diff options
| author | Graham Linden <graham@lindenlab.com> | 2013-07-25 09:36:13 -0700 | 
|---|---|---|
| committer | Graham Linden <graham@lindenlab.com> | 2013-07-25 09:36:13 -0700 | 
| commit | f357269c38a8627aeb67c82c5ee34b49336e0d8b (patch) | |
| tree | 1bc688e9548a02799d5c90817193f1a851c74edc /indra/newview/app_settings/shaders/class1/deferred | |
| parent | 24cef8d36b13c02ec06c58cc66d9bce040891069 (diff) | |
NORSPEC-325 WIP restore gamma (uncorrected) attenuation and unify sRGB conversion in one place
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
12 files changed, 86 insertions, 222 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index e3be7a52ec..075699c591 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -93,10 +93,13 @@ uniform vec3 light_direction[8];  uniform vec3 light_attenuation[8];   uniform vec3 light_diffuse[8]; +vec3 srgb_to_linear(vec3 cs); +vec3 linear_to_srgb(vec3 cl); +  vec3 calcDirectionalLight(vec3 n, vec3 l)  {  	float a = max(dot(n,l),0.0); -	//a = pow(a, 1.0/1.3); +	a = pow(a, 1.0/1.3);  	return vec3(a,a,a);  } @@ -392,37 +395,6 @@ vec3 fullbrightScaleSoftClip(vec3 light)  	return light;  } -vec3 srgb_to_linear(vec3 cs) -{ -	 -/*        {  cs / 12.92,                 cs <= 0.04045 -    cl = { -        {  ((cs + 0.055)/1.055)^2.4,   cs >  0.04045*/ - -	vec3 low_range = cs / vec3(12.92); - -	if (((cs.r + cs.g + cs.b) / 3) <= 0.04045) -		return low_range; - -	return pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); -} - -vec3 linear_to_srgb(vec3 cl) -{ -	    /*{  0.0,                          0         <= cl -            {  12.92 * c,                    0         <  cl < 0.0031308 -    cs = {  1.055 * cl^0.41666 - 0.055,   0.0031308 <= cl < 1 -            {  1.0,                                       cl >= 1*/ - -	cl = clamp(cl, vec3(0), vec3(1)); - -	if ((cl.r+cl.g+cl.b) < 0.0031308) -		return 12.92 * cl; - -	return 1.055 * pow(cl, vec3(0.41666)) - 0.055; -} - -  void main()   {  	vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; @@ -533,7 +505,7 @@ void main()  	color.rgb *= ambient; -	color.rgb += atmosAffectDirectionalLight(final_da); +	color.rgb += atmosAffectDirectionalLight(pow(final_da, 1.0/1.3));  	color.rgb *= gamma_diff.rgb;  	color.rgb = mix(atmosLighting(color.rgb), fullbrightAtmosTransport(color.rgb), diff.a); diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl index 6fe34b887a..adc361d7a2 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl @@ -39,15 +39,15 @@ vec2 encode_normal(vec3 n)  	return n.xy / f + 0.5;  } +  void main()   { -	vec4 diff = diffuseLookup(vary_texcoord0.xy); -	vec3 col  = vertex_color.rgb * diff.rgb; +	vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb;  	vec3 spec;  	spec.rgb = vec3(vertex_color.a); -	frag_data[0] = vec4(col, 0); +	frag_data[0] = vec4(col, 0.0);  	frag_data[1] = vec4(spec, vertex_color.a); // spec  	vec3 nvn = normalize(vary_normal);  	frag_data[2] = vec4(encode_normal(nvn.xyz), vertex_color.a, 0.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index da4ebfea58..00548ea826 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -39,6 +39,9 @@ VARYING vec3 vary_position;  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; +vec3 srgb_to_linear(vec3 cs); +vec3 linear_to_srgb(vec3 cl); +  vec3 fullbrightAtmosTransportDeferred(vec3 light)  {  	return light; @@ -100,31 +103,6 @@ vec4 applyWaterFogDeferred(vec3 pos, vec4 color)  }  #endif -vec3 srgb_to_linear(vec3 cs) -{ -	 -/*        {  cs / 12.92,                 cs <= 0.04045 -    cl = { -        {  ((cs + 0.055)/1.055)^2.4,   cs >  0.04045*/ - -	return pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); -} - -vec3 linear_to_srgb(vec3 cl) -{ -	    /*{  0.0,                          0         <= cl -            {  12.92 * c,                    0         <  cl < 0.0031308 -    cs = {  1.055 * cl^0.41666 - 0.055,   0.0031308 <= cl < 1 -            {  1.0,                                       cl >= 1*/ - -	cl = clamp(cl, vec3(0), vec3(1)); - -	if ((cl.r+cl.g+cl.b) < 0.0031308) -		return 12.92 * cl; - -	return 1.055 * pow(cl, vec3(0.41666)) - 0.055; -} -  void main()   {  #if HAS_DIFFUSE_LOOKUP diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index b8c5360486..d3bd55da7a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -30,37 +30,6 @@  uniform float emissive_brightness; - -vec3 srgb_to_linear(vec3 cs) -{ -	 -/*        {  cs / 12.92,                 cs <= 0.04045 -    cl = { -        {  ((cs + 0.055)/1.055)^2.4,   cs >  0.04045*/ - -	vec3 low_range = cs / vec3(12.92); - -	if (((cs.r + cs.g + cs.b) / 3) <= 0.04045) -		return low_range; - -	return pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); -} - -vec3 linear_to_srgb(vec3 cl) -{ -	    /*{  0.0,                          0         <= cl -            {  12.92 * c,                    0         <  cl < 0.0031308 -    cs = {  1.055 * cl^0.41666 - 0.055,   0.0031308 <= cl < 1 -            {  1.0,                                       cl >= 1*/ - -	cl = clamp(cl, vec3(0), vec3(1)); - -	if ((cl.r+cl.g+cl.b) < 0.0031308) -		return 12.92 * cl; - -	return 1.055 * pow(cl, vec3(0.41666)) - 0.055; -} -  #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)  #ifdef DEFINE_GL_FRAGCOLOR @@ -145,6 +114,9 @@ uniform vec3 light_direction[8];  uniform vec3 light_attenuation[8];   uniform vec3 light_diffuse[8]; +vec3 srgb_to_linear(vec3 cs); +vec3 linear_to_srgb(vec3 cl); +  #ifdef WATER_FOG  uniform vec4 waterPlane;  uniform vec4 waterFogColor; @@ -558,7 +530,7 @@ void main()  			  dot(norm.xyz,vary_mat1),  			  dot(norm.xyz,vary_mat2));  #else -	vec4 norm = vec4(0,1,0,1.0); +	vec4 norm = vec4(0,0,0,1.0);  	vec3 tnorm = vary_normal;  #endif @@ -682,7 +654,7 @@ void main()  	col.rgb *= ambient; -	col.rgb = col.rgb + atmosAffectDirectionalLight(final_da); //pow(final_da, 1.0/1.3)); +	col.rgb = col.rgb + atmosAffectDirectionalLight(pow(final_da, 1.0/1.3));  	col.rgb *= gamma_diff.rgb;  	float glare = 0.0; @@ -705,7 +677,7 @@ void main()  		col += spec_contrib;  	} -	col = mix(col.rgb, diffcol.rgb, diffuse.a); +	col = mix(col.rgb, gamma_diff.rgb, diffuse.a);  	if (envIntensity > 0.0)  	{ @@ -724,11 +696,11 @@ void main()  	}  	col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a); -	col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a); +	col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col),  diffuse.a);  	//convert to linear space before adding local lights  	col = srgb_to_linear(col); - +			  	vec3 npos = normalize(-pos.xyz);   #define LIGHT_LOOP(i) col.rgb = col.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); @@ -747,6 +719,7 @@ void main()  	//convert to gamma space for display on screen  	col.rgb = linear_to_srgb(col.rgb); +  #ifdef WATER_FOG  	vec4 temp = applyWaterFogDeferred(pos, vec4(col.rgb, al));  	col.rgb = temp.rgb; diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 3b6724479c..0b62c4ec09 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -84,25 +84,8 @@ vec3 decode_normal (vec2 enc)      return n;  } -vec3 srgb_to_linear(vec3 cs) -{ -	 -/*        {  cs / 12.92,                 cs <= 0.04045 -    cl = { -        {  ((cs + 0.055)/1.055)^2.4,   cs >  0.04045*/ - -	return pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); -} - -vec3 linear_to_srgb(vec3 cl) -{ -	    /*{  0.0,                          0         <= cl -            {  12.92 * c,                    0         <  