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| author | Jonathan "Geenz" Goodman <geenz@geenzo.com> | 2023-03-31 10:54:22 -0700 | 
|---|---|---|
| committer | Jonathan "Geenz" Goodman <geenz@geenzo.com> | 2023-03-31 10:54:22 -0700 | 
| commit | 4e306c90666094a7450f4d6f3ed7c8b71527e393 (patch) | |
| tree | 4e52cfe3cfc7df8060ec5336f53d91636986b43c /indra/newview/app_settings/shaders/class1 | |
| parent | b44ad50f75724a5d9e53bd52d2724111568caf24 (diff) | |
| parent | 7d144fcb2a1b0aff1b59e378c652649c3d03e94f (diff) | |
Merge branch 'DRTVWR-559' of https://github.com/secondlife/viewer into DRTVWR-559
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
3 files changed, 11 insertions, 11 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl index 689929fe38..861b78c961 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl @@ -36,17 +36,16 @@ uniform sampler2D exposureMap;  uniform float dt;  uniform vec2 noiseVec; -// calculate luminance the same way LLColor4::calcHSL does +  float lum(vec3 col)  { -    float mx = max(max(col.r, col.g), col.b); -    float mn = min(min(col.r, col.g), col.b); -    return (mx + mn) * 0.5; +    vec3 l = vec3(0.2126, 0.7152, 0.0722); +    return dot(l, col);  }  void main()   { -    float step = 1.0/32.0; +    float step = 1.0/16.0;      float start = step;      float end = 1.0-step; @@ -55,13 +54,13 @@ void main()      vec3 col; -    vec2 nz = noiseVec * step * 0.5; +    //vec2 nz = noiseVec * step * 0.5;      for (float x = start; x <= end; x += step)      {          for (float y = start; y <= end; y += step)          { -            vec2 tc = vec2(x,y) + nz; +            vec2 tc = vec2(x,y); // + nz;              vec3 c = texture(diffuseRect, tc).rgb + texture(emissiveRect, tc).rgb;              float L = max(lum(c), 0.25); @@ -82,11 +81,13 @@ void main()      float L = lum(col); -    float s = clamp(0.1/L, 0.5, 4.0); +    float s = clamp(0.175/L, 0.125, 1.3); +      float prev = texture(exposureMap, vec2(0.5,0.5)).r; -    s = mix(prev, s, min(dt*2.0, 0.04)); +    s = mix(prev, s, min(dt*2.0*abs(prev-s), 0.04)); +          frag_color = vec4(s, s, s, dt);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index 7b4b62f0eb..bdbc0056f8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -124,7 +124,6 @@ vec3 toneMap(vec3 color)      // this factor is based on the exposure correction of Krzysztof Narkowicz in his      // implemetation of ACES tone mapping      color *= 1.0/0.6; -    //color /= 0.6;      color = toneMapACES_Hill(color);  #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index fc6291d438..0090155e5c 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*2.0 : moonlight_color*0.75; +    vec3 sunlight = (sun_up_factor == 1) ? sunlight_color*2.0 : moonlight_color;      // Sunlight attenuation effect (hue and brightness) due to atmosphere      // this is used later for sunlight modulation at various altitudes | 
