191 lines
5.2 KiB
GLSL
191 lines
5.2 KiB
GLSL
/**
|
|
* @file WLCloudsV.glsl
|
|
*
|
|
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
|
|
* Second Life Viewer Source Code
|
|
* Copyright (C) 2005, Linden Research, Inc.
|
|
*
|
|
* This library is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU Lesser General Public
|
|
* License as published by the Free Software Foundation;
|
|
* version 2.1 of the License only.
|
|
*
|
|
* This library is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
|
* Lesser General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU Lesser General Public
|
|
* License along with this library; if not, write to the Free Software
|
|
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
|
|
*
|
|
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
|
|
* $/LicenseInfo$
|
|
*/
|
|
|
|
uniform mat4 modelview_projection_matrix;
|
|
|
|
ATTRIBUTE vec3 position;
|
|
ATTRIBUTE vec2 texcoord0;
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// The vertex shader for creating the atmospheric sky
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
|
|
// Output parameters
|
|
VARYING vec4 vary_CloudColorSun;
|
|
VARYING vec4 vary_CloudColorAmbient;
|
|
VARYING float vary_CloudDensity;
|
|
VARYING vec2 vary_texcoord0;
|
|
VARYING vec2 vary_texcoord1;
|
|
VARYING vec2 vary_texcoord2;
|
|
VARYING vec2 vary_texcoord3;
|
|
|
|
// Inputs
|
|
uniform vec3 camPosLocal;
|
|
|
|
uniform vec4 lightnorm;
|
|
uniform vec4 sunlight_color;
|
|
uniform vec4 ambient;
|
|
uniform vec4 blue_horizon;
|
|
uniform vec4 blue_density;
|
|
uniform float haze_horizon;
|
|
uniform float haze_density;
|
|
|
|
uniform float cloud_shadow;
|
|
uniform float density_multiplier;
|
|
uniform float max_y;
|
|
|
|
uniform vec4 glow;
|
|
|
|
uniform vec4 cloud_color;
|
|
|
|
uniform float cloud_scale;
|
|
|
|
void main()
|
|
{
|
|
|
|
// World / view / projection
|
|
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
|
|
|
|
vary_texcoord0 = texcoord0;
|
|
|
|
// Get relative position
|
|
vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
|
|
|
|
// 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);
|
|
|
|
// 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 + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
|
|
|
|
// Calculate relative weights
|
|
temp1 = blue_density + 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);
|
|
|
|
// Distance
|
|
temp2.z = Plen * density_multiplier;
|
|
|
|
// 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 * 0.5;
|
|
|
|
// 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)
|
|
);
|
|
|
|
// 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 - 0.25);
|
|
|
|
|
|
// 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_texcoord2 = vary_texcoord0 * 16.;
|
|
vary_texcoord3 = vary_texcoord1 * 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
|
|
}
|
|
|