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authormobserveur <mobserveur@gmail.com>2025-08-30 01:59:43 +0200
committermobserveur <mobserveur@gmail.com>2025-08-30 01:59:43 +0200
commit7f0c81918575d3f05e4eadc160b600eaa8b383d1 (patch)
tree4c6bb40e93e38bb8a32964380f97ac2a06490b11 /indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl
parent03140ed619c5d49eb3851284ae53bbea73a8b831 (diff)
Performance Optimisations, Bloom effect, Visuals Panel
This commit contains performance optimisations in the the pipeline, framebuffer, vertexbuffer, reflection probes, shadows. It also fixes many opengl errors, modifies the opengl debugging, and adds a visuals effects panel.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl19
1 files changed, 17 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl b/indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl
index fdb77cce6e..60a8300352 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl
@@ -1351,6 +1351,10 @@ float4 SMAABlendingWeightCalculationPS(float2 texcoord,
//-----------------------------------------------------------------------------
// Neighborhood Blending Pixel Shader (Third Pass)
+vec3 srgb_to_linear(vec3 cs);
+vec4 srgb_to_linear4(vec4 cs);
+vec3 linear_to_srgb(vec3 cl);
+
float4 SMAANeighborhoodBlendingPS(float2 texcoord,
float4 offset,
SMAATexture2D(colorTex),
@@ -1369,6 +1373,7 @@ float4 SMAANeighborhoodBlendingPS(float2 texcoord,
SMAA_BRANCH
if (dot(a, float4(1.0, 1.0, 1.0, 1.0)) < 1e-5) {
float4 color = SMAASampleLevelZero(colorTex, texcoord);
+ color.rgb = srgb_to_linear(color.rgb);
#if SMAA_REPROJECTION
float2 velocity = SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, texcoord));
@@ -1377,6 +1382,8 @@ float4 SMAANeighborhoodBlendingPS(float2 texcoord,
color.a = sqrt(5.0 * length(velocity));
#endif
+ color.rgb = linear_to_srgb(color.rgb);
+
return color;
} else {
bool h = max(a.x, a.z) > max(a.y, a.w); // max(horizontal) > max(vertical)
@@ -1393,8 +1400,15 @@ float4 SMAANeighborhoodBlendingPS(float2 texcoord,
// We exploit bilinear filtering to mix current pixel with the chosen
// neighbor:
- float4 color = blendingWeight.x * SMAASampleLevelZero(colorTex, blendingCoord.xy);
- color += blendingWeight.y * SMAASampleLevelZero(colorTex, blendingCoord.zw);
+ //float4 color = blendingWeight.x * SMAASampleLevelZero(colorTex, blendingCoord.xy);
+ //color += blendingWeight.y * SMAASampleLevelZero(colorTex, blendingCoord.zw);
+ float4 color = SMAASampleLevelZero(colorTex, blendingCoord.xy);
+ color.rgb = srgb_to_linear(color.rgb);
+ color = blendingWeight.x * color;
+
+ float4 color2 = SMAASampleLevelZero(colorTex, blendingCoord.zw);
+ color2.rgb = srgb_to_linear(color2.rgb);
+ color += blendingWeight.y * color2;
#if SMAA_REPROJECTION
// Antialias velocity for proper reprojection in a later stage:
@@ -1405,6 +1419,7 @@ float4 SMAANeighborhoodBlendingPS(float2 texcoord,
color.a = sqrt(5.0 * length(velocity));
#endif
+ color.rgb = linear_to_srgb(color.rgb);
return color;
}
}