Imported existing code
This commit is contained in:
@@ -0,0 +1,30 @@
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/**
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* @file eyeballV.glsl
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*
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);
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void calcAtmospherics(vec3 inPositionEye);
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void main()
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{
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//transform vertex
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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vec3 pos = (gl_ModelViewMatrix * gl_Vertex).xyz;
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vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
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calcAtmospherics(pos.xyz);
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// vec4 specular = specularColor;
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vec4 specular = vec4(1.0);
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vec4 color = calcLightingSpecular(pos, norm, gl_Color, specular, vec4(0.0));
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gl_FrontColor = color;
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gl_FogFragCoord = pos.z;
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}
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31
indra/newview/app_settings/shaders/class2/effects/blurF.glsl
Normal file
31
indra/newview/app_settings/shaders/class2/effects/blurF.glsl
Normal file
@@ -0,0 +1,31 @@
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/**
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* @file blurf.glsl
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*
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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uniform sampler2DRect RenderTexture;
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uniform float bloomStrength;
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varying vec4 gl_TexCoord[gl_MaxTextureCoords];
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void main(void)
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{
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float blurWeights[7];
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blurWeights[0] = 0.05;
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blurWeights[1] = 0.1;
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blurWeights[2] = 0.2;
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blurWeights[3] = 0.3;
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blurWeights[4] = 0.2;
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blurWeights[5] = 0.1;
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blurWeights[6] = 0.05;
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vec3 color = vec3(0,0,0);
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for (int i = 0; i < 7; i++){
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color += vec3(texture2DRect(RenderTexture, gl_TexCoord[i].st)) * blurWeights[i];
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}
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color *= bloomStrength;
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gl_FragColor = vec4(color, 1.0);
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}
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35
indra/newview/app_settings/shaders/class2/effects/blurV.glsl
Normal file
35
indra/newview/app_settings/shaders/class2/effects/blurV.glsl
Normal file
@@ -0,0 +1,35 @@
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/**
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* @file blurV.glsl
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*
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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uniform vec2 texelSize;
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uniform vec2 blurDirection;
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uniform float blurWidth;
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void main(void)
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{
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// Transform vertex
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gl_Position = ftransform();
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vec2 blurDelta = texelSize * blurDirection * vec2(blurWidth, blurWidth);
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vec2 s = gl_MultiTexCoord0.st - (blurDelta * 3.0);
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// for (int i = 0; i < 7; i++) {
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// gl_TexCoord[i].st = s + (i * blurDelta);
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// }
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// MANUALLY UNROLL
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gl_TexCoord[0].st = s;
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gl_TexCoord[1].st = s + blurDelta;
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gl_TexCoord[2].st = s + (2. * blurDelta);
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gl_TexCoord[3].st = s + (3. * blurDelta);
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gl_TexCoord[4].st = s + (4. * blurDelta);
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gl_TexCoord[5].st = s + (5. * blurDelta);
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gl_TexCoord[6].st = s + (6. * blurDelta);
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// gl_TexCoord[0].st = s;
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// gl_TexCoord[1].st = blurDelta;
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}
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@@ -0,0 +1,31 @@
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/**
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* @file colorFilterF.glsl
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*
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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uniform sampler2DRect RenderTexture;
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uniform float brightness;
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uniform float contrast;
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uniform vec3 contrastBase;
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uniform float saturation;
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uniform vec3 lumWeights;
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const float gamma = 2.0;
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void main(void)
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{
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vec3 color = vec3(texture2DRect(RenderTexture, gl_TexCoord[0].st));
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/// Modulate brightness
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color *= brightness;
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/// Modulate contrast
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color = mix(contrastBase, color, contrast);
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/// Modulate saturation
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color = mix(vec3(dot(color, lumWeights)), color, saturation);
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gl_FragColor = vec4(color, 1.0);
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}
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@@ -0,0 +1,14 @@
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/**
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* @file drawQuadV.glsl
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*
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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void main(void)
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{
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//transform vertex
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gl_Position = ftransform();
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_TexCoord[1] = gl_MultiTexCoord1;
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}
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@@ -0,0 +1,22 @@
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/**
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* @file extractF.glsl
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*
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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uniform sampler2DRect RenderTexture;
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uniform float extractLow;
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uniform float extractHigh;
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uniform vec3 lumWeights;
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void main(void)
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{
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/// Get scene color
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vec3 color = vec3(texture2DRect(RenderTexture, gl_TexCoord[0].st));
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/// Extract luminance and scale up by night vision brightness
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float lum = smoothstep(extractLow, extractHigh, dot(color, lumWeights));
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gl_FragColor = vec4(vec3(lum), 1.0);
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}
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@@ -0,0 +1,42 @@
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/**
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* @file nightVisionF.glsl
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*
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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uniform sampler2DRect RenderTexture;
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uniform sampler2D NoiseTexture;
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uniform float brightMult;
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uniform float noiseStrength;
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float luminance(vec3 color)
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{
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/// CALCULATING LUMINANCE (Using NTSC lum weights)
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/// http://en.wikipedia.org/wiki/Luma_%28video%29
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return dot(color, vec3(0.299, 0.587, 0.114));
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}
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void main(void)
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{
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/// Get scene color
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vec3 color = vec3(texture2DRect(RenderTexture, gl_TexCoord[0].st));
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/// Extract luminance and scale up by night vision brightness
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float lum = luminance(color) * brightMult;
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/// Convert into night vision color space
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/// Newer NVG colors (crisper and more saturated)
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vec3 outColor = (lum * vec3(0.91, 1.21, 0.9)) + vec3(-0.07, 0.1, -0.12);
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/// Add noise
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float noiseValue = texture2D(NoiseTexture, gl_TexCoord[1].st).r;
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noiseValue = (noiseValue - 0.5) * noiseStrength;
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/// Older NVG colors (more muted)
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// vec3 outColor = (lum * vec3(0.82, 0.75, 0.83)) + vec3(0.05, 0.32, -0.11);
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outColor += noiseValue;
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gl_FragColor = vec4(outColor, 1.0);
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}
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@@ -0,0 +1,14 @@
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/**
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* @file simpleF.glsl
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*
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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uniform sampler2DRect RenderTexture;
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void main(void)
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{
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vec3 color = vec3(texture2DRect(RenderTexture, gl_TexCoord[0].st));
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gl_FragColor = vec4(1.0 - color, 1.0);
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}
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@@ -0,0 +1,38 @@
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/**
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* @file terrainF.glsl
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*
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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uniform sampler2D detail_0;
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uniform sampler2D detail_1;
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uniform sampler2D detail_2;
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uniform sampler2D detail_3;
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uniform sampler2D alpha_ramp;
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vec3 atmosLighting(vec3 light);
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vec3 scaleSoftClip(vec3 color);
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void main()
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{
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/// Note: This should duplicate the blending functionality currently used for the terrain rendering.
