diff options
author | Rider Linden <rider@lindenlab.com> | 2019-01-31 23:06:53 +0000 |
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committer | Rider Linden <rider@lindenlab.com> | 2019-01-31 23:06:53 +0000 |
commit | 2456715a407cc11f3e0077cb3c54e21188e6ec86 (patch) | |
tree | b52162e8c228c2822d9a1165a1c81dfa3e47661e /indra/newview/app_settings/shaders/class1/deferred | |
parent | 29e8215faaf0ed949ffadd81eeb92b43d6af1f3f (diff) | |
parent | f1ee481b82275cfadbce156514920750ebdd3065 (diff) |
Merged in graham_linden/viewer-eep-fixes (pull request #253)
SL-10443, SL-9994, SL-10374, SL-10081
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
4 files changed, 126 insertions, 103 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl index 3bb59dd7f9..23adbded5e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl @@ -24,13 +24,43 @@ */ uniform sampler2D noiseMap; +uniform sampler2DRect normalMap; +uniform sampler2DRect depthMap; uniform float ssao_radius; uniform float ssao_max_radius; uniform float ssao_factor; uniform float ssao_factor_inv; -vec4 getPosition(vec2 pos_screen); +uniform mat4 inv_proj; +uniform vec2 screen_res; + +vec2 getScreenCoordinateAo(vec2 screenpos) +{ + vec2 sc = screenpos.xy * 2.0; + if (screen_res.x > 0 && screen_res.y > 0) + { + sc /= screen_res; + } + return sc - vec2(1.0, 1.0); +} + +float getDepthAo(vec2 pos_screen) +{ + float depth = texture2DRect(depthMap, pos_screen).r; + return depth; +} + +vec4 getPositionAo(vec2 pos_screen) +{ + float depth = getDepthAo(pos_screen); + vec2 sc = getScreenCoordinateAo(pos_screen); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; +} vec2 getKern(int i) { @@ -64,7 +94,7 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen) for (int i = 0; i < 8; i++) { vec2 samppos_screen = pos_screen + scale * reflect(getKern(i), noise_reflect); - vec3 samppos_world = getPosition(samppos_screen).xyz; + vec3 samppos_world = getPositionAo(samppos_screen).xyz; vec3 diff = pos_world - samppos_world; float dist2 = dot(diff, diff); diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 24804c3011..2569e49743 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -140,7 +140,7 @@ void main() discard; } - float envIntensity = texture2DRect(normalMap. frag.xy).z; + float envIntensity = texture2DRect(normalMap, frag.xy).z; vec3 norm = getNorm(frag.xy); float l_dist = -dot(lv, proj_n); diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl index cef9938192..843901ea6a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl @@ -25,7 +25,6 @@ uniform sampler2DRect normalMap; uniform sampler2DRect depthMap; -uniform sampler2D noiseMap; uniform sampler2DShadow shadowMap0; uniform sampler2DShadow shadowMap1; uniform sampler2DShadow shadowMap2; @@ -33,11 +32,6 @@ uniform sampler2DShadow shadowMap3; uniform sampler2DShadow shadowMap4; uniform sampler2DShadow shadowMap5; -uniform float ssao_radius; -uniform float ssao_max_radius; -uniform float ssao_factor; -uniform float ssao_factor_inv; - uniform vec3 sun_dir; uniform vec3 moon_dir; uniform vec2 shadow_res; @@ -52,8 +46,6 @@ uniform float sun_up_factor; uniform mat4 inv_proj; uniform vec2 screen_res; -vec3 decode_normal(vec2 enc); - float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_mul, vec2 pos_screen, vec3 light_dir) { stc.xyz /= stc.w; diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index ceadb9fb67..40d4c24d34 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -55,6 +55,7 @@ uniform float fresnelOffset; uniform float blurMultiplier; uniform vec2 screen_res; uniform mat4 norm_mat; //region space to screen space +uniform int water_edge; //bigWave is (refCoord.w, view.w); VARYING vec4 refCoord; @@ -73,102 +74,102 @@ vec3 BlendNormal(vec3 bump1, vec3 bump2) void main() { - vec4 color; - float dist = length(view.xy); - - //normalize view vector - vec3 viewVec = normalize(view.xyz); - - //get wave normals - vec3 wave1_a = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; - vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; - vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; - - - vec3 wave1_b = texture2D(bumpMap2, vec2(refCoord.w, view.w)).xyz*2.0-1.0; - vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0; - vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0; + vec4 color; + float dist = length(view.xy); + + //normalize view vector + vec3 viewVec = normalize(view.xyz); + + //get wave normals + vec3 wave1_a = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; + vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; + vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; + + + vec3 wave1_b = texture2D(bumpMap2, vec2(refCoord.w, view.w)).xyz*2.0-1.0; + vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0; + vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0; vec3 