diff options
| author | Dave Parks <davep@lindenlab.com> | 2023-03-30 18:19:32 -0500 | 
|---|---|---|
| committer | Dave Parks <davep@lindenlab.com> | 2023-03-30 18:19:32 -0500 | 
| commit | 46702c4e80e96cd8dbe7f37d5c14fbb1830e798d (patch) | |
| tree | 69e16b29fc885574b4e5d4452fbc3392ff08553a | |
| parent | 70bdf55439a57116cbd2c9bb32e78a8ada251d78 (diff) | |
DRTVWR-559 Auto exposure tuning.
5 files changed, 10 insertions, 10 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl index 1c1984e8ee..861b78c961 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl @@ -36,12 +36,11 @@ uniform sampler2D exposureMap;  uniform float dt;  uniform vec2 noiseVec; -// calculate luminance the same way LLColor4::calcHSL does +  float lum(vec3 col)  { -    float mx = max(max(col.r, col.g), col.b); -    float mn = min(min(col.r, col.g), col.b); -    return (mx + mn) * 0.5; +    vec3 l = vec3(0.2126, 0.7152, 0.0722); +    return dot(l, col);  }  void main()  @@ -82,7 +81,7 @@ void main()      float L = lum(col); -    float s = clamp(0.1/L, 0.5, 2.5); +    float s = clamp(0.175/L, 0.125, 1.3);      float prev = texture(exposureMap, vec2(0.5,0.5)).r; diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index fc6291d438..62d134188c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -91,7 +91,7 @@ void main()      vary_LightNormPosDot = rel_pos_lightnorm_dot;      // Initialize temp variables -    vec3 sunlight = (sun_up_factor == 1) ? sunlight_color*2.0 : moonlight_color*0.75; +    vec3 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;      // Sunlight attenuation effect (hue and brightness) due to atmosphere      // this is used later for sunlight modulation at various altitudes diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl index 0d3dbf85e2..12a99edc34 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl @@ -62,8 +62,8 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou      vec3  rel_pos_norm = normalize(rel_pos);      float rel_pos_len  = length(rel_pos); -    float scale = 2.0; -    vec3  sunlight     = (sun_up_factor == 1) ? sunlight_color * scale: moonlight_color*0.75; +     +    vec3  sunlight     = (sun_up_factor == 1) ? sunlight_color: moonlight_color;      // sunlight attenuation effect (hue and brightness) due to atmosphere      // this is used later for sunlight modulation at various altitudes @@ -141,7 +141,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou      // fudge sunlit and amblit to get consistent lighting compared to legacy      // midday before PBR was a thing -    sunlit = sunlight.rgb / scale; +    sunlit = sunlight.rgb;      amblit = tmpAmbient.rgb * 0.25;      additive *= vec3(1.0 - combined_haze); diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl index 94c40b1fa0..677d83a1fe 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl @@ -676,7 +676,7 @@ void sampleReflectionProbesWater(inout vec3 ambenv, inout vec3 glossenv,      sampleReflectionProbes(ambenv, glossenv, tc, pos, norm, glossiness);      // fudge factor to get PBR water at a similar luminance ot legacy water -    glossenv *= 0.5; +    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/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 0e3ebd1534..b23741e574 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -212,6 +212,7 @@ void main()      {          //should only be true of WL sky, just port over base color value          color = srgb_to_linear(texture2D(emissiveRect, tc).rgb); +        color *= sun_up_factor + 1.0;      }      else      { | 