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/// TODO Confirm tex coords and bind them appropriately in vert shader.
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vec4 color0 = texture2D(detail_0, gl_TexCoord[0].xy);
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vec4 color1 = texture2D(detail_1, gl_TexCoord[0].xy);
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vec4 color2 = texture2D(detail_2, gl_TexCoord[0].xy);
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vec4 color3 = texture2D(detail_3, gl_TexCoord[0].xy);
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float alpha1 = texture2D(alpha_ramp, gl_TexCoord[0].zw).a;
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float alpha2 = texture2D(alpha_ramp,gl_TexCoord[1].xy).a;
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float alphaFinal = texture2D(alpha_ramp, gl_TexCoord[1].zw).a;
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vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
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/// Add WL Components
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outColor.rgb = atmosLighting(outColor.rgb * gl_Color.rgb);
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gl_FragColor = vec4(scaleSoftClip(outColor.rgb), 1.0);
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}
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@@ -0,0 +1,52 @@
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/**
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* @file terrainV.glsl
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*
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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void calcAtmospherics(vec3 inPositionEye);
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vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
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vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)
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{
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vec4 tcoord;
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tcoord.x = dot(vpos, tp0);
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tcoord.y = dot(vpos, tp1);
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tcoord.z = tc.z;
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tcoord.w = tc.w;
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tcoord = mat * tcoord;
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return tcoord;
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}
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void main()
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{
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//transform vertex
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gl_Position = ftransform();
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vec4 pos = gl_ModelViewMatrix * gl_Vertex;
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vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
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/// Potentially better without it for water.
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pos /= pos.w;
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calcAtmospherics((gl_ModelViewMatrix * gl_Vertex).xyz);
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vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0));
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gl_FrontColor = color;
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// Transform and pass tex coords
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gl_TexCoord[0].xy = texgen_object(gl_Vertex, gl_MultiTexCoord0, gl_TextureMatrix[0], gl_ObjectPlaneS[0], gl_ObjectPlaneT[0]).xy;
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vec4 t = gl_MultiTexCoord1;
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gl_TexCoord[0].zw = t.xy;
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gl_TexCoord[1].xy = t.xy-vec2(2.0, 0.0);
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gl_TexCoord[1].zw = t.xy-vec2(1.0, 0.0);
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}
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39
indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl
Executable file
39
indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl
Executable file
@@ -0,0 +1,39 @@
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/**
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* @file terrainWaterF.glsl
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*
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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uniform sampler2D detail_0;
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uniform sampler2D detail_1;
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uniform sampler2D detail_2;
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uniform sampler2D detail_3;
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uniform sampler2D alpha_ramp;
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vec3 atmosLighting(vec3 light);
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vec4 applyWaterFog(vec4 color);
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void main()
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{
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/// Note: This should duplicate the blending functionality currently used for the terrain rendering.
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/// TODO Confirm tex coords and bind them appropriately in vert shader.
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vec4 color0 = texture2D(detail_0, gl_TexCoord[0].xy);
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vec4 color1 = texture2D(detail_1, gl_TexCoord[0].xy);
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vec4 color2 = texture2D(detail_2, gl_TexCoord[0].xy);
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vec4 color3 = texture2D(detail_3, gl_TexCoord[0].xy);
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float alpha1 = texture2D(alpha_ramp, gl_TexCoord[0].zw).a;
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float alpha2 = texture2D(alpha_ramp,gl_TexCoord[1].xy).a;
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float alphaFinal = texture2D(alpha_ramp, gl_TexCoord[1].zw).a;
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vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
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/// Add WL Components
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outColor.rgb = atmosLighting(outColor.rgb * gl_Color.rgb);
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outColor = applyWaterFog(outColor);
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gl_FragColor = outColor;
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}
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@@ -0,0 +1,88 @@
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/**
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* @file underWaterF.glsl
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*
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
|
||||
*/
|
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uniform sampler2D diffuseMap;
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uniform sampler2D bumpMap;
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uniform sampler2D screenTex;
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uniform sampler2D refTex;
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uniform sampler2D screenDepth;
