diff options
author | Rider Linden <rider@lindenlab.com> | 2019-05-03 20:52:10 +0000 |
---|---|---|
committer | Rider Linden <rider@lindenlab.com> | 2019-05-03 20:52:10 +0000 |
commit | 217c6a86ec61963578ce3eb0c76ff3a96e63a995 (patch) | |
tree | dab3c478a6a0e85abb19b36e4c89ea21da8c2a8a /indra/newview/app_settings/shaders/class1/deferred | |
parent | f67fe8fce7d84bc8687d409311518565d97a5fc5 (diff) | |
parent | 89c24095c6c1b778b93a4eb7ad398627f4d5479f (diff) |
Merged in graham_linden/viewer-eep-rc-fixes (pull request #378)
SL-11087, SL-11086, SL-11092, SL-11075, SL-11070, SL-11090, SL-11085
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
11 files changed, 201 insertions, 162 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index ae579d7f85..c4d89f29f6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -119,9 +119,9 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec //distance attenuation float dist = (la > 0) ? d/la : 1.0f; fa += 1.0f; - float dist_atten = (fa > 0) ? clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0) : 1.0f; + float dist_atten = (fa > 0) ? clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0) : 0.0f; dist_atten *= dist_atten; - dist_atten *= 2.0f; + dist_atten *= 2.2f; // spotlight coefficient. float spot = max(dot(-ln, lv), is_pointlight); @@ -131,18 +131,15 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec float lit = max(da * dist_atten,0.0); float amb_da = ambiance; - if (da > 0) + if (lit > 0) { col = lit * light_col * diffuse; amb_da += (da*0.5+0.5) * ambiance; + amb_da += (da*da*0.5 + 0.5) * ambiance; + amb_da *= dist_atten; + amb_da = min(amb_da, 1.0f - lit); } - amb_da += (da*da*0.5 + 0.5) * ambiance; - amb_da *= dist_atten; - amb_da = min(amb_da, 1.0f - lit); - -#ifndef NO_AMBIANCE col.rgb += amb_da * 0.5 * light_col * diffuse; -#endif // no spec for alpha shader... } @@ -164,22 +161,26 @@ void main() shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, frag); #endif +#ifdef USE_DIFFUSE_TEX + vec4 diffuse_linear = texture2D(diffuseMap,vary_texcoord0.xy); +#endif + #ifdef USE_INDEXED_TEX - vec4 diff = diffuseLookup(vary_texcoord0.xy); -#else - vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy); + vec4 diffuse_linear = diffuseLookup(vary_texcoord0.xy); #endif + vec4 diffuse_srgb = vec4(linear_to_srgb(diffuse_linear.rgb), diffuse_linear.a); + #ifdef FOR_IMPOSTOR vec4 color; - color.rgb = diff.rgb; + color.rgb = diffuse_srgb.rgb; color.a = 1.0; #ifdef USE_VERTEX_COLOR - float final_alpha = diff.a * vertex_color.a; - diff.rgb *= vertex_color.rgb; + float final_alpha = diffuse_srgb.a * vertex_color.a; + diffuse_srgb.rgb *= vertex_color.rgb; #else - float final_alpha = diff.a; + float final_alpha = diffuse_srgb.a; #endif // Insure we don't pollute depth with invis pixels in impostor rendering @@ -191,16 +192,13 @@ void main() #else #ifdef USE_VERTEX_COLOR - float final_alpha = diff.a * vertex_color.a; - diff.rgb *= vertex_color.rgb; + float final_alpha = diffuse_linear.a * vertex_color.a; + diffuse_srgb.rgb *= vertex_color.rgb; + diffuse_linear.rgb *= vertex_color.rgb; #else - float final_alpha = diff.a; + float final_alpha = diffuse_linear.a; #endif - vec3 gamma_diff = diff.rgb; - - diff.rgb = srgb_to_linear(diff.rgb); - vec3 sunlit; vec3 amblit; vec3 additive; @@ -217,7 +215,7 @@ void main() float final_da = da; final_da = clamp(final_da, 0.0f, 1.0f); - vec4 color = vec4(0,0,0,0); + vec4 color = vec4(0.0); color.rgb = amblit; color.a = final_alpha; @@ -225,6 +223,7 @@ void main() float ambient = da; ambient *= 0.5; ambient *= ambient; + //ambient = max(getAmbientClamp(), ambient); // keeps shadows dark ambient = 1.0 - ambient; vec3 sun_contrib = min(final_da, shadow) * sunlit; @@ -237,14 +236,12 @@ vec3 post_ambient = color.rgb; vec3 post_sunlight = color.rgb; - color.rgb *= diff.rgb; + color.rgb *= diffuse_linear.rgb; vec3 post_diffuse = color.rgb; - color.rgb = mix(diff.rgb, color.rgb, final_alpha); - - //color.rgb = srgb_to_linear(color.rgb); - + //color.rgb = mix(diffuse_srgb.rgb, color.rgb, final_alpha); + color.rgb = atmosFragLighting(color.rgb, additive, atten); color.rgb = scaleSoftClipFrag(color.rgb); @@ -252,7 +249,10 @@ vec3 post_atmo = color.rgb; vec4 light = vec4(0,0,0,0); - #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diff.