diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl index 9f49432c7d..20ab0fb171 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl @@ -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; diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl index 7d4d9eb49f..65e4fdf17f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl @@ -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() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index 45e79f36ea..b30651351d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -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); diff --git a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl index 889a989985..3bdcf28363 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl @@ -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); diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl index 372c782d74..18daa5a242 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl @@ -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 } diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl index eb5ab0f012..e6a4f3833c 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl @@ -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); diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp index 22fb38f2eb..961d72c62e 100644 --- a/indra/newview/lldrawpoolwlsky.cpp +++ b/indra/newview/lldrawpoolwlsky.cpp @@ -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); diff --git a/indra/newview/llvowlsky.cpp b/indra/newview/llvowlsky.cpp index 8fa096df4d..b70314e324 100644 --- a/indra/newview/llvowlsky.cpp +++ b/indra/newview/llvowlsky.cpp @@ -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); } }