diff options
author | Jonathan "Geenz" Goodman <geenz@geenzo.com> | 2024-02-27 13:18:03 -0800 |
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committer | Jonathan "Geenz" Goodman <geenz@geenzo.com> | 2024-02-27 13:18:03 -0800 |
commit | 8b374f733360650c95d3ec021f1ec351e8b5dc21 (patch) | |
tree | f3e247dd410a85a233408eee26a2d2c03d78e32f | |
parent | 36b89cb0f907ccf4f65d32efb2502df45e36d18c (diff) |
#681 Make our sampling code for probes a good deal more generic to make sure all probes can benefit from the same blending functions.
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl | 49 |
1 files changed, 13 insertions, 36 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl index 14d9cf798f..7df9bdba5d 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl @@ -366,11 +366,11 @@ return texCUBE(envMap, ReflDirectionWS); // i - probe index in refBox/refSphere // d - distance to nearest wall in clip space // scale - scale of box, default 1.0 -vec3 boxIntersect(vec3 origin, vec3 dir, int i, out float d, float scale) +vec3 boxIntersect(vec3 origin, vec3 dir, mat4 i, out float d, float scale) { // Intersection with OBB convert to unit box space // Transform in local unit parallax cube space (scaled and rotated) - mat4 clipToLocal = refBox[i]; + mat4 clipToLocal = i; vec3 RayLS = mat3(clipToLocal) * dir; vec3 PositionLS = (clipToLocal * vec4(origin, 1.0)).xyz; @@ -389,7 +389,7 @@ vec3 boxIntersect(vec3 origin, vec3 dir, int i, out float d, float scale) return IntersectPositionCS; } -vec3 boxIntersect(vec3 origin, vec3 dir, int i, out float d) +vec3 boxIntersect(vec3 origin, vec3 dir, mat4 i, out float d) { return boxIntersect(origin, dir, i, d, 1.0); } @@ -444,9 +444,9 @@ void boxIntersectionDebug( in vec3 ro, in vec3 p, vec3 boxSize, inout vec4 col) } -void boxIntersectDebug(vec3 origin, vec3 pos, int i, inout vec4 col) +void boxIntersectDebug(vec3 origin, vec3 pos, mat4 i, inout vec4 col) { - mat4 clipToLocal = refBox[i]; + mat4 clipToLocal = i; // transform into unit cube space origin = (clipToLocal * vec4(origin, 1.0)).xyz; @@ -463,7 +463,7 @@ void boxIntersectDebug(vec3 origin, vec3 pos, int i, inout vec4 col) // r - radius of probe influence volume // i - index of probe in refSphere // dw - distance weight -float sphereWeight(vec3 pos, vec3 dir, vec3 origin, float r, int i, out float dw) +float sphereWeight(vec3 pos, vec3 dir, vec3 origin, float r, vec4 i, out float dw) { float r1 = r * 0.5; // 50% of radius (outer sphere to start interpolating down) vec3 delta = pos.xyz - origin; @@ -472,7 +472,7 @@ float sphereWeight(vec3 pos, vec3 dir, vec3 origin, float r, int i, out float dw float atten = 1.0 - max(d2 - r1, 0.0) / max((r - r1), 0.001); float w = 1.0 / d2; - w *= refParams[i].z; + w *= i.z; dw = w * atten * max(r, 1.0)*4; @@ -498,7 +498,7 @@ vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out float dw, float lod, vec3 c, if (refIndex[i].w < 0) { // box probe float d = 0; - v = boxIntersect(pos, dir, i, d); + v = boxIntersect(pos, dir, refBox[i], d); w = max(d, 0.001); } @@ -512,7 +512,7 @@ vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out float dw, float lod, vec3 c, refIndex[i].w < 1 ? 4096.0*4096.0 : // <== effectively disable parallax correction for automatically placed probes to keep from bombing the world with obvious spheres rr); - w = sphereWeight(pos, dir, refSphere[i].xyz, r, i, dw); + w = sphereWeight(pos, dir, refSphere[i].xyz, r, refParams[i], dw); } v -= c; @@ -538,7 +538,7 @@ vec3 tapIrradianceMap(vec3 pos, vec3 dir, out float w, out float dw, vec3 c, int if (refIndex[i].w < 0) { float d = 0.0; - v = boxIntersect(pos, dir, i, d, 3.0); + v = boxIntersect(pos, dir, refBox[i], d, 3.0); w = max(d, 0.001); } else @@ -552,7 +552,7 @@ vec3 tapIrradianceMap(vec3 pos, vec3 dir, out float w, out float dw, vec3 c, int refIndex[i].w < 1 ? 4096.0*4096.0 : // <== effectively disable parallax correction for automatically placed probes to keep from bombing the world with obvious spheres rr); - w = sphereWeight(pos, dir, refSphere[i].xyz, r, i, dw); + w = sphereWeight(pos, dir, refSphere[i].xyz, r, refParams[i], dw); } v -= c; @@ -698,29 +698,6 @@ layout (std140) uniform HeroProbeData int heroProbeCount; }; -vec3 boxIntersectHero(vec3 origin, vec3 dir, int i, out float d, float scale) -{ - // Intersection with OBB convert to unit box space - // Transform in local unit parallax cube space (scaled and rotated) - mat4 clipToLocal = heroBox[i]; - - vec3 RayLS = mat3(clipToLocal) * dir; - vec3 PositionLS = (clipToLocal * vec4(origin, 1.0)).xyz; - - d = 1.0-max(max(abs(PositionLS.x), abs(PositionLS.y)), abs(PositionLS.z)); - - vec3 Unitary = vec3(scale); - vec3 FirstPlaneIntersect = (Unitary - PositionLS) / RayLS; - vec3 SecondPlaneIntersect = (-Unitary - PositionLS) / RayLS; - vec3 FurthestPlane = max(FirstPlaneIntersect, SecondPlaneIntersect); - float Distance = min(FurthestPlane.x, min(FurthestPlane.y, FurthestPlane.z)); - - // Use Distance in CS directly to recover intersection - vec3 IntersectPositionCS = origin + dir * Distance; - - return IntersectPositionCS; -} - float sphereWeightHero(vec3 pos, vec3 dir, vec3 origin, float r, out float dw) { float r1 = r * 0.5; // 50% of radius (outer sphere to start interpolating down) @@ -745,7 +722,7 @@ void tapHeroProbe(inout vec3 glossenv, vec3 pos, vec3 norm, float glossiness) if (heroShape[0] < 1) { float d = 0; - boxIntersectHero(pos, norm, 0, d, 1.0); + boxIntersect(pos, norm, heroBox[0], d, 1.0); w = max(d, 0.001); } @@ -844,7 +821,7 @@ void debugTapRefMap(vec3 pos, vec3 dir, float depth, int i, inout vec4 col) { if (refIndex[i].w < 0) { - boxIntersectDebug(origin, pos, i, col); + boxIntersectDebug(origin, pos, refBox[i], col); } else { |