diff options
| author | Dave Houlton <euclid@lindenlab.com> | 2020-09-29 14:02:22 -0600 | 
|---|---|---|
| committer | Dave Houlton <euclid@lindenlab.com> | 2020-09-29 14:02:22 -0600 | 
| commit | eb6c8c937e214f58cc4da48bd4db455315de4c20 (patch) | |
| tree | 529ce1546477d9620c18095ab73e54bbd7ea8d90 /indra/newview/app_settings/shaders/class1/windlight | |
| parent | 7781e1417e5a747a501e76ee9e976226a2656b6a (diff) | |
| parent | bac6652cdcd2d8333df04c3ebd3a6a7b752328b3 (diff) | |
Merge branch 'master' 6.4.10 into DRTVWR-510
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/windlight')
3 files changed, 93 insertions, 116 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index dcb02bd1c1..ea2690ba09 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -1,154 +1,134 @@ -/**  +/**   * @file class1\windlight\atmosphericsFuncs.glsl   *   * $LicenseInfo:firstyear=2005&license=viewerlgpl$   * Second Life Viewer Source Code   * Copyright (C) 2019, 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   * $/LicenseInfo$   */ -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 moonlight_color; -uniform int sun_up_factor; -uniform vec4 ambient_color; -uniform vec4 blue_horizon; -uniform vec4 blue_density; +uniform vec4  lightnorm; +uniform vec4  sunlight_color; +uniform vec4  moonlight_color; +uniform int   sun_up_factor; +uniform vec4  ambient_color; +uniform vec4  blue_horizon; +uniform vec4  blue_density;  uniform float haze_horizon;  uniform float haze_density;  uniform float cloud_shadow;  uniform float density_multiplier;  uniform float distance_multiplier;  uniform float max_y; -uniform vec4 glow; +uniform vec4  glow;  uniform float scene_light_strength; -uniform mat3 ssao_effect_mat; -uniform int no_atmo; +uniform mat3  ssao_effect_mat; +uniform int   no_atmo;  uniform float sun_moon_glow_factor; -float getAmbientClamp() +float getAmbientClamp() { return 1.0f; } + +void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, +                         out vec3 atten, bool use_ao)  { -    return 1.0f; -} +    vec3 rel_pos = inPositionEye; +    //(TERRAIN) limit altitude +    if (abs(rel_pos.y) > max_y) rel_pos *= (max_y / rel_pos.y); -void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao) { +    vec3  rel_pos_norm = normalize(rel_pos); +    float rel_pos_len  = length(rel_pos); +    vec4  sunlight     = (sun_up_factor == 1) ? sunlight_color : moonlight_color; -    vec3 P = inPositionEye; -    -    //(TERRAIN) limit altitude -    if (P.y > max_y) P *= (max_y / P.y); -    if (P.y < -max_y) P *= (-max_y / P.y);  +    // sunlight attenuation effect (hue and brightness) due to atmosphere +    // this is used later for sunlight modulation at various altitudes +    vec4 light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); +    // I had thought blue_density and haze_density should have equal weighting, +    // but attenuation due to haze_density tends to seem too strong -    vec3 tmpLightnorm = lightnorm.xyz; +    vec4 combined_haze = blue_density + vec4(haze_density); +    vec4 blue_weight   = blue_density / combined_haze; +    vec4 haze_weight   = vec4(haze_density) / combined_haze; -    vec3 Pn = normalize(P); -    float Plen = length(P); +    //(TERRAIN) compute sunlight from lightnorm y component. Factor is roughly cosecant(sun elevation) (for short rays like terrain) +    float above_horizon_factor = 1.0 / max(1e-6, lightnorm.y); +    sunlight *= exp(-light_atten * above_horizon_factor);  // for sun [horizon..overhead] this maps to an exp curve [0..1] + +    // main atmospheric scattering line integral +    float density_dist = rel_pos_len * density_multiplier; -    vec4 temp1 = vec4(0); -    vec3 temp2 = vec3(0); -    vec4 blue_weight; -    vec4 haze_weight; -    vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; -    vec4 light_atten; +    // Transparency (-> combined_haze) +    // ATI Bugfix -- can't store combined_haze*density_dist*distance_multiplier in a variable because the ati +    // compiler gets confused. +    combined_haze = exp(-combined_haze * density_dist * distance_multiplier); -    float dens_mul = density_multiplier; -    float dist_mul = distance_multiplier; +    // final atmosphere attenuation factor +    atten = combined_haze.rgb; -    //sunlight attenuation effect (hue and brightness) due to atmosphere -    //this is used later for sunlight modulation at various altitudes -    light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y); -        //I had thought blue_density and haze_density should have equal weighting, -        //but attenuation due to haze_density tends to seem too strong +    // compute haze glow +    float haze_glow = dot(rel_pos_norm, lightnorm.xyz); -    temp1 = blue_density + vec4(haze_density); -    blue_weight = blue_density / temp1; -    haze_weight = vec4(haze_density) / temp1; +    // dampen sun additive contrib when not facing it... +    // SL-13539: This "if" clause causes an "additive" white artifact at roughly 77 degreees. +    //    if (length(light_dir) > 0.01) +    haze_glow *= max(0.0f, dot(light_dir, rel_pos_norm)); -    //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) -    temp2.y = max(0.0, tmpLightnorm.y); -    if (abs(temp2.y) > 0.000001f) -    { -        temp2.y = 1. / abs(temp2.y); -    } -    temp2.y = max(0.0000001f, temp2.y); -    sunlight *= exp(-light_atten * temp2.y); +    haze_glow = 1. - haze_glow; +    // haze_glow is 0 at the sun and increases away from sun +    haze_glow = max(haze_glow, .001);  // set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) +    haze_glow *= glow.x; +    // higher glow.x gives dimmer glow (because next step is 1 / "angle") +    haze_glow = pow(haze_glow, glow.z); +    // glow.z should be negative, so we're doing a sort of (1 / "angle") function -    // main atmospheric scattering line integral -    temp2.z = Plen * dens_mul; +    // add "minimum anti-solar illumination" +    haze_glow += .25; -    // Transparency (-> temp1) -    // ATI Bugfix -- can't store temp1*temp2.z*dist_mul in a variable because the ati -    // compiler gets confused. -    temp1 = exp(-temp1 * temp2.z * dist_mul); +    haze_glow *= sun_moon_glow_factor; -    //final atmosphere attenuation factor -    atten = temp1.rgb; -     -    //compute haze glow -    //(can use temp2.x as temp because we haven't used it yet) -    temp2.x = dot(Pn, tmpLightnorm.xyz); +    vec4 amb_color = ambient_color; -    // dampen sun additive contrib when not facing it... -    if (length(light_dir) > 0.01) -    { -        temp2.x *= max(0.0f, dot(light_dir, Pn)); -    } -    temp2.x = 1. - temp2.x; -        //temp2.x is 0 at the sun and increases away from sun -    temp2.x = max(temp2.x, .001);    //was glow.y -        //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) -    temp2.x *= glow.x; -        //higher glow.x gives dimmer glow (because next step is 1 / "angle") -    temp2.x = pow(temp2.x, glow.z); -        //glow.z should be negative, so we're doing a sort of (1 / "angle") function - -    //add "minimum anti-solar illumination" -    temp2.x += .25; - -    temp2.x *= sun_moon_glow_factor; -  -    vec4 amb_color = ambient_color;  -     -    //increase ambient when there are more clouds +    // increase ambient when there are more clouds      vec4 tmpAmbient = amb_color + (vec4(1.) - amb_color) * cloud_shadow * 0.5; -     +      /*  decrease value and saturation (that in HSV, not HSL) for occluded areas       * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html       * // The following line of code performs the equivalent of:       * float ambAlpha = tmpAmbient.a;       * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis       * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue); -     * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha); +     * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, +     * ambAlpha);       */      if (use_ao)      {          tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a);      } -    //haze color -        additive = -        vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) -      + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x -          + tmpAmbient)); +    // Similar/Shared Algorithms: +    //     indra\llinventory\llsettingssky.cpp                                        -- LLSettingsSky::calculateLightSettings() +    //     indra\newview\app_settings\shaders\class1\windlight\atmosphericsFuncs.glsl -- calcAtmosphericVars() +    // haze color +    vec3 cs = sunlight.rgb * (1. - cloud_shadow); +    additive = (blue_horizon.rgb * blue_weight.rgb) * (cs + tmpAmbient.rgb) + (haze_horizon * haze_weight.rgb) * (cs * haze_glow + tmpAmbient.rgb); -    //brightness of surface both sunlight and ambient +    // brightness of surface both sunlight and ambient      sunlit = sunlight.rgb * 0.5;      amblit = tmpAmbient.rgb * .25; -    additive *= vec3(1.0 - temp1); +    additive *= vec3(1.0 - combined_haze);  } diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl index 24f3992e32..2425a2ad04 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl @@ -3,7 +3,7 @@   *   * $LicenseInfo:firstyear=2005&license=viewerlgpl$   * Second Life Viewer Source Code - * Copyright (C) 2005, Linden Research, Inc. + * Copyright (C) 2005, 2020 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 @@ -36,28 +36,30 @@ out vec4 frag_color;  uniform vec4 color;  uniform vec4 sunlight_color;  uniform vec4 moonlight_color; -uniform vec3 lumWeights; +uniform vec3 moon_dir;  uniform float moon_brightness; -uniform float minLuminance;  uniform sampler2D diffuseMap; -uniform sampler2D altDiffuseMap; -uniform float blend_factor; // interp factor between moon A/B +  VARYING vec2 vary_texcoord0; +vec3 scaleSoftClip(vec3 light); +  void main()   { -    vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy); -    vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy); -    vec4 c     = mix(moonA, moonB, blend_factor); +    // Restore Pre-EEP alpha fade moon near horizon +    float fade = 1.0; +    if( moon_dir.z > 0 ) +        fade = clamp( moon_dir.z*moon_dir.z*4.0, 0.0, 1.0 ); + +    vec4 c     = texture2D(diffuseMap, vary_texcoord0.xy); +//       c.rgb = pow(c.rgb, vec3(0.7f)); // can't use "srgb_to_linear(color.rgb)" as that is a deferred only function +         c.rgb *= moonlight_color.rgb; +         c.rgb *= moon_brightness; -    // 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 = 1.0f - dot(normalize(sunlight_color.rgb), luma_weights); +         c.rgb *= fade; +         c.a   *= fade; -    vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0 - 1.0; -    c.rgb = pow(c.rgb, exp); -    //c.rgb *= moonlight_color.rgb; +         c.rgb  = scaleSoftClip(c.rgb);      frag_color = vec4(c.rgb, c.a);  } diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl index 8cd4b2ef47..2fceb5f743 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl @@ -3,7 +3,7 @@   *    * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. + * Copyright (C) 2007, 2020 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 @@ -30,20 +30,15 @@ uniform mat4 modelview_projection_matrix;  ATTRIBUTE vec3 position;  ATTRIBUTE vec2 texcoord0; -void calcAtmospherics(vec3 inPositionEye); -  VARYING vec2 vary_texcoord0;  void main()  {      //transform vertex -    vec3 offset = vec3(0, 0, 50); -    vec4 vert = vec4(position.xyz - offset, 1.0); +    vec4 vert = vec4(position.xyz, 1.0);      vec4 pos = (modelview_matrix * vert);      gl_Position = modelview_projection_matrix*vert;      vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; -     -    calcAtmospherics(pos.xyz);  } | 