cl < 0.0031308 -    cs = {  1.055 * cl^0.41666 - 0.055,   0.0031308 <= cl < 1 -            {  1.0,                                       cl >= 1*/ - -	return 1.055 * pow(cl, vec3(0.41666)) - 0.055; -} +vec3 srgb_to_linear(vec3 cs); +vec3 linear_to_srgb(vec3 cl);  vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)  { @@ -198,7 +181,7 @@ void main()  	proj_tc.xyz /= proj_tc.w; -	float fa = falloff; +	float fa = falloff+1.0;  	float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0);  	dist_atten *= dist_atten;  	dist_atten *= 2.0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index 4ca0c35d91..106d48bd71 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -115,7 +115,7 @@ void main()  	float noise = texture2D(noiseMap, frag.xy/128.0).b;  	vec3 col = texture2DRect(diffuseRect, frag.xy).rgb; -	float fa = falloff; +	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; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index 01f9d99682..89530f4082 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -38,19 +38,7 @@ VARYING vec2 vary_fragcoord;  uniform float display_gamma; -vec3 linear_to_srgb(vec3 cl) -{ -	    /*{  0.0,                          0         <= cl -            {  12.92 * c,                    0         <  cl < 0.0031308 -    cs = {  1.055 * cl^0.41666 - 0.055,   0.0031308 <= cl < 1 -            {  1.0,                                       cl >= 1*/ - -	cl = clamp(cl, vec3(0), vec3(1)); - -	if ((cl.r+cl.g+cl.b) < 0.0031308) -		return 12.92 * cl; -	return 1.055 * pow(cl, vec3(0.41666)) - 0.055; -} +vec3 linear_to_srgb(vec3 cl);  void main()   { diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 045b449bbf..39d613e02b 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -78,37 +78,8 @@ vec3 vary_AtmosAttenuation;  uniform mat4 inv_proj;  uniform vec2 screen_res; - -vec3 srgb_to_linear(vec3 cs) -{ -	 -/*        {  cs / 12.92,                 cs <= 0.04045 -    cl = { -        {  ((cs + 0.055)/1.055)^2.4,   cs >  0.04045*/ - -	vec3 low_range = cs / vec3(12.92); - -	if (((cs.r + cs.g + cs.b) / 3) <= 0.04045) -		return low_range; - -	return pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); -} - -vec3 linear_to_srgb(vec3 cl) -{ -	    /*{  0.0,                          0         <= cl -            {  12.92 * c,                    0         <  cl < 0.0031308 -    cs = {  1.055 * cl^0.41666 - 0.055,   0.0031308 <= cl < 1 -            {  1.0,                                       cl >= 1*/ - -	cl = clamp(cl, vec3(0), vec3(1)); - -	if ((cl.r+cl.g+cl.b) < 0.0031308) -		return 12.92 * cl; - -	return 1.055 * pow(cl, vec3(0.41666)) - 0.055; -} - +vec3 srgb_to_linear(vec3 cs); +vec3 linear_to_srgb(vec3 cl);  vec3 decode_normal (vec2 enc)  { @@ -143,7 +114,6 @@ vec3 getPositionEye()  {  	return vary_PositionEye;  } -  vec3 getSunlitColor()  {  	return vary_SunlitColor; @@ -388,7 +358,7 @@ void main()  	norm.xyz = decode_normal(norm.xy); // unpack norm  	float da = max(dot(norm.xyz, sun_dir.xyz), 0.0); -	//da = pow(da, 1.0/1.3); +	da = pow(da, 1.0/1.3);  	vec4 diffuse = texture2DRect(diffuseRect, tc); @@ -408,7 +378,9 @@ void main()  		ambient = (1.0-ambient);  		col.rgb *= ambient; +  		col += atmosAffectDirectionalLight(max(min(da, 1.0), 0.0));	 +	  		col *= diffuse.rgb;  		vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index 53732e961c..251abfd119 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -82,25 +82,8 @@ vec3 decode_normal (vec2 enc)      return n;  } -vec3 srgb_to_linear(vec3 cs) -{ -	 -/*        {  cs / 12.92,                 cs <= 0.04045 -    cl = { -        {  ((cs + 0.055)/1.055)^2.4,   cs >  0.04045*/ - -	return pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); -} - -vec3 