P.y > 0.)
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{
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P *= (max_y / P.y);
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}
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else
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{
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P *= (-32000. / P.y);
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}
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// Set altitude
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if (P.y > 0.)
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{
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P *= (max_y / P.y);
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}
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else
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{
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P *= (-32000. / P.y);
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}
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// Can normalize then
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vec3 Pn = normalize(P);
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float Plen = length(P);
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// Can normalize then
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vec3 Pn = normalize(P);
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float Plen = length(P);
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// Initialize temp variables
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vec4 temp1 = vec4(0.);
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vec4 temp2 = vec4(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 sunlight = sunlight_color;
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vec4 light_atten;
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// Initialize temp variables
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vec4 temp1 = vec4(0.);
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vec4 temp2 = vec4(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 sunlight = sunlight_color;
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vec4 light_atten;
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float dens_mul = density_multiplier;
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float dist_mul = max(0.05, 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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// 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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// Calculate relative weights
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temp1 = blue_density + haze_density;
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blue_weight = blue_density / temp1;
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haze_weight = haze_density / temp1;
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// Calculate relative weights
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temp1 = abs(blue_density) + vec4(abs(haze_density));
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blue_weight = blue_density / temp1;
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haze_weight = haze_density / temp1;
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// Compute sunlight from P & lightnorm (for long rays like sky)
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temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
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temp2.y = 1. / temp2.y;
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sunlight *= exp( - light_atten * temp2.y);
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// Compute sunlight from P & lightnorm (for long rays like sky)
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temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
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temp2.y = 1. / temp2.y;
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sunlight *= exp( - light_atten * temp2.y);
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// Distance
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temp2.z = Plen * dens_mul;
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// Distance
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temp2.z = Plen * dens_mul;
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// Transparency (-> temp1)
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// ATI Bugfix -- can't store temp1*temp2.z 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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temp1 = exp(-temp1 * dist_mul);
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// Transparency (-> temp1)
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// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
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// compiler gets confused.
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temp1 = exp(-temp1 * temp2.z);
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// Compute haze glow
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temp2.x = dot(Pn, lightnorm.xyz);
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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);
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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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// Compute haze glow
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temp2.x = dot(Pn, lightnorm.xyz);
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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);
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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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temp2.x *= sun_moon_glow_factor;
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// Add "minimum anti-solar illumination"
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temp2.x += .25;
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// Add "minimum anti-solar illumination"
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temp2.x += .25;
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// Increase ambient when there are more clouds
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vec4 tmpAmbient = ambient_color;
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tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;
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// Increase ambient when there are more clouds
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vec4 tmpAmbient = ambient_color;
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tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;
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// Dim sunlight by cloud shadow percentage
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sunlight *= (1. - cloud_shadow);
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// Dim sunlight by cloud shadow percentage
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sunlight *= (1. - cloud_shadow);
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// Haze color below cloud
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vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
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+ (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
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);
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// Haze color below cloud
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vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
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+ (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
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);
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// CLOUDS
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// CLOUDS
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temp2.y = max(0., lightnorm.y * 2.);
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temp2.y = 1. / temp2.y;
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sunlight *= exp( - light_atten * temp2.y);
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sunlight = sunlight_color;
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temp2.y = max(0., lightnorm.y * 2.);
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temp2.y = 1. / temp2.y;
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sunlight *= exp( - light_atten * temp2.y);
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// Cloud color out
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vary_CloudColorSun = (sunlight * temp2.x) * cloud_color;
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vary_CloudColorAmbient = tmpAmbient * cloud_color;
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// Attenuate cloud color by atmosphere
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temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds
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vary_CloudColorSun *= temp1;
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vary_CloudColorAmbient *= temp1;
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vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1);
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// Cloud color out
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vary_CloudColorSun = (sunlight * temp2.x) * cloud_color;
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vary_CloudColorAmbient = tmpAmbient * cloud_color;
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// Attenuate cloud color by atmosphere
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temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds
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vary_CloudColorSun *= temp1;
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vary_CloudColorAmbient *= temp1;
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vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1);
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// Make a nice cloud density based on the cloud_shadow value that was passed in.
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vary_CloudDensity = 2. * (cloud_shadow - 0.25);
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// Make a nice cloud density based on the cloud_shadow value that was passed in.