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w * 0.5); + // to linear! + color.rgb = srgb_to_linear(color.rgb); + + #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diffuse_linear.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w * 0.5); LIGHT_LOOP(1) LIGHT_LOOP(2) @@ -262,15 +262,29 @@ vec3 post_atmo = color.rgb; LIGHT_LOOP(6) LIGHT_LOOP(7) + // sum local light contrib in linear colorspace + color.rgb += light.rgb; + + // back to sRGB as we're going directly to the final RT post-deferred gamma correction color.rgb = linear_to_srgb(color.rgb); - color.rgb += light.rgb; -#endif + +//color.rgb = amblit; +//color.rgb = vec3(ambient); +//color.rgb = sunlit; +//color.rgb = vec3(final_da); +//color.rgb = post_ambient; +//color.rgb = post_sunlight; +//color.rgb = sun_contrib; +//color.rgb = diffuse_srgb.rgb; +//color.rgb = post_diffuse; +//color.rgb = post_atmo; #ifdef WATER_FOG color = applyWaterFogView(pos.xyz, color); -#endif +#endif // WATER_FOG +#endif frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl index 9535cd6870..6ff97fd1e9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl @@ -1,5 +1,5 @@ /** - * @file WLCloudsF.glsl + * @file class1\deferred\cloudsF.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code @@ -120,7 +120,7 @@ void main() vec4 color; color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient); color.rgb= max(vec3(0), color.rgb); - color.rgb = linear_to_srgb(color.rgb); + color.rgb *= 2.0; /// Gamma correct for WL (soft clip effect). frag_data[0] = vec4(scaleSoftClip(color.rgb), alpha1); diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl index 61fd43f1ee..f1eb1af90c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl @@ -78,7 +78,7 @@ void main() // Get relative position vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); - altitude_blend_factor = (P.y > -4096.0) ? 1.0 : 1.0 - clamp(abs(P.y) / max_y, 0.0, 1.0); + altitude_blend_factor = (P.y > -4096.0) ? 1.0 : 1.0 - clamp(abs(P.y) / max_y, 0.0, 1.0); // Set altitude if (P.y > 0.) @@ -86,7 +86,6 @@ void main() P *= (max_y / P.y); } else - if (P.y <= 0.0) { P *= (-32000. / P.y); } @@ -103,7 +102,7 @@ void main() vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; vec4 light_atten; - float dens_mul = density_multiplier; + float dens_mul = density_multiplier * 0.45; // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes @@ -127,6 +126,7 @@ void main() // compiler gets confused. temp1 = exp(-temp1 * temp2.z); + // Compute haze glow temp2.x = dot(Pn, lightnorm.xyz); temp2.x = 1. - temp2.x; @@ -138,7 +138,7 @@ void main() temp2.x = pow(temp2.x, glow.z); // glow.z should be negative, so we're doing a sort of (1 / "angle") function - temp2.x *= sun_moon_glow_factor; + temp2.x *= sun_moon_glow_factor; // Add "minimum anti-solar illumination" temp2.x += .25; @@ -179,7 +179,7 @@ void main() // Texture coords vary_texcoord0 = texcoord0; vary_texcoord0.xy -= 0.5; - vary_texcoord0.xy /= max(0.001, cloud_scale); + vary_texcoord0.xy /= cloud_scale; vary_texcoord0.xy += 0.5; vary_texcoord1 = vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl index 828c325c9d..ccd1df84f9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl @@ -36,11 +36,12 @@ VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; vec2 encode_normal(vec3 n); +vec3 linear_to_srgb(vec3 c); void main() { vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb; - + vec3 spec; spec.rgb = vec3(vertex_color.a); diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index f7af3647a1..64cdacd4a2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -120,6 +120,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe fa += 1.0f; float dist_atten = ( fa > 0) ? clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0) : 1.0f; dist_atten *= dist_atten; + dist_atten *= 2.2f; if (dist_atten <= 0) { @@ -142,13 +143,10 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe { col = light_col*lit*diffuse; amb_da += (da*0.5 + 0.5) * ambiance; + amb_da += (da*da*0.5+0.5) * ambiance; + amb_da = min(amb_da, 1.0f - lit); } - amb_da += (da*da*0.5+0.5) * ambiance; - amb_da = min(amb_da, 1.0f - lit); - -#ifndef NO_AMBIANCE - col.rgb += amb_da * 0.5 * light_col * diffuse; -#endif + col.rgb += amb_da * 0.25 * light_col * diffuse; if (spec.a > 0.0) { @@ -226,19 +224,17 @@ void main() { vec2 pos_screen = vary_texcoord0.xy; - vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy); - diffcol.rgb *= vertex_color.rgb; + vec4 diffuse_linear = texture2D(diffuseMap, vary_texcoord0.xy); + vec4 diffuse_srgb = vec4(linear_to_srgb(diffuse_linear.rgb), diffuse_linear.a); #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK) - if (diffcol.a < minimum_alpha) + if (diffuse_linear.a < minimum_alpha) { discard; } #endif -#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) - vec3 gamma_diff = diffcol.rgb; -#endif + diffuse_linear.rgb *= vertex_color.rgb; #ifdef HAS_SPECULAR_MAP vec4 spec = texture2D(specularMap, vary_texcoord2.xy); @@ -247,17 +243,19 @@ void main() vec4 spec = vec4(specular_color.rgb, 1.0); #endif -#ifdef HAS_NORMAL_MAP - vec4 norm = texture2D(bumpMap, vary_texcoord1.xy); + vec4 norm = vec4(0,0,0,1.0); + vec3 tnorm; +#ifdef HAS_NORMAL_MAP + norm = texture2D(bumpMap, vary_texcoord1.xy); norm.xyz = norm.xyz * 2 - 1; - vec3 tnorm = vec3(dot(norm.xyz,vary_mat0), - dot(norm.xyz,vary_mat1), - dot(norm.xyz,vary_mat2)); + // tangent space norm + tnorm = vec3(dot(norm.xyz,vary_mat0), + dot(norm.xyz,vary_mat1), + dot(norm.xyz,vary_mat2)); #else - vec4 norm = vec4(0,0,0,1.0); - vec3 tnorm = vary_normal; + tnorm = vary_normal; #endif norm.xyz = tnorm; @@ -265,7 +263,7 @@ void main() vec2 abnormal = encode_normal(norm.xyz); - vec4 final_color = diffcol; + vec4 final_color = diffuse_linear; #if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE) final_color.a = emissive_brightness; @@ -274,14 +272,15 @@ void main() #endif vec4 final_specular = spec; + final_specular.a = specular_color.a; #ifdef HAS_SPECULAR_MAP - vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity * spec.a, 0.0); - final_specular.a = specular_color.a * norm.a; -#else + final_specular.a *= norm.a; +#endif + vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, 0.0); - final_specular.a = specular_color.a; +#ifdef HAS_SPECULAR_MAP + final_normal.z *= spec.a; #endif - #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) //forward rendering, output just lit RGBA @@ -294,13 +293,10 @@ void main() #endif spec = final_specular; - vec4 diffuse = final_color; - - diffuse.rgb = srgb_to_linear(diffuse.rgb); float envIntensity = final_normal.z; - vec3 col = vec3(0.0f,0.0f,0.0f); + vec3 color = vec3(0.0); float bloom = 0.0; vec3 sunlit; @@ -314,7 +310,7 @@ void main() vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; - float da = dot(norm.xyz, light_dir.xyz); + float da = dot(normalize(norm.xyz), normalize(light_dir.xyz)); da = clamp(da, -1.0, 1.0); float final_da = da; @@ -323,22 +319,23 @@ void main() float ambient = da; ambient *= 0.5; ambient *= ambient; + //ambient = max(getAmbientClamp(), ambient); ambient = 1.0 - ambient; vec3 sun_contrib = min(final_da, shadow) * sunlit; - col.rgb = amblit; - col.rgb *= ambient; + color.rgb = amblit; + color.rgb *= ambient; -vec3 post_ambient = col.rgb; +vec3 post_ambient = color.rgb; - col.rgb += sun_contrib; + color.rgb += sun_contrib; -vec3 