diff options
author | Dave Parks <davep@lindenlab.com> | 2023-03-22 10:38:24 -0500 |
---|---|---|
committer | Dave Parks <davep@lindenlab.com> | 2023-03-22 10:38:24 -0500 |
commit | 8c7c4c424d07e39191e827f441af406724829b50 (patch) | |
tree | 968b45bc2e92137664cde0c212cb62b739972c8f | |
parent | 084ef5173fb79644ce2fd3e640c241a05529db70 (diff) |
DRTVWR-559 Quality pass -- Fix sky banding, fix off-by-one-mip in reflection probes (thanks Rye), remove noiseMap from light shaders (removes speckles), make irradiance maps RGB16F instead of RGBA16. Use actual luminance for sky instead of max color component during irradiance map pass.
14 files changed, 61 insertions, 95 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 8996b1dd4f..6d7e93b364 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -10402,7 +10402,7 @@ <key>Type</key> <string>F32</string> <key>Value</key> - <real>32</real> + <real>16</real> </map> <key>RenderTonemapper</key> <map> diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl index fe796a054d..e0e97bb938 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl @@ -24,19 +24,15 @@ */ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif +out vec4 frag_data[4]; ///////////////////////////////////////////////////////////////////////// // The fragment shader for the sky ///////////////////////////////////////////////////////////////////////// -VARYING vec3 vary_CloudColorSun; -VARYING vec3 vary_CloudColorAmbient; -VARYING float vary_CloudDensity; +in vec3 vary_CloudColorSun; +in vec3 vary_CloudColorAmbient; +in float vary_CloudDensity; uniform sampler2D cloud_noise_texture; uniform sampler2D cloud_noise_texture_next; @@ -46,16 +42,16 @@ uniform vec3 cloud_pos_density2; uniform float cloud_scale; uniform float cloud_variance; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec2 vary_texcoord3; -VARYING float altitude_blend_factor; +in vec2 vary_texcoord0; +in vec2 vary_texcoord1; +in vec2 vary_texcoord2; +in vec2 vary_texcoord3; +in float altitude_blend_factor; vec4 cloudNoise(vec2 uv) { - vec4 a = texture2D(cloud_noise_texture, uv); - vec4 b = texture2D(cloud_noise_texture_next, uv); + vec4 a = texture(cloud_noise_texture, uv); + vec4 b = texture(cloud_noise_texture_next, uv); vec4 cloud_noise_sample = mix(a, b, blend_factor); return cloud_noise_sample; } @@ -118,8 +114,9 @@ void main() color.rgb *= 2.0; /// Gamma correct for WL (soft clip effect). - frag_data[0] = vec4(color.rgb, alpha1); + frag_data[0] = vec4(0); frag_data[1] = vec4(0.0,0.0,0.0,0.0); frag_data[2] = vec4(0,0,0,GBUFFER_FLAG_SKIP_ATMOS); + frag_data[3] = vec4(color.rgb, alpha1); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl index 41dd485fae..fabc61eb5e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl @@ -27,11 +27,7 @@ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif +out vec4 frag_data[4]; uniform vec4 color; uniform vec3 moonlight_color; @@ -39,12 +35,7 @@ uniform vec3 moon_dir; uniform float moon_brightness; uniform sampler2D diffuseMap; -VARYING vec2 vary_texcoord0; - -vec3 srgb_to_linear(vec3 c); - -/// Soft clips the light with a gamma correction -vec3 scaleSoftClip(vec3 light); +in vec2 vary_texcoord0; void main() { @@ -53,24 +44,25 @@ void main() if( moon_dir.z > 0 ) fade = clamp( moon_dir.z*moon_dir.z*4.0, 0.0, 1.0 ); - vec4 c = texture2D(diffuseMap, vary_texcoord0.xy); + vec4 c = texture(diffuseMap, vary_texcoord0.xy); // SL-14113 Don't write to depth; prevent moon's quad from hiding stars which should be visible // Moon texture has transparent pixels <0x55,0x55,0x55,0x00> if (c.a <= 2./255.) // 0.00784 + { discard; + } -// c.rgb = srgb_to_linear(c.rgb); - c.rgb *= moonlight_color.rgb; - c.rgb *= moon_brightness; - c.rgb *= fade; - c.a *= fade; + c.rgb *= moonlight_color.rgb; + c.rgb *= moon_brightness; - c.rgb = scaleSoftClip(c.rgb); + c.rgb *= fade; + c.a *= fade; - frag_data[0] = vec4(c.rgb, c.a); + frag_data[0] = vec4(0); frag_data[1] = vec4(0.0); frag_data[2] = vec4(0.0, 0.0, 0.0, GBUFFER_FLAG_HAS_ATMOS); + frag_data[3] = vec4(c.rgb, c.a); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl index 930338cefb..cc4c3b5dce 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl @@ -22,12 +22,10 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - -/*[EXTRA_CODE_HERE]*/ // Inputs -VARYING vec3 vary_HazeColor; -VARYING float vary_LightNormPosDot; +in vec3 vary_HazeColor; +in float vary_LightNormPosDot; uniform sampler2D rainbow_map; uniform sampler2D halo_map; @@ -36,11 +34,9 @@ uniform float moisture_level; uniform float