diff options
author | Jonathan "Geenz" Goodman <geenz@lindenlab.com> | 2025-02-06 02:44:16 -0500 |
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committer | GitHub <noreply@github.com> | 2025-02-06 02:44:16 -0500 |
commit | 317cd6e66e65256eda6441c06fa32e55eee99fa3 (patch) | |
tree | 21817480d37d8e258e766e9487b67643165e1e09 | |
parent | c0156eb1c77a81d7cc180e6f61683d46b67d0f2d (diff) |
Add some haze to the distance on water. (#3508)
* #3507 Add distance haze to water to get us closer to 6.6.17's appearance.
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl | 3 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class3/environment/waterF.glsl | 63 |
2 files changed, 43 insertions, 23 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl index a975b1f121..136b3dd966 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl @@ -789,9 +789,6 @@ void sampleReflectionProbesWater(inout vec3 ambenv, inout vec3 glossenv, probeIndex[probeInfluences++] = 0; doProbeSample(ambenv, glossenv, tc, pos, norm, glossiness, false, amblit); - - // fudge factor to get PBR water at a similar luminance ot legacy water - glossenv *= 0.4; } void debugTapRefMap(vec3 pos, vec3 dir, float depth, int i, inout vec4 col) diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl index f9e300070d..f8aa684433 100644 --- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl @@ -25,6 +25,8 @@ // class3/environment/waterF.glsl +#define WATER_MINIMAL 1 + out vec4 frag_color; #ifdef HAS_SUN_SHADOW @@ -122,6 +124,9 @@ vec3 BlendNormal(vec3 bump1, vec3 bump2) vec3 srgb_to_linear(vec3 col); vec3 linear_to_srgb(vec3 col); +vec3 atmosLighting(vec3 light); +vec3 scaleSoftClip(vec3 light); + vec3 vN, vT, vB; vec3 transform_normal(vec3 vNt) @@ -148,7 +153,7 @@ void generateWaveNormals(out vec3 wave1, out vec3 wave2, out vec3 wave3) vec2 bigwave = vec2(refCoord.w, view.w); - vec3 wave1_a = texture(bumpMap, bigwave, -2).xyz * 2.0 - 1.0; + vec3 wave1_a = texture(bumpMap, bigwave).xyz * 2.0 - 1.0; vec3 wave2_a = texture(bumpMap, littleWave.xy).xyz * 2.0 - 1.0; vec3 wave3_a = texture(bumpMap, littleWave.zw).xyz * 2.0 - 1.0; @@ -183,6 +188,7 @@ void calculateFresnelFactors(out vec3 df3, out vec2 df2, vec3 viewVec, vec3 wave void main() { mirrorClip(vary_position); + vN = vary_normal; vT = vary_tangent; vB = cross(vN, vT); @@ -202,6 +208,7 @@ void main() generateWaveNormals(wave1, wave2, wave3); + float dmod = sqrt(dist); vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; @@ -216,7 +223,7 @@ void main() vec3 up = transform_normal(vec3(0,0,1)); float vdu = -dot(viewVec, up)*2; - vec3 wave_ibl = wavef; + vec3 wave_ibl = wavef * normScale; wave_ibl.z *= 2.0; wave_ibl = transform_normal(normalize(wave_ibl)); @@ -233,8 +240,6 @@ void main() float dist2 = dist; dist = max(dist, 5.0); - float dmod = sqrt(dist); - //figure out distortion vector (ripply) vec2 distort2 = distort + waver.xy * refScale / max(dmod, 1.0) * 2; @@ -254,21 +259,27 @@ void main() calcAtmosphericVarsLinear(pos.xyz, wavef, vary_light_dir, sunlit, amblit, additive, atten); vec3 sunlit_linear = srgb_to_linear(sunlit); - + float fade = 0; #ifdef TRANSPARENT_WATER - float depth = texture(depthMap, distort2).r; - vec4 fb = texture(screenTex, distort2); - vec3 