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uniform vec4 fogCol;
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uniform vec3 lightDir;
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uniform vec3 specular;
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uniform float lightExp;
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uniform vec2 fbScale;
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uniform float refScale;
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uniform float znear;
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uniform float zfar;
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uniform float kd;
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uniform vec4 waterPlane;
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uniform vec3 eyeVec;
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uniform vec4 waterFogColor;
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uniform float waterFogDensity;
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uniform float waterFogKS;
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uniform vec2 screenRes;
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//bigWave is (refCoord.w, view.w);
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varying vec4 refCoord;
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varying vec4 littleWave;
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varying vec4 view;
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vec4 applyWaterFog(vec4 color, vec3 viewVec)
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{
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//normalize view vector
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vec3 view = normalize(viewVec);
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float es = -view.z;
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//find intersection point with water plane and eye vector
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//get eye depth
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float e0 = max(-waterPlane.w, 0.0);
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//get object depth
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float depth = length(viewVec);
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//get "thickness" of water
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float l = max(depth, 0.1);
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float kd = waterFogDensity;
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float ks = waterFogKS;
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vec4 kc = waterFogColor;
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float F = 0.98;
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float t1 = -kd * pow(F, ks * e0);
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float t2 = kd + ks * es;
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float t3 = pow(F, t2*l) - 1.0;
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float L = min(t1/t2*t3, 1.0);
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float D = pow(0.98, l*kd);
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//return vec4(1.0, 0.0, 1.0, 1.0);
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return color * D + kc * L;
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//depth /= 10.0;
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//return vec4(depth,depth,depth,0.0);
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}
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void main()
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||||
{
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vec4 color;
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//get detail normals
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vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
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vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
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vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
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vec3 wavef = normalize(wave1+wave2+wave3);
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//figure out distortion vector (ripply)
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vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
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distort = distort+wavef.xy*refScale;
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||||
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vec4 fb = texture2D(screenTex, distort);
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gl_FragColor = applyWaterFog(fb,view.xyz);
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}
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@@ -0,0 +1,117 @@
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/**
|
||||
* @file waterF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
vec3 scaleSoftClip(vec3 inColor);
|
||||
vec3 atmosTransport(vec3 inColor);
|
||||
|
||||
uniform sampler2D bumpMap;
|
||||
uniform sampler2D screenTex;
|
||||
uniform sampler2D refTex;
|
||||
|
||||
uniform float sunAngle;
|
||||
uniform float sunAngle2;
|
||||
uniform vec3 lightDir;
|
||||
uniform vec3 specular;
|
||||
uniform float lightExp;
|
||||
uniform float refScale;
|
||||
uniform float kd;
|
||||
uniform vec2 screenRes;
|
||||
uniform vec3 normScale;
|
||||
uniform float fresnelScale;
|
||||
uniform float fresnelOffset;
|
||||
uniform float blurMultiplier;
|
||||
|
||||
|
||||
//bigWave is (refCoord.w, view.w);
|
||||
varying vec4 refCoord;
|
||||
varying vec4 littleWave;
|
||||
varying vec4 view;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 color;
|
||||
|
||||
float dist = length(view.xy);
|
||||
|
||||
//normalize view vector
|
||||
vec3 viewVec = normalize(view.xyz);
|
||||
|
||||
//get wave normals
|
||||
vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
|
||||
vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
|
||||
vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
|
||||
//get base fresnel components
|
||||
|
||||
vec3 df = vec3(
|
||||
dot(viewVec, wave1),
|
||||
dot(viewVec, (wave2 + wave3) * 0.5),
|
||||
dot(viewVec, wave3)
|
||||
) * fresnelScale + fresnelOffset;
|
||||
df *= df;
|
||||
|
||||
vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
|
||||
|
||||
float dist2 = dist;
|
||||
dist = max(dist, 5.0);
|
||||
|
||||
float dmod = sqrt(dist);
|
||||
|
||||
vec2 dmod_scale = vec2(dmod*dmod, dmod);
|
||||
|
||||
//get reflected color
|
||||
vec2 refdistort1 = wave1.xy*normScale.x;
|
||||
vec2 refvec1 = distort+refdistort1/dmod_scale;
|
||||
vec4 refcol1 = texture2D(refTex, refvec1);
|
||||
|
||||
vec2 refdistort2 = wave2.xy*normScale.y;
|
||||
vec2 refvec2 = distort+refdistort2/dmod_scale;
|
||||
vec4 refcol2 = texture2D(refTex, refvec2);
|
||||
|
||||
vec2 refdistort3 = wave3.xy*normScale.z;
|
||||
vec2 refvec3 = distort+refdistort3/dmod_scale;
|
||||
vec4 refcol3 = texture2D(refTex, refvec3);
|
||||
|
||||
vec4 refcol = refcol1 + refcol2 + refcol3;
|
||||
float df1 = df.x + df.y + df.z;
|
||||
refcol *= df1 * 0.333;
|
||||
|
||||
vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
|
||||
|
||||
wavef.z *= max(-viewVec.z, 0.1);
|
||||
wavef = normalize(wavef);
|
||||
|
||||
float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset;
|
||||
|
||||
vec2 refdistort4 = wavef.xy*0.125;
|
||||
refdistort4.y -= abs(refdistort4.y);
|
||||
vec2 refvec4 = distort+refdistort4/dmod;
|
||||
float dweight = min(dist2*blurMultiplier, 1.0);
|
||||
vec4 baseCol = texture2D(refTex, refvec4);
|
||||
refcol = mix(baseCol*df2, refcol, dweight);
