104 lines
2.8 KiB
GLSL
104 lines
2.8 KiB
GLSL
/**
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* @file class3/deferred/hazeF.glsl
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*
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* $LicenseInfo:firstyear=2023&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2023, 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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out vec4 frag_color;
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// Inputs
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uniform vec3 sun_dir;
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uniform vec3 moon_dir;
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uniform int sun_up_factor;
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in vec2 vary_fragcoord;
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vec4 getNorm(vec2 pos_screen);
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vec4 getPositionWithDepth(vec2 pos_screen, float depth);
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void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
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float getDepth(vec2 pos_screen);
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vec3 linear_to_srgb(vec3 c);
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vec3 srgb_to_linear(vec3 c);
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uniform vec4 waterPlane;
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uniform int cube_snapshot;
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uniform float sky_hdr_scale;
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void main()
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{
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vec2 tc = vary_fragcoord.xy;
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float depth = getDepth(tc.xy);
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vec4 pos = getPositionWithDepth(tc, depth);
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vec4 norm = getNorm(tc);
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vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
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vec3 color = vec3(0);
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float bloom = 0.0;
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vec3 sunlit;
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vec3 amblit;
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vec3 additive;
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vec3 atten;
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calcAtmosphericVarsLinear(pos.xyz, norm.xyz, light_dir, sunlit, amblit, additive, atten);
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vec3 sunlit_linear = srgb_to_linear(sunlit);
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// mask off atmospherics below water (when camera is under water)
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bool do_atmospherics = false;
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if (dot(vec3(0), waterPlane.xyz) + waterPlane.w > 0.0 ||
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dot(pos.xyz, waterPlane.xyz) + waterPlane.w > 0.0)
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{
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do_atmospherics = true;
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}
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vec3 irradiance = vec3(0);
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vec3 radiance = vec3(0);
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if (depth >= 1.0)
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{
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//should only be true of sky, clouds, sun/moon, and stars
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discard;
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}
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float alpha = 0.0;
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if (do_atmospherics)
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{
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alpha = atten.r;
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color = srgb_to_linear(additive*2.0);
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color *= sky_hdr_scale;
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}
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else
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{
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color = vec3(0,0,0);
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alpha = 1.0;
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}
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frag_color = max(vec4(color.rgb, alpha), vec4(0)); //output linear since local lights will be added to this shader's results
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}
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