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vary_CloudDensity = 2. * (cloud_shadow - 0.25);
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// Texture coords
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vary_texcoord0 = texcoord0;
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vary_texcoord0.xy -= 0.5;
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vary_texcoord0.xy /= cloud_scale;
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//vary_texcoord0.xy /= max(0.001, cloud_scale);
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vary_texcoord0.xy += 0.5;
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// Texture coords
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vary_texcoord0 = texcoord0;
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vary_texcoord0.xy -= 0.5;
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vary_texcoord0.xy /= cloud_scale;
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vary_texcoord0.xy += 0.5;
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vary_texcoord1 = vary_texcoord0;
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vary_texcoord1.x += lightnorm.x * 0.0125;
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vary_texcoord1.y += lightnorm.z * 0.0125;
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vary_texcoord1 = vary_texcoord0;
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vary_texcoord1.x += lightnorm.x * 0.0125;
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vary_texcoord1.y += lightnorm.z * 0.0125;
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vary_texcoord2 = vary_texcoord0 * 16.;
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vary_texcoord3 = vary_texcoord1 * 16.;
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vary_texcoord2 = vary_texcoord0 * 16.;
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vary_texcoord3 = vary_texcoord1 * 16.;
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// Combine these to minimize register use
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vary_CloudColorAmbient += oHazeColorBelowCloud;
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// Combine these to minimize register use
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vary_CloudColorAmbient += oHazeColorBelowCloud;
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// needs this to compile on mac
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//vary_AtmosAttenuation = vec3(0.0,0.0,0.0);
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// needs this to compile on mac
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//vary_AtmosAttenuation = vec3(0.0,0.0,0.0);
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// END CLOUDS
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// END CLOUDS
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}
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@ -111,7 +111,7 @@ void main()
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// Transparency (-> temp1)
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// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
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// compiler gets confused.
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temp1 = exp(-temp1 * dist_mul);
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temp1 = exp(-temp1 * temp2.z * dist_mul);
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// Compute haze glow
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temp2.x = dot(Pn, lightnorm.xyz);
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@ -454,6 +454,9 @@ void LLDrawPoolWLSky::renderSkyClouds(const LLVector3& camPosLocal, F32 camHeigh
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cloudshader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor);
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cloudshader->uniform1f(LLShaderMgr::CLOUD_VARIANCE, cloud_variance);
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cloudshader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, psky->getSunMoonGlowFactor());
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((LLSettingsVOSky*)psky.get())->updateShader(cloudshader);
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/// Render the skydome
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renderDome(camPosLocal, camHeightLocal, cloudshader);
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@ -111,7 +111,7 @@ inline F32 LLVOWLSky::calcPhi(U32 i)
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t = t*t;
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t = 1.f - t;
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return F_PI * t;
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return (F_PI / 8.f) * t;
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}
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void LLVOWLSky::resetVertexBuffers()
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@ -387,7 +387,11 @@ void LLVOWLSky::buildStripsBuffer(U32 begin_stack,
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llassert(end_stack <= num_stacks);
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// stacks are iterated one-indexed since phi(0) was handled by the fan above
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#if NEW_TESS
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for(i = begin_stack; i <= end_stack; ++i)
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#else
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for(i = begin_stack + 1; i <= end_stack+1; ++i)
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#endif
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{
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phi0 = calcPhi(i);
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@ -401,7 +405,22 @@ void LLVOWLSky::buildStripsBuffer(U32 begin_stack,
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y0 = cos(phi0);
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z0 = sin(phi0) * sin(theta);
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#if NEW_TESS
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*vertices++ = LLVector3(x0 * RADIUS, y0 * RADIUS, z0 * RADIUS);
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#else
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if (i == num_stacks-2)
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{
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*vertices++ = LLVector3(x0*RADIUS, y0*RADIUS-1024.f*2.f, z0*RADIUS);
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}
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else if (i == num_stacks-1)
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{
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*vertices++ = LLVector3(0, y0*RADIUS-1024.f*2.f, 0);
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}
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else
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{
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*vertices++ = LLVector3(x0 * RADIUS, y0 * RADIUS, z0 * RADIUS);
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}
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#endif
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++count_verts;
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@ -409,7 +428,7 @@ void LLVOWLSky::buildStripsBuffer(U32 begin_stack,
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// note: x and z are transposed in order for things to animate
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// correctly in the global coordinate system where +x is east and
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// +y is north
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*texCoords++ = LLVector2((-z0 + 1.f) / 2.f, (-x0 + 1.f) / 2.f);
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*texCoords++ = LLVector2((-z0 + 1.f) / 2.f, (-x0 + 1.f) / 2.f);
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}
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}
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