post_sunlight = col.rgb; +vec3 post_sunlight = color.rgb; - col.rgb *= diffuse.rgb; + color.rgb *= diffuse_linear.rgb; -vec3 post_diffuse = col.rgb; +vec3 post_diffuse = color.rgb; float glare = 0.0; @@ -360,47 +357,47 @@ vec3 post_diffuse = col.rgb; if (nh > 0.0) { float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); - vec3 speccol = sun_contrib*scol*spec.rgb; + vec3 speccol = sun_contrib*scol*spec.rgb*0.25; speccol = clamp(speccol, vec3(0), vec3(1)); - bloom = dot(speccol, speccol) / 6; - col += speccol; + bloom = dot(speccol, speccol); + color += speccol; } } -vec3 post_spec = col.rgb; +vec3 post_spec = color.rgb; - col = mix(col.rgb, diffuse.rgb, diffuse.a); + //color = mix(color.rgb, diffuse_srgb.rgb, diffuse_srgb.a); if (envIntensity > 0.0) { //add environmentmap vec3 env_vec = env_mat * refnormpersp; - vec3 refcol = textureCube(environmentMap, env_vec).rgb; + vec3 reflected_color = textureCube(environmentMap, env_vec).rgb; - col = mix(col.rgb, refcol, - envIntensity); + color = mix(color.rgb, reflected_color, envIntensity); - float cur_glare = max(refcol.r, refcol.g); - cur_glare = max(cur_glare, refcol.b); + float cur_glare = max(reflected_color.r, reflected_color.g); + cur_glare = max(cur_glare, reflected_color.b); cur_glare *= envIntensity*4.0; glare += cur_glare; } -vec3 post_env = col.rgb; +vec3 post_env = color.rgb; + + color = atmosFragLighting(color, additive, atten); + color = scaleSoftClipFrag(color); + +vec3 post_atmo = color.rgb; - col = atmosFragLighting(col, additive, atten); - col = scaleSoftClipFrag(col); + //convert to linear space before adding local lights + color = srgb_to_linear(color); vec3 npos = normalize(-pos.xyz); vec3 light = vec3(0,0,0); -vec3 post_atmo = col.rgb; - - //col.rgb = srgb_to_linear(col.rgb); - - #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w * 0.5); + #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse_linear.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w); LIGHT_LOOP(1) LIGHT_LOOP(2) @@ -410,27 +407,39 @@ vec3 post_atmo = col.rgb; LIGHT_LOOP(6) LIGHT_LOOP(7) -vec3 postlight_linear = col.rgb; glare = min(glare, 1.0); - float al = max(diffcol.a,glare)*vertex_color.a; + float al = max(diffuse_linear.a,glare)*vertex_color.a; + + color.rgb += light.rgb; + + // (only) post-deferred needs inline gamma correction + color.rgb = linear_to_srgb(color.rgb); + +//color.rgb = amblit; +//color.rgb = vec3(ambient); +//color.rgb = sunlit; +//color.rgb = post_ambient; +//color.rgb = vec3(final_da); +//color.rgb = sun_contrib; +//color.rgb = post_sunlight; +//color.rgb = diffuse_srgb.rgb; +//color.rgb = post_diffuse; +//color.rgb = post_spec; +//color.rgb = post_env; +//color.rgb = post_atmo; #ifdef WATER_FOG - vec4 temp = applyWaterFogView(pos, vec4(col.rgb, al)); - col.rgb = temp.rgb; + vec4 temp = applyWaterFogView(pos, vec4(color.rgb, al)); + color.rgb = temp.rgb; al = temp.a; #endif -//col.rgb = post_atmo; - - col.rgb = linear_to_srgb(col.rgb); - - col.rgb += light.rgb; - - frag_color.rgb = col.rgb; + frag_color.rgb = color.rgb; frag_color.a = al; #else + // deferred path frag_data[0] = final_color; frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent. frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity. diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl index 187b5a62dd..80f232948a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl @@ -44,17 +44,21 @@ uniform sampler2D altDiffuseMap; uniform float blend_factor; // interp factor between moon A/B VARYING vec2 vary_texcoord0; +vec3 srgb_to_linear(vec3 c); void main() { vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy); vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy); vec4 c = mix(moonA, moonB, blend_factor); + c.rgb = srgb_to_linear(c.rgb); + // mix factor which blends when sunlight is brighter // and shows true moon color at night vec3 luma_weights = vec3(0.3, 0.5, 0.3); - float mix = 1.0 - dot(normalize(sunlight_color.rgb), luma_weights); + vec4 light_color = max(sunlight_color, moonlight_color); + float mix = 1.0 - dot(normalize(light_color.rgb), luma_weights); vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0 - 1.0; c.rgb = pow(c.rgb, exp); diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 6489508c00..2569e49743 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -72,8 +72,6 @@ uniform vec2 screen_res; uniform mat4 inv_proj; vec3 getNorm(vec2 pos_screen); -vec3 srgb_to_linear(vec3 cs); -vec3 linear_to_srgb(vec3 cl); vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) { diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl index c2cb0eb8c3..14cd805d10 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl @@ -50,7 +50,7 @@ float pcfShadow(sampler2DShadow shadowMap, vec3 norm, vec4 stc, float bias_mul, { float offset = shadow_bias * bias_mul; stc.xyz /= stc.w; - stc.z += offset * 4.0; + stc.z += offset * 2.0; stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y))/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 * 4.0; @@ -124,7 +124,7 @@ 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; - w = clamp(w, 0.25, 1.0); + w = clamp(w, 0.0, 1.0); shadow += pcfShadow(shadowMap2, norm, lpos, 1.0, pos_screen, light_dir)*w; weight += w; } @@ -136,7 +136,7 @@ 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; - w = clamp(w, 0.5, 1.0); + w = clamp(w, 0.0, 1.0); shadow += pcfShadow(shadowMap1, norm, lpos, 1.0, pos_screen, light_dir)*w; weight += w; } @@ -147,7 +147,7 @@ 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; - w = clamp(w, 0.75, 1.0); + w = clamp(w, 0.0, 1.0); shadow += pcfShadow(shadowMap0, norm, lpos, 1.0, pos_screen, light_dir)*w; weight += w; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index bee8e2dab5..4603c69f2a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -87,7 +87,7 @@ void main() vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; vec4 light_atten; - float dens_mul = density_multiplier; + float dens_mul = density_multiplier * 0.45; // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index bcd93d9a2d..981a50769a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -36,7 +36,6 @@ out vec4 frag_color; uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; -uniform sampler2DRect positionMap; uniform sampler2DRect normalMap; uniform sampler2DRect lightMap; uniform sampler2DRect depthMap; @@ -47,13 +46,7 @@ uniform float blur_size; uniform float blur_fidelity; // Inputs -uniform vec4 morphFactor; -uniform vec3 camPosLocal; -//uniform vec4 camPosWorld; -uniform vec4 gamma; -uniform float global_gamma; uniform mat3 env_mat; -uniform mat3 ssao_effect_mat; uniform vec3 sun_dir; uniform vec3 moon_dir; @@ -63,21 +56,20 @@ VARYING vec2 vary_fragcoord; uniform mat4 inv_proj; uniform vec2 screen_res; -#ifdef WATER_FOG -vec4 applyWaterFogView(vec3 pos, vec4 color); -#endif - vec3 getNorm(vec2 pos_screen); -vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); +vec4 getPositionWithDepth(vec2 pos_screen, float depth); -float getAmbientClamp(); void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); - +float getAmbientClamp(); +vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); vec3 scaleSoftClipFrag(vec3 l); -vec3 srgb_to_linear(vec3 c); + vec3 linear_to_srgb(vec3 c); +vec3 srgb_to_linear(vec3 c); -vec4 getPositionWithDepth(vec2 pos_screen, float depth); +#ifdef WATER_FOG +vec4 applyWaterFogView(vec3 pos, vec4 color); +#endif void main() { @@ -88,50 +80,49 @@ void main() float envIntensity = norm.z; norm.xyz = getNorm(tc); - float light_gamma = 1.0/1.3; vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; - float da = dot(normalize(norm.xyz), light_dir.xyz); da = clamp(da, -1.0, 1.0); float final_da = da; final_da = clamp(final_da, 0.0, 1.0); - //final_da = pow(final_da, light_gamma); - vec4 