droplet_radius; uniform float ice_level; -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif +out vec4 frag_data[4]; + +vec3 srgb_to_linear(vec3 c); ///////////////////////////////////////////////////////////////////////// // The fragment shader for the sky @@ -63,19 +59,16 @@ vec3 rainbow(float d) d = clamp(d, 0.0, 0.25) + interior_coord; float rad = (droplet_radius - 5.0f) / 1024.0f; - return pow(texture2D(rainbow_map, vec2(rad+0.5, d)).rgb, vec3(1.8)) * moisture_level; + return pow(texture(rainbow_map, vec2(rad+0.5, d)).rgb, vec3(1.8)) * moisture_level; } vec3 halo22(float d) { d = clamp(d, 0.1, 1.0); float v = sqrt(clamp(1 - (d * d), 0, 1)); - return texture2D(halo_map, vec2(0, v)).rgb * ice_level; + return texture(halo_map, vec2(0, v)).rgb * ice_level; } -/// Soft clips the light with a gamma correction -vec3 scaleSoftClip(vec3 light); - void main() { // Potential Fill-rate optimization. Add cloud calculation @@ -91,11 +84,10 @@ void main() color.rgb += rainbow(optic_d); color.rgb += halo_22; color.rgb *= 2.; - color.rgb = scaleSoftClip(color.rgb); - // Gamma correct for WL (soft clip effect). - frag_data[0] = vec4(color.rgb, 1.0); - frag_data[1] = vec4(0.0,0.0,0.0,0.0); + frag_data[0] = vec4(0); + frag_data[1] = vec4(0); frag_data[2] = vec4(0.0,0.0,0.0,GBUFFER_FLAG_SKIP_ATMOS); //1.0 in norm.w masks off fog + frag_data[3] = vec4(color.rgb, 1.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl index cdafdba15c..4f1756c367 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl @@ -25,15 +25,11 @@ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif +out vec4 frag_data[4]; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; -VARYING vec2 screenpos; +in vec4 vertex_color; +in vec2 vary_texcoord0; +in vec2 screenpos; uniform sampler2D diffuseMap; uniform float blend_factor; @@ -62,8 +58,9 @@ void main() col.a = (col.a * factor) * 32.0f; col.a *= twinkle(); - frag_data[0] = col; + frag_data[0] = vec4(0); frag_data[1] = vec4(0.0f); frag_data[2] = vec4(0.0, 1.0, 0.0, GBUFFER_FLAG_SKIP_ATMOS); + frag_data[3] = col; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl index e35ea83f0a..a85e6ebc66 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl @@ -27,36 +27,29 @@ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif +out vec4 frag_data[4]; vec3 srgb_to_linear(vec3 c); -vec3 fullbrightAtmosTransport(vec3 light); -vec3 fullbrightScaleSoftClip(vec3 light); uniform sampler2D diffuseMap; uniform sampler2D altDiffuseMap; uniform float blend_factor; // interp factor between sunDisc A/B -VARYING vec2 vary_texcoord0; -VARYING float sun_fade; +in vec2 vary_texcoord0; +in float sun_fade; void main() { - vec4 sunDiscA = texture2D(diffuseMap, vary_texcoord0.xy); - vec4 sunDiscB = texture2D(altDiffuseMap, vary_texcoord0.xy); + vec4 sunDiscA = texture(diffuseMap, vary_texcoord0.xy); + vec4 sunDiscB = texture(altDiffuseMap, vary_texcoord0.xy); vec4 c = mix(sunDiscA, sunDiscB, blend_factor); - //c.rgb = fullbrightAtmosTransport(c.rgb); - c.rgb = fullbrightScaleSoftClip(c.rgb); // SL-9806 stars poke through //c.a *= sun_fade; - frag_data[0] = c; + frag_data[0] = vec4(0); frag_data[1] = vec4(0.0f); frag_data[2] = vec4(0.0, 1.0, 0.0, GBUFFER_FLAG_SKIP_ATMOS); + frag_data[3] = c; } diff --git a/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl b/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl index b6f080739e..a1839d4a67 100644 --- a/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl @@ -151,7 +151,7 @@ vec4 prefilterEnvMap(vec3 R) // Solid angle of 1 pixel across all cube faces float omegaP = 4.0 * PI / (6.0 * envMapDim * envMapDim); // Biased (+1.0) mip level for better result - float mipLevel = roughness == 0.0 ? 0.0 : max(0.5 * log2(omegaS / omegaP) + 1.0, 0.0f); + float mipLevel = roughness == 0.0 ? 0.0 : clamp(0.5 * log2(omegaS / omegaP) + 1.0, 0.0f, max_probe_lod); color += textureLod(reflectionProbes, vec4(L, sourceIdx), mipLevel) * dotNL; totalWeight += dotNL; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl index 7d8f9c218d..0fb30559d4 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl @@ -37,7 +37,6 @@ uniform sampler2D depthMap; uniform sampler2D diffuseRect; uniform sampler2D specularRect; uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl -uniform sampler2D noiseMap; uniform sampler2D lightFunc; uniform vec3 env_mat[3]; @@ -132,9 +131,6 @@ void main() } else { - - float noise = texture2D(noiseMap, tc).b; - diffuse = srgb_to_linear(diffuse); spec.rgb = srgb_to_linear(spec.rgb); @@ -154,7 +150,6 @@ void main() float fa = light_col[i].a; float dist_atten = calcLegacyDistanceAttenuation(dist, fa); - dist_atten *= noise; float lit = nl * dist_atten; diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl index 5ed8a75e0e..30b7895157 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl @@ -41,7 +41,6 @@ uniform sampler2D normalMap; uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl uniform samplerCube environmentMap; uniform sampler2D lightMap; -uniform sampler2D noiseMap; uniform sampler2D projectionMap; // rgba uniform sampler2D lightFunc; @@ -187,7 +186,6 @@ void main() diffuse = srgb_to_linear(diffuse); spec.rgb = srgb_to_linear(spec.rgb); - float noise = texture2D(noiseMap, tc).b; if (proj_tc.z > 0.0 && proj_tc.x < 1.0 && proj_tc.y < 1.0 && @@ -199,7 +197,7 @@ void main() if (nl > 0.0) { - lit = nl * dist_atten * noise; + lit = nl * dist_atten; dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy ); @@ -209,7 +207,7 @@ void main() amb_da += (nl*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance; } - amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, noise, proj_tc.xy ); + amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, 1.0, proj_tc.xy ); final_color += diffuse.rgb * amb_rgb; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl index a6a2543915..bd06a680f5 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl @@ -656,7 +656,7 @@ void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, vec2 tc, vec3 pos, vec3 norm, float glossiness) { // TODO - don't hard code lods - float reflection_lods = max_probe_lod-1; + float reflection_lods = max_probe_lod; preProbeSample(pos); vec3 refnormpersp = reflect(pos.xyz, norm.xyz); diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index dfd1d47b3e..0e3ebd1534 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -211,7 +211,7 @@ void main() else if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS)) { //should only be true of WL sky, just port over base color value - color = srgb_to_linear(baseColor.rgb); + color = srgb_to_linear(texture2D(emissiveRect, tc).rgb); } else { diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl index 3d8b95b882..33ea2129cf 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -51,7 +51,6 @@ uniform sampler2D normalMap; uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl uniform samplerCube environmentMap; uniform sampler2D lightMap; -uniform sampler2D noiseMap; uniform sampler2D projectionMap; // rgba uniform sampler2D lightFunc; @@ -193,7 +192,6 @@ void main() diffuse = srgb_to_linear(diffuse); spec.rgb = srgb_to_linear(spec.rgb); - float noise = texture2D(noiseMap, tc).b; if (proj_tc.z > 0.0 && proj_tc.x < 1.0 && proj_tc.y < 1.0 && @@ -205,7 +203,7 @@ void main() if (nl > 0.0) { - lit = nl * dist_atten * noise; + lit = nl * dist_atten; dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy ); @@ -214,7 +212,7 @@ void main() amb_da += (nl*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance; } - vec3 amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, noise, proj_tc.xy ); + vec3 amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, 1.0, proj_tc.xy ); final_color += diffuse.rgb*amb_rgb; #if DEBUG_LEG_LIGHT_TYPE final_color = vec3(0,0.5,0); diff --git a/indra/newview/llenvironment.cpp b/indra/newview/llenvironment.cpp index d88f0f9847..c59fad82a4 100644 --- a/indra/newview/llenvironment.cpp +++ b/indra/newview/llenvironment.cpp @@ -1758,7 +1758,11 @@ void LLEnvironment::updateGLVariablesForSettings(LLShaderUniforms* uniforms, con { // maximize and remove tinting if this is an irradiance map render pass and the parameter feeds into the sky background color auto max_vec = [](LLVector4 col) { - col.mV[0] = col.mV[1] = col.mV[2] = llmax(llmax(col.mV[0], col.mV[1]), col.mV[2]); + LLColor3 color(col); + F32 h, s, l; + color.calcHSL(&h, &s, &l); + + col.mV[0] = col.mV[1] = col.mV[2] = l; return col; }; diff --git a/indra/newview/llreflectionmapmanager.cpp b/indra/newview/llreflectionmapmanager.cpp index c664dbbe9e..58ce571505 100644 --- a/indra/newview/llreflectionmapmanager.cpp +++ b/indra/newview/llreflectionmapmanager.cpp @@ -1018,7 +1018,7 @@ void LLReflectionMapManager::initReflectionMaps() mTexture->allocate(mProbeResolution, 3, mReflectionProbeCount + 2); mIrradianceMaps = new LLCubeMapArray(); - mIrradianceMaps->allocate(LL_IRRADIANCE_MAP_RESOLUTION, 4, mReflectionProbeCount, FALSE); + mIrradianceMaps->allocate(LL_IRRADIANCE_MAP_RESOLUTION, 3, mReflectionProbeCount, FALSE); } if (mVertexBuffer.isNull()) |