diff options
author | RunitaiLinden <davep@lindenlab.com> | 2023-06-01 19:49:23 -0500 |
---|---|---|
committer | GitHub <noreply@github.com> | 2023-06-01 19:49:23 -0500 |
commit | 50ec54831de88926ca13c9a72d89006ceda6c355 (patch) | |
tree | 7f1efd2a8555fc419af29eaf0a47b4828df0d22b /indra/newview/app_settings/shaders/class1 | |
parent | 8d20d61b4d305b985de4837bb0ed3ddaedb208d1 (diff) |
DRTVWR-559 Revert skies to be very close to release and disable tone mapping when probe ambiance is zero.
Hack for desaturating legacy materials has been removed for performance and quality reasons.
Adds a new setting for auto adjusting legacy skies. This is the PBR "opt out" button. If disabled, legacy skies will disable tonemapping, automatic probe ambiance, and HDR/exposure. If enabled, legacy skies will behave as if probe ambiance and HDR scale are 1.0, and ambient will be cut in half.
HDR scale will act as a sky brightener, but will automatically adjust dynamic exposure so the sky will be properly exposed. If you want relatively even exposure all the time, set HDR Scale to 1.0. If you want a high range of exposures between indoor/dark areas and outdoor/bright areas, increase HDR Scale.
Also tuned up SSAO (thanks Rye!).
Reviewed with Brad.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
13 files changed, 712 insertions, 13 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index 385cd51969..b752307d13 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -44,7 +44,7 @@ vec3 legacy_adjust_fullbright(vec3 c); vec3 legacy_adjust(vec3 c); vec3 linear_to_srgb(vec3 cl); vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten); -void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); +void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); #ifdef HAS_ALPHA_MASK uniform float minimum_alpha; @@ -85,7 +85,7 @@ void main() vec3 amblit; vec3 additive; vec3 atten; - calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false); + calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten); #endif #ifdef WATER_FOG diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index a32296369c..53e4f02314 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -102,16 +102,12 @@ vec3 toneMap(vec3 color) { #ifndef NO_POST float exp_scale = texture(exposureMap, vec2(0.5,0.5)).r; - + color *= exposure * exp_scale; color = toneMapACES_Hill(color); -#else - color *= 0.6; #endif - color = linear_to_srgb(color); - return color; } @@ -158,10 +154,10 @@ float noise(vec2 x) { vec3 legacyGamma(vec3 color) { - color = 1. - clamp(color, vec3(0.), vec3(1.)); - color = 1. - pow(color, vec3(gamma)); // s/b inverted already CPU-side + vec3 c = 1. - clamp(color, vec3(0.), vec3(1.)); + c = 1. - pow(c, vec3(gamma)); // s/b inverted already CPU-side - return color; + return c; } void main() @@ -169,12 +165,14 @@ void main() //this is the one of the rare spots where diffuseRect contains linear color values (not sRGB) vec4 diff = texture(diffuseRect, vary_fragcoord); - diff.rgb = toneMap(diff.rgb); - #ifdef LEGACY_GAMMA -#ifndef NO_POST + diff.rgb = linear_to_srgb(diff.rgb); diff.rgb = legacyGamma(diff.rgb); +#else +#ifndef NO_POST + diff.rgb = toneMap(diff.rgb); #endif + diff.rgb = linear_to_srgb(diff.rgb); #endif vec2 tc = vary_fragcoord.xy*screen_res*4.0; diff --git a/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl b/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl index 7111a822c8..31b02377da 100644 --- a/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl @@ -113,18 +113,31 @@ vec3 inv_toneMapACES_Hill(vec3 color) return color; } +// adjust legacy colors to back out tonemapping and exposure +// NOTE: obsolete now that setting probe ambiance to zero removes tonemapping and exposure, but keeping for a minute +// while that change goes through testing - davep 6/1/2023 +#define LEGACY_ADJUST 0 + vec3 legacy_adjust(vec3 c) { +#if LEGACY_ADJUST vec3 desat = rgb2hsv(c.rgb); desat.g *= 1.0-(1.0-desat.b)*0.5; desat.b += (1.0-desat.b)*0.1f; desat.rgb = hsv2rgb(desat); return desat; +#else + return c; +#endif } vec3 legacy_adjust_fullbright(vec3 c) { +#if LEGACY_ADJUST float exp_scale = clamp(texture(exposureMap, vec2(0.5, 0.5)).r, 0.01, 10.0); return c / exp_scale * 1.34; //magic 1.34 arrived at by binary search for a value that reproduces midpoint grey consistenty +#else + return c; +#endif } diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl