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authorGraham Linden <graham@lindenlab.com>2019-01-30 08:37:07 -0800
committerGraham Linden <graham@lindenlab.com>2019-01-30 08:37:07 -0800
commitacbc7f4cddd6ad999c2bc7690c10b85a414a8102 (patch)
tree8af15ec5456494dc71d9eba0927ca4d5abb8aeac /indra/newview/app_settings/shaders/class1/deferred
parent38f69533780943b432edaac212475bea5fd013b6 (diff)
SL-10415, SL-10434
Further tweaking of directional shadow sampling to balance between peter-panning and shadow acne. Move stars to just this side of the sky some to reduce parallax. Remove decodeNormF and uses of decode_normal in favor of unified use of getNorm (try to help the Intel HD x000 compiler learn to link correctly).
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl127
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl60
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl4
11 files changed, 117 insertions, 132 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 132364882b..f1b7a1312f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -71,7 +71,6 @@ vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif
vec2 encode_normal (vec3 n);
-vec3 decode_normal (vec2 enc);
vec3 scaleSoftClip(vec3 l);
vec3 atmosFragAmbient(vec3 light, vec3 sunlit);
vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten);
@@ -170,7 +169,6 @@ void main()
calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten);
vec2 abnormal = encode_normal(norm.xyz);
- norm.xyz = decode_normal(abnormal.xy);
float sun_da = dot(norm.xyz, sun_dir.xyz);
float moon_da = dot(norm.xyz, moon_dir.xyz);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
index 812f375f42..596d0274af 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
@@ -46,7 +46,6 @@ VARYING vec2 vary_fragcoord;
vec4 getPosition(vec2 pos_screen);
vec3 getNorm(vec2 pos_screen);
-vec3 decode_normal (vec2 enc);
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
index 9d7a7f6556..e27bbce094 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
@@ -29,8 +29,6 @@ uniform sampler2DRect depthMap;
uniform mat4 inv_proj;
uniform vec2 screen_res;
-vec3 decode_normal(vec2 enc);
-
vec2 getScreenCoordinate(vec2 screenpos)
{
vec2 sc = screenpos.xy * 2.0;
@@ -43,8 +41,14 @@ vec2 getScreenCoordinate(vec2 screenpos)
vec3 getNorm(vec2 screenpos)
{
- vec2 enc_norm = texture2DRect(normalMap, screenpos.xy).xy;
- return decode_normal(enc_norm);
+ vec2 enc = texture2DRect(normalMap, screenpos.xy).xy;
+ vec2 fenc = enc*4-2;
+ float f = dot(fenc,fenc);
+ float g = sqrt(1-f/4);
+ vec3 n;
+ n.xy = fenc*g;
+ n.z = 1-f/2;
+ return n;
}
float getDepth(vec2 pos_screen)
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 0f7c514e94..09bb6c5bb8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -183,7 +183,6 @@ VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
vec2 encode_normal(vec3 n);
-vec3 decode_normal (vec2 enc);
void main()
{
@@ -227,7 +226,6 @@ void main()
norm.xyz = normalize(norm.xyz);
vec2 abnormal = encode_normal(norm.xyz);
- norm.xyz = decode_normal(abnormal.xy);
vec4 final_color = diffcol;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
index e8eef9b94b..29298d7c07 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
@@ -36,7 +36,6 @@ out vec4 frag_color;
uniform sampler2DRect depthMap;
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
-uniform sampler2DRect normalMap;
uniform samplerCube environmentMap;
uniform sampler2D noiseMap;
uniform sampler2D lightFunc;
@@ -57,9 +56,8 @@ uniform float far_z;
uniform mat4 inv_proj;
-vec3 decode_normal (vec2 enc);
-
vec4 getPosition(vec2 pos_screen);
+vec3 getNorm(vec2 pos_screen);
void main()
{
@@ -70,9 +68,8 @@ void main()
discard;
}
- vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
- norm = decode_normal(norm.xy); // unpack norm
- norm = normalize(norm);
+ vec3 norm = getNorm(frag.xy);
+
vec4 spec = texture2DRect(specularRect, frag.xy);
vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
index 7438fac8fc..24804c3011 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
@@ -71,8 +71,7 @@ VARYING vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform mat4 inv_proj;
-
-vec3 decode_normal (vec2 enc);
+vec3 getNorm(vec2 pos_screen);
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
@@ -141,12 +140,9 @@ void main()
discard;
}
- vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
- float envIntensity = norm.z;
+ float envIntensity = texture2DRect(normalMap. frag.xy).z;
+ vec3 norm = getNorm(frag.xy);
- norm = decode_normal(norm.xy);
-
- norm = normalize(norm);
