diff options
author | Rider Linden <rider@lindenlab.com> | 2018-11-13 17:27:12 +0000 |
---|---|---|
committer | Rider Linden <rider@lindenlab.com> | 2018-11-13 17:27:12 +0000 |
commit | 4231714698018b8bd75f3f57df849f81cab05d9c (patch) | |
tree | 8695606e3038ee5e5d31f2b7c0c8c1a63fc540d8 /indra/newview/app_settings/shaders/class1 | |
parent | bda785e8b1bef35ecd9d45a7092b0ab66c17d1f4 (diff) | |
parent | a49e2b604e6b505e083e24b10e39053196d917c1 (diff) |
Merged in graham_linden/viewer-eep-fixes (pull request #189)
SL-10044 SL-10045
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
8 files changed, 39 insertions, 12 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 3ec2ea12da..f79fc012d1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -88,7 +88,7 @@ vec3 linear_to_srgb(vec3 cl); vec2 encode_normal (vec3 n); vec3 decode_normal (vec2 enc); -vec3 scaleSoftClipFrag(vec3 l); +vec3 scaleSoftClip(vec3 l); vec3 atmosFragAmbient(vec3 light, vec3 sunlit); vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten); vec3 atmosFragAffectDirectionalLight(float light, vec3 sunlit); @@ -305,7 +305,7 @@ void main() //color.rgb = mix(diff.rgb, color.rgb, final_alpha); color.rgb = atmosFragLighting(color.rgb, additive, atten); - color.rgb = scaleSoftClipFrag(color.rgb); + color.rgb = scaleSoftClip(color.rgb); vec4 light = vec4(0,0,0,0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 5627275df6..18259ed9ed 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -70,8 +70,12 @@ vec3 linear_to_srgb(vec3 cl); vec3 decode_normal (vec2 enc); vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); +vec3 fullbrightAtmosTransportFrag(vec3 l, vec3 additive, vec3 atten); void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); +vec3 scaleSoftClip(vec3 l); +vec3 fullbrightScaleSoftClip(vec3 l); + vec4 getPosition_d(vec2 pos_screen, float depth) { vec2 sc = pos_screen.xy*2.0; @@ -129,8 +133,8 @@ void main() ambient = (1.0 - ambient); col = amblit; - col += (final_da * sunlit); col *= ambient; + col += (final_da * sunlit); col *= diffuse.rgb; vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); @@ -141,7 +145,6 @@ void main() // float sa = dot(refnormpersp, sun_dir.xyz); - vec3 dumbshiny = sunlit*(texture2D(lightFunc, vec2(sa, spec.a)).r); // add the two types of shiny together @@ -166,17 +169,19 @@ void main() if (norm.w < 0.5) { - col = atmosFragLighting(col, additive, atten); + col = mix(atmosFragLighting(col, additive, atten), fullbrightAtmosTransportFrag(col, additive, atten), diffuse.a); + col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a); } #ifdef WATER_FOG - vec4 fogged = applyWaterFogView(pos,vec4(col, bloom)); + vec4 fogged = applyWaterFogView(pos.xyz,vec4(col, bloom)); col = fogged.rgb; bloom = fogged.a; #endif col = srgb_to_linear(col); + //col = vec3(1,0,1); //col.g = envIntensity; } diff --git a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl index 352cea7aaa..1fe98a9575 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl @@ -31,8 +31,8 @@ ATTRIBUTE vec3 position; void calcAtmospherics(vec3 inPositionEye); -uniform vec2 d1; -uniform vec2 d2; +uniform vec2 waveDir1; +uniform vec2 waveDir2; uniform float time; uniform vec3 eyeVec; uniform float waterHeight; @@ -86,10 +86,10 @@ void main() //pass wave parameters to pixel shader - vec2 bigWave = (v.xy) * vec2(0.04,0.04) + d1 * time * 0.055; + vec2 bigWave = (v.xy) * vec2(0.04,0.04) + waveDir1 * time * 0.055; //get two normal map (detail map) texture coordinates - littleWave.xy = (v.xy) * vec2(0.45, 0.9) + d2 * time * 0.13; - littleWave.zw = (v.xy) * vec2(0.1, 0.2) + d1 * time * 0.1; + littleWave.xy = (v.xy) * vec2(0.45, 0.9) + waveDir2 * time * 0.13; + littleWave.zw = (v.xy) * vec2(0.1, 0.2) + waveDir1 * time * 0.1; view.w = bigWave.y; refCoord.w = bigWave.x; diff --git a/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl index 10958025ac..7059ff31ae 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl @@ -29,6 +29,7 @@ float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 atmosGetDiffuseSunlightColor(); +vec3 scaleDownLight(vec3 light); uniform vec4 light_position[8]; uniform vec3 light_diffuse[8]; @@ -43,6 +44,7 @@ vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor vec4 specularSum = vec4(0.0); col.rgb += light_diffuse[1].rgb * calcDirectionalLightSpecular(specularColor, view, norm, light_position[1].xyz,light_diffuse[1].rgb, 1.0); + col.rgb = scaleDownLight(col.rgb); col.rgb += atmosAmbient(baseCol.rgb); col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, light_position[0].xyz,atmosGetDiffuseSunlightColor()*baseCol.a, 1.0)); diff --git a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl index 569b629ef8..41288c21c1 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl @@ -30,6 +30,7 @@ float calcDirectionalLight(vec3 n, vec3 l); vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); +vec3 scaleDownLight(vec3 light); vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) { @@ -37,6 +38,7 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) col.a = color.a; col.rgb = light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz); + col.rgb = scaleDownLight(col.rgb); col.rgb += atmosAmbient(baseLight.rgb); col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz)); diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl index 9e5893d32a..c16e3d50a2 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl @@ -41,3 +41,9 @@ vec3 atmosGetDiffuseSunlightColor() return sunlight_color.rgb; } +vec3 scaleDownLight(vec3 light) +{ + /* stub function for fallback compatibility on class1 hardware */ + return light; +} + diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl index 01f19087ff..89b6a52909 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl @@ -41,3 +41,15 @@ vec3 atmosGetDiffuseSunlightColor() return sunlight_color.rgb; } +vec3 scaleDownLight(vec3 light) +{ + /* stub function for fallback compatibility on class1 hardware */ + return light; +} + +vec3 scaleUpLight(vec3 light) +{ + /* stub function for fallback compatibility on class1 hardware */ + return light; +} + diff --git a/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl index 768d93f005..667301443a 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl @@ -39,7 +39,7 @@ vec3 scaleSoftClip(vec3 light) return light; } -vec3 fullbrightScaleSoftClipFrag(vec3 light) +vec3 fullbrightScaleSoftClipFrag(vec3 light, vec3 additive, vec3 atten) { // For compatibility with lower cards. Do nothing return light; |