diff options
author | Andrey Kleshchev <andreykproductengine@lindenlab.com> | 2020-09-28 21:21:20 +0300 |
---|---|---|
committer | Andrey Kleshchev <andreykproductengine@lindenlab.com> | 2020-09-28 21:21:20 +0300 |
commit | 663a6dc2c30ba27cae17d589480cca29f54ef025 (patch) | |
tree | 116df78eed529d230c41877642f96702710d1a5f /indra/newview/app_settings/shaders/class1 | |
parent | 89839721eadf0b5379042530e01c9e5061ba6c35 (diff) | |
parent | bac6652cdcd2d8333df04c3ebd3a6a7b752328b3 (diff) |
Merged master(DRTVWR-497) into DRTVWR-482
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
17 files changed, 992 insertions, 1003 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl index caa4fe1f65..b7036e02cf 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl @@ -1,24 +1,24 @@ -/** +/** * @file WLCloudsV.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 * $/LicenseInfo$ */ @@ -33,26 +33,26 @@ ATTRIBUTE vec2 texcoord0; /////////////////////////////////////////////////////////////////////////////// // Output parameters -VARYING vec4 vary_CloudColorSun; -VARYING vec4 vary_CloudColorAmbient; +VARYING vec4 vary_CloudColorSun; +VARYING vec4 vary_CloudColorAmbient; VARYING float vary_CloudDensity; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec2 vary_texcoord3; +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +VARYING vec2 vary_texcoord2; +VARYING vec2 vary_texcoord3; VARYING float altitude_blend_factor; // Inputs uniform vec3 camPosLocal; -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 moonlight_color; -uniform int sun_up_factor; -uniform vec4 ambient_color; -uniform vec4 blue_horizon; -uniform vec4 blue_density; +uniform vec4 lightnorm; +uniform vec4 sunlight_color; +uniform vec4 moonlight_color; +uniform int sun_up_factor; +uniform vec4 ambient_color; +uniform vec4 blue_horizon; +uniform vec4 blue_density; uniform float haze_horizon; uniform float haze_density; @@ -60,7 +60,7 @@ uniform float cloud_shadow; uniform float density_multiplier; uniform float max_y; -uniform vec4 glow; +uniform vec4 glow; uniform float sun_moon_glow_factor; uniform vec4 cloud_color; @@ -70,133 +70,123 @@ uniform float cloud_scale; // NOTE: Keep these in sync! // indra\newview\app_settings\shaders\class1\deferred\skyV.glsl // indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl +// indra\newview\app-settings\shaders\class2\windlight\cloudsV.glsl // indra\newview\lllegacyatmospherics.cpp +// indra\newview\llsettingsvo.cpp void main() { - - // World / view / projection - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - - // Texture coords - vary_texcoord0 = texcoord0; - vary_texcoord0.xy -= 0.5; - vary_texcoord0.xy /= cloud_scale; - vary_texcoord0.xy += 0.5; - - vary_texcoord1 = vary_texcoord0; - vary_texcoord1.x += lightnorm.x * 0.0125; - vary_texcoord1.y += lightnorm.z * 0.0125; - - vary_texcoord2 = vary_texcoord0 * 16.; - vary_texcoord3 = vary_texcoord1 * 16.; - - // Get relative position - vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); - - altitude_blend_factor = clamp((P.y + 512.0) / max_y, 0.0, 1.0); - - // Set altitude - if (P.y > 0.) - { - P *= (max_y / P.y); - } - else - { - altitude_blend_factor = 0; // SL-11589 Fix clouds drooping below horizon - P *= (-32000. / P.y); - } - - // Can normalize then - vec3 Pn = normalize(P); - float Plen = length(P); - - // Initialize temp variables - vec4 temp1 = vec4(0.); - vec4 temp2 = vec4(0.); - vec4 blue_weight; - vec4 haze_weight; - //vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; - vec4 sunlight = sunlight_color; - vec4 light_atten; - - float dens_mul = density_multiplier; - - // Sunlight attenuation effect (hue and brightness) due to atmosphere - // this is used later for sunlight modulation at various altitudes - light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y); - - // Calculate relative weights - temp1 = abs(blue_density) + vec4(abs(haze_density)); - blue_weight = blue_density / temp1; - haze_weight = haze_density / temp1; - - // Compute sunlight from P & lightnorm (for long rays like sky) - temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y ); - temp2.y = 