wave1 = BlendNormal(wave1_a, wave1_b); vec3 wave2 = BlendNormal(wave2_a, wave2_b); vec3 wave3 = BlendNormal(wave3_a, wave3_b); - //get base fresnel components - - vec3 df = vec3( - dot(viewVec, wave1), - dot(viewVec, (wave2 + wave3) * 0.5), - dot(viewVec, wave3) - ) * fresnelScale + fresnelOffset; - df *= df; - - vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; - - float dist2 = dist; - dist = max(dist, 5.0); - - float dmod = sqrt(dist); - - vec2 dmod_scale = vec2(dmod*dmod, dmod); - - //get reflected color - vec2 refdistort1 = wave1.xy*normScale.x; - vec2 refvec1 = distort+refdistort1/dmod_scale; - vec4 refcol1 = texture2D(refTex, refvec1); - - vec2 refdistort2 = wave2.xy*normScale.y; - vec2 refvec2 = distort+refdistort2/dmod_scale; - vec4 refcol2 = texture2D(refTex, refvec2); - - vec2 refdistort3 = wave3.xy*normScale.z; - vec2 refvec3 = distort+refdistort3/dmod_scale; - vec4 refcol3 = texture2D(refTex, refvec3); - - vec4 refcol = refcol1 + refcol2 + refcol3; - float df1 = df.x + df.y + df.z; - refcol *= df1 * 0.333; - - vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; - wavef.z *= max(-viewVec.z, 0.1); - wavef = normalize(wavef); - - float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset; - - vec2 refdistort4 = wavef.xy*0.125; - refdistort4.y -= abs(refdistort4.y); - vec2 refvec4 = distort+refdistort4/dmod; - float dweight = min(dist2*blurMultiplier, 1.0); - vec4 baseCol = texture2D(refTex, refvec4); - - refcol = mix(baseCol*df2, refcol, dweight); - - //get specular component - float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0); - - //harden specular - spec = pow(spec, 128.0); - - //figure out distortion vector (ripply) - vec2 distort2 = distort+wavef.xy*refScale * 0.33/max(dmod*df1, 1.0); - - vec4 fb = texture2D(screenTex, distort2); - - //mix with reflection - // Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug + //get base fresnel components + + vec3 df = vec3( + dot(viewVec, wave1), + dot(viewVec, (wave2 + wave3) * 0.5), + dot(viewVec, wave3) + ) * fresnelScale + fresnelOffset; + df *= df; + + vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; + + float dist2 = dist; + dist = max(dist, 5.0); + + float dmod = sqrt(dist); + + vec2 dmod_scale = vec2(dmod*dmod, dmod); + + //get reflected color + vec2 refdistort1 = wave1.xy*normScale.x; + vec2 refvec1 = distort+refdistort1/dmod_scale; + vec4 refcol1 = texture2D(refTex, refvec1); + + vec2 refdistort2 = wave2.xy*normScale.y; + vec2 refvec2 = distort+refdistort2/dmod_scale; + vec4 refcol2 = texture2D(refTex, refvec2); + + vec2 refdistort3 = wave3.xy*normScale.z; + vec2 refvec3 = distort+refdistort3/dmod_scale; + vec4 refcol3 = texture2D(refTex, refvec3); + + vec4 refcol = refcol1 + refcol2 + refcol3; + float df1 = df.x + df.y + df.z; + refcol *= df1 * 0.333; + + vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; + wavef.z *= max(-viewVec.z, 0.1); + wavef = normalize(wavef); + + float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset; + + vec2 refdistort4 = wavef.xy*0.125; + refdistort4.y -= abs(refdistort4.y); + vec2 refvec4 = distort+refdistort4/dmod; + float dweight = min(dist2*blurMultiplier, 1.0); + vec4 baseCol = texture2D(refTex, refvec4); + + refcol = mix(baseCol*df2, refcol, dweight); + + //get specular component + float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0); + + //harden specular + spec = pow(spec, 128.0); + + //figure out distortion vector (ripply) + vec2 distort2 = distort+wavef.xy*refScale * 0.33/max(dmod*df1, 1.0); + + vec4 fb = texture2D(screenTex, distort2); + + //mix with reflection + // Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug refcol.rgb = pow(refcol.rgb, vec3(0.45)); // boost the reflect color a little to get stars to show up SL-1475 - color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999); - - vec4 pos = vary_position; - - color.rgb += spec * specular; - - color.rgb = atmosTransport(color.rgb); - color.rgb = scaleSoftClipFrag(color.rgb); - color.a = spec * sunAngle2; - - vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz); - - frag_data[0] = vec4(color.rgb, color); // diffuse - frag_data[1] = vec4(0); // speccolor, spec - frag_data[2] = vec4(encode_normal(screenspacewavef.xyz*0.5+0.5), 0.05, 0);// normalxy, 0, 0 + color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999); + + vec4 pos = vary_position; + + color.rgb += spec * specular; + + color.rgb = atmosTransport(color.rgb); + color.rgb = scaleSoftClipFrag(color.rgb); + color.a = spec * sunAngle2; + + vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz); + + frag_data[0] = vec4(color.rgb, color); // diffuse + frag_data[1] = vec4(0); // speccolor, spec + frag_data[2] = vec4(encode_normal(screenspacewavef.xyz*0.5+0.5), 0.05, 0);// normalxy, 0, 0 } |