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authorDave Parks <davep@lindenlab.com>2023-03-02 16:36:03 -0600
committerDave Parks <davep@lindenlab.com>2023-03-02 16:36:03 -0600
commitbc7856098f70371dd392c74689df267cce819aa7 (patch)
treecab4a765e34088ff63e4e9d496f6036513c4b337
parent0982c44b46bfcbbf0d9a7a9a93605112fd1a4bd4 (diff)
SL-19281 Unify handling of haze and gamma between fullbright and not and move haze back to sRGB color space to stay consistent with sky colors. Also fix broken "roughness" stuck at 0.2.
-rw-r--r--indra/llprimitive/llgltfmaterial.h3
-rw-r--r--indra/llrender/llcubemaparray.cpp2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl49
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl11
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl11
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl29
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/transportF.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/materialF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl24
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl56
-rw-r--r--indra/newview/app_settings/shaders/class3/environment/waterF.glsl17
-rw-r--r--indra/newview/llreflectionmapmanager.cpp4
-rw-r--r--indra/newview/llsettingsvo.cpp4
-rw-r--r--indra/newview/llviewershadermgr.cpp6
-rw-r--r--indra/newview/pipeline.cpp2
21 files changed, 168 insertions, 120 deletions
diff --git a/indra/llprimitive/llgltfmaterial.h b/indra/llprimitive/llgltfmaterial.h
index e701b62fdc..b453b91e67 100644
--- a/indra/llprimitive/llgltfmaterial.h
+++ b/indra/llprimitive/llgltfmaterial.h
@@ -98,7 +98,8 @@ public:
std::array<TextureTransform, GLTF_TEXTURE_INFO_COUNT> mTextureTransform;
- // NOTE : initialize values to defaults according to the GLTF spec
+ // NOTE: initialize values to defaults according to the GLTF spec
+ // NOTE: these values should be in linear color space
LLColor4 mBaseColor = LLColor4(1, 1, 1, 1);
LLColor3 mEmissiveColor = LLColor3(0, 0, 0);
diff --git a/indra/llrender/llcubemaparray.cpp b/indra/llrender/llcubemaparray.cpp
index 52118172c0..ac48a633c7 100644
--- a/indra/llrender/llcubemaparray.cpp
+++ b/indra/llrender/llcubemaparray.cpp
@@ -122,7 +122,7 @@ void LLCubeMapArray::allocate(U32 resolution, U32 components, U32 count, BOOL us
bind(0);
- U32 format = components == 4 ? GL_RGBA12 : GL_RGB10;
+ U32 format = components == 4 ? GL_RGBA12 : GL_RGB16F;
U32 mip = 0;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
index 6ab966ae01..0b4a59c866 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
@@ -396,7 +396,7 @@ vec3 pbrIbl(vec3 diffuseColor,
specContrib = specular * ao;
- return (diffuse + specular*0.5) * ao; //reduce by half to place in appropriate color space for atmospherics
+ return (diffuse + specular) * ao;
}
vec3 pbrIbl(vec3 diffuseColor,
@@ -562,16 +562,13 @@ vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v,
float NdotV = clamp(abs(dot(norm, v)), 0.001, 1.0);
vec3 ibl_spec;
- color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, 0.2, ibl_spec);
+ color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness, ibl_spec);
color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm, v, normalize(light_dir), specContrib) * sunlit * 2.75 * scol;
specContrib *= sunlit * 2.75 * scol;
specContrib += ibl_spec;
- color += colorEmissive*0.5;
-
- color = atmosFragLightingLinear(color, additive, atten);
- color = scaleSoftClipFragLinear(color);
+ color += colorEmissive; //divide by two to correct for magical multiply by two in atmosFragLighting
return color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