float l_dist = -dot(lv, proj_n);
vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
index df48a66fab..f8264d971c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
@@ -56,76 +56,75 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
uniform vec4 viewport;
-vec3 decode_normal (vec2 enc);
+vec3 getNorm(vec2 pos_screen);
vec4 getPosition(vec2 pos_screen);
void main()
{
- vec4 frag = vary_fragcoord;
- frag.xyz /= frag.w;
- frag.xyz = frag.xyz*0.5+0.5;
- frag.xy *= screen_res;
-
- vec3 pos = getPosition(frag.xy).xyz;
- vec3 lv = trans_center.xyz-pos;
- float dist = length(lv);
- dist /= size;
- if (dist > 1.0)
- {
- discard;
- }
-
- vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
- norm = decode_normal(norm.xy); // unpack norm
- float da = dot(norm, lv);
- if (da < 0.0)
- {
- discard;
- }
-
- norm = normalize(norm);
- lv = normalize(lv);
- da = dot(norm, lv);
-
- float noise = texture2D(noiseMap, frag.xy/128.0).b;
-
- vec3 col = texture2DRect(diffuseRect, frag.xy).rgb;
- float fa = falloff+1.0;
- float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
- dist_atten *= dist_atten;
- dist_atten *= 2.0;
-
- float lit = da * dist_atten * noise;
+ vec4 frag = vary_fragcoord;
+ frag.xyz /= frag.w;
+ frag.xyz = frag.xyz*0.5+0.5;
+ frag.xy *= screen_res;
+
+ vec3 pos = getPosition(frag.xy).xyz;
+ vec3 lv = trans_center.xyz-pos;
+ float dist = length(lv);
+ dist /= size;
+ if (dist > 1.0)
+ {
+ discard;
+ }
+
+ vec3 norm = getNorm(frag.xy);
- col = color.rgb*lit*col;
+ float da = dot(norm, lv);
+ if (da < 0.0)
+ {
+ discard;
+ }
+
+ lv = normalize(lv);
+ da = dot(norm, lv);
+
+ float noise = texture2D(noiseMap, frag.xy/128.0).b;
+
+ vec3 col = texture2DRect(diffuseRect, frag.xy).rgb;
+ float fa = falloff+1.0;
+ float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
+ dist_atten *= dist_atten;
+ dist_atten *= 2.0;
+
+ float lit = da * dist_atten * noise;
- vec4 spec = texture2DRect(specularRect, frag.xy);
- if (spec.a > 0.0)
- {
- lit = min(da*6.0, 1.0) * dist_atten;
+ col = color.rgb*lit*col;
- vec3 npos = -normalize(pos);
- vec3 h = normalize(lv+npos);
- float nh = dot(norm, h);
- float nv = dot(norm, npos);
- float vh = dot(npos, h);
- float sa = nh;
- float fres = pow(1 - dot(h, npos), 5) * 0.4+0.5;
- float gtdenom = 2 * nh;
- float gt = max(0,(min(gtdenom * nv / vh, gtdenom * da / vh)));
+ vec4 spec = texture2DRect(specularRect, frag.xy);
+ if (spec.a > 0.0)
+ {
+ lit = min(da*6.0, 1.0) * dist_atten;
- if (nh > 0.0)
- {
- float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
- col += lit*scol*color.rgb*spec.rgb;
- }
- }
-
- if (dot(col, col) <= 0.0)
- {
- discard;
- }
-
- frag_color.rgb = col;
- frag_color.a = 0.0;
+ vec3 npos = -normalize(pos);
+ vec3 h = normalize(lv+npos);
+ float nh = dot(norm, h);
+ float nv = dot(norm, npos);
+ float vh = dot(npos, h);
+ float sa = nh;
+ float fres = pow(1 - dot(h, npos), 5) * 0.4+0.5;
+ float gtdenom = 2 * nh;
+ float gt = max(0,(min(gtdenom * nv / vh, gtdenom * da / vh)));
+
+ if (nh > 0.0)
+ {
+ float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
+ col += lit*scol*color.rgb*spec.rgb;
+ }
+ }
+
+ if (dot(col, col) <= 0.0)
+ {
+ discard;
+ }
+
+ frag_color.rgb = col;
+ frag_color.a = 0.0;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
index 70568bc75f..cef9938192 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
@@ -48,44 +48,29 @@ uniform float shadow_bias;
uniform float spot_shadow_bias;
uniform float spot_shadow_offset;
-
+uniform float sun_up_factor;
uniform mat4 inv_proj;
uniform vec2 screen_res;
vec3 decode_normal(vec2 enc);
-float pcfShadowLegacy(sampler2DShadow shadowMap, vec4 stc)
-{
- stc.xyz /= stc.w;
- stc.z += shadow_bias;
-
- stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
-
- float cs = shadow2D(shadowMap, stc.xyz).x;
- float shadow = cs;
-
- shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
-
- return shadow*0.2;
-}
-
-float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen)
+float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_mul, vec2 pos_screen, vec3 light_dir)
{
stc.xyz /= stc.w;
- stc.z += shadow_bias * bias_scale;
-
- stc.x = floor(stc.x*pos_screen.x + fract(stc.y*pos_screen.y*0.666666666))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
+ float offset = max(0.75, light_dir.z);
+ stc.z += offset * shadow_bias * 3.33 * bias_mul;
+
+ stc.x = floor(stc.x*shadow_res.x + fract(stc.y*pos_screen.y*3.14159))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
float cs = shadow2D(shadowMap, stc.xyz).x;
- float shadow = cs;
+ float shadow = cs * 4.0;
+
shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
- return shadow*0.2;
+
+ return shadow*0.125;
}
float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen)
@@ -141,7 +126,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
float w = 1.0;
w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
- shadow += pcfShadowLegacy(shadowMap3, lpos)*w;
+ shadow += pcfShadow(shadowMap3, lpos, 1.0, pos_screen, light_dir)*w;
weight += w;
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
}
@@ -153,7 +138,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
float w = 1.0;
w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
- shadow += pcfShadowLegacy(shadowMap2, lpos)*w;
+ shadow += pcfShadow(shadowMap2, lpos, 1.0, pos_screen, light_dir)*w;
weight += w;
}
@@ -164,7 +149,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
float w = 1.0;
w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
- shadow += pcfShadowLegacy(shadowMap1, lpos)*w;
+ shadow += pcfShadow(shadowMap1, lpos, 1.0, pos_screen, light_dir)*w;
weight += w;
}
@@ -175,14 +160,15 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
float w = 1.0;
w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
- shadow += pcfShadowLegacy(shadowMap0, lpos)*w;
+ shadow += pcfShadow(shadowMap0, lpos, 1.0, pos_screen, light_dir)*w;
weight += w;
}
shadow /= weight;
}
- return min(dp_directional_light, shadow);
+ shadow = min(dp_directional_light, shadow);
+ return shadow;
}
float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen)
@@ -201,11 +187,19 @@ float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen)
float weight = 0.0;
{
- lpos = shadow_matrix[4 + index]*spos;
float w = 1.0;
w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
-
- shadow += pcfSpotShadow((index == 0) ? shadowMap4 : shadowMap5, lpos, 0.8, spos.xy)*w;
+
+ if (index == 0)
+ {
+ lpos = shadow_matrix[4]*spos;
+ shadow += pcfSpotShadow(shadowMap4, lpos, 0.8, spos.xy)*w;
+ }
+ else
+ {
+ lpos = shadow_matrix[5]*spos;
+ shadow += pcfSpotShadow(shadowMap5, lpos, 0.8, spos.xy)*w;
+ }
weight += w;
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index f0b038cc93..9e0079e0e9 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -66,7 +66,7 @@ uniform vec2 screen_res;
vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif
-vec3 decode_normal (vec2 enc);
+vec3 getNorm(vec2 pos_screen);
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
vec3 fullbrightAtmosTransportFrag(vec3 l, vec3 additive, vec3 atten);
void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
@@ -78,14 +78,14 @@ vec4 getPositionWithDepth(vec2 pos_screen, float depth);
void main()
{
- vec2 tc = vary_fragcoord.xy;
- float depth = texture2DRect(depthMap, tc.xy).r;
- vec4 pos = getPositionWithDepth(tc, depth);
- vec4 norm = texture2DRect(normalMap, tc);
- float envIntensity = norm.z;
- norm.xyz = decode_normal(norm.xy); // unpack norm
-
- float da_sun = dot(norm.xyz, normalize(sun_dir.xyz));
+ vec2 tc = vary_fragcoord.xy;
+ float depth = texture2DRect(depthMap, tc.xy).r;
+ vec4 pos = getPositionWithDepth(tc, depth);
+ vec4 norm = texture2DRect(normalMap, tc);
+ float envIntensity = norm.z;
+ norm.xyz = getNorm(tc);
+
+ float da_sun = dot(norm.xyz, normalize(sun_dir.xyz));
float da_moon = dot(norm.xyz, normalize(moon_dir.xyz));
float da = max(da_sun, da_moon);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
index 22488944cd..d09bc25334 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
@@ -70,7 +70,7 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
-vec3 decode_normal (vec2 enc);
+vec3 getNorm(vec2 pos_screen);
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
@@ -142,7 +142,7 @@ void main()
vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
float envIntensity = norm.z;
- norm = decode_normal(norm.xy);
+ norm = getNorm(frag.xy);
norm = normalize(norm);
float l_dist = -dot(lv, proj_n);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
index e98ab1f2eb..15f141cbe5 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
@@ -40,7 +40,7 @@ uniform sampler2DRect normalMap;
// Inputs
VARYING vec2 vary_fragcoord;
-vec3 decode_normal (vec2 enc);
+vec3 getNorm(vec2 pos_screen);
vec4 getPosition(vec2 pos_screen);
//calculate decreases in ambient lighting when crowded out (SSAO)
@@ -53,7 +53,7 @@ void main()
//try doing an unproject here
vec4 pos = getPosition(pos_screen);
- vec3 norm = decode_normal(texture2DRect(normalMap, pos_screen).xy);
+ vec3 norm = getNorm(pos_screen);
frag_color[0] = 1.0;
frag_color[1] = calcAmbientOcclusion(pos, norm, pos_screen);