gamma_diff = texture2DRect(diffuseRect, tc); - vec4 diffuse = gamma_diff; - diffuse.rgb = srgb_to_linear(gamma_diff.rgb); + vec4 diffuse_linear = texture2DRect(diffuseRect, tc); + vec4 diffuse_srgb = vec4(linear_to_srgb(diffuse_linear.rgb), diffuse_linear.a); vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); - vec3 col; + vec3 color = vec3(0); float bloom = 0.0; { + float ambocc = 1.0; // no AO... + vec3 sunlit; vec3 amblit; vec3 additive; vec3 atten; - - calcAtmosphericVars(pos.xyz, 1.0, sunlit, amblit, additive, atten); + + calcAtmosphericVars(pos.xyz, ambocc, sunlit, amblit, additive, atten); float ambient = da; ambient *= 0.5; ambient *= ambient; + //ambient = max(getAmbientClamp(), ambient); ambient = 1.0 - ambient; vec3 sun_contrib = final_da * sunlit; - col.rgb = amblit; - col.rgb *= ambient; + color.rgb = amblit; + color.rgb *= ambient; -vec3 post_ambient = col.rgb; +vec3 post_ambient = color.rgb; - col.rgb += sun_contrib; + color.rgb += sun_contrib; -vec3 post_sunlight = col.rgb; +vec3 post_sunlight = color.rgb; - col.rgb *= gamma_diff.rgb; + color.rgb *= diffuse_linear.rgb; -vec3 post_diffuse = col.rgb; +vec3 post_diffuse = color.rgb; vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); @@ -152,40 +143,59 @@ vec3 post_diffuse = col.rgb; if (nh > 0.0) { - float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); - vec3 speccol = sun_contrib*scol*spec.rgb; + float scontrib = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); + vec3 speccol = sun_contrib*scontrib*spec.rgb*0.25; speccol = clamp(speccol, vec3(0), vec3(1)); - bloom = dot(speccol, speccol) / 6; - col += speccol; + bloom += dot(speccol, speccol); + color += speccol; } } - vec3 post_spec = col.rgb; + vec3 post_spec = color.rgb; - col.rgb += diffuse.a * diffuse.rgb; + color.rgb += diffuse_srgb.a * diffuse_srgb.rgb; if (envIntensity > 0.0) { //add environmentmap vec3 env_vec = env_mat * refnormpersp; - vec3 refcol = textureCube(environmentMap, env_vec).rgb; - col = mix(col.rgb, refcol, envIntensity); + vec3 reflected_color = textureCube(environmentMap, env_vec).rgb; + color = mix(color.rgb, reflected_color, envIntensity); } - + +vec3 post_env = color.rgb; + if (norm.w < 1) { - col = atmosFragLighting(col, additive, atten); - col = scaleSoftClipFrag(col); + color = atmosFragLighting(color, additive, atten); + color = scaleSoftClipFrag(color); } -vec3 post_atmo = col.rgb; +vec3 post_atmo = color.rgb; #ifdef WATER_FOG - vec4 fogged = applyWaterFogView(pos.xyz,vec4(col, bloom)); - col = fogged.rgb; + vec4 fogged = applyWaterFogView(pos.xyz,vec4(color, bloom)); + color = fogged.rgb; bloom = fogged.a; #endif + +//color.rgb = amblit; +//color.rgb = vec3(ambient); +//color.rgb = sunlit; +//color.rgb = post_ambient; +//color.rgb = vec3(final_da); +//color.rgb = sun_contrib; +//color.rgb = post_sunlight; +//color.rgb = diffuse_srgb.rgb; +//color.rgb = post_diffuse; +//color.rgb = post_spec; +//color.rgb = post_env; +//color.rgb = post_atmo; + +// convert to linear as fullscreen lights need to sum in linear colorspace +// and will be gamma (re)corrected downstream... + color.rgb = srgb_to_linear(color.rgb); } - frag_color.rgb = col.rgb; + frag_color.rgb = color.rgb; frag_color.a = bloom; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl index 571e9d9326..454af2a9bc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl @@ -33,6 +33,7 @@ out vec4 frag_data[3]; #define frag_data gl_FragData #endif +vec3 srgb_to_linear(vec3 c); vec3 fullbrightAtmosTransport(vec3 light); vec3 fullbrightScaleSoftClip(vec3 light); @@ -47,6 +48,8 @@ void main() vec4 sunDiscA = texture2D(diffuseMap, vary_texcoord0.xy); vec4 sunDiscB = texture2D(altDiffuseMap, vary_texcoord0.xy); vec4 c = mix(sunDiscA, sunDiscB, blend_factor); + + c.rgb = srgb_to_linear(c.rgb); c.rgb = clamp(c.rgb, vec3(0), vec3(1)); c.rgb = pow(c.rgb, vec3(0.7f)); |