index afe504743d..c406c669f2 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
@@ -88,8 +88,11 @@ void main()
#endif
#ifndef IS_HUD
+ color.rgb = fullbrightAtmosTransport(color.rgb);
+ color.rgb = fullbrightScaleSoftClip(color.rgb);
color.rgb = srgb_to_linear(color.rgb);
#endif
+
frag_color.rgb = color.rgb;
frag_color.a = color.a;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
index cc77712347..383fcaa9a7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
@@ -44,9 +44,6 @@ vec3 linear_to_srgb(vec3 cl);
//===============================================================
// tone mapping taken from Khronos sample implementation
//===============================================================
-const float GAMMA = 2.2;
-const float INV_GAMMA = 1.0 / GAMMA;
-
// sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT
const mat3 ACESInputMat = mat3
@@ -65,29 +62,6 @@ const mat3 ACESOutputMat = mat3
-0.07367, -0.00605, 1.07602
);
-
-// linear to sRGB approximation
-// see http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html
-vec3 linearTosRGB(vec3 color)
-{
- return pow(color, vec3(INV_GAMMA));
-}
-
-
-// sRGB to linear approximation
-// see http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html
-vec3 sRGBToLinear(vec3 srgbIn)
-{
- return vec3(pow(srgbIn.xyz, vec3(GAMMA)));
-}
-
-
-vec4 sRGBToLinear(vec4 srgbIn)
-{
- return vec4(sRGBToLinear(srgbIn.xyz), srgbIn.w);
-}
-
-
// ACES tone map (faster approximation)
// see: https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/
vec3 toneMapACES_Narkowicz(vec3 color)
@@ -128,13 +102,13 @@ vec3 toneMapACES_Hill(vec3 color)
}
uniform float exposure;
+uniform float gamma;
vec3 toneMap(vec3 color)
{
color *= exposure;
#ifdef TONEMAP_ACES_NARKOWICZ
- color *= 0.8;
color = toneMapACES_Narkowicz(color);
#endif
@@ -146,11 +120,12 @@ vec3 toneMap(vec3 color)
// boost exposure as discussed in https://github.com/mrdoob/three.js/pull/19621
// this factor is based on the exposure correction of Krzysztof Narkowicz in his
// implemetation of ACES tone mapping
- color *= 0.85/0.6;
+ color *= 1.0/0.6;
+ //color /= 0.6;
color = toneMapACES_Hill(color);
#endif
- return linearTosRGB(color);
+ return linear_to_srgb(color);
}
//===============================================================
@@ -193,16 +168,26 @@ float noise(vec2 x) {
//=============================
+
+vec3 legacyGamma(vec3 color)
+{
+ color = 1. - clamp(color, vec3(0.), vec3(1.));
+ color = 1. - pow(color, vec3(gamma)); // s/b inverted already CPU-side
+
+ return color;
+}
+
void main()
{
//this is the one of the rare spots where diffuseRect contains linear color values (not sRGB)
vec4 diff = texture2D(diffuseRect, vary_fragcoord);
diff.rgb = toneMap(diff.rgb);
- vec2 tc = vary_fragcoord.xy*screen_res;
-
+ diff.rgb = legacyGamma(diff.rgb);
+
+ vec2 tc = vary_fragcoord.xy*screen_res*4.0;
vec3 seed = (diff.rgb+vec3(1.0))*vec3(tc.xy, tc.x+tc.y);
vec3 nz = vec3(noise(seed.rg), noise(seed.gb), noise(seed.rb));
- diff.rgb += nz*0.008;
+ diff.rgb += nz*0.003;
//diff.rgb = nz;
frag_color = diff;
}
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
index 16651dcdbc..e3a201c724 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
@@ -33,6 +33,7 @@ uniform float waterFogKS;
vec3 getPositionEye();
vec3 srgb_to_linear(vec3 col);
+vec3 linear_to_srgb(vec3 col);
vec4 applyWaterFogView(vec3 pos, vec4 color)
{
@@ -68,6 +69,7 @@ vec4 applyWaterFogView(vec3 pos, vec4 color)
float D = pow(0.98, l*kd);
color.rgb = color.rgb * D + kc.rgb * L;
+ color.a = kc.a + color.a;
return color;
}
