skyV.glsl
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上传日期:2021-03-01
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- /**
- * @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);
- }