|
||||
|
||||
//get specular component
|
||||
float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
|
||||
|
||||
//harden specular
|
||||
spec = pow(spec, 128.0);
|
||||
|
||||
//figure out distortion vector (ripply)
|
||||
vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0);
|
||||
|
||||
vec4 fb = texture2D(screenTex, distort2);
|
||||
|
||||
//mix with reflection
|
||||
// Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug
|
||||
color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);
|
||||
color.rgb += spec * specular;
|
||||
|
||||
color.rgb = atmosTransport(color.rgb);
|
||||
color.rgb = scaleSoftClip(color.rgb);
|
||||
color.a = spec * sunAngle2;
|
||||
|
||||
gl_FragColor = color;
|
||||
}
|
||||
@@ -0,0 +1,54 @@
|
||||
/**
|
||||
* @file waterFogF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
uniform vec4 lightnorm;
|
||||
uniform vec4 waterPlane;
|
||||
uniform vec4 waterFogColor;
|
||||
uniform float waterFogDensity;
|
||||
uniform float waterFogKS;
|
||||
|
||||
vec3 getPositionEye();
|
||||
|
||||
vec4 applyWaterFog(vec4 color)
|
||||
{
|
||||
//normalize view vector
|
||||
vec3 view = normalize(getPositionEye());
|
||||
float es = -(dot(view, waterPlane.xyz));
|
||||
|
||||
//find intersection point with water plane and eye vector
|
||||
|
||||
//get eye depth
|
||||
float e0 = max(-waterPlane.w, 0.0);
|
||||
|
||||
vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0);
|
||||
|
||||
//get object depth
|
||||
float depth = length(getPositionEye() - int_v);
|
||||
|
||||
//get "thickness" of water
|
||||
float l = max(depth, 0.1);
|
||||
|
||||
float kd = waterFogDensity;
|
||||
float ks = waterFogKS;
|
||||
vec4 kc = waterFogColor;
|
||||
|
||||
float F = 0.98;
|
||||
|
||||
float t1 = -kd * pow(F, ks * e0);
|
||||
float t2 = kd + ks * es;
|
||||
float t3 = pow(F, t2*l) - 1.0;
|
||||
|
||||
float L = min(t1/t2*t3, 1.0);
|
||||
|
||||
float D = pow(0.98, l*kd);
|
||||
|
||||
color.rgb = color.rgb * D + kc.rgb * L;
|
||||
color.a = kc.a + color.a;
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,23 @@
|
||||
/**
|
||||
* @file lightF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
vec3 atmosLighting(vec3 light);
|
||||
vec3 scaleSoftClip(vec3 light);
|
||||
|
||||
void default_lighting()
|
||||
{
|
||||
vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
|
||||
|
||||
color.rgb = atmosLighting(color.rgb);
|
||||
|
||||
color.rgb = scaleSoftClip(color.rgb);
|
||||
|
||||
gl_FragColor = color;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,23 @@
|
||||
/**
|
||||
* @file lightFullbrightF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
vec3 fullbrightAtmosTransport(vec3 light);
|
||||
vec3 fullbrightScaleSoftClip(vec3 light);
|
||||
|
||||
void fullbright_lighting()
|
||||
{
|
||||
vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
|
||||
|
||||
color.rgb = fullbrightAtmosTransport(color.rgb);
|
||||
|
||||
color.rgb = fullbrightScaleSoftClip(color.rgb);
|
||||
|
||||
gl_FragColor = color;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,30 @@
|
||||
/**
|
||||
* @file lightFullbrightShinyF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
uniform samplerCube environmentMap;
|
||||
|
||||
vec3 fullbrightShinyAtmosTransport(vec3 light);
|
||||
vec3 fullbrightScaleSoftClip(vec3 light);
|
||||
|
||||
void fullbright_shiny_lighting()
|
||||
{
|
||||
vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy);
|
||||
color.rgb *= gl_Color.rgb;
|
||||
|
||||
vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
|
||||
color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a);
|
||||
|
||||
color.rgb = fullbrightShinyAtmosTransport(color.rgb);
|
||||
|
||||
color.rgb = fullbrightScaleSoftClip(color.rgb);
|
||||
|
||||
color.a = max(color.a, gl_Color.a);
|
||||
|
||||
gl_FragColor = color;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,21 @@
|
||||
/**
|
||||
* @file lightFullbrightWaterF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
vec3 fullbrightAtmosTransport(vec3 light);
|
||||
vec4 applyWaterFog(vec4 color);
|
||||
|
||||
void fullbright_lighting_water()
|
||||
{
|
||||
vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
|
||||
|
||||
color.rgb = fullbrightAtmosTransport(color.rgb);
|
||||
|
||||
gl_FragColor = applyWaterFog(color);
|
||||
}
|
||||
|
||||
@@ -0,0 +1,29 @@
|
||||
/**
|
||||
* @file lightShinyF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
uniform samplerCube environmentMap;
|
||||
|
||||
vec3 scaleSoftClip(vec3 light);
|
||||
vec3 atmosLighting(vec3 light);
|
||||
vec4 applyWaterFog(vec4 color);
|
||||
|
||||
void shiny_lighting()
|
||||
{
|
||||
vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy);
|
||||
color.rgb *= gl_Color.rgb;
|
||||
|
||||
vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
|
||||
color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a);
|
||||
|
||||
color.rgb = atmosLighting(color.rgb);
|
||||
|
||||
color.rgb = scaleSoftClip(color.rgb);
|
||||
color.a = max(color.a, gl_Color.a);
|
||||
gl_FragColor = color;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,27 @@
|
||||
/**
|
||||
* @file lightShinyWaterF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
uniform samplerCube environmentMap;
|
||||
|
||||
vec3 atmosLighting(vec3 light);
|
||||
vec4 applyWaterFog(vec4 color);
|
||||
|
||||
void shiny_lighting_water()
|
||||
{
|
||||
vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy);
|
||||
color.rgb *= gl_Color.rgb;
|
||||
|
||||
vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
|
||||
color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a);
|
||||
|
||||
color.rgb = atmosLighting(color.rgb);
|
||||
color.a = max(color.a, gl_Color.a);
|
||||
gl_FragColor = applyWaterFog(color);
|
||||
}
|
||||
|
||||
@@ -0,0 +1,16 @@
|
||||
/**
|
||||
* @file lightSpecularV.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
// All lights, no specular highlights
|
||||
|
||||
vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);
|
||||
|
||||
vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol)
|
||||
{
|
||||
return sumLightsSpecular(pos, norm, color, specularColor, baseCol);
|
||||
}
|
||||
|
||||
@@ -0,0 +1,16 @@
|
||||
/**
|
||||
* @file lightV.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
// All lights, no specular highlights
|
||||
|
||||
vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight);
|
||||
|
||||
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
|
||||
{
|
||||
return sumLights(pos, norm, color, baseLight);
|
||||
}
|
||||
|
||||
@@ -0,0 +1,21 @@
|
||||
/**
|
||||
* @file lightWaterF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
vec3 atmosLighting(vec3 light);
|
||||
vec4 applyWaterFog(vec4 color);
|
||||
|
||||
void default_lighting_water()
|
||||
{
|
||||
vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
|
||||
|
||||
color.rgb = atmosLighting(color.rgb);
|
||||
|
||||
gl_FragColor = applyWaterFog(color);
|
||||
}
|
||||
|
||||
@@ -0,0 +1,41 @@
|
||||
/**
|
||||
* @file sumLightsV.glsl
|
||||
*
|
||||
* Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da);
|
||||
vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3 l, float r, float pw, vec3 lightCol);
|
||||
|
||||
vec3 atmosAmbient(vec3 light);
|
||||
vec3 atmosAffectDirectionalLight(float lightIntensity);
|
||||
vec3 atmosGetDiffuseSunlightColor();
|
||||
vec3 scaleDownLight(vec3 light);
|
||||
|
||||
vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol)
|
||||
{
|
||||
vec4 col = vec4(0.0, 0.0, 0.0, color.a);
|
||||
|
||||
vec3 view = normalize(pos);
|
||||
|
||||
/// collect all the specular values from each calcXXXLightSpecular() function
|
||||
vec4 specularSum = vec4(0.0);
