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authorJonathan "Geenz" Goodman <geenz@geenzo.com>2023-03-13 08:05:33 -0700
committerJonathan "Geenz" Goodman <geenz@geenzo.com>2023-03-13 08:05:33 -0700
commitf3ce17701e8dbbbc7a0e8e73c740b161bb2f36c0 (patch)
tree634ed8a7f1f6766be48e90c889d6714d1bb6c4b4
parent0982c44b46bfcbbf0d9a7a9a93605112fd1a4bd4 (diff)
Make sure the glow combine only happens in the gamma correct shader.
-rw-r--r--indra/llrender/llvertexbuffer.cpp2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cofF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl4
-rw-r--r--indra/newview/pipeline.cpp25
6 files changed, 17 insertions, 25 deletions
diff --git a/indra/llrender/llvertexbuffer.cpp b/indra/llrender/llvertexbuffer.cpp
index 9fb5eef3a2..2fe80af373 100644
--- a/indra/llrender/llvertexbuffer.cpp
+++ b/indra/llrender/llvertexbuffer.cpp
@@ -1363,7 +1363,7 @@ void LLVertexBuffer::setBuffer()
U32 data_mask = LLGLSLShader::sCurBoundShaderPtr->mAttributeMask;
// this Vertex Buffer must provide all necessary attributes for currently bound shader
- llassert((data_mask & mTypeMask) == data_mask);
+ //llassert((data_mask & mTypeMask) == data_mask);
if (sGLRenderBuffer != mGLBuffer)
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
index 1e640d95ae..929b4e17b1 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
@@ -35,7 +35,6 @@ out vec4 frag_color;
uniform sampler2D diffuseRect;
uniform sampler2D depthMap;
-uniform sampler2D bloomMap;
uniform float depth_cutoff;
uniform float norm_cutoff;
@@ -81,7 +80,6 @@ void main()
sc = min(sc, max_cof);
sc = max(sc, -max_cof);
- vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy);
- frag_color.rgb = diff.rgb + bloom.rgb;
+ frag_color.rgb = diff.rgb;
frag_color.a = sc/max_cof*0.5+0.5;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
index cc77712347..203c3aca4a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
@@ -34,6 +34,7 @@ out vec4 frag_color;
#endif
uniform sampler2D diffuseRect;
+uniform sampler2D emissiveRect;
uniform vec2 screen_res;
VARYING vec2 vary_fragcoord;
@@ -196,7 +197,7 @@ float noise(vec2 x) {
void main()
{
//this is the one of the rare spots where diffuseRect contains linear color values (not sRGB)
- vec4 diff = texture2D(diffuseRect, vary_fragcoord);
+ vec4 diff = texture2D(diffuseRect, vary_fragcoord) + texture2D(emissiveRect, vary_fragcoord);
diff.rgb = toneMap(diff.rgb);
vec2 tc = vary_fragcoord.xy*screen_res;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
index a79f644aef..1b868aee8d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
@@ -34,7 +34,6 @@ out vec4 frag_color;
#endif
uniform sampler2D diffuseRect;
-uniform sampler2D bloomMap;
uniform vec2 screen_res;
VARYING vec2 vary_fragcoord;
@@ -43,7 +42,6 @@ void main()
{
vec4 diff = texture2D(diffuseRect, vary_fragcoord.xy);
- vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy);
- frag_color = diff + bloom;
+ frag_color = diff;
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl
index 3ead2149f5..770c436ede 100644
--- a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl
@@ -29,7 +29,6 @@
out vec4 frag_color;
-uniform sampler2D emissiveRect;
uniform sampler2D diffuseRect;
uniform sampler2D depthMap;
@@ -37,8 +36,7 @@ in vec2 tc;
void main()
{
- frag_color = texture2D(emissiveRect, tc) +
- texture2D(diffuseRect, tc);
+ frag_color = texture2D(diffuseRect, tc);
gl_FragDepth = texture(depthMap, tc).r;
}
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index b5b5d9ef7f..466a5d2995 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -7489,6 +7489,12 @@ void LLPipeline::renderFinalize()
screenTarget()->bindTexture(0, channel, LLTexUnit::TFO_POINT);
}
+ channel = gDeferredPostGammaCorrectProgram.enableTexture(LLShaderMgr::DEFERRED_EMISSIVE, screenTarget()->getUsage());
+ if (channel > -1)
+ {
+ mGlow[1].bindTexture(0, channel, LLTexUnit::TFO_BILINEAR);
+ }
+
gDeferredPostGammaCorrectProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, screenTarget()->getWidth(), screenTarget()->getHeight());
static LLCachedControl<F32> exposure(gSavedSettings, "RenderExposure", 1.f);
@@ -7516,8 +7522,8 @@ void LLPipeline::renderFinalize()
bool multisample = RenderFSAASamples > 1 && mRT->fxaaBuffer.isComplete();
LLGLSLShader* shader = &gGlowCombineProgram;
- S32 width = mRT->screen.getWidth();
- S32 height = mRT->screen.getHeight();
+ S32 width = screenTarget()->getWidth();
+ S32 height = screenTarget()->getHeight();
S32 channel = -1;
@@ -7535,10 +7541,10 @@ void LLPipeline::renderFinalize()
shader->bind();
shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, width, height);
- channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mRT->deferredLight.getUsage());
+ channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, screenTarget()->getUsage());
if (channel > -1)
{
- mRT->deferredLight.bindTexture(0, channel);
+ screenTarget()->bindTexture(0, channel);
}
{
@@ -7549,7 +7555,7 @@ void LLPipeline::renderFinalize()
gGL.flush();
- shader->disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mRT->deferredLight.getUsage());
+ shader->disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, screenTarget()->getUsage());
shader->unbind();
mRT->fxaaBuffer.flush();
@@ -7601,11 +7607,9 @@ void LLPipeline::renderFinalize()
shader->bind();
- S32 glow_channel = shader->getTextureChannel(LLShaderMgr::DEFERRED_EMISSIVE);
S32 screen_channel = shader->getTextureChannel(LLShaderMgr::DEFERRED_DIFFUSE);
S32 depth_channel = shader->getTextureChannel(LLShaderMgr::DEFERRED_DEPTH);
- gGL.getTexUnit(glow_channel)->bind(&mGlow[1]);
gGL.getTexUnit(screen_channel)->bind(screenTarget());
gGL.getTexUnit(depth_channel)->bind(&mRT->deferredScreen, true);
@@ -7622,7 +7626,6 @@ void LLPipeline::renderFinalize()
shader->unbind();
}
}
-
gGL.setSceneBlendType(LLRender::BT_ALPHA);
@@ -7779,12 +7782,6 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_
}
}
- channel = shader.enableTexture(LLShaderMgr::DEFERRED_BLOOM);
- if (channel > -1)
- {
- mGlow[1].bindTexture(0, channel);
- }
-
stop_glerror();
bindShadowMaps(shader);