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authorJacek Antonelli2008-08-15 23:45:34 -0500
committerJacek Antonelli2008-08-15 23:45:34 -0500
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1/**
2 * @file WLCloudsV.glsl
3 *
4 * Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
5 * $License$
6 */
7
8//////////////////////////////////////////////////////////////////////////
9// The vertex shader for creating the atmospheric sky
10///////////////////////////////////////////////////////////////////////////////
11
12// Output parameters
13varying vec4 vary_CloudColorSun;
14varying vec4 vary_CloudColorAmbient;
15varying float vary_CloudDensity;
16
17// Inputs
18uniform vec3 camPosLocal;
19
20uniform vec4 lightnorm;
21uniform vec4 sunlight_color;
22uniform vec4 ambient;
23uniform vec4 blue_horizon;
24uniform vec4 blue_density;
25uniform vec4 haze_horizon;
26uniform vec4 haze_density;
27
28uniform vec4 cloud_shadow;
29uniform vec4 density_multiplier;
30uniform vec4 max_y;
31
32uniform vec4 glow;
33
34uniform vec4 cloud_color;
35
36uniform vec4 cloud_scale;
37
38void main()
39{
40
41 // World / view / projection
42 gl_Position = ftransform();
43
44 gl_TexCoord[0] = gl_MultiTexCoord0;
45
46 // Get relative position
47 vec3 P = gl_Vertex.xyz - camPosLocal.xyz + vec3(0,50,0);
48
49 // Set altitude
50 if (P.y > 0.)
51 {
52 P *= (max_y.x / P.y);
53 }
54 else
55 {
56 P *= (-32000. / P.y);
57 }
58
59 // Can normalize then
60 vec3 Pn = normalize(P);
61 float Plen = length(P);
62
63 // Initialize temp variables
64 vec4 temp1 = vec4(0.);
65 vec4 temp2 = vec4(0.);
66 vec4 blue_weight;
67 vec4 haze_weight;
68 vec4 sunlight = sunlight_color;
69 vec4 light_atten;
70
71
72 // Sunlight attenuation effect (hue and brightness) due to atmosphere
73 // this is used later for sunlight modulation at various altitudes
74 light_atten = (blue_density * 1.0 + haze_density.x * 0.25) * (density_multiplier.x * max_y.x);
75
76 // Calculate relative weights
77 temp1 = blue_density + haze_density.x;
78 blue_weight = blue_density / temp1;
79 haze_weight = haze_density.x / temp1;
80
81 // Compute sunlight from P & lightnorm (for long rays like sky)
82 temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
83 temp2.y = 1. / temp2.y;
84 sunlight *= exp( - light_atten * temp2.y);
85
86 // Distance
87 temp2.z = Plen * density_multiplier.x;
88
89 // Transparency (-> temp1)
90 // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
91 // compiler gets confused.
92 temp1 = exp(-temp1 * temp2.z);
93
94
95 // Compute haze glow
96 temp2.x = dot(Pn, lightnorm.xyz);
97 temp2.x = 1. - temp2.x;
98 // temp2.x is 0 at the sun and increases away from sun
99 temp2.x = max(temp2.x, .001);
100 // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
101 temp2.x *= glow.x;
102 // Higher glow.x gives dimmer glow (because next step is 1 / "angle")
103 temp2.x = pow(temp2.x, glow.z);
104 // glow.z should be negative, so we're doing a sort of (1 / "angle") function
105
106 // Add "minimum anti-solar illumination"
107 temp2.x += .25;
108
109 // Increase ambient when there are more clouds
110 vec4 tmpAmbient = ambient;
111 tmpAmbient += (1. - tmpAmbient) * cloud_shadow.x * 0.5;
112
113 // Dim sunlight by cloud shadow percentage
114 sunlight *= (1. - cloud_shadow.x);
115
116 // Haze color below cloud
117 vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
118 + (haze_horizon.r * haze_weight) * (sunlight * temp2.x + tmpAmbient)
119 );
120
121 // CLOUDS
122
123 sunlight = sunlight_color;
124 temp2.y = max(0., lightnorm.y * 2.);
125 temp2.y = 1. / temp2.y;
126 sunlight *= exp( - light_atten * temp2.y);
127
128 // Cloud color out
129 vary_CloudColorSun = (sunlight * temp2.x) * cloud_color;
130 vary_CloudColorAmbient = tmpAmbient * cloud_color;
131
132 // Attenuate cloud color by atmosphere
133 temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds
134 vary_CloudColorSun *= temp1;
135 vary_CloudColorAmbient *= temp1;
136 vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1);
137
138 // Make a nice cloud density based on the cloud_shadow value that was passed in.
139 vary_CloudDensity = 2. * (cloud_shadow.x - 0.25);
140
141
142 // Texture coords
143 gl_TexCoord[0] = gl_MultiTexCoord0;
144 gl_TexCoord[0].xy -= 0.5;
145 gl_TexCoord[0].xy /= cloud_scale.x;
146 gl_TexCoord[0].xy += 0.5;
147
148 gl_TexCoord[1] = gl_TexCoord[0];
149 gl_TexCoord[1].x += lightnorm.x * 0.0125;
150 gl_TexCoord[1].y += lightnorm.z * 0.0125;
151
152 gl_TexCoord[2] = gl_TexCoord[0] * 16.;
153 gl_TexCoord[3] = gl_TexCoord[1] * 16.;
154
155 // Combine these to minimize register use
156 vary_CloudColorAmbient += oHazeColorBelowCloud;
157
158 // needs this to compile on mac
159 //vary_AtmosAttenuation = vec3(0.0,0.0,0.0);
160
161 // END CLOUDS
162}
163