@@ -120,7 +122,10 @@ vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit)
return color;
}
- return applyWaterFogViewLinearNoClip(pos, color, sunlit);
+ color.rgb = linear_to_srgb(color.rgb);
+ color = applyWaterFogView(pos, color);
+ color.rgb = srgb_to_linear(color.rgb);
+ return color;
}
vec4 applyWaterFogViewLinear(vec3 pos, vec4 color)
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index e2694e060e..ef35bf3fd7 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -250,6 +250,9 @@ void main()
calcAtmosphericVarsLinear(pos.xyz, norm, light_dir, sunlit, amblit, additive, atten);
+ vec3 sunlit_linear = srgb_to_linear(sunlit);
+ vec3 amblit_linear = amblit;
+
vec3 irradiance;
vec3 glossenv;
vec3 legacyenv;
@@ -266,7 +269,7 @@ void main()
color.a = final_alpha;
- vec3 sun_contrib = min(final_da, shadow) * sunlit;
+ vec3 sun_contrib = min(final_da, shadow) * sunlit_linear;
color.rgb = max(amblit, irradiance);
@@ -274,8 +277,10 @@ void main()
color.rgb *= diffuse_linear.rgb;
+ color.rgb = linear_to_srgb(color.rgb);
color.rgb = atmosFragLightingLinear(color.rgb, additive, atten);
color.rgb = scaleSoftClipFragLinear(color.rgb);
+ color.rgb = srgb_to_linear(color.rgb);
vec4 light = vec4(0,0,0,0);
@@ -294,8 +299,9 @@ void main()
color.rgb += light.rgb;
#endif // !defined(LOCAL_LIGHT_KILL)
+
#ifdef WATER_FOG
- color = applyWaterFogViewLinear(pos.xyz, color, sunlit);
+ color = applyWaterFogViewLinear(pos.xyz, color, sunlit_linear);
#endif // WATER_FOG
#endif // #else // FOR_IMPOSTOR
@@ -303,6 +309,7 @@ void main()
#ifdef IS_HUD
color.rgb = linear_to_srgb(color.rgb);
#endif
+
frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
index 2a093827cb..fb76db99a0 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
@@ -82,6 +82,8 @@ vec3 srgb_to_linear(vec3 c);
vec3 linear_to_srgb(vec3 c);
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
+vec3 atmosFragLightingLinear(vec3 color, vec3 additive, vec3 atten);
+vec3 scaleSoftClipFragLinear(vec3 color);
void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist);
float calcLegacyDistanceAttenuation(float distance, float falloff);
@@ -196,6 +198,8 @@ void main()
vec3 atten;
calcAtmosphericVarsLinear(pos.xyz, norm, light_dir, sunlit, amblit, additive, atten);
+ vec3 sunlit_linear = srgb_to_linear(sunlit);
+
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
#ifdef HAS_SUN_SHADOW
@@ -229,9 +233,14 @@ void main()
vec3 v = -normalize(pos.xyz);
vec3 spec;
- color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit, scol, radiance, irradiance, colorEmissive, ao, additive, atten, spec);
+ color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, colorEmissive, ao, additive, atten, spec);
glare += max(max(spec.r, spec.g), spec.b);
+ color.rgb = linear_to_srgb(color.rgb);
+ color.rgb = atmosFragLightingLinear(color.rgb, additive, atten);
+ color.rgb = scaleSoftClipFragLinear(color.rgb);
+ color.rgb = srgb_to_linear(color.rgb);
+
vec3 light = vec3(0);
// Punctual lights
diff --git a/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl
index 5fa53c374b..080f622155 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl
@@ -47,7 +47,6 @@ void sampleReflectionProbesWater(inout vec3 ambenv, inout vec3 glossenv,
vec2 tc, vec3 pos, vec3 norm, float glossiness)
{
sampleReflectionProbes(ambenv, glossenv, tc, pos, norm, glossiness);
- glossenv *= 8.0;
}
vec4 sampleReflectionProbesDebug(vec3 pos)
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
index 6668a00841..1d02498209 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
@@ -33,8 +33,8 @@ vec3 linear_to_srgb(vec3 col);
vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten)
{
light *= atten.r;
- light += additive;
- return light * 2.0;
+ light += additive * 2.0;
+ return light;
}
vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten)
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
index f9f625ecdb..768f422060 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
@@ -137,8 +137,8 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
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
- sunlit = sunlight.rgb;
- amblit = tmpAmbient.rgb;
+ sunlit = sunlight.rgb * 0.7;
+ amblit = tmpAmbient.rgb * 0.25;
additive *= vec3(1.0 - combined_haze);
}
@@ -150,21 +150,22 @@ vec3 srgb_to_linear(vec3 col);
float ambientLighting(vec3 norm, vec3 light_dir)
{
float ambient = min(abs(dot(norm.xyz, light_dir.xyz)), 1.0);
- ambient *= 0.56;
+ ambient *= 0.5;
ambient *= ambient;
ambient = (1.0 - ambient);
return ambient;
}
-// return colors in linear space
+// return lit amblit in linear space, leave sunlit and additive in sRGB space
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 additive,
out vec3 atten)
{
calcAtmosphericVars(inPositionEye, light_dir, 1.0, sunlit, amblit, additive, atten, false);
- sunlit = srgb_to_linear(sunlit);
- additive = srgb_to_linear(additive);
- amblit = ambient_linear;
+
+ sunlit *= 2.0;
+ amblit *= 2.0;
amblit *= ambientLighting(norm, light_dir);
+ amblit = srgb_to_linear(amblit);
}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl
index 9a9b179e6a..027bfb866f 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl
@@ -22,43 +22,34 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-uniform float gamma;
-vec3 getAtmosAttenuation();
-vec3 getAdditiveColor();
+ // DEPRECATED
-vec3 srgb_to_linear(vec3 col);
-vec3 linear_to_srgb(vec3 col);
+//soft clip effect has been moved to postDeferredGammaCorrect legacyGamma, this file is effectively dead
+// but these functions need to be removed from all existing shaders before removing this file
-vec3 scaleSoftClipFragLinear(vec3 light)
-{ // identical to non-linear version and that's probably close enough
- //soft clip effect:
- light = 1. - clamp(light, vec3(0.), vec3(1.));
- light = 1. - pow(light, vec3(gamma)); // s/b inverted already CPU-side
+vec3 scaleSoftClipFrag(vec3 light)
+{
return light;
}
-vec3 scaleSoftClipFrag(vec3 light)
-{
- //soft clip effect:
- light = 1. - clamp(light, vec3(0.), vec3(1.));
- light = 1. - pow(light, vec3(gamma)); // s/b inverted already CPU-side
+vec3 scaleSoftClipFragLinear(vec3 light)
+{ // identical to non-linear version and that's probably close enough
return light;
}
vec3 scaleSoftClip(vec3 light)
{
- return scaleSoftClipFrag(light);
+ return light;
}
vec3 fullbrightScaleSoftClipFrag(vec3 light, vec3 add, vec3 atten)
{
- //return mix(scaleSoftClipFrag(light.rgb), add, atten);
- return scaleSoftClipFrag(light.rgb);
+ return light;
}
vec3 fullbrightScaleSoftClip(vec3 light)
{
- return fullbrightScaleSoftClipFrag(light, getAdditiveColor(), getAtmosAttenuation());
+ return light;
}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
index c509d865ba..6aa719d200 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
@@ -48,23 +48,27 @@ vec3 atmosTransport(vec3 light)
vec3 fullbrightAtmosTransportFragLinear(vec3 light, vec3 additive, vec3 atten)
{
// same as non-linear version, probably fine
- float brightness = dot(light.rgb * 0.5, vec3(0.3333)) + 0.1;
- return mix(atmosTransportFrag(light.rgb, additive, atten), light.rgb + additive, brightness * brightness);
+ //float brightness = dot(light.rgb * 0.5, vec3(0.3333)) + 0.1;