|
||||
|
||||
// Collect normal lights (need to be divided by two, as we later multiply by 2)
|
||||
col.rgb += gl_LightSource[1].diffuse.rgb * calcDirectionalLightSpecular(specularColor, view, norm, gl_LightSource[1].position.xyz, gl_LightSource[1].diffuse.rgb, 1.0);
|
||||
col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[2].position.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].diffuse.rgb);
|
||||
col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[3].position.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation, gl_LightSource[3].diffuse.rgb);
|
||||
//col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[4].position.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].diffuse.rgb);
|
||||
col.rgb = scaleDownLight(col.rgb);
|
||||
|
||||
// Add windlight lights
|
||||
col.rgb += atmosAmbient(baseCol.rgb);
|
||||
col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, gl_LightSource[0].position.xyz, atmosGetDiffuseSunlightColor()*baseCol.a, 1.0));
|
||||
|
||||
col.rgb = min(col.rgb*color.rgb, 1.0);
|
||||
specularColor.rgb = min(specularColor.rgb*specularSum.rgb, 1.0);
|
||||
col.rgb += specularColor.rgb;
|
||||
|
||||
return col;
|
||||
}
|
||||
@@ -0,0 +1,34 @@
|
||||
/**
|
||||
* @file sumLightsV.glsl
|
||||
*
|
||||
* Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
float calcDirectionalLight(vec3 n, vec3 l);
|
||||
float calcPointLight(vec3 v, vec3 n, vec4 lp, float la);
|
||||
|
||||
vec3 atmosAmbient(vec3 light);
|
||||
vec3 atmosAffectDirectionalLight(float lightIntensity);
|
||||
vec3 scaleDownLight(vec3 light);
|
||||
|
||||
vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
|
||||
{
|
||||
vec4 col = vec4(0.0, 0.0, 0.0, color.a);
|
||||
|
||||
// Collect normal lights (need to be divided by two, as we later multiply by 2)
|
||||
col.rgb += gl_LightSource[1].diffuse.rgb * calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
|
||||
col.rgb += gl_LightSource[2].diffuse.rgb * calcPointLight(pos, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation);
|
||||
col.rgb += gl_LightSource[3].diffuse.rgb * calcPointLight(pos, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation);
|
||||
//col.rgb += gl_LightSource[4].diffuse.rgb * calcPointLight(pos, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation);
|
||||
col.rgb = scaleDownLight(col.rgb);
|
||||
|
||||
// Add windlight lights
|
||||
col.rgb += atmosAmbient(baseLight.rgb);
|
||||
col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, gl_LightSource[0].position.xyz));
|
||||
|
||||
col.rgb = min(col.rgb*color.rgb, 1.0);
|
||||
|
||||
return col;
|
||||
}
|
||||
|
||||
31
indra/newview/app_settings/shaders/class2/objects/shinyV.glsl
Executable file
31
indra/newview/app_settings/shaders/class2/objects/shinyV.glsl
Executable file
@@ -0,0 +1,31 @@
|
||||
/**
|
||||
* @file shinyV.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
|
||||
|
||||
void calcAtmospherics(vec3 inPositionEye);
|
||||
|
||||
uniform vec4 origin;
|
||||
|
||||
void main()
|
||||
{
|
||||
//transform vertex
|
||||
gl_Position = ftransform();
|
||||
|
||||
vec4 pos = (gl_ModelViewMatrix * gl_Vertex);
|
||||
vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
|
||||
vec3 ref = reflect(pos.xyz, -norm);
|
||||
|
||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||
gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0);
|
||||
|
||||
calcAtmospherics(pos.xyz);
|
||||
|
||||
gl_FrontColor = calcLighting(pos.xyz, norm, gl_Color, vec4(0.0));
|
||||
|
||||
gl_FogFragCoord = pos.z;
|
||||
}
|
||||
@@ -0,0 +1,24 @@
|
||||
/**
|
||||
* @file atmosphericsF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
//////////////////////////////////////////////////////////
|
||||
// The fragment shader for the terrain atmospherics
|
||||
//////////////////////////////////////////////////////////
|
||||
|
||||
vec3 getAdditiveColor();
|
||||
vec3 getAtmosAttenuation();
|
||||
|
||||
uniform sampler2D cloudMap;
|
||||
uniform vec4 cloud_pos_density1;
|
||||
|
||||
vec3 atmosLighting(vec3 light)
|
||||
{
|
||||
light *= getAtmosAttenuation().r;
|
||||
light += getAdditiveColor();
|
||||
return (2.0 * light);
|
||||
}
|
||||
|
||||
@@ -0,0 +1,41 @@
|
||||
/**
|
||||
* @file atmosphericsHelpersV.glsl
|
||||
*
|
||||
* Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
// Output variables
|
||||
vec3 getSunlitColor();
|
||||
vec3 getAmblitColor();
|
||||
vec3 getAdditiveColor();
|
||||
vec3 getAtmosAttenuation();
|
||||
vec3 getPositionEye();
|
||||
|
||||
uniform float scene_light_strength;
|
||||
|
||||
vec3 atmosAmbient(vec3 light)
|
||||
{
|
||||
return getAmblitColor() + light / 2.0;
|
||||
}
|
||||
|
||||
vec3 atmosAffectDirectionalLight(float lightIntensity)
|
||||
{
|
||||
return getSunlitColor() * lightIntensity;
|
||||
}
|
||||
|
||||
vec3 atmosGetDiffuseSunlightColor()
|
||||
{
|
||||
return getSunlitColor();
|
||||
}
|
||||
|
||||
vec3 scaleDownLight(vec3 light)
|
||||
{
|
||||
return (light / scene_light_strength );
|
||||
}
|
||||
|
||||
vec3 scaleUpLight(vec3 light)
|
||||
{
|
||||
return (light * scene_light_strength);
|
||||
}
|
||||
|
||||
@@ -0,0 +1,137 @@
|
||||
/**
|
||||
* @file atmosphericsV.glsl
|
||||
*
|
||||
* Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
// varying param funcs
|
||||
void setSunlitColor(vec3 v);
|
||||
void setAmblitColor(vec3 v);
|
||||
void setAdditiveColor(vec3 v);
|
||||
void setAtmosAttenuation(vec3 v);
|
||||
void setPositionEye(vec3 v);
|
||||
|
||||
vec3 getAdditiveColor();
|
||||
|
||||
//varying vec4 vary_CloudUVs;
|
||||
//varying float vary_CloudDensity;
|
||||
|
||||
// Inputs
|
||||
uniform vec4 morphFactor;
|
||||
uniform vec3 camPosLocal;
|
||||
//uniform vec4 camPosWorld;
|
||||
|
||||
uniform vec4 lightnorm;
|
||||
uniform vec4 sunlight_color;
|
||||
uniform vec4 ambient;
|
||||
uniform vec4 blue_horizon;
|
||||
uniform vec4 blue_density;
|
||||
uniform vec4 haze_horizon;
|
||||
uniform vec4 haze_density;
|
||||
uniform vec4 cloud_shadow;
|
||||
uniform vec4 density_multiplier;
|
||||
uniform vec4 distance_multiplier;
|
||||
uniform vec4 max_y;
|
||||
uniform vec4 glow;
|
||||
|
||||
void calcAtmospherics(vec3 inPositionEye) {
|
||||
|
||||
vec3 P = inPositionEye;
|
||||
setPositionEye(P);
|
||||
|
||||
//(TERRAIN) limit altitude
|
||||
if (P.y > max_y.x) P *= (max_y.x / P.y);
|
||||
if (P.y < -max_y.x) P *= (-max_y.x / P.y);
|
||||
|
||||
vec3 tmpLightnorm = lightnorm.xyz;
|
||||
|
||||
vec3 Pn = normalize(P);
|
||||
float Plen = length(P);
|
||||
|
||||
vec4 temp1 = vec4(0);
|
||||
vec3 temp2 = vec3(0);
|
||||
vec4 blue_weight;
|
||||
vec4 haze_weight;
|
||||
vec4 sunlight = sunlight_color;
|
||||
vec4 light_atten;
|
||||
|
||||
//sunlight attenuation effect (hue and brightness) due to atmosphere
|
||||
//this is used later for sunlight modulation at various altitudes
|
||||
light_atten = (blue_density * 1.0 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x);
|
||||
//I had thought blue_density and haze_density should have equal weighting,
|
||||
//but attenuation due to haze_density tends to seem too strong
|
||||
|
||||
temp1 = blue_density + vec4(haze_density.r);
|
||||
blue_weight = blue_density / temp1;
|
||||
haze_weight = vec4(haze_density.r) / temp1;
|
||||
|
||||
//(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
|
||||
temp2.y = max(0.0, tmpLightnorm.y);
|
||||
temp2.y = 1. / temp2.y;
|
||||
sunlight *= exp( - light_atten * temp2.y);
|
||||
|
||||
// main atmospheric scattering line integral
|
||||
temp2.z = Plen * density_multiplier.x;
|
||||
|
||||
// Transparency (-> temp1)
|
||||
// ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati
|
||||
// compiler gets confused.
