diff options
author | Dave Parks <davep@lindenlab.com> | 2022-05-19 22:24:41 -0500 |
---|---|---|
committer | Dave Parks <davep@lindenlab.com> | 2022-05-19 22:24:41 -0500 |
commit | 3564b24e2a90e0772c37185cc5dcedca29d62ab8 (patch) | |
tree | 9c0e7fa9d747d7bca7b25352bf8e28c875163e77 /indra/newview/app_settings/shaders/class1/deferred | |
parent | 02fb1bd6103cad5538fc170e015f4329f3545542 (diff) |
SL-17286 Reflection probe alpha/fullbright support.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
4 files changed, 121 insertions, 53 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl index 9fcee04c32..a04f611440 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl @@ -35,10 +35,11 @@ out vec4 frag_color; uniform sampler2D diffuseMap; #endif + VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; VARYING vec3 vary_texcoord1; -VARYING vec4 vary_position; +VARYING vec3 vary_position; uniform samplerCube environmentMap; @@ -54,6 +55,14 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou vec3 linear_to_srgb(vec3 c); vec3 srgb_to_linear(vec3 c); +#ifdef HAS_REFLECTION_PROBES +// reflection probe interface +void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyEnv, + vec3 pos, vec3 norm, float glossiness, float envIntensity); +void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm); +void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity); +#endif + // See: // class1\deferred\fullbrightShinyF.glsl // class1\lighting\lightFullbrightShinyF.glsl @@ -70,21 +79,29 @@ void main() // SL-9632 HUDs are affected by Atmosphere if (no_atmo == 0) { - vec3 sunlit; - vec3 amblit; - vec3 additive; - vec3 atten; - vec3 pos = vary_position.xyz/vary_position.w; - - calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false); - - vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; - float env_intensity = vertex_color.a; - - //color.rgb = srgb_to_linear(color.rgb); - color.rgb = mix(color.rgb, envColor.rgb, env_intensity); - color.rgb = fullbrightAtmosTransportFrag(color.rgb, additive, atten); - color.rgb = fullbrightScaleSoftClip(color.rgb); + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; + vec3 pos = vary_position; + calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false); + + float env_intensity = vertex_color.a; +#ifndef HAS_REFLECTION_PROBES + vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; + color.rgb = mix(color.rgb, envColor.rgb, env_intensity); +#else + vec3 ambenv; + vec3 glossenv; + vec3 legacyenv; + vec3 norm = normalize(vary_texcoord1.xyz); + vec4 spec = vec4(0,0,0,0); + sampleReflectionProbes(ambenv, glossenv, legacyenv, pos.xyz, norm.xyz, spec.a, env_intensity); + legacyenv *= 1.5; // fudge brighter + applyLegacyEnv(color.rgb, legacyenv, spec, pos, norm, env_intensity); +#endif + color.rgb = fullbrightAtmosTransportFrag(color.rgb, additive, atten); + color.rgb = fullbrightScaleSoftClip(color.rgb); } /* @@ -98,7 +115,6 @@ void main() */ color.a = 1.0; - //color.rgb = linear_to_srgb(color.rgb); frag_color = color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl index 2c139430e7..a897198062 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl @@ -44,7 +44,7 @@ ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; VARYING vec3 vary_texcoord1; -VARYING vec4 vary_position; +VARYING vec3 vary_position; #ifdef HAS_SKIN mat4 getObjectSkinnedTransform(); @@ -61,17 +61,23 @@ void main() mat4 mat = getObjectSkinnedTransform(); mat = modelview_matrix * mat; vec4 pos = mat * vert; - vary_position = gl_Position = projection_matrix * pos; + gl_Position = projection_matrix * pos; vec3 norm = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz); #else vec4 pos = (modelview_matrix * vert); - vary_position = gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); + gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); vec3 norm = normalize(normal_matrix * normal); #endif - vec3 ref = reflect(pos.xyz, -norm); - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + vary_position = pos.xyz; + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + +#ifndef HAS_REFLECTION_PROBES + vec3 ref = reflect(pos.xyz, -norm); vary_texcoord1 = transpose(normal_matrix) * ref.xyz; +#else + vary_texcoord1 = norm; +#endif calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 02d83925ea..c5b1937cfb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -64,6 +64,13 @@ out vec4 frag_color; float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); #endif +#ifdef HAS_REFLECTION_PROBES +void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, + vec3 pos, vec3 norm, float glossiness, float envIntensity); +void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm); +void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity); +#endif + uniform samplerCube environmentMap; uniform sampler2D lightFunc; @@ -322,6 +329,16 @@ void main() // lighting from the sun stays sharp float da = clamp(dot(normalize(norm.xyz), light_dir.xyz), 0.0, 1.0); da = pow(da, 1.0 / 1.3); + vec3 sun_contrib = min(da, shadow) * sunlit; + +#ifdef HAS_REFLECTION_PROBES + vec3 ambenv; + vec3 glossenv; + vec3 legacyenv; + sampleReflectionProbes(ambenv, glossenv, legacyenv, pos.xyz, norm.xyz, spec.a, envIntensity); + amblit = max(ambenv, amblit); + color.rgb = amblit; +#else color = amblit; @@ -333,9 +350,8 @@ void main() ambient *= ambient; ambient = (1.0 - ambient); - vec3 sun_contrib = min(da, shadow) * sunlit; - color *= ambient; +#endif color += sun_contrib; @@ -345,35 +361,6 @@ void main() if (spec.a > 0.0) // specular reflection { - /* // Reverting this specular calculation to previous 'dumbshiny' version - DJH 6/17/2020 - // Preserving the refactored version as a comment for potential reconsideration, - // overriding the general rule to avoid pollutiong the source with commented code. - // - // If you're reading this in 2021+, feel free to obliterate. - - vec3 npos = -normalize(pos.xyz); - - //vec3 ref = dot(pos+lv, norm); - vec3 h = normalize(light_dir.xyz + npos); - float nh = dot(norm.xyz, h); - float nv = dot(norm.xyz, 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); - vec3 sp = sun_contrib*scol / 6.0f; - sp = clamp(sp, vec3(0), vec3(1)); - bloom = dot(sp, sp) / 4.0; - color += sp * spec.rgb; - } - */ - float sa = dot(refnormpersp, sun_dir.xyz); vec3 dumbshiny = sunlit * shadow * (texture2D(lightFunc, vec2(sa, spec.a)).r); @@ -385,10 +372,24 @@ void main() glare = max(glare, spec_contrib.b); color += spec_contrib; + +#ifdef HAS_REFLECTION_PROBES + applyGlossEnv(color, glossenv, spec, pos.xyz, norm.xyz); +#endif } + color = mix(color.rgb, diffcol.rgb, diffuse.a); +#ifdef HAS_REFLECTION_PROBES + if (envIntensity > 0.0) + { // add environmentmap + //fudge darker + legacyenv *= 0.5*diffuse.a+0.5; + + applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, envIntensity); + } +#else if (envIntensity > 0.0) { //add environmentmap @@ -403,6 +404,7 @@ void main() cur_glare *= envIntensity*4.0; glare += cur_glare; } +#endif color = atmosFragLighting(color, additive, atten); color = scaleSoftClipFrag(color); diff --git a/indra/newview/app_settings/shaders/class1/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/reflectionProbeF.glsl new file mode 100644 index 0000000000..8f3e38b08b --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/reflectionProbeF.glsl @@ -0,0 +1,44 @@ +/** + * @file class1/deferred/reflectionProbeF.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2022, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +// fallback stub -- will be used if actual reflection probe shader failed to load (output pink so it's obvious) +void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, + vec3 pos, vec3 norm, float glossiness, float envIntensity) +{ + ambenv = vec3(1,0,1); + glossenv = vec3(1,0,1); + legacyenv = vec3(1,0,1); +} + +void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm) +{ + color = vec3(1,0,1); +} + +void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity) +{ + color = vec3(1,0,1); +} + |