1. / temp2.y; - sunlight *= exp( - light_atten * temp2.y); - - // Distance - temp2.z = Plen * dens_mul; - - // Transparency (-> temp1) - // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati - // compiler gets confused. - temp1 = exp(-temp1 * temp2.z); - - - // Compute haze glow - temp2.x = dot(Pn, lightnorm.xyz); - temp2.x = 1. - temp2.x; - // temp2.x is 0 at the sun and increases away from sun - temp2.x = max(temp2.x, .001); - // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - temp2.x *= glow.x; - // Higher glow.x gives dimmer glow (because next step is 1 / "angle") - temp2.x = pow(temp2.x, glow.z); - // glow.z should be negative, so we're doing a sort of (1 / "angle") function - - temp2.x *= sun_moon_glow_factor; - - // Add "minimum anti-solar illumination" - temp2.x += .25; - - // Increase ambient when there are more clouds - vec4 tmpAmbient = ambient_color; - tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; - - // Dim sunlight by cloud shadow percentage - sunlight *= (1. - cloud_shadow); - - // Haze color below cloud - vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient) - + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient) - ); - - // CLOUDS - temp2.y = max(0., lightnorm.y * 2.); - temp2.y = 1. / temp2.y; - sunlight *= exp( - light_atten * temp2.y); - - // Cloud color out - vary_CloudColorSun = (sunlight * temp2.x) * cloud_color; - vary_CloudColorAmbient = tmpAmbient * cloud_color; - - // Attenuate cloud color by atmosphere - temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds - vary_CloudColorSun *= temp1; - vary_CloudColorAmbient *= temp1; - vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1); - - // Make a nice cloud density based on the cloud_shadow value that was passed in. - vary_CloudDensity = 2. * (cloud_shadow - 0.25); - - - // Combine these to minimize register use - vary_CloudColorAmbient += oHazeColorBelowCloud; - - // needs this to compile on mac - //vary_AtmosAttenuation = vec3(0.0,0.0,0.0); - - // END CLOUDS + // World / view / projection + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + + // Texture coords + // SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll + vary_texcoord0 = vec2(-texcoord0.x, texcoord0.y); // See: LLSettingsVOSky::applySpecial + + vary_texcoord0.xy -= 0.5; + vary_texcoord0.xy /= cloud_scale; + vary_texcoord0.xy += 0.5; + + vary_texcoord1 = vary_texcoord0; + vary_texcoord1.x += lightnorm.x * 0.0125; + vary_texcoord1.y += lightnorm.z * 0.0125; + + vary_texcoord2 = vary_texcoord0 * 16.; + vary_texcoord3 = vary_texcoord1 * 16.; + + // Get relative position + vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0); + + altitude_blend_factor = clamp((rel_pos.y + 512.0) / max_y, 0.0, 1.0); + + // Set altitude + if (rel_pos.y > 0) + { + rel_pos *= (max_y / rel_pos.y); + } + if (rel_pos.y < 0) + { + altitude_blend_factor = 0; // SL-11589 Fix clouds drooping below horizon + rel_pos *= (-32000. / rel_pos.y); + } + + // Can normalize then + vec3 rel_pos_norm = normalize(rel_pos); + float rel_pos_len = length(rel_pos); + + // Initialize temp variables + vec4 sunlight = sunlight_color; + vec4 light_atten; + + // Sunlight attenuation effect (hue and brightness) due to atmosphere + // this is used later for sunlight modulation at various altitudes + light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); + + // Calculate relative weights + vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); + vec4 blue_weight = blue_density / combined_haze; + vec4 haze_weight = haze_density / combined_haze; + + // Compute sunlight from rel_pos & lightnorm (for long rays like sky) + float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y); + sunlight *= exp(-light_atten * off_axis); + + // Distance + float density_dist = rel_pos_len * density_multiplier; + + // Transparency (-> combined_haze) + // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati + // compiler gets confused. + combined_haze = exp(-combined_haze * density_dist); + + // Compute haze glow + float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz); + // 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 + + haze_glow *= sun_moon_glow_factor; + + // Add "minimum anti-solar illumination" + // For sun, add to glow. For moon, remove glow entirely. SL-13768 + haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25); + + // Increase ambient when there are more clouds + vec4 tmpAmbient = ambient_color; + tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; + + // Dim sunlight by cloud shadow percentage + sunlight *= (1. - cloud_shadow); + + // Haze color below cloud + vec4 additiveColorBelowCloud = + (blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient)); + + // CLOUDS + off_axis = 1.0 / max(1e-6, lightnorm.y * 2.); + sunlight *= exp(-light_atten * off_axis); + + // Cloud color out + vary_CloudColorSun = (sunlight * haze_glow) * cloud_color; + vary_CloudColorAmbient = tmpAmbient * cloud_color; + + // Attenuate cloud color by atmosphere + combined_haze = sqrt(combined_haze); // less atmos opacity (more transparency) below clouds + vary_CloudColorSun *= combined_haze; + vary_CloudColorAmbient *= combined_haze; + vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze); + + // Make a nice cloud density based on the cloud_shadow value that was passed in. + vary_CloudDensity = 2. * (cloud_shadow - 0.25); + + // Combine these to minimize register use + vary_CloudColorAmbient += oHazeColorBelowCloud; + + // needs this to compile on mac + // vary_AtmosAttenuation = vec3(0.0,0.0,0.0); + + // END CLOUDS } - diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl index bd0ad3bce8..6b36d00f97 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl @@ -42,6 +42,9 @@ VARYING vec4 vary_position; uniform samplerCube environmentMap; +// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; used in LLDrawPoolAlpha::beginRenderPass() +uniform int no_atmo; + vec3 fullbrightShinyAtmosTransport(vec3 light); vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten); vec3 fullbrightScaleSoftClip(vec3 light); @@ -51,7 +54,9 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou vec3 linear_to_srgb(vec3 c); vec3 srgb_to_linear(vec3 c); - +// See: +// class1\deferred\fullbrightShinyF.glsl +// class1\lighting\lightFullbrightShinyF.glsl void main() { #ifdef HAS_DIFFUSE_LOOKUP @@ -59,25 +64,39 @@ void main() #else vec4 color = texture2D(diffuseMap, vary_texcoord0.xy); #endif - + color.rgb *= vertex_color.rgb; - vec3 pos = vary_position.xyz/vary_position.w; - vec3 sunlit; - vec3 amblit; - vec3 additive; - vec3 atten; + // SL-9632 HUDs are affected by Atmosphere + if (no_atmo == 0) + { + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; + vec3 pos = vary_position.xyz/vary_position.w; + + calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false); - calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false); - - vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; - float env_intensity = vertex_color.a; - color.rgb = mix(color.rgb, envColor.rgb, env_intensity); + vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; + float env_intensity = vertex_color.a; //color.rgb = srgb_to_linear(color.rgb); - - color.rgb = fullbrightAtmosTransportFrag(color.rgb, additive, atten); - color.rgb = fullbrightScaleSoftClip(color.rgb); + color.rgb = mix(color.rgb, envColor.rgb, env_intensity); + + color.rgb = fullbrightAtmosTransportFrag(color.rgb, additive, atten); + color.rgb = fullbrightScaleSoftClip(color.rgb); + } + +/* + // NOTE: HUD objects will be full bright. Uncomment if you want "some" environment lighting effecting these HUD objects. + else + { + vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; + float env_intensity = vertex_color.a; + color.rgb = mix(color.rgb, envColor.rgb, env_intensity); + } +*/ color.a = 1.0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 0afd1a9672..80d19102b6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -1,439 +1,443 @@ -/**
-* @file materialF.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
-* $/LicenseInfo$
-*/
-
-/*[EXTRA_CODE_HERE]*/
-
-//class1/deferred/materialF.glsl
-
-// This shader is used for both writing opaque/masked content to the gbuffer and writing blended content to the framebuffer during the alpha pass.