|
||||
temp1 = exp(-temp1 * temp2.z * distance_multiplier.x);
|
||||
|
||||
//final atmosphere attenuation factor
|
||||
setAtmosAttenuation(temp1.rgb);
|
||||
//vary_AtmosAttenuation = distance_multiplier / 10000.;
|
||||
//vary_AtmosAttenuation = density_multiplier * 100.;
|
||||
//vary_AtmosAttenuation = vec4(Plen / 100000., 0., 0., 1.);
|
||||
|
||||
//compute haze glow
|
||||
//(can use temp2.x as temp because we haven't used it yet)
|
||||
temp2.x = dot(Pn, tmpLightnorm.xyz);
|
||||
temp2.x = 1. - temp2.x;
|
||||
//temp2.x is 0 at the sun and increases away from sun
|
||||
temp2.x = max(temp2.x, .03); //was glow.y
|
||||
//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
|
||||
|
||||
//add "minimum anti-solar illumination"
|
||||
temp2.x += .25;
|
||||
|
||||
|
||||
//increase ambient when there are more clouds
|
||||
vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 0.5;
|
||||
|
||||
//haze color
|
||||
setAdditiveColor(
|
||||
vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient)
|
||||
+ (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * temp2.x
|
||||
+ tmpAmbient)));
|
||||
|
||||
//brightness of surface both sunlight and ambient
|
||||
setSunlitColor(vec3(sunlight * .5));
|
||||
setAmblitColor(vec3(tmpAmbient * .25));
|
||||
setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1));
|
||||
|
||||
// vary_SunlitColor = vec3(0);
|
||||
// vary_AmblitColor = vec3(0);
|
||||
// vary_AdditiveColor = vec4(Pn, 1.0);
|
||||
|
||||
/*
|
||||
const float cloudShadowScale = 100.;
|
||||
// Get cloud uvs for shadowing
|
||||
vec3 cloudPos = inPositionEye + camPosWorld - cloudShadowScale / 2.;
|
||||
vary_CloudUVs.xy = cloudPos.xz / cloudShadowScale;
|
||||
|
||||
// We can take uv1 and multiply it by (TerrainSpan / CloudSpan)
|
||||
// cloudUVs *= (((worldMaxZ - worldMinZ) * 20) /40000.);
|
||||
vary_CloudUVs *= (10000./40000.);
|
||||
|
||||
// Offset by sun vector * (CloudAltitude / CloudSpan)
|
||||
vary_CloudUVs.x += tmpLightnorm.x / tmpLightnorm.y * (3000./40000.);
|
||||
vary_CloudUVs.y += tmpLightnorm.z / tmpLightnorm.y * (3000./40000.);
|
||||
*/
|
||||
}
|
||||
|
||||
@@ -0,0 +1,34 @@
|
||||
/**
|
||||
* @file atmosphericVars.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
varying vec3 vary_PositionEye;
|
||||
|
||||
varying vec3 vary_SunlitColor;
|
||||
varying vec3 vary_AmblitColor;
|
||||
varying vec3 vary_AdditiveColor;
|
||||
varying vec3 vary_AtmosAttenuation;
|
||||
|
||||
vec3 getPositionEye()
|
||||
{
|
||||
return vary_PositionEye;
|
||||
}
|
||||
vec3 getSunlitColor()
|
||||
{
|
||||
return vary_SunlitColor;
|
||||
}
|
||||
vec3 getAmblitColor()
|
||||
{
|
||||
return vary_AmblitColor;
|
||||
}
|
||||
vec3 getAdditiveColor()
|
||||
{
|
||||
return vary_AdditiveColor;
|
||||
}
|
||||
vec3 getAtmosAttenuation()
|
||||
{
|
||||
return vary_AtmosAttenuation;
|
||||
}
|
||||
@@ -0,0 +1,60 @@
|
||||
/**
|
||||
* @file atmosphericVars.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
varying vec3 vary_PositionEye;
|
||||
|
||||
varying vec3 vary_SunlitColor;
|
||||
varying vec3 vary_AmblitColor;
|
||||
varying vec3 vary_AdditiveColor;
|
||||
varying vec3 vary_AtmosAttenuation;
|
||||
|
||||
vec3 getPositionEye()
|
||||
{
|
||||
return vary_PositionEye;
|
||||
}
|
||||
vec3 getSunlitColor()
|
||||
{
|
||||
return vary_SunlitColor;
|
||||
}
|
||||
vec3 getAmblitColor()
|
||||
{
|
||||
return vary_AmblitColor;
|
||||
}
|
||||
vec3 getAdditiveColor()
|
||||
{
|
||||
return vary_AdditiveColor;
|
||||
}
|
||||
vec3 getAtmosAttenuation()
|
||||
{
|
||||
return vary_AtmosAttenuation;
|
||||
}
|
||||
|
||||
|
||||
void setPositionEye(vec3 v)
|
||||
{
|
||||
vary_PositionEye = v;
|
||||
}
|
||||
|
||||
void setSunlitColor(vec3 v)
|
||||
{
|
||||
vary_SunlitColor = v;
|
||||
}
|
||||
|
||||
void setAmblitColor(vec3 v)
|
||||
{
|
||||
vary_AmblitColor = v;
|
||||
}
|
||||
|
||||
void setAdditiveColor(vec3 v)
|
||||
{
|
||||
vary_AdditiveColor = v;
|
||||
}
|
||||
|
||||
void setAtmosAttenuation(vec3 v)
|
||||
{
|
||||
vary_AtmosAttenuation = v;
|
||||
}
|
||||
@@ -0,0 +1,76 @@
|
||||
/**
|
||||
* @file WLCloudsF.glsl
|
||||
*
|
||||
* Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// The fragment shader for the sky
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
|
||||
varying vec4 vary_CloudColorSun;
|
||||
varying vec4 vary_CloudColorAmbient;
|
||||
varying float vary_CloudDensity;
|
||||
|
||||
uniform sampler2D cloud_noise_texture;
|
||||
uniform vec4 cloud_pos_density1;
|
||||
uniform vec4 cloud_pos_density2;
|
||||
uniform vec4 gamma;
|
||||
|
||||
/// Soft clips the light with a gamma correction
|
||||
vec3 scaleSoftClip(vec3 light) {
|
||||
//soft clip effect:
|
||||
light = 1. - clamp(light, vec3(0.), vec3(1.));
|
||||
light = 1. - pow(light, gamma.xxx);
|
||||
|
||||
return light;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
// Set variables
|
||||
vec2 uv1 = gl_TexCoord[0].xy;
|
||||
vec2 uv2 = gl_TexCoord[1].xy;
|
||||
|
||||
vec4 cloudColorSun = vary_CloudColorSun;
|
||||
vec4 cloudColorAmbient = vary_CloudColorAmbient;
|
||||
float cloudDensity = vary_CloudDensity;
|
||||
vec2 uv3 = gl_TexCoord[2].xy;
|
||||
vec2 uv4 = gl_TexCoord[3].xy;
|
||||
|
||||
// Offset texture coords
|
||||
uv1 += cloud_pos_density1.xy; //large texture, visible density
|
||||
uv2 += cloud_pos_density1.xy; //large texture, self shadow
|
||||
uv3 += cloud_pos_density2.xy; //small texture, visible density
|
||||
uv4 += cloud_pos_density2.xy; //small texture, self shadow
|
||||
|
||||
|
||||
// Compute alpha1, the main cloud opacity
|
||||
float alpha1 = (texture2D(cloud_noise_texture, uv1).x - 0.5) + (texture2D(cloud_noise_texture, uv3).x - 0.5) * cloud_pos_density2.z;
|
||||
alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10. * cloud_pos_density1.z, 1.);
|
||||
|
||||
// And smooth
|
||||
alpha1 = 1. - alpha1 * alpha1;
|
||||
alpha1 = 1. - alpha1 * alpha1;
|
||||
|
||||
|
||||
// Compute alpha2, for self shadowing effect
|
||||
// (1 - alpha2) will later be used as percentage of incoming sunlight
|
||||
float alpha2 = (texture2D(cloud_noise_texture, uv2).x - 0.5);
|
||||
alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.);
|
||||
|
||||
// And smooth
|
||||
alpha2 = 1. - alpha2;
|
||||
alpha2 = 1. - alpha2 * alpha2;
|
||||
|
||||
// Combine
|
||||
vec4 color;
|
||||
color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient);
|
||||
color *= 2.;
|
||||
|
||||
/// Gamma correct for WL (soft clip effect).
