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| author | Graham Linden <graham@lindenlab.com> | 2019-04-05 09:19:46 -0700 | 
|---|---|---|
| committer | Graham Linden <graham@lindenlab.com> | 2019-04-05 09:19:46 -0700 | 
| commit | 09bb0336f15027e907fbd28130b4ffda28a830cd (patch) | |
| tree | ff3e06f294b954484c7eca8c396ab396085c398e /indra/newview/app_settings/shaders/class1 | |
| parent | fa6f770a895d663266df5907ff13c2676e6ce8ad (diff) | |
SL-10854 part 2
Clamp ambient to keep shadows dark.
Apply min with shadow value after we've pow'd by light gamma consistently between forward and deferred.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
3 files changed, 14 insertions, 47 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index d560a49c1f..1bc576a4ec 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -196,9 +196,7 @@ void main()      float da = dot(norm.xyz, light_dir.xyz);      float final_da = da; -          final_da = min(final_da, shadow); -          final_da = max(final_da, 0.0f); -		  final_da = min(final_da, 1.0f); +          final_da = clamp(final_da, 0.0f, 1.0f);  		  final_da = pow(final_da, 1.0/1.3);      vec4 color = vec4(0,0,0,0); @@ -209,9 +207,10 @@ void main()      float ambient = abs(da);      ambient *= 0.5;      ambient *= ambient; -    ambient = 1.0 - max(0.9, ambient); +    ambient = max(0.9, ambient); // keeps shadows dark +    ambient = 1.0 - ambient; -    vec3 sun_contrib = final_da * sunlit; +    vec3 sun_contrib = min(final_da, shadow) * sunlit;      color.rgb *= ambient;      color.rgb += sun_contrib; diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index d389d975fa..4e24e61018 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -296,16 +296,18 @@ void main()      vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;      float da = dot(norm.xyz, light_dir.xyz); -    da = clamp(da, 0.0, 1.0); -    da = pow(da, 1.0 / 1.3); + +    float final_da = da; +          final_da = clamp(final_da, 0.0, 1.0); +          final_da = pow(final_da, 1.0 / 1.3);      float ambient = abs(da);      ambient *= 0.5;      ambient *= ambient; -    ambient = 1.0 - max(0.9, ambient); +    ambient = max(0.9, ambient); +    ambient = 1.0 - ambient; -    float final_da = min(da, shadow); -    vec3 sun_contrib = final_da * sunlit; +    vec3 sun_contrib = min(final_da, shadow) * sunlit;      col.rgb = amblit;      col.rgb *= ambient; diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl index 2d2d00cb51..642aff6c41 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl @@ -46,52 +46,18 @@ uniform mat4 inv_proj;  uniform vec2 screen_res;  uniform int sun_up_factor; -const float sample_count = 5; - -float cGoldenAngle = 2.39996323f; -  float pcfShadow(sampler2DShadow shadowMap, vec3 norm, vec4 stc, float bias_mul, vec2 pos_screen, vec3 light_dir)  {      stc.xyz /= stc.w; -    stc.z += shadow_bias * bias_mul * 4.0; - -    float shadow = 0.0; -    float cs = shadow2D(shadowMap, stc.xyz).x; -    float initialTheta = cGoldenAngle*fract((pos_screen.y+pos_screen.x)*shadow_res.y); -    float theta = initialTheta; -    int i; -    for (i = 0; i < sample_count; i++) -    { -        float r = float(i) / float(sample_count); -        float weight = sqrt(1.0 - r); -        r = sqrt(r); -        vec2 sampleOffset; -        sampleOffset.x = cos(theta); -        sampleOffset.y = sin(theta); -        sampleOffset *= r * 2.0; -        float s = shadow2D(shadowMap, stc.xyz + vec3(sampleOffset, 0)).x; -        shadow += weight * s; -        theta += cGoldenAngle; -    } -    shadow /= float(sample_count); -    shadow += cs; -    shadow *= 0.5; -    return shadow; -} - -float pcfShadowOld(sampler2DShadow shadowMap, vec3 norm, vec4 stc, float bias_mul, vec2 pos_screen, vec3 light_dir) -{ -    stc.xyz /= stc.w; - -    float cs = shadow2D(shadowMap, stc.xyz).x;      stc.z += shadow_bias * bias_mul * 2.0;      stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here -    float shadow = cs; +    float cs = shadow2D(shadowMap, stc.xyz).x; +    float shadow = cs * 4.0;      shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;      shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;      shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;      shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; -    return shadow * 0.2; +    return shadow * 0.125;  }  float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen) | 
