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Commit eb9a977a authored by Graham Linden's avatar Graham Linden
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SL-11550

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...@@ -129,8 +129,6 @@ void main() ...@@ -129,8 +129,6 @@ void main()
// Add "minimum anti-solar illumination" // Add "minimum anti-solar illumination"
temp2.x += .25; temp2.x += .25;
//temp2.x *= sun_moon_glow_factor;
vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient_color) vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient_color)
+ (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color) + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color)
); );
......
...@@ -54,17 +54,19 @@ uniform float max_y; ...@@ -54,17 +54,19 @@ uniform float max_y;
uniform vec4 glow; uniform vec4 glow;
uniform float sun_moon_glow_factor; uniform float sun_moon_glow_factor;
uniform vec4 cloud_color; uniform vec4 cloud_color;
void main() void main()
{ {
// World / view / projection // World / view / projection
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
gl_Position = pos;
// Get relative position // Get relative position
vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
//vec3 P = position.xyz + vec3(0,50,0);
// Set altitude // Set altitude
if (P.y > 0.) if (P.y > 0.)
...@@ -78,7 +80,8 @@ void main() ...@@ -78,7 +80,8 @@ void main()
// Can normalize then // Can normalize then
vec3 Pn = normalize(P); vec3 Pn = normalize(P);
float Plen = length(P);
float Plen = length(P);
// Initialize temp variables // Initialize temp variables
vec4 temp1 = vec4(0.); vec4 temp1 = vec4(0.);
...@@ -89,29 +92,28 @@ void main() ...@@ -89,29 +92,28 @@ void main()
vec4 light_atten; vec4 light_atten;
float dens_mul = density_multiplier; float dens_mul = density_multiplier;
float dist_mul = max(0.05, distance_multiplier);
// Sunlight attenuation effect (hue and brightness) due to atmosphere // Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes // this is used later for sunlight modulation at various altitudes
light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y); light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y);
// Calculate relative weights // Calculate relative weights
temp1 = blue_density + haze_density; temp1 = abs(blue_density) + vec4(abs(haze_density));
blue_weight = blue_density / temp1; blue_weight = blue_density / temp1;
haze_weight = haze_density / temp1; haze_weight = haze_density / temp1;
// Compute sunlight from P & lightnorm (for long rays like sky) // Compute sunlight from P & lightnorm (for long rays like sky)
temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y ); temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
temp2.y = 1. / temp2.y; temp2.y = 1. / temp2.y;
sunlight *= exp( - light_atten * temp2.y); sunlight *= exp( - light_atten * temp2.y);
// Distance // Distance
temp2.z = Plen * dens_mul; temp2.z = Plen * dens_mul;
// Transparency (-> temp1) // Transparency (-> temp1)
// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
// compiler gets confused. // compiler gets confused.
temp1 = exp(-temp1 * temp2.z); temp1 = exp(-temp1 * temp2.z);
// Compute haze glow // Compute haze glow
temp2.x = dot(Pn, lightnorm.xyz); temp2.x = dot(Pn, lightnorm.xyz);
...@@ -124,40 +126,36 @@ void main() ...@@ -124,40 +126,36 @@ void main()
temp2.x = pow(temp2.x, glow.z); temp2.x = pow(temp2.x, glow.z);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function // glow.z should be negative, so we're doing a sort of (1 / "angle") function
temp2.x *= sun_moon_glow_factor;
// Add "minimum anti-solar illumination" // Add "minimum anti-solar illumination"
temp2.x += .25; temp2.x += .25;
vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient_color)
+ (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color)
);
// Haze color above cloud
vary_HazeColor = ( blue_horizon * blue_weight * (sunlight + ambient_color)
+ (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color)
);
// Final atmosphere additive
color *= (1. - temp1);
// Increase ambient when there are more clouds // Increase ambient when there are more clouds
vec4 tmpAmbient = ambient_color; vec4 tmpAmbient = ambient_color;
tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5;