new file mode 100644 index 0000000000..48cf234aa0 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl @@ -0,0 +1,54 @@ +/** + * @file class2\wl\atmosphericsF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +vec3 getAdditiveColor(); +vec3 getAtmosAttenuation(); +vec3 scaleSoftClipFrag(vec3 light); + +vec3 srgb_to_linear(vec3 col); +vec3 linear_to_srgb(vec3 col); + +uniform float sky_hdr_scale; + +vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten) +{ + light *= atten.r; + additive = srgb_to_linear(additive*2.0); + // magic 1.25 here is to match the default RenderSkyHDRScale -- this parameter needs to be plumbed into sky settings or something + // so it's available to all shaders that call atmosFragLighting instead of just softenLightF.glsl + additive *= sky_hdr_scale; + light += additive; + return light; +} + +vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten) +{ + return atmosFragLighting(light, additive, atten); +} + +vec3 atmosLighting(vec3 light) +{ + return atmosFragLighting(light, getAdditiveColor(), getAtmosAttenuation()); +} diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl new file mode 100644 index 0000000000..437fa0a6d5 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -0,0 +1,159 @@ +/** + * @file class2\windlight\atmosphericsFuncs.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2022, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +uniform vec3 lightnorm; +uniform vec3 sunlight_color; +uniform vec3 moonlight_color; +uniform int sun_up_factor; +uniform vec3 ambient_color; +uniform vec3 blue_horizon; +uniform vec3 blue_density; +uniform float haze_horizon; +uniform float haze_density; +uniform float cloud_shadow; +uniform float density_multiplier; +uniform float distance_multiplier; +uniform float max_y; +uniform vec3 glow; +uniform float scene_light_strength; +uniform float sun_moon_glow_factor; +uniform float sky_hdr_scale; + +float getAmbientClamp() { return 1.0f; } + +vec3 srgb_to_linear(vec3 col); +vec3 legacy_adjust(vec3 col); + +// return colors in sRGB space +void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, + out vec3 atten) +{ + vec3 rel_pos = inPositionEye; + + //(TERRAIN) limit altitude + if (abs(rel_pos.y) > max_y) rel_pos *= (max_y / rel_pos.y); + + vec3 rel_pos_norm = normalize(rel_pos); + float rel_pos_len = length(rel_pos); + + vec3 sunlight = (sun_up_factor == 1) ? sunlight_color: moonlight_color; + + // sunlight attenuation effect (hue and brightness) due to atmosphere + // this is used later for sunlight modulation at various altitudes + vec3 light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y); + // I had thought blue_density and haze_density should have equal weighting, + // but attenuation due to haze_density tends to seem too strong + + vec3 combined_haze = blue_density + vec3(haze_density); + vec3 blue_weight = blue_density / combined_haze; + vec3 haze_weight = vec3(haze_density) / combined_haze; + + //(TERRAIN) compute sunlight from lightnorm y component. Factor is roughly cosecant(sun elevation) (for short rays like terrain) + float above_horizon_factor = 1.0 / max(1e-6, lightnorm.y); + sunlight *= exp(-light_atten * above_horizon_factor); // for sun [horizon..overhead] this maps to an exp curve [0..1] + + // main atmospheric scattering line integral + float density_dist = rel_pos_len * density_multiplier; + + // Transparency (-> combined_haze) + // ATI Bugfix -- can't store combined_haze*density_dist*distance_multiplier in a variable because the ati + // compiler gets confused. + combined_haze = exp(-combined_haze * density_dist * distance_multiplier); + + // final atmosphere attenuation factor + atten = combined_haze.rgb; + + // compute haze glow + float haze_glow = dot(rel_pos_norm, lightnorm.xyz); + + // dampen sun additive contrib when not facing it... + // SL-13539: This "if" clause causes an "additive" white artifact at roughly 77 degreees. + // if (length(light_dir) > 0.01) + haze_glow *= max(0.0f, dot(light_dir, rel_pos_norm)); + + haze_glow = 1. - haze_glow; + // haze_glow is 0 at the sun and increases away from sun + haze_glow = max(haze_glow, .001); // set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) + haze_glow *= glow.x; + // higher glow.x gives dimmer glow (because next step is 1 / "angle") + haze_glow = pow(haze_glow, glow.z); + // glow.z should be negative, so we're doing a sort of (1 / "angle") function + + // add "minimum anti-solar illumination" + haze_glow += .25; + + haze_glow *= sun_moon_glow_factor; + + vec3 amb_color = ambient_color; + + // increase ambient when there are more clouds + vec3 tmpAmbient = amb_color + (vec3(1.) - amb_color) * cloud_shadow * 0.5; + + // Similar/Shared Algorithms: + // indra\llinventory\llsettingssky.cpp -- LLSettingsSky::calculateLightSettings() + // indra\newview\app_settings\shaders\class1\windlight\atmosphericsFuncs.glsl -- calcAtmosphericVars() + // haze color + vec3 cs = sunlight.rgb * (1. - cloud_shadow); + additive = (blue_horizon.rgb * blue_weight.rgb) * (cs + tmpAmbient.rgb) + (haze_horizon * haze_weight.rgb) * (cs * haze_glow + tmpAmbient.rgb); + + // brightness of surface both sunlight and ambient + + sunlit = sunlight.rgb; + amblit = tmpAmbient; + + additive *= vec3(1.0 - combined_haze); +} + +vec3 srgb_to_linear(vec3 col); + +// provide a touch of lighting in the opposite direction of the sun light + // so areas in shadow don't lose all detail +float ambientLighting(vec3 norm, vec3 light_dir) +{ + float ambient = min(abs(dot(norm.xyz, light_dir.xyz)), 1.0); + ambient *= 0.5; + ambient *= ambient; + ambient = (1.0 - ambient); + return ambient; +} + + +// return lit amblit in linear space, leave sunlit and additive in sRGB space +void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 additive, + out vec3 atten) +{ + calcAtmosphericVars(inPositionEye, light_dir, 1.0, sunlit, amblit, additive, atten); + + // multiply to get similar colors as when the "scaleSoftClip" implementation was doubling color values + // (allows for mixing of light sources other than sunlight e.g. reflection probes) + sunlit *= 1.5; + amblit *= 0.5; + + // override amblit with ambient_color if sky probe ambiance is not zero + amblit = mix(amblit, ambient_color, clamp(sky_hdr_scale-1.0, 0.0, 1.0)); + + amblit = srgb_to_linear(amblit); + amblit *= ambientLighting(norm, light_dir); +} diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl new file mode 100644 index 0000000000..800d08047a --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl @@ -0,0 +1,44 @@ +/** + * @file class2\wl\atmosphericsHelpersV.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +// Output variables + +uniform float scene_light_strength; + +vec3 atmosFragAmbient(vec3 light, vec3 amblit) +{ + return amblit + light / 2.0; +} + +vec3 atmosFragAffectDirectionalLight(float lightIntensity, vec3 sunlit) +{ + return sunlit * lightIntensity; +} + +vec3 scaleDownLightFrag(vec3 light) +{ + return (light / scene_light_strength ); +} + diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl new file mode 100644 index 0000000000..6ecbfaecb1 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl @@ -0,0 +1,57 @@ +/** + * @file class2\wl\atmosphericsHelpersV.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + + + +// Output variables +vec3 getSunlitColor(); +vec3 getAmblitColor(); +vec3 getAdditiveColor(); +vec3 getAtmosAttenuation(); +vec3 getPositionEye(); + +uniform float scene_light_strength; + +vec3 atmosAmbient() +{ + return getAmblitColor(); +} + +vec3 atmosAffectDirectionalLight(float lightIntensity) +{ + return getSunlitColor() * lightIntensity; +} + +vec3 atmosGetDiffuseSunlightColor() +{ + return getSunlitColor(); +} + +vec3 scaleDownLight(vec3 light) +{ + return (light / scene_light_strength ); +} + + diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl new file mode 100644 index 0000000000..cc3617ba61 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl @@ -0,0 +1,56 @@ +/** + * @file class2\wl\atmosphericsV.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +// out param funcs + + +uniform vec3 sun_dir; +uniform vec3 moon_dir; +uniform int sun_up_factor; + +void setSunlitColor(vec3 v); +void setAmblitColor(vec3 v); +void setAdditiveColor(vec3 v); +void setAtmosAttenuation(vec3 v); +void setPositionEye(vec3 v); + +vec3 getAdditiveColor(); + +void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); + +void calcAtmospherics(vec3 inPositionEye) { + vec3 P = inPositionEye; + setPositionEye(P); + vec3 tmpsunlit = vec3(1); + vec3 tmpamblit = vec3(1); + vec3 tmpaddlit = vec3(1); + vec3 tmpattenlit = vec3(1); + vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; + calcAtmosphericVars(inPositionEye, light_dir, 