|
||||
gl_FragColor.rgb = scaleSoftClip(color.rgb);
|
||||
gl_FragColor.a = alpha1;
|
||||
}
|
||||
|
||||
163
indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
Normal file
163
indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
Normal file
@@ -0,0 +1,163 @@
|
||||
/**
|
||||
* @file WLCloudsV.glsl
|
||||
*
|
||||
* Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
// The vertex shader for creating the atmospheric sky
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// Output parameters
|
||||
varying vec4 vary_CloudColorSun;
|
||||
varying vec4 vary_CloudColorAmbient;
|
||||
varying float vary_CloudDensity;
|
||||
|
||||
// Inputs
|
||||
uniform vec3 camPosLocal;
|
||||
|
||||
uniform vec4 lightnorm;
|
||||
uniform vec4 sunlight_color;
|
||||
uniform vec4 ambient;
|
||||
uniform vec4 blue_horizon;
|
||||
uniform vec4 blue_density;
|
||||
uniform vec4 haze_horizon;
|
||||
uniform vec4 haze_density;
|
||||
|
||||
uniform vec4 cloud_shadow;
|
||||
uniform vec4 density_multiplier;
|
||||
uniform vec4 max_y;
|
||||
|
||||
uniform vec4 glow;
|
||||
|
||||
uniform vec4 cloud_color;
|
||||
|
||||
uniform vec4 cloud_scale;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
// World / view / projection
|
||||
gl_Position = ftransform();
|
||||
|
||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||
|
||||
// Get relative position
|
||||
vec3 P = gl_Vertex.xyz - camPosLocal.xyz + vec3(0,50,0);
|
||||
|
||||
// Set altitude
|
||||
if (P.y > 0.)
|
||||
{
|
||||
P *= (max_y.x / P.y);
|
||||
}
|
||||
else
|
||||
{
|
||||
P *= (-32000. / P.y);
|
||||
}
|
||||
|
||||
// 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 = sunlight_color;
|
||||
vec4 light_atten;
|
||||
|
||||
|
||||
// Sunlight attenuation effect (hue and brightness) due to atmosphere
|
||||
// this is used later for sunlight modulation at various altitudes
|
||||
light_atten = (blue_density * 1.0 + haze_density.x * 0.25) * (density_multiplier.x * max_y.x);
|
||||
|
||||
// Calculate relative weights
|
||||
temp1 = blue_density + haze_density.x;
|
||||
blue_weight = blue_density / temp1;
|
||||
haze_weight = haze_density.x / 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);
|
||||
|
||||
// Distance
|
||||
temp2.z = Plen * density_multiplier.x;
|
||||
|
||||
// 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
|
||||
|
||||
// Add "minimum anti-solar illumination"
|
||||
temp2.x += .25;
|
||||
|
||||
// Increase ambient when there are more clouds
|
||||
vec4 tmpAmbient = ambient;
|
||||
tmpAmbient += (1. - tmpAmbient) * cloud_shadow.x * 0.5;
|
||||
|
||||
// Dim sunlight by cloud shadow percentage
|
||||
sunlight *= (1. - cloud_shadow.x);
|
||||
|
||||
// Haze color below cloud
|
||||
vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
|
||||
+ (haze_horizon.r * haze_weight) * (sunlight * temp2.x + tmpAmbient)
|
||||
);
|
||||
|
||||
// CLOUDS
|
||||
|
||||
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);
|
||||
|
||||
// Make a nice cloud density based on the cloud_shadow value that was passed in.
|
||||
vary_CloudDensity = 2. * (cloud_shadow.x - 0.25);
|
||||
|
||||
|
||||
// Texture coords
|
||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||
gl_TexCoord[0].xy -= 0.5;
|
||||
gl_TexCoord[0].xy /= cloud_scale.x;
|
||||
gl_TexCoord[0].xy += 0.5;
|
||||
|
||||
gl_TexCoord[1] = gl_TexCoord[0];
|
||||
gl_TexCoord[1].x += lightnorm.x * 0.0125;
|
||||
gl_TexCoord[1].y += lightnorm.z * 0.0125;
|
||||
|
||||
gl_TexCoord[2] = gl_TexCoord[0] * 16.;
|
||||
gl_TexCoord[3] = gl_TexCoord[1] * 16.;
|
||||
|
||||
// Combine these to minimize register use
|
||||
vary_CloudColorAmbient += oHazeColorBelowCloud;
|
||||
|
||||
// needs this to compile on mac
|
||||
//vary_AtmosAttenuation = vec3(0.0,0.0,0.0);
|
||||
|
||||
// END CLOUDS
|
||||
}
|
||||
|
||||
@@ -0,0 +1,24 @@
|
||||
/**
|
||||
* @file gammaF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
uniform vec4 gamma;
|
||||
|
||||
vec3 getAtmosAttenuation();
|
||||
|
||||
/// Soft clips the light with a gamma correction
|
||||
vec3 scaleSoftClip(vec3 light) {
|
||||
//soft clip effect:
|
||||
light = 1. - clamp(light, vec3(0.), vec3(1.));
|
||||
light = 1. - pow(light, gamma.xxx);
|
||||
|
||||
return light;
|
||||
}
|
||||
|
||||
vec3 fullbrightScaleSoftClip(vec3 light) {
|
||||
return mix(scaleSoftClip(light.rgb), light.rgb, getAtmosAttenuation());
|
||||
}
|
||||
|
||||
@@ -0,0 +1,41 @@
|
||||
/**
|
||||
* @file WLSkyF.glsl
|
||||
*
|
||||
* Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// The fragment shader for the sky
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
|
||||
varying vec4 vary_HazeColor;
|
||||
|
||||
uniform sampler2D cloud_noise_texture;
|
||||
uniform vec4 gamma;
|
||||
|
||||
/// Soft clips the light with a gamma correction
|
||||
vec3 scaleSoftClip(vec3 light) {
|
||||
//soft clip effect:
|
||||
light = 1. - clamp(light, vec3(0.), vec3(1.));
|
||||
light = 1. - pow(light, gamma.xxx);
|
||||
|
||||
return light;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
// Potential Fill-rate optimization. Add cloud calculation
|
||||
// back in and output alpha of 0 (so that alpha culling kills
|
||||
// the fragment) if the sky wouldn't show up because the clouds
|
||||
// are fully opaque.