-
-#define DIFFUSE_ALPHA_MODE_NONE 0
-#define DIFFUSE_ALPHA_MODE_BLEND 1
-#define DIFFUSE_ALPHA_MODE_MASK 2
-#define DIFFUSE_ALPHA_MODE_EMISSIVE 3
-
-uniform float emissive_brightness; // fullbright flag, 1.0 == fullbright, 0.0 otherwise
-uniform int sun_up_factor;
-
-#ifdef WATER_FOG
-vec4 applyWaterFogView(vec3 pos, vec4 color);
-#endif
-
-vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
-vec3 scaleSoftClipFrag(vec3 l);
-
-vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
-vec3 fullbrightScaleSoftClip(vec3 light);
-
-void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
-
-vec3 srgb_to_linear(vec3 cs);
-vec3 linear_to_srgb(vec3 cs);
-
-#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-#ifdef HAS_SUN_SHADOW
-float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
-#endif
-
-uniform samplerCube environmentMap;
-uniform sampler2D lightFunc;
-
-// Inputs
-uniform vec4 morphFactor;
-uniform vec3 camPosLocal;
-uniform mat3 env_mat;
-
-uniform vec3 sun_dir;
-uniform vec3 moon_dir;
-VARYING vec2 vary_fragcoord;
-
-VARYING vec3 vary_position;
-
-uniform mat4 proj_mat;
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-
-uniform vec4 light_position[8];
-uniform vec3 light_direction[8];
-uniform vec4 light_attenuation[8];
-uniform vec3 light_diffuse[8];
-
-float getAmbientClamp();
-
-vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance)
-{
- vec3 col = vec3(0);
-
- //get light vector
- vec3 lv = lp.xyz - v;
-
- //get distance
- float dist = length(lv);
- float da = 1.0;
-
- dist /= la;
-
- if (dist > 0.0 && la > 0.0)
- {
- //normalize light vector
- lv = normalize(lv);
-
- //distance attenuation
- float dist_atten = clamp(1.0 - (dist - 1.0*(1.0 - fa)) / fa, 0.0, 1.0);
- dist_atten *= dist_atten;
- dist_atten *= 2.0f;
-
- if (dist_atten <= 0.0)
- {
- return col;
- }
-
- // spotlight coefficient.