1, tmpsunlit, tmpamblit, tmpaddlit, tmpattenlit); + setSunlitColor(tmpsunlit); + setAmblitColor(tmpamblit); + setAdditiveColor(tmpaddlit); + setAtmosAttenuation(tmpattenlit); +} diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl new file mode 100644 index 0000000000..34669a6796 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl @@ -0,0 +1,48 @@ +/** + * @file class2\wl\atmosphericVarsF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + + +in vec3 vary_AdditiveColor; +in vec3 vary_AtmosAttenuation; + +vec3 getSunlitColor() +{ + return vec3(0,0,0); +} + +vec3 getAmblitColor() +{ + return vec3(0,0,0); +} + +vec3 getAdditiveColor() +{ + return vary_AdditiveColor; +} + +vec3 getAtmosAttenuation() +{ + return vec3(vary_AtmosAttenuation); +} diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl new file mode 100644 index 0000000000..1b854d80b3 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl @@ -0,0 +1,84 @@ +/** + * @file class2\wl\atmosphericVars.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + + +out vec3 vary_AdditiveColor; +out vec3 vary_AtmosAttenuation; + +vec3 additive_color; +vec3 atmos_attenuation; +vec3 sunlit_color; +vec3 amblit_color; +vec3 position_eye; + +vec3 getSunlitColor() +{ + return sunlit_color; +} +vec3 getAmblitColor() +{ + return amblit_color; +} + +vec3 getAdditiveColor() +{ + return additive_color; +} +vec3 getAtmosAttenuation() +{ + return atmos_attenuation; +} + +vec3 getPositionEye() +{ + return position_eye; +} + +void setPositionEye(vec3 v) +{ + position_eye = v; +} + +void setSunlitColor(vec3 v) +{ + sunlit_color = v; +} + +void setAmblitColor(vec3 v) +{ + amblit_color = v; +} + +void setAdditiveColor(vec3 v) +{ + additive_color = v; + vary_AdditiveColor = v; +} + +void setAtmosAttenuation(vec3 v) +{ + atmos_attenuation = v; + vary_AtmosAttenuation = v; +} diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl new file mode 100644 index 0000000000..7a6741fe0e --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl @@ -0,0 +1,50 @@ +/** + * @file class2\wl\atmosphericVarsWaterF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +in vec3 vary_PositionEye; +in vec3 vary_AdditiveColor; +in vec3 vary_AtmosAttenuation; + +vec3 getSunlitColor() +{ + return vec3(0,0,0); +} +vec3 getAmblitColor() +{ + return vec3(0,0,0); +} +vec3 getAdditiveColor() +{ + return vary_AdditiveColor; +} +vec3 getAtmosAttenuation() +{ + return vary_AtmosAttenuation; +} +vec3 getPositionEye() +{ + return vary_PositionEye; +} + diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl new file mode 100644 index 0000000000..23c3aed4d8 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl @@ -0,0 +1,81 @@ +/** + * @file class2\wl\atmosphericVarsWaterV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +out vec3 vary_PositionEye; +out vec3 vary_AdditiveColor; +out vec3 vary_AtmosAttenuation; + +vec3 atmos_attenuation; +vec3 sunlit_color; +vec3 amblit_color; + +vec3 getSunlitColor() +{ + return sunlit_color; +} +vec3 getAmblitColor() +{ + return amblit_color; +} + +vec3 getAdditiveColor() +{ + return vary_AdditiveColor; +} +vec3 getAtmosAttenuation() +{ + return atmos_attenuation; +} + +vec3 getPositionEye() +{ + return vary_PositionEye; +} + +void setPositionEye(vec3 v) +{ + vary_PositionEye = v; +} + +void setSunlitColor(vec3 v) +{ + sunlit_color = v; +} + +void setAmblitColor(vec3 v) +{ + amblit_color = v; +} + +void setAdditiveColor(vec3 v) +{ + vary_AdditiveColor = v; +} + +void setAtmosAttenuation(vec3 v) +{ + atmos_attenuation = v; + vary_AtmosAttenuation = v; +} diff --git a/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl new file mode 100644 index 0000000000..027bfb866f --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl @@ -0,0 +1,55 @@ +/** + * @file class2\wl\gammaF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + + // DEPRECATED + +//soft clip effect has been moved to postDeferredGammaCorrect legacyGamma, this file is effectively dead +// but these functions need to be removed from all existing shaders before removing this file + +vec3 scaleSoftClipFrag(vec3 light) +{ + return light; +} + +vec3 scaleSoftClipFragLinear(vec3 light) +{ // identical to non-linear version and that's probably close enough + return light; +} + +vec3 scaleSoftClip(vec3 light) +{ + return light; +} + +vec3 fullbrightScaleSoftClipFrag(vec3 light, vec3 add, vec3 atten) +{ + return light; +} + +vec3 fullbrightScaleSoftClip(vec3 light) +{ + return light; +} + |