|
||||
|
||||
vec4 color;
|
||||
color = vary_HazeColor;
|
||||
color *= 2.;
|
||||
|
||||
/// Gamma correct for WL (soft clip effect).
|
||||
gl_FragColor.rgb = scaleSoftClip(color.rgb);
|
||||
gl_FragColor.a = 1.0;
|
||||
}
|
||||
|
||||
138
indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
Normal file
138
indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
Normal file
@@ -0,0 +1,138 @@
|
||||
/**
|
||||
* @file WLSkyV.glsl
|
||||
*
|
||||
* Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
// SKY ////////////////////////////////////////////////////////////////////////
|
||||
// The vertex shader for creating the atmospheric sky
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// Output parameters
|
||||
varying vec4 vary_HazeColor;
|
||||
|
||||
// Inputs
|
||||
uniform vec3 camPosLocal;
|
||||
|
||||
uniform vec4 lightnorm;
|
||||
uniform vec4 sunlight_color;
|
||||
uniform vec4 ambient;
|
||||
uniform vec4 blue_horizon;
|
||||
uniform vec4 blue_density;
|
||||
uniform vec4 haze_horizon;
|
||||
uniform vec4 haze_density;
|
||||
|
||||
uniform vec4 cloud_shadow;
|
||||
uniform vec4 density_multiplier;
|
||||
uniform vec4 max_y;
|
||||
|
||||
uniform vec4 glow;
|
||||
|
||||
uniform vec4 cloud_color;
|
||||
|
||||
uniform vec4 cloud_scale;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
// World / view / projection
|
||||
gl_Position = ftransform();
|
||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||
|
||||
// Get relative position
|
||||
vec3 P = gl_Vertex.xyz - camPosLocal.xyz + vec3(0,50,0);
|
||||
//vec3 P = gl_Vertex.xyz + vec3(0,50,0);
|
||||
|
||||
// Set altitude
|
||||
if (P.y > 0.)
|
||||
{
|
||||
P *= (max_y.x / P.y);
|
||||
}
|
||||
else
|
||||
{
|
||||
P *= (-32000. / P.y);
|
||||
}
|
||||
|
||||
// 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 = sunlight_color;
|
||||
vec4 light_atten;
|
||||
|
||||
|
||||
// Sunlight attenuation effect (hue and brightness) due to atmosphere
|
||||
// this is used later for sunlight modulation at various altitudes
|
||||
light_atten = (blue_density * 1.0 + haze_density.x * 0.25) * (density_multiplier.x * max_y.x);
|
||||
|
||||
// Calculate relative weights
|
||||
temp1 = blue_density + haze_density.x;
|
||||
blue_weight = blue_density / temp1;
|
||||
haze_weight = haze_density.x / 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);
|
||||
|
||||
// Distance
|
||||
temp2.z = Plen * density_multiplier.x;
|
||||
|
||||
// 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
|
||||
|
||||
// Add "minimum anti-solar illumination"
|
||||
temp2.x += .25;
|
||||
|
||||
|
||||
// Haze color above cloud
|
||||
vary_HazeColor = ( blue_horizon * blue_weight * (sunlight + ambient)
|
||||
+ (haze_horizon.r * haze_weight) * (sunlight * temp2.x + ambient)
|
||||
);
|
||||
|
||||
|
||||
// Increase ambient when there are more clouds
|
||||
vec4 tmpAmbient = ambient;
|
||||
tmpAmbient += (1. - tmpAmbient) * cloud_shadow.x * 0.5;
|
||||
|
||||
// Dim sunlight by cloud shadow percentage
|
||||
sunlight *= (1. - cloud_shadow.x);
|
||||
|
||||
// Haze color below cloud
|
||||
vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
|
||||
+ (haze_horizon.r * haze_weight) * (sunlight * temp2.x + tmpAmbient)
|
||||
);
|
||||
|
||||
// Final atmosphere additive
|
||||
vary_HazeColor *= (1. - temp1);
|
||||
|
||||
// Attenuate cloud color by atmosphere
|
||||
temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds
|
||||
|
||||
// At horizon, blend high altitude sky color towards the darker color below the clouds
|
||||
vary_HazeColor += (additiveColorBelowCloud - vary_HazeColor) * (1. - sqrt(temp1));
|
||||
|
||||
// won't compile on mac without this being set
|
||||
//vary_AtmosAttenuation = vec3(0.0,0.0,0.0);
|
||||
}
|
||||
|
||||
@@ -0,0 +1,35 @@
|
||||
/**
|
||||
* @file transportF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
//////////////////////////////////////////////////////////
|
||||
// The fragment shader for the terrain atmospherics
|
||||
//////////////////////////////////////////////////////////
|
||||
|
||||
vec3 getAdditiveColor();
|
||||
vec3 getAtmosAttenuation();
|
||||
|
||||
uniform sampler2D cloudMap;
|
||||
uniform vec4 cloud_pos_density1;
|
||||
|
||||
vec3 atmosTransport(vec3 light) {
|
||||
light *= getAtmosAttenuation().r;
|
||||
light += getAdditiveColor() * 2.0;
|
||||
return light;
|
||||
}
|
||||
|
||||
vec3 fullbrightAtmosTransport(vec3 light) {
|
||||
float brightness = dot(light.rgb, vec3(0.33333));
|
||||
|
||||
return mix(atmosTransport(light.rgb), light.rgb + getAdditiveColor().rgb, brightness * brightness);
|
||||
}
|
||||
|
||||
vec3 fullbrightShinyAtmosTransport(vec3 light) {
|
||||
float brightness = dot(light.rgb, vec3(0.33333));
|
||||
|
||||
return mix(atmosTransport(light.rgb), (light.rgb + getAdditiveColor().rgb) * (2.0 - brightness), brightness * brightness);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user