- float spot = max(dot(-ln, lv), is_pointlight);
- da *= spot*spot; // GL_SPOT_EXPONENT=2
-
- //angular attenuation
- da *= dot(n, lv);
-
- float lit = 0.0f;
-
- float amb_da = ambiance;
- if (da >= 0)
- {
- lit = max(da * dist_atten, 0.0);
- col = lit * light_col * diffuse;
- amb_da += (da*0.5 + 0.5) * ambiance;
- }
- amb_da += (da*da*0.5 + 0.5) * ambiance;
- amb_da *= dist_atten;
- amb_da = min(amb_da, 1.0f - lit);
-
- // SL-10969 need to see why these are blown out
- //col.rgb += amb_da * light_col * diffuse;
-
- if (spec.a > 0.0)
- {
- //vec3 ref = dot(pos+lv, norm);
- vec3 h = normalize(lv + npos);
- float nh = dot(n, h);
- float nv = dot(n, npos);
- float vh = dot(npos, h);
- float sa = nh;
- float fres = pow(1 - dot(h, npos), 5)*0.4 + 0.5;
-
- float gtdenom = 2 * nh;
- float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
-
- if (nh > 0.0)
- {
- float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt / (nh*da);
- vec3 speccol = lit*scol*light_col.rgb*spec.rgb;
- speccol = clamp(speccol, vec3(0), vec3(1));
- col += speccol;
-
- float cur_glare = max(speccol.r, speccol.g);
- cur_glare = max(cur_glare, speccol.b);
- glare = max(glare, speccol.r);
- glare += max(cur_glare, 0.0);
- }
- }
- }
-
- return max(col, vec3(0.0, 0.0, 0.0));
-}
-
-#else
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_data[3];
-#else
-#define frag_data gl_FragData
-#endif
-#endif
-
-uniform sampler2D diffuseMap; //always in sRGB space
-
-#ifdef HAS_NORMAL_MAP
-uniform sampler2D bumpMap;
-#endif
-
-#ifdef HAS_SPECULAR_MAP
-uniform sampler2D specularMap;
-
-VARYING vec2 vary_texcoord2;
-#endif
-
-uniform float env_intensity;
-uniform vec4 specular_color; // specular color RGB and specular exponent (glossiness) in alpha
-
-#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
-uniform float minimum_alpha;
-#endif
-
-#ifdef HAS_NORMAL_MAP
-VARYING vec3 vary_mat0;
-VARYING vec3 vary_mat1;
-VARYING vec3 vary_mat2;
-VARYING vec2 vary_texcoord1;
-#else
-VARYING vec3 vary_normal;
-#endif
-
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
-
-vec2 encode_normal(vec3 n);
-
-void main()
-{
- vec2 pos_screen = vary_texcoord0.xy;
-
- vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy);
- diffcol.rgb *= vertex_color.rgb;
-
-#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
-
- // Comparing floats cast from 8-bit values, produces acne right at the 8-bit transition points
- float bias = 0.001953125; // 1/512, or half an 8-bit quantization
- if (diffcol.a < minimum_alpha-bias)
- {
- discard;
- }
-#endif
-
-#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
- vec3 gamma_diff = diffcol.rgb;
- diffcol.rgb = srgb_to_linear(diffcol.rgb);
-#endif
-
-#ifdef HAS_SPECULAR_MAP
- vec4 spec = texture2D(specularMap, vary_texcoord2.xy);
- spec.rgb *= specular_color.rgb;
-#else
- vec4 spec = vec4(specular_color.rgb, 1.0);
-#endif
-
-#ifdef HAS_NORMAL_MAP
- vec4 norm = texture2D(bumpMap, vary_texcoord1.xy);
-
- norm.xyz = norm.xyz * 2 - 1;
-
- vec3 tnorm = vec3(dot(norm.xyz,vary_mat0),
- dot(norm.xyz,vary_mat1),
- dot(norm.xyz,vary_mat2));
-#else
- vec4 norm = vec4(0,0,0,1.0);
- vec3 tnorm = vary_normal;
-#endif
-
- norm.xyz = normalize(tnorm.xyz);
-
- vec2 abnormal = encode_normal(norm.xyz);
-
- vec4 final_color = diffcol;
-
-#if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE)
- final_color.a = emissive_brightness;
-#else
- final_color.a = max(final_color.a, emissive_brightness);
-#endif
-
- vec4 final_specular = spec;
-
-#ifdef HAS_SPECULAR_MAP
- vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity * spec.a, 0.0);
- final_specular.a = specular_color.a * norm.a;
-#else
- vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, 0.0);
- final_specular.a = specular_color.a;
-#endif
-
-#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
-
- //forward rendering, output just lit sRGBA
- vec3 pos = vary_position;
-
- float shadow = 1.0f;
-
-#ifdef HAS_SUN_SHADOW
- shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen);
-#endif
-
- spec = final_specular;
- vec4 diffuse = final_color;
- float envIntensity = final_normal.z;
-
- vec3 color = vec3(0,0,0);
-
- vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
-
- float bloom = 0.0;
- vec3 sunlit;
- vec3 amblit;
- vec3 additive;
- vec3 atten;
-
- calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false);
-
- // This call breaks the Mac GLSL compiler/linker for unknown reasons (17Mar2020)
- // The call is either a no-op or a pure (pow) gamma adjustment, depending on GPU level
- // TODO: determine if we want to re-apply the gamma adjustment, and if so understand & fix Mac breakage
- //color = fullbrightScaleSoftClip(color);
-
- vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
-
- //we're in sRGB space, so gamma correct this dot product so
- // lighting from the sun stays sharp
- float da = clamp(dot(normalize(norm.xyz), light_dir.xyz), 0.0, 1.0);
- da = pow(da, 1.0 / 1.3);
-
- color = amblit;
-
- //darken ambient for normals perpendicular to light vector so surfaces in shadow
- // and facing away from light still have some definition to them.