refPos = getPositionWithNDC(vec3(distort2*2.0-vec2(1.0), depth*2.0-1.0)); + float depth = texture(depthMap, distort).r; + + vec3 refPos = getPositionWithNDC(vec3(distort*2.0-vec2(1.0), depth*2.0-1.0)); - if (refPos.z > pos.z-0.05) + // Calculate some distance fade in the water to better assist with refraction blending and reducing the refraction texture's "disconnect". + fade = max(0,min(1, (pos.z - refPos.z) / 10)); + distort2 = mix(distort, distort2, min(1, fade * 10)); + + depth = texture(depthMap, distort2).r; + + refPos = getPositionWithNDC(vec3(distort2 * 2.0 - vec2(1.0), depth * 2.0 - 1.0)); + + if (pos.z < refPos.z - 0.05) { - //we sampled an above water sample, don't distort distort2 = distort; - fb = texture(screenTex, distort2); - depth = texture(depthMap, distort2).r; - refPos = getPositionWithNDC(vec3(distort2 * 2.0 - vec2(1.0), depth * 2.0 - 1.0)); } + vec4 fb = texture(screenTex, distort2); + #else vec4 fb = applyWaterFogViewLinear(viewVec*2048.0, vec4(1.0)); #endif @@ -280,13 +291,18 @@ void main() vec3 irradiance = vec3(0); vec3 radiance = vec3(0); vec3 legacyenv = vec3(0); + + // TODO: Make this an option. +#ifdef WATER_MINIMAL sampleReflectionProbesWater(irradiance, radiance, distort2, pos.xyz, wave_ibl.xyz, gloss, amblit); - //sampleReflectionProbes(irradiance, radiance, distort2, pos.xyz, wave_ibl.xyz, 1, true, amblit); - //sampleReflectionProbesLegacy(irradiance, radiance, legacyenv, distort2, pos.xyz, wave_ibl.xyz, gloss, 1, false, amblit); +#elif WATER_MINIMAL_PLUS + sampleReflectionProbes(irradiance, radiance, distort2, pos.xyz, wave_ibl.xyz, 1, false, amblit); +#endif vec3 diffuseColor = vec3(0); vec3 specularColor = vec3(0); - calcDiffuseSpecular(vec3(1), metallic, diffuseColor, specularColor); + vec3 specular_linear = srgb_to_linear(specular); + calcDiffuseSpecular(specular_linear, metallic, diffuseColor, specularColor); vec3 v = -normalize(pos.xyz); @@ -302,14 +318,21 @@ void main() pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, normalize(wavef+up*max(dist, 32.0)/32.0*(1.0-vdu)), v, normalize(light_dir), nl, diffPunc, specPunc); - vec3 punctual = clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10)) * sunlit_linear * 2.75 * shadow; + vec3 punctual = clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10)) * sunlit_linear * shadow; vec3 color = vec3(0); + color = mix(fb.rgb, radiance * df2.y, df2.x * 0.99999) + punctual.rgb; - color = mix(fb.rgb, radiance * df2.x, df2.x * 0.99999) + punctual.rgb; + // This looks super janky, but we do this to restore water haze in the distance. + // These values were finagled in to try and bring back some of the distant brightening on legacy water. Also works reasonably well on PBR skies such as PBR midday. + color += color * min(vec3(4),pow(1 - atten, vec3(1.35)) * 16 * fade); - float spec = min(max(max(punctual.r, punctual.g), punctual.b), 0.05); + // We shorten the fade here at the shoreline so it doesn't appear too soft from a distance. + fade *= 60; + fade = min(1, fade); + color = mix(fb.rgb, color, fade); - frag_color = max(vec4(color.rgb, spec), vec4(0)); + float spec = min(max(max(punctual.r, punctual.g), punctual.b), 0.05); + frag_color = min(vec4(1),max(vec4(color.rgb, spec), vec4(0))); } |