+ //return mix(atmosTransportFrag(light.rgb, additive, atten), light.rgb + additive, brightness * brightness);
+ return atmosTransportFrag(light, additive, atten);
}
vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
{
- float brightness = dot(light.rgb * 0.5, vec3(0.3333)) + 0.1;
- return mix(atmosTransportFrag(light.rgb, additive, atten), light.rgb + additive, brightness * brightness);
+ //float brightness = dot(light.rgb * 0.5, vec3(0.3333)) + 0.1;
+ //return mix(atmosTransportFrag(light.rgb, additive, atten), light.rgb + additive, brightness * brightness);
+ return atmosTransportFrag(light, additive, atten);
}
vec3 fullbrightAtmosTransport(vec3 light)
{
- return fullbrightAtmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());
+ //return fullbrightAtmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());
+ return atmosTransport(light);
}
vec3 fullbrightShinyAtmosTransport(vec3 light)
{
- float brightness = dot(light.rgb, vec3(0.33333));
- return mix(atmosTransport(light.rgb), (light.rgb + getAdditiveColor().rgb) * (2.0 - brightness), brightness * brightness);
+ //float brightness = dot(light.rgb, vec3(0.33333));
+ //return mix(atmosTransport(light.rgb), (light.rgb + getAdditiveColor().rgb) * (2.0 - brightness), brightness * brightness);
+ return atmosTransport(light);
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
index 49529860be..add1cb2a37 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
@@ -334,16 +334,19 @@ void main()
vec3 atten;
calcAtmosphericVarsLinear(pos.xyz, norm.xyz, light_dir, sunlit, amblit, additive, atten);
+ vec3 sunlit_linear = srgb_to_linear(sunlit);
+ vec3 amblit_linear = amblit;
+
vec3 ambenv;
vec3 glossenv;
vec3 legacyenv;
sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, pos.xy*0.5+0.5, pos.xyz, norm.xyz, glossiness, env);
// use sky settings ambient or irradiance map sample, whichever is brighter
- color = max(amblit, ambenv);
+ color = max(amblit_linear, ambenv);
float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0);
- vec3 sun_contrib = min(da, shadow) * sunlit;
+ vec3 sun_contrib = min(da, shadow) * sunlit_linear;
color.rgb += sun_contrib;
color *= diffcol.rgb;
@@ -354,7 +357,7 @@ void main()
if (glossiness > 0.0) // specular reflection
{
float sa = dot(normalize(refnormpersp), light_dir.xyz);
- vec3 dumbshiny = sunlit * shadow * (texture2D(lightFunc, vec2(sa, glossiness)).r);
+ vec3 dumbshiny = sunlit_linear * shadow * (texture2D(lightFunc, vec2(sa, glossiness)).r);
// add the two types of shiny together
vec3 spec_contrib = dumbshiny * spec.rgb;
@@ -379,8 +382,10 @@ void main()
glare += cur_glare;
}
- color.rgb = mix(atmosFragLightingLinear(color.rgb, additive, atten), fullbrightAtmosTransportFragLinear(color, additive, atten), emissive);
+ color.rgb = linear_to_srgb(color.rgb);
+ color.rgb = atmosFragLightingLinear(color.rgb, additive, atten);
color.rgb = scaleSoftClipFragLinear(color.rgb);
+ color.rgb = srgb_to_linear(color.rgb);
vec3 npos = normalize(-pos.xyz);
vec3 light = vec3(0, 0, 0);
diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
index 23c6f4d5ae..c6d649086a 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
@@ -458,28 +458,24 @@ float sphereWeight(vec3 pos, vec3 dir, vec3 origin, float r, float min_da, int i
// dir - pixel normal
// w - weight of sample (distance and angular attenuation)
// dw - weight of sample (distance only)
-// vi - return value of intersection point with influence volume
-// wi - return value of approximate world space position of sampled pixel
-// lod - which mip to bias towards (lower is higher res, sharper reflections)