// Dim sunlight by cloud shadow percentage // Dim sunlight by cloud shadow percentage
sunlight *= (1. - cloud_shadow); sunlight *= max(0.0, (1. - cloud_shadow));
// Haze color below cloud // Haze color below cloud
vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient) vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
+ (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
); );
// Final atmosphere additive
vary_HazeColor *= (1. - temp1);
// Attenuate cloud color by atmosphere // Attenuate cloud color by atmosphere
temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds
// At horizon, blend high altitude sky color towards the darker color below the clouds // At horizon, blend high altitude sky color towards the darker color below the clouds
vary_HazeColor += (additiveColorBelowCloud - vary_HazeColor) * (1. - sqrt(temp1)); color += (additiveColorBelowCloud - color) * (1. - sqrt(temp1));
// won't compile on mac without this being set // Haze color above cloud
//vary_AtmosAttenuation = vec3(0.0,0.0,0.0); vary_HazeColor = color;
} }
...@@ -321,22 +321,18 @@ void LLAtmospherics::calcSkyColorWLVert(LLVector3 & Pn, AtmosphericsVars& vars) ...@@ -321,22 +321,18 @@ void LLAtmospherics::calcSkyColorWLVert(LLVector3 & Pn, AtmosphericsVars& vars)
} }
// Compute sunlight from P & lightnorm (for long rays like sky) // Compute sunlight from P & lightnorm (for long rays like sky)
temp2.mV[1] = llmax(F_APPROXIMATELY_ZERO, llmax(0.f, lighty)); temp2.mV[1] = llmax(F_APPROXIMATELY_ZERO, llmax(0.f, Pn[1]) * 1.0f + sun_norm.mV[1] );
if (temp2.mV[1] > 0.0000001f)
{
temp2.mV[1] = 1.f / temp2.mV[1];
}
temp2.mV[1] = llmax(temp2.mV[1], 0.0000001f);
temp2.mV[1] = 1.f / temp2.mV[1];
componentMultBy(sunlight, componentExp((light_atten * -1.f) * temp2.mV[1])); componentMultBy(sunlight, componentExp((light_atten * -1.f) * temp2.mV[1]));
componentMultBy(sunlight, light_transmittance); //componentMultBy(sunlight, light_transmittance);
// Distance // Distance
temp2.mV[2] = Plen * density_multiplier; temp2.mV[2] = Plen * density_multiplier;
// Transparency (-> temp1) // Transparency (-> temp1)
temp1 = componentExp((temp1 * -1.f) * temp2.mV[2] * distance_multiplier); temp1 = componentExp((temp1 * -1.f) * temp2.mV[2]);// * distance_multiplier);
(void)distance_multiplier;
// Compute haze glow // Compute haze glow
temp2.mV[0] = Pn * LLVector3(sun_norm); temp2.mV[0] = Pn * LLVector3(sun_norm);
...@@ -347,7 +343,7 @@ void LLAtmospherics::calcSkyColorWLVert(LLVector3 & Pn, AtmosphericsVars& vars) ...@@ -347,7 +343,7 @@ void LLAtmospherics::calcSkyColorWLVert(LLVector3 & Pn, AtmosphericsVars& vars)
// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
// Higher glow.x gives dimmer glow (because next step is 1 / "angle") // Higher glow.x gives dimmer glow (because next step is 1 / "angle")
temp2.mV[0] *= (glow.mV[0] > 0) ? glow.mV[0] : F32_MIN; temp2.mV[0] *= glow.mV[0];
temp2.mV[0] = pow(temp2.mV[0], glow.mV[2]); temp2.mV[0] = pow(temp2.mV[0], glow.mV[2]);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function // glow.z should be negative, so we're doing a sort of (1 / "angle") function
...@@ -374,10 +370,13 @@ void LLAtmospherics::calcSkyColorWLVert(LLVector3 & Pn, AtmosphericsVars& vars) ...@@ -374,10 +370,13 @@ void LLAtmospherics::calcSkyColorWLVert(LLVector3 & Pn, AtmosphericsVars& vars)
final_atten.mV[2] = llmax(final_atten.mV[2], 0.0f); final_atten.mV[2] = llmax(final_atten.mV[2], 0.0f);
// Final atmosphere additive // Final atmosphere additive
componentMultBy(vars.hazeColor, final_atten); componentMultBy(vars.hazeColor, LLColor3::white - temp1);
// Attenuate cloud color by atmosphere
temp1 = componentSqrt(temp1); //less atmos opacity (more transparency) below clouds
// At horizon, blend high altitude sky color towards the darker color below the clouds // At horizon, blend high altitude sky color towards the darker color below the clouds
vars.hazeColor += componentMult(vars.hazeColorBelowCloud - vars.hazeColor, final_atten); vars.hazeColor += componentMult(vars.hazeColorBelowCloud - vars.hazeColor, LLColor3::white - componentSqrt(temp1));
} }
void LLAtmospherics::updateFog(const F32 distance, const LLVector3& tosun_in) void LLAtmospherics::updateFog(const F32 distance, const LLVector3& tosun_in)
......
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