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author | Howard Stearns <howard.stearns@gmail.com> | 2022-08-29 10:17:09 -0700 |
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committer | Howard Stearns <howard.stearns@gmail.com> | 2022-08-29 10:17:09 -0700 |
commit | 6c4ff3f9c8dc51f5fc18a5ef34fed7a4063d37fa (patch) | |
tree | 40c2cc9157864c4bdd0b3da534b5753f0b2d9cb9 | |
parent | 1b5c13fd446dbf9193aca9baa66f62edb1393875 (diff) | |
parent | d6e8a6c98aa426e8f1ee92cd7bc65703cf0a22aa (diff) |
Merge branch 'DRTVWR-559' of bitbucket.org:lindenlab/viewer into SL-17967
3 files changed, 24 insertions, 17 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index c4d1e7d1a7..449cbeaa28 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -52,6 +52,9 @@ float calcLegacyDistanceAttenuation(float distance, float falloff) { float dist_atten = 1.0 - clamp((distance + falloff)/(1.0 + falloff), 0.0, 1.0); dist_atten *= dist_atten; + + // Tweak falloff slightly to match pre-EEP attenuation + // NOTE: this magic number also shows up in a great many other places, search for dist_atten *= to audit dist_atten *= 2.0; return dist_atten; } @@ -303,7 +306,7 @@ vec2 getScreenXY(vec4 clip) // Color utils -vec3 colorized_dot(float x) +vec3 colorize_dot(float x) { if (x > 0.0) return vec3( 0, x, 0 ); if (x < 0.0) return vec3(-x, 0, 0 ); diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl index 91d041cafa..71135786c3 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl @@ -68,6 +68,9 @@ vec2 getScreenXY(vec4 clip); void initMaterial( vec3 diffuse, vec3 packedORM, out float alphaRough, out vec3 c_diff, out vec3 reflect0, out vec3 reflect90, out float specWeight ); vec3 srgb_to_linear(vec3 c); +// Util +vec3 hue_to_rgb(float hue); + void main() { #if defined(LOCAL_LIGHT_KILL) diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 01ed71d45d..8a04a8a6a6 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -188,6 +188,7 @@ vec3 srgb_to_linear(vec3 c); // Debug Utils vec3 BRDFDiffuse(vec3 color); +vec3 colorize_dot(float x); vec3 fresnelSchlick( vec3 reflect0, vec3 reflect90, float vh); float D_GGX( float nh, float alphaRough ); float V_GGX( float nl, float nv, float alphaRough ); @@ -288,9 +289,12 @@ void main() vec3 b = cross( n,t); vec3 reflectVN = normalize(reflect(-v,n)); - float dotNV = clamp(dot(n,v),0,1); - float dotTV = clamp(dot(t,v),0,1); - float dotBV = clamp(dot(b,v),0,1); + vec3 h, l; + float nh, nl, nv, vh, lightDist; + calcHalfVectors(light_dir, n, v, h, l, nh, nl, nv, vh, lightDist); + + float tv = clamp(dot(t,v),0,1); + float bv = clamp(dot(b,v),0,1); // Reference: getMetallicRoughnessInfo vec3 base = linear_to_srgb(diffuse.rgb); @@ -303,10 +307,10 @@ void main() #endif // Common to RadianceGGX and RadianceLambertian - vec2 brdfPoint = clamp(vec2(dotNV, perceptualRough), vec2(0,0), vec2(1,1)); + vec2 brdfPoint = clamp(vec2(nv, perceptualRough), vec2(0,0), vec2(1,1)); vec2 vScaleBias = getGGX( brdfPoint); // Environment BRDF: scale and bias applied to reflect0 vec3 fresnelR = max(vec3(1.0 - perceptualRough), reflect0) - reflect0; // roughness dependent fresnel - vec3 kSpec = reflect0 + fresnelR*pow(1.0 - dotNV, 5.0); + vec3 kSpec = reflect0 + fresnelR*pow(1.0 - nv, 5.0); // Reference: getIBLRadianceGGX // https://forum.substance3d.com/index.php?topic=3243.0 @@ -351,21 +355,18 @@ void main() colorSpec *= ao; // Add in sun/moon reflection - vec3 h, l; - float nh, nl, nv, vh, lightDist; - calcHalfVectors(light_dir, n, v, h, l, nh, nl, nv, vh, lightDist); - if (nl > 0.0 || nv > 0.0) { - vec3 sunColor = srgb_to_linear(sunlit * 2.0); // NOTE: *2.0 Midday should have strong sunlight + float scale = 4.9; + vec3 sunColor = srgb_to_linear(sunlit * scale); // NOTE: Midday should have strong sunlight #if DEBUG_PBR_SUN_FULL_BRIGHT sunColor = vec3(1); #endif // scol = sun shadow vec3 intensity = ambocc * sunColor * nl * scol; - vec3 sunDiffuse = intensity * BRDFLambertian (reflect0, reflect90, c_diff , specWeight, vh); - vec3 sunSpec = intensity * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh); - bloom = dot(sunSpec, sunSpec) / 8.0; + vec3 sunDiffuse = base * intensity * BRDFLambertian (reflect0, reflect90, c_diff , specWeight, vh); + vec3 sunSpec = intensity * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh); + bloom = dot(sunSpec, sunSpec) / (scale * scale * scale); #if DEBUG_PBR_SUN_SPEC_FRESNEL colorDiffuse = vec3(0); @@ -515,13 +516,13 @@ void main() color.rgb = b; #endif #if DEBUG_PBR_DOT_NV - color.rgb = vec3(dotNV); + color.rgb = vec3(nv); #endif #if DEBUG_PBR_DOT_TV - color.rgb = vec3(dotTV); + color.rgb = vec3(tv); #endif #if DEBUG_PBR_DOT_BV - color.rgb = vec3(dotBV); + color.rgb = vec3(bv); #endif #if DEBUG_PBR_AVG |