diff options
author | Graham Linden <graham@lindenlab.com> | 2019-05-13 15:33:48 -0700 |
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committer | Graham Linden <graham@lindenlab.com> | 2019-05-13 15:33:48 -0700 |
commit | b143aa96fcd6d16558464c98bcfd9984f7d29750 (patch) | |
tree | 72645408a6a4f8f179a1c668f530d3844d6558dd | |
parent | 4e9111bbd49e9c5f84be5dc82949dd0ec1f6a03b (diff) |
SL-10856
Modify calc of sunlight to avoid clipping in gamma correct on values outside 0-1 range.
Modify shaders to put back ambient clamp tuned to be close to ambient contrib in low/mid lighting.
7 files changed, 16 insertions, 14 deletions
diff --git a/indra/llinventory/llsettingssky.cpp b/indra/llinventory/llsettingssky.cpp index cfca2d0d78..211af6a7ae 100644 --- a/indra/llinventory/llsettingssky.cpp +++ b/indra/llinventory/llsettingssky.cpp @@ -32,6 +32,10 @@ #include "llfasttimer.h" #include "v3colorutil.h" +#if LL_WINDOWS +#pragma optimize("", off) +#endif + //========================================================================= namespace { @@ -1276,8 +1280,10 @@ void LLSettingsSky::calculateLightSettings() const LLColor3 tmpAmbient = ambient + (smear(1.f) - ambient) * cloud_shadow; //brightness of surface both sunlight and ambient - mSunDiffuse = gammaCorrect(componentMult(sunlight, light_transmittance)); - mSunAmbient = gammaCorrect(componentMult(tmpAmbient, light_transmittance)); + // reduce range to 0 - 1 before gamma correct to prevent clipping + // then restore to full 0 - 3 range before storage + mSunDiffuse = gammaCorrect(componentMult(sunlight * 0.33333f, light_transmittance)) * 3.0f; + mSunAmbient = gammaCorrect(componentMult(tmpAmbient * 0.33333f, light_transmittance)) * 3.0f; F32 moon_brightness = getIsMoonUp() ? getMoonBrightness() : 0.001f; diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index dbd7abd7e5..b439fbbff6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -223,8 +223,7 @@ void main() float ambient = da; ambient *= 0.5; ambient *= ambient; - //ambient = max(getAmbientClamp(), ambient); // keeps shadows dark - ambient = 1.0 - ambient; + ambient = min(getAmbientClamp(), 1.0 - ambient); vec3 sun_contrib = min(final_da, shadow) * sunlit; diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 7533762a96..274d1818f0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -320,8 +320,7 @@ void main() float ambient = da; ambient *= 0.5; ambient *= ambient; - //ambient = max(getAmbientClamp(), ambient); - ambient = 1.0 - ambient; + ambient = min(getAmbientClamp(), 1.0 - ambient); vec3 sun_contrib = min(final_da, shadow) * sunlit; diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index b6e3951ee3..2a24915ade 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -106,8 +106,7 @@ void main() float ambient = da; ambient *= 0.5; ambient *= ambient; - //ambient = max(getAmbientClamp(), ambient); - ambient = 1.0 - ambient; + ambient = min(getAmbientClamp(), 1.0 - ambient); vec3 sun_contrib = final_da * sunlit; diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index 6788cc1f63..7f5ac00963 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -44,7 +44,7 @@ uniform float sun_moon_glow_factor; float getAmbientClamp() { - return 0.66f; + return 0.2f; } void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten) { @@ -137,7 +137,7 @@ void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, o + tmpAmbient)); //brightness of surface both sunlight and ambient - sunlit = sunlight.rgb * 0.5; - amblit = tmpAmbient.rgb * .25; + sunlit = sunlight.rgb; + amblit = tmpAmbient.rgb; additive *= vec3(1.0 - temp1); } diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index e41b4b99a3..39b13b46cc 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -116,8 +116,7 @@ void main() float ambient = da; ambient *= 0.5; ambient *= ambient; - //ambient = max(getAmbientClamp(), ambient); - ambient = 1.0 - ambient; + ambient = min(getAmbientClamp(), 1.0 - ambient); vec3 sun_contrib = min(scol, final_da) * sunlit; diff --git a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl index 48c883d98a..2f64ab25cb 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl @@ -32,7 +32,7 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color); vec4 calcLighting(vec3 pos, vec3 norm, vec4 color) { vec4 c = sumLights(pos, norm, color); - c.rgb += atmosAmbient() * color.rgb; + c.rgb += atmosAmbient() * color.rgb * 0.25; return c; } |