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authorDave Houlton <euclid@lindenlab.com>2020-02-25 08:05:24 -0700
committerDave Houlton <euclid@lindenlab.com>2020-02-25 11:50:20 -0700
commit2ea507526921b68cb5f9929be1a7693203fe608e (patch)
treea7fc710b082539c06f997f6b366798804efe1386 /indra/newview/app_settings/shaders/class1
parentdbf464e0fd0df27c18b78a77004b40a8477e0c31 (diff)
SL-12638, fix overly dark appearance of normal-mapped objects
Adds the 'additive' component of calcAtmosphericVars into the sunlit color to reduce darkening of sun lighting component, and adds a further magic number gainto boost final result to rough parity with windlight. Removes all light calculations on fullbright objects, just passing through the unlit diffuse color.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl73
2 files changed, 20 insertions, 56 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
index c104dc884f..39ed9a6e82 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
@@ -86,7 +86,6 @@ void main()
color.a = final_alpha;
#endif
- frag_color.rgb = color.rgb;
- frag_color.a = color.a;
+ frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index d28fc128b6..2df683a5fd 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -95,19 +95,6 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
dist /= la;
- /* clip to projector bounds
- vec4 proj_tc = proj_mat * lp;
-
- if (proj_tc.z < 0
- || proj_tc.z > 1
- || proj_tc.x < 0
- || proj_tc.x > 1
- || proj_tc.y < 0
- || proj_tc.y > 1)
- {
- return col;
- }*/
-
if (dist > 0.0 && la > 0.0)
{
//normalize light vector
@@ -252,7 +239,11 @@ void main()
vec3 norm = vec3(0);
float bmap_specular = 1.0;
+ // Non-physical gain, sole purpose to make EEP viewer better match windlight when normal-mapped.
+ float eep_bump_gain = 1.0;
+
#ifdef HAS_NORMAL_MAP
+ eep_bump_gain = 1.75;
vec4 bump_sample = texture2D(bumpMap, vary_texcoord1.xy);
norm = (bump_sample.xyz * 2) - vec3(1);
bmap_specular = bump_sample.w;
@@ -295,7 +286,7 @@ void main()
vec4 final_normal = vec4(abnormal, env_intensity, 0.0);
vec3 color = vec3(0.0);
- float al = 0.0;
+ float al = 1.0;
if (emissive_brightness >= 1.0)
{
@@ -318,7 +309,12 @@ void main()
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
- if (emissive_brightness <= 1.0)
+ if (emissive_brightness >= 1.0)
+ {
+ // fullbright = diffuse texture pass-through, no lighting
+ frag_color = diffuse_srgb;
+ }
+ else
{
//forward rendering, output just lit RGBA
vec3 pos = vary_position;
@@ -348,40 +344,28 @@ void main()
float da = dot(norm, normalize(light_dir));
da = clamp(da, 0.0, 1.0); // No negative light contributions
- float ambient = da;
- ambient *= 0.5;
- ambient *= ambient;
- ambient = (1.0 - ambient);
-
- vec3 sun_contrib = min(da, shadow) * sunlit;
+ // ambient weight varies from 0.75 at max direct light to 1.0 with sun at grazing angle
+ float ambient = 1.0 - (0.25 * da * da);
-// vec3 debug_sun_contrib = sun_contrib;
+ vec3 sun_contrib = additive + (min(da, shadow) * sunlit);
#if !defined(AMBIENT_KILL)
color.rgb = amblit;
color.rgb *= ambient;
#endif
-//vec3 debug_post_ambient = color.rgb;
-
#if !defined(SUNLIGHT_KILL)
- color.rgb += sun_contrib;
+ color.rgb += eep_bump_gain * sun_contrib;
#endif
-//vec3 debug_post_sunlight = color.rgb;
-
- //color.rgb *= diffuse_srgb.rgb;
color.rgb *= diffuse_linear.rgb; // SL-12006
-//vec3 debug_post_diffuse = color.rgb;
-
float glare = 0.0;
if (spec.a > 0.0) // specular reflection
{
vec3 npos = -normalize(pos.xyz);
- //vec3 ref = dot(pos+lv, norm);
vec3 h = normalize(light_dir.xyz+npos);
float nh = dot(norm, h);
float nv = dot(norm, npos);
@@ -404,8 +388,6 @@ void main()
}
}
-//vec3 debug_post_spec = color.rgb;
-
if (envIntensity > 0.0)
{
//add environmentmap
@@ -422,15 +404,11 @@ void main()
glare += cur_glare;
}
-//vec3 debug_post_env = color.rgb;
-
color = atmosFragLighting(color, additive, atten);
//convert to linear space before adding local lights
color = srgb_to_linear(color);
-//vec3 debug_post_atmo = color.rgb;
-
vec3 npos = normalize(-pos.xyz);
vec3 light = vec3(0,0,0);
@@ -453,32 +431,19 @@ void main()
#endif
color = scaleSoftClipFrag(color);
-
+
// (only) post-deferred needs inline gamma correction
color.rgb = linear_to_srgb(color.rgb);
-//color.rgb = amblit;
-//color.rgb = vec3(ambient);
-//color.rgb = sunlit;
-//color.rgb = debug_post_ambient;
-//color.rgb = vec3(da);
-//color.rgb = debug_sun_contrib;
-//color.rgb = debug_post_sunlight;
-//color.rgb = diffuse_srgb.rgb;
-//color.rgb = debug_post_diffuse;
-//color.rgb = debug_post_spec;
-//color.rgb = debug_post_env;
-//color.rgb = debug_post_atmo;
-
#ifdef WATER_FOG
vec4 temp = applyWaterFogView(pos, vec4(color.rgb, al));
color.rgb = temp.rgb;
al = temp.a;
#endif
- } // !fullbright
- frag_color.rgb = color.rgb;
- frag_color.a = al;
+ frag_color.rgb = color.rgb;
+ frag_color.a = al;
+ }
#else // if DIFFUSE_ALPHA_MODE_BLEND ...