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authorRunitaiLinden <davep@lindenlab.com>2023-04-14 19:24:21 -0500
committerRunitaiLinden <davep@lindenlab.com>2023-04-14 19:24:21 -0500
commit03bd681564f0b0a630f6330ab9c61daa4856e5fe (patch)
tree8776c76ae0faaa4e35cb0af7ff9d1a578cb2a2ee /indra/newview/app_settings/shaders/class1
parentd32bca67f17b978387ece4d9b220fc7b4d74a89b (diff)
DRTVWR-559 Balance night scenes against release, nudge glow down a smidge, remove exposure correction from legacy fullbright balance PBR materials against legacy.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/srgbF.glsl39
5 files changed, 42 insertions, 15 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
index aa61e10c7f..8797f89e4c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
@@ -387,7 +387,7 @@ vec3 pbrIbl(vec3 diffuseColor,
{
// retrieve a scale and bias to F0. See [1], Figure 3
vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0-perceptualRough);
- vec3 diffuseLight = irradiance;
+ vec3 diffuseLight = irradiance*1.25; //magic 1.25 to balance with legacy materials
vec3 specularLight = radiance;
vec3 diffuse = diffuseLight * diffuseColor;
@@ -563,7 +563,7 @@ vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v,
vec3 ibl_spec;
color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness, ibl_spec);
- color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm, v, normalize(light_dir), specContrib) * sunlit * 2.75 * scol;
+ color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm, v, normalize(light_dir), specContrib) * sunlit * 3.9 * scol; //magic number to balance with legacy materials
specContrib *= sunlit * 2.75 * scol;
specContrib += ibl_spec;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl
index 17e24a2bf2..3c51a8e44c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl
@@ -36,11 +36,8 @@ VARYING vec2 vary_texcoord0;
void main()
{
- float shadow = 1.0;
-
- vec4 color = diffuseLookup(vary_texcoord0.xy)*vertex_color;
- color.rgb = fullbrightAtmosTransport(color.rgb);
-
- frag_color = max(color, vec4(0));
+ // NOTE: when this shader is used, only alpha is being written to
+ float a = diffuseLookup(vary_texcoord0.xy).a*vertex_color.a;
+ frag_color = vec4(0, 0, 0, a);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
index 11532135dd..5515d8e2a3 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
@@ -42,6 +42,7 @@ vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif
vec3 srgb_to_linear(vec3 cs);
+vec3 legacy_adjust_fullbright(vec3 c);
vec3 legacy_adjust(vec3 c);
vec3 linear_to_srgb(vec3 cl);
vec3 fullbrightAtmosTransport(vec3 light);
@@ -90,8 +91,8 @@ void main()
#ifndef IS_HUD
color.rgb = legacy_adjust(color.rgb);
color.rgb = srgb_to_linear(color.rgb);
+ color.rgb = legacy_adjust_fullbright(color.rgb);
color.rgb = fullbrightAtmosTransport(color.rgb);
-
#endif
frag_color = max(color, vec4(0));
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
index 62d134188c..4fa9ae3633 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
@@ -91,7 +91,7 @@ void main()
vary_LightNormPosDot = rel_pos_lightnorm_dot;
// Initialize temp variables
- vec3 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
+ vec3 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color * 0.7; //magic 0.7 to match legacy color
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
diff --git a/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl b/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl
index 3cca84ca14..35f2395ef1 100644
--- a/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl
@@ -23,6 +23,8 @@
* $/LicenseInfo$
*/
+ uniform sampler2D exposureMap;
+
vec3 srgb_to_linear(vec3 cs)
{
vec3 low_range = cs / vec3(12.92);
@@ -83,12 +85,32 @@ vec3 hsv2rgb(vec3 c)
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
-vec3 legacy_adjust_no_brighten(vec3 c)
+const mat3 inv_ACESOutputMat = mat3(0.643038, 0.0592687, 0.0059619, 0.311187, 0.931436, 0.063929, 0.0457755, 0.00929492, 0.930118 );
+
+const mat3 inv_ACESInputMat = mat3( 1.76474, -0.147028, -0.0363368, -0.675778, 1.16025, -0.162436, -0.0889633, -0.0132237, 1.19877 );
+
+vec3 inv_RRTAndODTFit(vec3 x)
{
- vec3 desat = rgb2hsv(c.rgb);
- desat.g *= 0.75;
- desat.rgb = hsv2rgb(desat);
- return desat;
+ float A = 0.0245786;
+ float B = 0.000090537;
+ float C = 0.983729;
+ float D = 0.4329510;
+ float E = 0.238081;
+
+ return (A - D * x)/(2.0 * (C * x - 1.0)) - sqrt(pow(D * x - A, vec3(2.0)) - 4.0 * (C * x - 1.0) * (B + E * x))/(2.0 * (C * x - 1.0));
+}
+
+// experimental inverse of ACES Hill tonemapping
+vec3 inv_toneMapACES_Hill(vec3 color)
+{
+ color = inv_ACESOutputMat * color;
+
+ // Apply RRT and ODT
+ color = inv_RRTAndODTFit(color);
+
+ color = inv_ACESInputMat * color;
+
+ return color;
}
vec3 legacy_adjust(vec3 c)
@@ -100,6 +122,13 @@ vec3 legacy_adjust(vec3 c)
return desat;
}
+vec3 legacy_adjust_fullbright(vec3 c)
+{
+ float exp_scale = texture(exposureMap, vec2(0.5, 0.5)).r;
+ return c / exp_scale * 1.34;
+}
+
+
vec3 legacy_adjust_post(vec3 c)
{
return c;