Newer
Older
David Parks
committed
/**
* @file class2\windlight\atmosphericsFuncs.glsl
*
* $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2022, 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
* $/LicenseInfo$
*/
David Parks
committed
uniform vec3 lightnorm;
uniform vec3 sunlight_color;
uniform vec3 moonlight_color;
David Parks
committed
uniform int sun_up_factor;
David Parks
committed
uniform vec3 ambient_color;
uniform vec3 blue_horizon;
uniform vec3 blue_density;
David Parks
committed
uniform float haze_horizon;
uniform float haze_density;
uniform float cloud_shadow;
uniform float density_multiplier;
uniform float distance_multiplier;
uniform float max_y;
David Parks
committed
uniform vec3 glow;
David Parks
committed
uniform float scene_light_strength;
uniform float sun_moon_glow_factor;
David Parks
committed
uniform float sky_hdr_scale;
uniform float sky_sunlight_scale;
uniform float sky_ambient_scale;
David Parks
committed
float getAmbientClamp() { return 1.0f; }
vec3 srgb_to_linear(vec3 col);
vec3 legacy_adjust(vec3 col);
David Parks
committed
// return colors in sRGB space
void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive,
David Parks
committed
out vec3 atten)
David Parks
committed
{
vec3 rel_pos = inPositionEye;
//(TERRAIN) limit altitude
if (abs(rel_pos.y) > max_y) rel_pos *= (max_y / rel_pos.y);
vec3 rel_pos_norm = normalize(rel_pos);
float rel_pos_len = length(rel_pos);
David Parks
committed
vec3 sunlight = (sun_up_factor == 1) ? sunlight_color: moonlight_color;
David Parks
committed
// sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
David Parks
committed
vec3 light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y);
David Parks
committed
// I had thought blue_density and haze_density should have equal weighting,
// but attenuation due to haze_density tends to seem too strong
David Parks
committed
vec3 combined_haze = blue_density + vec3(haze_density);
vec3 blue_weight = blue_density / combined_haze;
vec3 haze_weight = vec3(haze_density) / combined_haze;
David Parks
committed
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
//(TERRAIN) compute sunlight from lightnorm y component. Factor is roughly cosecant(sun elevation) (for short rays like terrain)
float above_horizon_factor = 1.0 / max(1e-6, lightnorm.y);
sunlight *= exp(-light_atten * above_horizon_factor); // for sun [horizon..overhead] this maps to an exp curve [0..1]
// main atmospheric scattering line integral
float density_dist = rel_pos_len * density_multiplier;
// Transparency (-> combined_haze)
// ATI Bugfix -- can't store combined_haze*density_dist*distance_multiplier in a variable because the ati
// compiler gets confused.
combined_haze = exp(-combined_haze * density_dist * distance_multiplier);
// final atmosphere attenuation factor
atten = combined_haze.rgb;
// compute haze glow
float haze_glow = dot(rel_pos_norm, lightnorm.xyz);
// dampen sun additive contrib when not facing it...
// SL-13539: This "if" clause causes an "additive" white artifact at roughly 77 degreees.
// if (length(light_dir) > 0.01)
haze_glow *= max(0.0f, dot(light_dir, rel_pos_norm));
haze_glow = 1. - haze_glow;
// haze_glow is 0 at the sun and increases away from sun
haze_glow = max(haze_glow, .001); // set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
haze_glow *= glow.x;
// higher glow.x gives dimmer glow (because next step is 1 / "angle")
haze_glow = pow(haze_glow, glow.z);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function
// add "minimum anti-solar illumination"
haze_glow += .25;
haze_glow *= sun_moon_glow_factor;
David Parks
committed
vec3 amb_color = ambient_color;
David Parks
committed
// increase ambient when there are more clouds
David Parks
committed
vec3 tmpAmbient = amb_color + (vec3(1.) - amb_color) * cloud_shadow * 0.5;
David Parks
committed
// Similar/Shared Algorithms:
// indra\llinventory\llsettingssky.cpp -- LLSettingsSky::calculateLightSettings()
// indra\newview\app_settings\shaders\class1\windlight\atmosphericsFuncs.glsl -- calcAtmosphericVars()
// haze color
vec3 cs = sunlight.rgb * (1. - cloud_shadow);
additive = (blue_horizon.rgb * blue_weight.rgb) * (cs + tmpAmbient.rgb) + (haze_horizon * haze_weight.rgb) * (cs * haze_glow + tmpAmbient.rgb);
// brightness of surface both sunlight and ambient
David Parks
committed
sunlit = sunlight.rgb;
David Parks
committed
amblit = tmpAmbient;
David Parks
committed
additive *= vec3(1.0 - combined_haze);
}
David Parks
committed
vec3 srgb_to_linear(vec3 col);
David Parks
committed
// provide a touch of lighting in the opposite direction of the sun light
// so areas in shadow don't lose all detail
float ambientLighting(vec3 norm, vec3 light_dir)
{
float ambient = min(abs(dot(norm.xyz, light_dir.xyz)), 1.0);
David Parks
committed
ambient *= 0.5;
David Parks
committed
ambient *= ambient;
ambient = (1.0 - ambient);
return ambient;
}
David Parks
committed
// return lit amblit in linear space, leave sunlit and additive in sRGB space
David Parks
committed
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 additive,
out vec3 atten)
David Parks
committed
{
David Parks
committed
calcAtmosphericVars(inPositionEye, light_dir, 1.0, sunlit, amblit, additive, atten);
David Parks
committed
David Parks
committed
// multiply to get similar colors as when the "scaleSoftClip" implementation was doubling color values
// (allows for mixing of light sources other than sunlight e.g. reflection probes)
sunlit *= sky_sunlight_scale; //1.5;
amblit *= sky_ambient_scale; //0.5;
David Parks
committed
// override amblit with ambient_color if sky probe ambiance is not zero
amblit = mix(amblit, ambient_color, clamp(sky_hdr_scale-1.0, 0.0, 1.0));
David Parks
committed
David Parks
committed
amblit = srgb_to_linear(amblit);
David Parks
committed
amblit *= ambientLighting(norm, light_dir);