linear_to_srgb(vec3 cl) -{ -	    /*{  0.0,                          0         <= cl -            {  12.92 * c,                    0         <  cl < 0.0031308 -    cs = {  1.055 * cl^0.41666 - 0.055,   0.0031308 <= cl < 1 -            {  1.0,                                       cl >= 1*/ - -	return 1.055 * pow(cl, vec3(0.41666)) - 0.055; -} +vec3 srgb_to_linear(vec3 cs); +vec3 linear_to_srgb(vec3 cl);  vec4 correctWithGamma(vec4 col)  { @@ -201,7 +184,7 @@ void main()  	proj_tc.xyz /= proj_tc.w; -	float fa = falloff; +	float fa = falloff+1.0;  	float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0);  	dist_atten *= dist_atten;  	dist_atten *= 2.0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl b/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl new file mode 100644 index 0000000000..177f6c25f8 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl @@ -0,0 +1,49 @@ +/**  + * @file srgb.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, 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 + * $/LicenseInfo$ + */ + +vec3 srgb_to_linear(vec3 cs) +{ +	 +/*       {  cs / 12.92,                 cs <= 0.04045 +    cl = { +         {  ((cs + 0.055)/1.055)^2.4,   cs >  0.04045*/ + +	vec3 low_range = cs / vec3(12.92); +	vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); +	return mix(high_range, low_range, lessThanEqual(cs,vec3(0.04045))); +} + +vec3 linear_to_srgb(vec3 cl) +{ +	    /*  {  0.0,                          0         <= cl +            {  12.92 * c,                    0         <  cl < 0.0031308 +    cs =    {  1.055 * cl^0.41666 - 0.055,   0.0031308 <= cl < 1 +            {  1.0,                                       cl >= 1*/ + +	cl = clamp(cl, vec3(0), vec3(1)); +	vec3 low_range  = cl * 12.92; +	vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; +	return mix(high_range, low_range, lessThan(cl,vec3(0.0031308))); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl index 938947bbce..858c3a1fe9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl @@ -56,25 +56,8 @@ VARYING vec4 refCoord;  VARYING vec4 littleWave;  VARYING vec4 view; -vec3 srgb_to_linear(vec3 cs) -{ -	 -/*        {  cs / 12.92,                 cs <= 0.04045 -    cl = { -        {  ((cs + 0.055)/1.055)^2.4,   cs >  0.04045*/ - -	return pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); -} - -vec3 linear_to_srgb(vec3 cl) -{ -	    /*{  0.0,                          0         <= cl -            {  12.92 * c,                    0         <  cl < 0.0031308 -    cs = {  1.055 * cl^0.41666 - 0.055,   0.0031308 <= cl < 1 -            {  1.0,                                       cl >= 1*/ - -	return 1.055 * pow(cl, vec3(0.41666)) - 0.055; -} +vec3 srgb_to_linear(vec3 cs); +vec3 linear_to_srgb(vec3 cl);  vec2 encode_normal(vec3 n)  { diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index 34189deaad..5538c41d1c 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -67,25 +67,8 @@ VARYING vec4 littleWave;  VARYING vec4 view;  VARYING vec4 vary_position; -vec3 srgb_to_linear(vec3 cs) -{ -	 -/*        {  cs / 12.92,                 cs <= 0.04045 -    cl = { -        {  ((cs + 0.055)/1.055)^2.4,   cs >  0.04045*/ - -	return pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); -} - -vec3 linear_to_srgb(vec3 cl) -{ -	    /*{  0.0,                          0         <= cl -            {  12.92 * c,                    0         <  cl < 0.0031308 -    cs = {  1.055 * cl^0.41666 - 0.055,   0.0031308 <= cl < 1 -            {  1.0,                                       cl >= 1*/ - -	return 1.055 * pow(cl, vec3(0.41666)) - 0.055; -} +vec3 srgb_to_linear(vec3 cs); +vec3 linear_to_srgb(vec3 cl);  vec2 encode_normal(vec3 n)  { | 