+// lod - which mip to sample (lower is higher res, sharper reflections)
// c - center of probe
// r2 - radius of probe squared
// i - index of probe
-vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out float dw, out vec3 vi, out vec3 wi, float lod, vec3 c, int i)
+vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out float dw, float lod, vec3 c, int i)
{
- //lod = max(lod, 1);
// parallax adjustment
-
vec3 v;
if (refIndex[i].w < 0)
- {
+ { // box probe
float d = 0;
v = boxIntersect(pos, dir, i, d);
w = max(d, 0.001);
}
else
- {
+ { // sphere probe
float r = refSphere[i].w;
float rr = r * r;
@@ -491,16 +487,12 @@ vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out float dw, out vec3 vi, out v
w = sphereWeight(pos, dir, refSphere[i].xyz, r, 0.25, i, dw);
}
- vi = v;
-
v -= c;
vec3 d = normalize(v);
v = env_mat * v;
- vec4 ret = textureLod(reflectionProbes, vec4(v.xyz, refIndex[i].x), lod);
-
- wi = d * ret.a * 256.0+c;
+ vec4 ret = textureLod(reflectionProbes, vec4(v.xyz, refIndex[i].x), lod) * refParams[i].y;
return ret.rgb;
}
@@ -568,12 +560,11 @@ vec3 sampleProbes(vec3 pos, vec3 dir, float lod)
float w = 0;
float dw = 0;
- vec3 vi, wi;
vec3 refcol;
{
- refcol = tapRefMap(pos, dir, w, dw, vi, wi, lod, refSphere[i].xyz, i);
+ refcol = tapRefMap(pos, dir, w, dw, lod, refSphere[i].xyz, i);
col[p] += refcol.rgb*w;
wsum[p] += w;
@@ -665,7 +656,7 @@ void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
vec2 tc, vec3 pos, vec3 norm, float glossiness)
{
// TODO - don't hard code lods
- float reflection_lods = max_probe_lod;
+ float reflection_lods = max_probe_lod-1;
preProbeSample(pos);
vec3 refnormpersp = reflect(pos.xyz, norm.xyz);
@@ -690,6 +681,7 @@ void sampleReflectionProbesWater(inout vec3 ambenv, inout vec3 glossenv,
vec2 tc, vec3 pos, vec3 norm, float glossiness)
{
sampleReflectionProbes(ambenv, glossenv, tc, pos, norm, glossiness);
+ glossenv *= 0.25;
}
void debugTapRefMap(vec3 pos, vec3 dir, float depth, int i, inout vec4 col)
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index 8d48e6f596..dfd1d47b3e 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -85,6 +85,8 @@ float getDepth(vec2 pos_screen);
vec3 linear_to_srgb(vec3 c);
vec3 srgb_to_linear(vec3 c);
+uniform vec4 waterPlane;
+
#ifdef WATER_FOG
vec4 applyWaterFogViewLinear(vec3 pos, vec4 color);
#endif
@@ -153,6 +155,24 @@ void main()
calcAtmosphericVarsLinear(pos.xyz, norm.xyz, light_dir, sunlit, amblit, additive, atten);
+ vec3 sunlit_linear = srgb_to_linear(sunlit);
+ vec3 amblit_linear = amblit;
+
+ bool do_atmospherics = false;
+
+#ifndef WATER_FOG
+ // when above water, mask off atmospherics below water
+ if (dot(pos.xyz, waterPlane.xyz) + waterPlane.w > 0.0)
+ {
+ do_atmospherics = true;
+ }
+#else
+ do_atmospherics = true;
+#endif
+
+ vec3 irradiance = vec3(0);
+ vec3 radiance = vec3(0);
+
if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
{
vec3 orm = texture2D(specularRect, tc).rgb;
@@ -161,23 +181,32 @@ void main()
float ao = orm.r * ambocc;
vec3 colorEmissive = texture2D(emissiveRect, tc).rgb;
-
// PBR IBL
float gloss = 1.0 - perceptualRoughness;
- vec3 irradiance = vec3(0);
- vec3 radiance = vec3(0);
+
sampleReflectionProbes(irradiance, radiance, tc, pos.xyz, norm.xyz, gloss);
// Take maximium of legacy ambient vs irradiance sample as irradiance
// NOTE: ao is applied in pbrIbl (see pbrBaseLight), do not apply here
- irradiance = max(amblit,irradiance);
+ irradiance = max(amblit_linear,irradiance);
vec3 diffuseColor;
vec3 specularColor;
calcDiffuseSpecular(baseColor.rgb, metallic, diffuseColor, specularColor);
