diff options
| author | Dave Houlton <euclid@lindenlab.com> | 2020-02-25 08:05:24 -0700 | 
|---|---|---|
| committer | Dave Houlton <euclid@lindenlab.com> | 2020-02-25 11:50:20 -0700 | 
| commit | 2ea507526921b68cb5f9929be1a7693203fe608e (patch) | |
| tree | a7fc710b082539c06f997f6b366798804efe1386 /indra/newview/app_settings/shaders/class1/deferred | |
| parent | dbf464e0fd0df27c18b78a77004b40a8477e0c31 (diff) | |
SL-12638, fix overly dark appearance of normal-mapped objects
Adds the 'additive' component of calcAtmosphericVars into the sunlit color to reduce
darkening of sun lighting component, and adds a further magic number gainto boost
final result to rough parity with windlight.
Removes all light calculations on fullbright objects, just passing through the unlit
diffuse color.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl | 3 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/materialF.glsl | 73 | 
2 files changed, 20 insertions, 56 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index c104dc884f..39ed9a6e82 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -86,7 +86,6 @@ void main()  	color.a   = final_alpha;  #endif -	frag_color.rgb = color.rgb; -	frag_color.a   = color.a; +	frag_color = color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index d28fc128b6..2df683a5fd 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -95,19 +95,6 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe      dist /= la; -    /* clip to projector bounds -     vec4 proj_tc = proj_mat * lp; - -    if (proj_tc.z < 0 -     || proj_tc.z > 1 -     || proj_tc.x < 0 -     || proj_tc.x > 1  -     || proj_tc.y < 0 -     || proj_tc.y > 1) -    { -        return col; -    }*/ -      if (dist > 0.0 && la > 0.0)      {          //normalize light vector @@ -252,7 +239,11 @@ void main()      vec3 norm = vec3(0);      float bmap_specular = 1.0; +    // Non-physical gain, sole purpose to make EEP viewer better match windlight when normal-mapped. +    float eep_bump_gain = 1.0; +  #ifdef HAS_NORMAL_MAP +    eep_bump_gain = 1.75;      vec4 bump_sample = texture2D(bumpMap, vary_texcoord1.xy);      norm = (bump_sample.xyz * 2) - vec3(1);      bmap_specular = bump_sample.w; @@ -295,7 +286,7 @@ void main()      vec4 final_normal = vec4(abnormal, env_intensity, 0.0);      vec3 color = vec3(0.0); -    float al   = 0.0; +    float al   = 1.0;      if (emissive_brightness >= 1.0)      { @@ -318,7 +309,12 @@ void main()  #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) -    if (emissive_brightness <= 1.0) +    if (emissive_brightness >= 1.0) +    { +        // fullbright = diffuse texture pass-through, no lighting +        frag_color = diffuse_srgb; +    } +    else      {          //forward rendering, output just lit RGBA          vec3 pos = vary_position; @@ -348,40 +344,28 @@ void main()          float da = dot(norm, normalize(light_dir));          da = clamp(da, 0.0, 1.0);   // No negative light contributions -        float ambient = da; -        ambient *= 0.5; -        ambient *= ambient; -        ambient = (1.0 - ambient); - -        vec3 sun_contrib = min(da, shadow) * sunlit; +        // ambient weight varies from 0.75 at max direct light to 1.0 with sun at grazing angle +        float ambient = 1.0 - (0.25 * da * da); -// vec3 debug_sun_contrib = sun_contrib; +        vec3 sun_contrib = additive + (min(da, shadow) * sunlit);  #if !defined(AMBIENT_KILL)          color.rgb = amblit;          color.rgb *= ambient;  #endif -//vec3 debug_post_ambient = color.rgb; -  #if !defined(SUNLIGHT_KILL) -        color.rgb += sun_contrib; +        color.rgb += eep_bump_gain * sun_contrib;  #endif -//vec3 debug_post_sunlight = color.rgb; - -        //color.rgb *= diffuse_srgb.rgb;          color.rgb *= diffuse_linear.rgb; // SL-12006 -//vec3 debug_post_diffuse = color.rgb; -          float glare = 0.0;          if (spec.a > 0.0) // specular reflection          {              vec3 npos = -normalize(pos.xyz); -            //vec3 ref = dot(pos+lv, norm);              vec3 h = normalize(light_dir.xyz+npos);              float nh = dot(norm, h);              float nv = dot(norm, npos); @@ -404,8 +388,6 @@ void main()              }          } -//vec3 debug_post_spec = color.rgb; -          if (envIntensity > 0.0)          {              //add environmentmap @@ -422,15 +404,11 @@ void main()              glare += cur_glare;          } -//vec3 debug_post_env = color.rgb; -          color = atmosFragLighting(color, additive, atten);          //convert to linear space before adding local lights          color = srgb_to_linear(color); -//vec3 debug_post_atmo = color.rgb; -          vec3 npos = normalize(-pos.xyz);          vec3 light = vec3(0,0,0); @@ -453,32 +431,19 @@ void main()  #endif          color = scaleSoftClipFrag(color); - +                  // (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 = debug_post_ambient; -//color.rgb = vec3(da); -//color.rgb = debug_sun_contrib; -//color.rgb = debug_post_sunlight; -//color.rgb = diffuse_srgb.rgb; -//color.rgb = debug_post_diffuse; -//color.rgb = debug_post_spec; -//color.rgb = debug_post_env; -//color.rgb = debug_post_atmo; -  #ifdef WATER_FOG          vec4 temp = applyWaterFogView(pos, vec4(color.rgb, al));          color.rgb = temp.rgb;          al = temp.a;  #endif -    } // !fullbright -    frag_color.rgb = color.rgb; -    frag_color.a   = al; +        frag_color.rgb = color.rgb; +        frag_color.a   = al; +    }  #else // if DIFFUSE_ALPHA_MODE_BLEND ... | 
