diff options
| author | RunitaiLinden <davep@lindenlab.com> | 2023-04-05 16:48:34 -0500 | 
|---|---|---|
| committer | GitHub <noreply@github.com> | 2023-04-05 16:48:34 -0500 | 
| commit | 5bf60f5d9e722f6210572fd92e79e9994abd2ec1 (patch) | |
| tree | 5fa1c538ff87e0e34af61e1edd2c60807bd2a446 /indra/newview/app_settings/shaders/class1 | |
| parent | 1f79379bf215c5368337c64b4f72c7c9ef3e09c2 (diff) | |
SL-19538 Followup -- fix for dynamic exposure having large gaps in it… (#157)
* SL-19538 Followup -- fix for dynamic exposure having large gaps in its luminance sampling.
* SL-19538 Followup -- review feedback changes.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl | 38 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl | 52 | 
2 files changed, 54 insertions, 36 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl index 4c860cdde0..3eda2b9050 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl @@ -29,7 +29,6 @@  out vec4 frag_color; -uniform sampler2D diffuseRect;  uniform sampler2D emissiveRect;  uniform sampler2D exposureMap; @@ -46,45 +45,12 @@ float lum(vec3 col)  void main()   { -    float step = 1.0/16.0; +    vec2 tc = vec2(0.5,0.5); -    float start = step; -    float end = 1.0-step; - -    float w = 0.0; - -    vec3 col; - -    //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; -            vec3 c = texture(diffuseRect, tc).rgb + texture(emissiveRect, tc).rgb; -            float L = max(lum(c), 0.25); - -            float d = length(vec2(0.5)-tc); -            d = 1.0-d; -            d *= d; -            d *= d; -            d *= d; -            L *= d; - -            w += L; - -            col += c * L; -        } -    } - -    col /= w; - -    float L = lum(col); +    float L = textureLod(emissiveRect, tc, 8).r;      float s = clamp(dynamic_exposure_params.x/L, dynamic_exposure_params.y, dynamic_exposure_params.z); -      float prev = texture(exposureMap, vec2(0.5,0.5)).r;      s = mix(prev, s, min(dt*2.0*abs(prev-s), 0.04)); diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl new file mode 100644 index 0000000000..e63e666778 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl @@ -0,0 +1,52 @@ +/**  + * @file luminanceF.glsl + * + * $LicenseInfo:firstyear=2023&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2023, 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 + * $/LicenseInfo$ + */ +  + +/*[EXTRA_CODE_HERE]*/ + +// take a luminance sample of diffuseRect and emissiveRect  + +out vec4 frag_color; + +in vec2 vary_fragcoord; + +uniform sampler2D diffuseRect; +uniform sampler2D emissiveRect; + +float lum(vec3 col) +{ +    vec3 l = vec3(0.2126, 0.7152, 0.0722); +    return dot(l, col); +} + +void main()  +{ +    vec2 tc = vary_fragcoord*0.6+0.2; +    vec3 c = texture(diffuseRect, tc).rgb + texture(emissiveRect, tc).rgb; +    float L = lum(c); + +    frag_color = vec4(L); +} + | 