vec3 v = -normalize(pos.xyz);
- color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit, scol, radiance, irradiance, colorEmissive, ao, additive, atten);
+ color = vec3(1,0,1);
+ color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, colorEmissive, ao, additive, atten);
+
+
+ if (do_atmospherics)
+ {
+ color = linear_to_srgb(color);
+ color = atmosFragLightingLinear(color, additive, atten);
+ color = srgb_to_linear(color);
+ }
+
+
}
else if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS))
{
@@ -199,12 +228,12 @@ void main()
sampleReflectionProbesLegacy(irradiance, glossenv, legacyenv, tc, pos.xyz, norm.xyz, spec.a, envIntensity);
// use sky settings ambient or irradiance map sample, whichever is brighter
- irradiance = max(amblit, irradiance);
+ irradiance = max(amblit_linear, irradiance);
// apply lambertian IBL only (see pbrIbl)
color.rgb = irradiance * ambocc;
- vec3 sun_contrib = min(da, scol) * sunlit;
+ vec3 sun_contrib = min(da, scol) * sunlit_linear;
color.rgb += sun_contrib;
color.rgb *= baseColor.rgb;
@@ -230,9 +259,16 @@ void main()
applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, envIntensity);
}
- color = mix(atmosFragLightingLinear(color, additive, atten), fullbrightAtmosTransportFragLinear(color, additive, atten), baseColor.a);
- color = scaleSoftClipFragLinear(color);
- }
+
+ if (do_atmospherics)
+ {
+ color = linear_to_srgb(color);
+ color = atmosFragLightingLinear(color, additive, atten);
+ color = srgb_to_linear(color);
+ }
+ }
+
+
#ifdef WATER_FOG
vec4 fogged = applyWaterFogViewLinear(pos.xyz, vec4(color, bloom));
diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
index a87682affb..991079e77a 100644
--- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
@@ -114,6 +114,7 @@ vec3 BlendNormal(vec3 bump1, vec3 bump2)
}
vec3 srgb_to_linear(vec3 col);
+vec3 linear_to_srgb(vec3 col);
vec3 vN, vT, vB;
@@ -200,6 +201,8 @@ void main()
calcAtmosphericVarsLinear(pos.xyz, wavef, vary_light_dir, sunlit, amblit, additive, atten);
+ vec3 sunlit_linear = srgb_to_linear(sunlit);
+
#ifdef TRANSPARENT_WATER
vec4 fb = texture2D(screenTex, distort2);
float depth = texture2D(screenDepth, distort2).r;
@@ -216,9 +219,10 @@ void main()
fb = applyWaterFogViewLinear(refPos, fb, sunlit);
#else
- vec4 fb = applyWaterFogViewLinear(viewVec*2048.0, vec4(1.0), sunlit);
+ vec4 fb = applyWaterFogViewLinear(viewVec*2048.0, vec4(1.0), sunlit_linear);
#endif
+ fb.rgb *= 0.75;
float metallic = 0.0;
float perceptualRoughness = 0.05;
float gloss = 1.0 - perceptualRoughness;
@@ -247,10 +251,7 @@ void main()
vec3 punctual = pbrPunctual(vec3(0), specularColor, 0.1, metallic, normalize(wavef+up*max(dist, 32.0)/32.0*(1.0-vdu)), v, normalize(light_dir));
- vec3 color = punctual * sunlit * 2.75 * scol;
-
- color = atmosFragLightingLinear(color, additive, atten);
- color = scaleSoftClipFragLinear(color);
+ vec3 color = punctual * sunlit_linear * 2.75 * scol;
vec3 ibl = pbrIbl(vec3(0), vec3(1), radiance, vec3(0), ao, NdotV, 0.0);
@@ -274,6 +275,12 @@ void main()
color = mix(color, fb.rgb, f);
+ color.rgb = linear_to_srgb(color.rgb);
+ color = atmosFragLightingLinear(color, additive, atten);
+ color = scaleSoftClipFragLinear(color);
+ color.rgb = srgb_to_linear(color.rgb);
+
+
float spec = min(max(max(punctual.r, punctual.g), punctual.b), 0.05);
frag_color = vec4(color, spec); //*sunAngle2);
diff --git a/indra/newview/llreflectionmapmanager.cpp b/indra/newview/llreflectionmapmanager.cpp
index 9962d0c10c..61d8756490 100644
--- a/indra/newview/llreflectionmapmanager.cpp
