123 lines
4.1 KiB
GLSL
123 lines
4.1 KiB
GLSL
/**
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* @file class1\deferred\cloudsF.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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/*[EXTRA_CODE_HERE]*/
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out vec4 frag_data[4];
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/////////////////////////////////////////////////////////////////////////
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// The fragment shader for the sky
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/////////////////////////////////////////////////////////////////////////
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in vec3 vary_CloudColorSun;
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in vec3 vary_CloudColorAmbient;
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in float vary_CloudDensity;
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uniform sampler2D cloud_noise_texture;
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uniform sampler2D cloud_noise_texture_next;
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uniform float blend_factor;
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uniform vec3 cloud_pos_density1;
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uniform vec3 cloud_pos_density2;
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uniform float cloud_scale;
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uniform float cloud_variance;
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in vec2 vary_texcoord0;
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in vec2 vary_texcoord1;
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in vec2 vary_texcoord2;
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in vec2 vary_texcoord3;
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in float altitude_blend_factor;
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vec4 cloudNoise(vec2 uv)
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{
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vec4 a = texture(cloud_noise_texture, uv);
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vec4 b = texture(cloud_noise_texture_next, uv);
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vec4 cloud_noise_sample = mix(a, b, blend_factor);
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return cloud_noise_sample;
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}
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void main()
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{
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// Set variables
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vec2 uv1 = vary_texcoord0.xy;
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vec2 uv2 = vary_texcoord1.xy;
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vec3 cloudColorSun = vary_CloudColorSun;
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vec3 cloudColorAmbient = vary_CloudColorAmbient;
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float cloudDensity = vary_CloudDensity;
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vec2 uv3 = vary_texcoord2.xy;
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vec2 uv4 = vary_texcoord3.xy;
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if (cloud_scale < 0.001)
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{
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discard;
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}
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vec2 disturbance = vec2(cloudNoise(uv1 / 8.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f);
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vec2 disturbance2 = vec2(cloudNoise((uv1 + uv3) / 4.0f).x, cloudNoise((uv4 + uv2) / 8.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f);
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// Offset texture coords
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uv1 += cloud_pos_density1.xy + (disturbance * 0.2); //large texture, visible density
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uv2 += cloud_pos_density1.xy; //large texture, self shadow
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uv3 += cloud_pos_density2.xy; //small texture, visible density
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uv4 += cloud_pos_density2.xy; //small texture, self shadow
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float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y) * 4.0);
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cloudDensity *= 1.0 - (density_variance * density_variance);
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// Compute alpha1, the main cloud opacity
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float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z;
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alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10 * cloud_pos_density1.z, 1.);
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// And smooth
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alpha1 = 1. - alpha1 * alpha1;
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alpha1 = 1. - alpha1 * alpha1;
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alpha1 *= altitude_blend_factor;
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alpha1 = clamp(alpha1, 0.0, 1.0);
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// Compute alpha2, for self shadowing effect
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// (1 - alpha2) will later be used as percentage of incoming sunlight
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float alpha2 = (cloudNoise(uv2).x - 0.5);
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alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.);
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// And smooth
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alpha2 = 1. - alpha2;
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alpha2 = 1. - alpha2 * alpha2;
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// Combine
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vec3 color;
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color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient);
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color.rgb = clamp(color.rgb, vec3(0), vec3(1));
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color.rgb *= 2.0;
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/// Gamma correct for WL (soft clip effect).
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frag_data[0] = vec4(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,GBUFFER_FLAG_SKIP_ATMOS);
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frag_data[3] = vec4(color.rgb, alpha1);
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}
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