+++ b/indra/newview/llreflectionmapmanager.cpp
@@ -814,7 +814,7 @@ void LLReflectionMapManager::updateUniforms()
F32 minimum_ambiance = psky->getTotalReflectionProbeAmbiance(cloud_shadow_scale);
F32 ambscale = gCubeSnapshot && !isRadiancePass() ? 0.f : 1.f;
-
+ F32 radscale = gCubeSnapshot && !isRadiancePass() ? 0.5f : 1.f;
for (auto* refmap : mReflectionMaps)
{
@@ -852,7 +852,7 @@ void LLReflectionMapManager::updateUniforms()
rpd.refIndex[count][3] = -rpd.refIndex[count][3];
}
- rpd.refParams[count].set(llmax(minimum_ambiance, refmap->getAmbiance())*ambscale, 0.f, 0.f, 0.f);
+ rpd.refParams[count].set(llmax(minimum_ambiance, refmap->getAmbiance())*ambscale, radscale, 0.f, 0.f);
S32 ni = nc; // neighbor ("index") - index into refNeighbor to write indices for current reflection probe's neighbors
{
diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp
index 1752b2494f..ac5bde7b9b 100644
--- a/indra/newview/llsettingsvo.cpp
+++ b/indra/newview/llsettingsvo.cpp
@@ -716,15 +716,15 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force)
LLColor3 ambient(getTotalAmbient());
- shader->uniform3fv(LLShaderMgr::AMBIENT, LLVector3(ambient.mV));
-
if (radiance_pass)
{ // during an irradiance map update, disable ambient lighting (direct lighting only) and desaturate sky color (avoid tinting the world blue)
shader->uniform3fv(LLShaderMgr::AMBIENT_LINEAR, LLVector3::zero.mV);
+ shader->uniform3fv(LLShaderMgr::AMBIENT, LLVector3::zero.mV);
}
else
{
shader->uniform3fv(LLShaderMgr::AMBIENT_LINEAR, linearColor3v(getAmbientColor() / 3.f)); // note magic number 3.f comes from SLIDER_SCALE_SUN_AMBIENT
+ shader->uniform3fv(LLShaderMgr::AMBIENT, LLVector3(ambient.mV));
}
shader->uniform3fv(LLShaderMgr::BLUE_HORIZON_LINEAR, linearColor3v(getBlueHorizon() / 2.f)); // note magic number of 2.f comes from SLIDER_SCALE_BLUE_HORIZON_DENSITY
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index f4f20ee7a6..31c71aac2a 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -235,7 +235,6 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
mShaderLevel(SHADER_COUNT, 0),
mMaxAvatarShaderLevel(0)
{
- /// Make sure WL Sky is the first program
//ONLY shaders that need WL Param management should be added here
mShaderList.push_back(&gAvatarProgram);
mShaderList.push_back(&gWaterProgram);
@@ -291,6 +290,7 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
mShaderList.push_back(&gDeferredPBRAlphaProgram);
mShaderList.push_back(&gHUDPBRAlphaProgram);
mShaderList.push_back(&gDeferredSkinnedPBRAlphaProgram);
+ mShaderList.push_back(&gDeferredPostGammaCorrectProgram); // for gamma
}
@@ -2525,6 +2525,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredPostGammaCorrectProgram.addPermutation("TONEMAP_ACES_HILL_EXPOSURE_BOOST", "1");
}
+ else
+ {
+ gDeferredPostGammaCorrectProgram.addPermutation("TONEMAP_LINEAR", "1");
+ }
gDeferredPostGammaCorrectProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER));
gDeferredPostGammaCorrectProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredGammaCorrect.glsl", GL_FRAGMENT_SHADER));
gDeferredPostGammaCorrectProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index b5b5d9ef7f..fffccc72ea 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -8119,6 +8119,8 @@ void LLPipeline::renderDeferredLighting()
soften_shader.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
soften_shader.uniform3fv(LLShaderMgr::LIGHTNORM, 1, environment.getClampedLightNorm().mV);
+ soften_shader.uniform4fv(LLShaderMgr::WATER_WATERPLANE, 1, LLDrawPoolAlpha::sWaterPlane.mV);
+
{
LLGLDepthTest depth(GL_FALSE);
LLGLDisable blend(GL_BLEND);