- // do NOT gamma correct this dot product so ambient lighting stays soft
- float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
- ambient *= 0.5;
- ambient *= ambient;
- ambient = (1.0 - ambient);
-
- vec3 sun_contrib = min(da, shadow) * sunlit;
-
- color *= ambient;
-
- color += sun_contrib;
-
- color *= gamma_diff.rgb;
-
- float glare = 0.0;
-
- if (spec.a > 0.0) // specular reflection
- {
-#if 1 //EEP
-
- vec3 npos = -normalize(pos.xyz);
-
- //vec3 ref = dot(pos+lv, norm);
- vec3 h = normalize(light_dir.xyz + npos);
- float nh = dot(norm.xyz, h);
- float nv = dot(norm.xyz, npos);
- float vh = dot(npos, h);
- float sa = nh;
- float fres = pow(1 - dot(h, npos), 5)*0.4 + 0.5;
-
- float gtdenom = 2 * nh;
- float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
-
- if (nh > 0.0)
- {
- float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt / (nh*da);
- vec3 sp = sun_contrib*scol / 6.0f;
- sp = clamp(sp, vec3(0), vec3(1));
- bloom = dot(sp, sp) / 4.0;
- color += sp * spec.rgb;
- }
-#else // PRODUCTION
- float sa = dot(refnormpersp, sun_dir.xyz);
- vec3 dumbshiny = sunlit*shadow*(texture2D(lightFunc, vec2(sa, spec.a)).r);
-
- // add the two types of shiny together
- vec3 spec_contrib = dumbshiny * spec.rgb;
- bloom = dot(spec_contrib, spec_contrib) / 6;
-
- glare = max(spec_contrib.r, spec_contrib.g);
- glare = max(glare, spec_contrib.b);
-
- color += spec_contrib;
-#endif
- }
-
- color = mix(color.rgb, diffcol.rgb, diffuse.a);
-
- if (envIntensity > 0.0)
- {
- //add environmentmap
- vec3 env_vec = env_mat * refnormpersp;
-
- vec3 reflected_color = textureCube(environmentMap, env_vec).rgb;
-
- color = mix(color, reflected_color, envIntensity);
-
- float cur_glare = max(reflected_color.r, reflected_color.g);
- cur_glare = max(cur_glare, reflected_color.b);
- cur_glare *= envIntensity*4.0;
- glare += cur_glare;
- }
-
- color = atmosFragLighting(color, additive, atten);
- color = scaleSoftClipFrag(color);
-
- //convert to linear before adding local lights
- color = srgb_to_linear(color);
-
- vec3 npos = normalize(-pos.xyz);
-
- vec3 light = vec3(0, 0, 0);
-
-#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w );
-
- LIGHT_LOOP(1)
- LIGHT_LOOP(2)
- LIGHT_LOOP(3)
- LIGHT_LOOP(4)
- LIGHT_LOOP(5)
- LIGHT_LOOP(6)
- LIGHT_LOOP(7)
-
- color += light;
-
- glare = min(glare, 1.0);
- float al = max(diffcol.a, glare)*vertex_color.a;
-
- //convert to srgb as this color is being written post gamma correction
- color = linear_to_srgb(color);
-
-#ifdef WATER_FOG
- vec4 temp = applyWaterFogView(pos, vec4(color, al));
- color = temp.rgb;
- al = temp.a;
-#endif
-
- frag_color = vec4(color, al);
-
-#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer
-
- // deferred path
- frag_data[0] = final_color; //gbuffer is sRGB
- frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent.
- frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity.
-#endif
-}
-
+/** +* @file materialF.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 +* $/LicenseInfo$ +*/ + +/*[EXTRA_CODE_HERE]*/ + +//class1/deferred/materialF.glsl + +// This shader is used for both writing opaque/masked content to the gbuffer and writing blended content to the framebuffer during the alpha pass. + +#define DIFFUSE_ALPHA_MODE_NONE 0 +#define DIFFUSE_ALPHA_MODE_BLEND 1 +#define DIFFUSE_ALPHA_MODE_MASK 2 +#define DIFFUSE_ALPHA_MODE_EMISSIVE 3 + +uniform float emissive_brightness; // fullbright flag, 1.0 == fullbright, 0.0 otherwise +uniform int sun_up_factor; + +#ifdef WATER_FOG +vec4 applyWaterFogView(vec3 pos, vec4 color); +#endif + +vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); +vec3 scaleSoftClipFrag(vec3 l); + +vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten); +vec3 fullbrightScaleSoftClip(vec3 light); + +void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); + +vec3 srgb_to_linear(vec3 cs); +vec3 linear_to_srgb(vec3 cs); + +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +#ifdef HAS_SUN_SHADOW +float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); +#endif + +uniform samplerCube environmentMap; +uniform sampler2D lightFunc; + +// Inputs +uniform vec4 morphFactor; +uniform vec3 camPosLocal; +uniform mat3 env_mat; + +uniform vec3 sun_dir; +uniform vec3 moon_dir; +VARYING vec2 vary_fragcoord; + +VARYING vec3 vary_position; + +uniform mat4 proj_mat; +uniform mat4 inv_proj; +uniform vec2 screen_res; + +uniform vec4 light_position[8]; +uniform vec3 light_direction[8]; +uniform vec4 light_attenuation[8]; +uniform vec3 light_diffuse[8]; + +float getAmbientClamp(); + +vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance) +{ + vec3 col = vec3(0); + + //get light vector + vec3 lv = lp.xyz - v; + + //get distance + float dist = length(lv); + float da = 1.0; + + dist /= la; + + if (dist > 0.0 && la > 0.0) + { + //normalize light vector + lv = normalize(lv); + + //distance attenuation + float dist_atten = clamp(1.0 - (dist - 1.0*(1.0 - fa)) / fa, 0.0, 1.0); + dist_atten *= dist_atten; + dist_atten *= 2.0f; + + if (dist_atten <= 0.0) + { + return col; + } + + // spotlight coefficient. + float spot = max(dot(-ln, lv), is_pointlight); + da *= spot*spot; // GL_SPOT_EXPONENT=2 + + //angular attenuation + da *= dot(n, lv); + + float lit = 0.0f; + + float amb_da = ambiance; + if (da >= 0) + { + lit = max(da * dist_atten, 0.0); + col = lit * light_col * diffuse; + amb_da += (da*0.5 + 0.5) * ambiance; + } + amb_da += (da*da*0.5 + 0.5) * ambiance; + amb_da *= dist_atten; + amb_da = min(amb_da, 1.0f - lit); + + // SL-10969 need to see why these are blown out + //col.rgb += amb_da * light_col * diffuse; + + if (spec.a > 0.0) + { + //vec3 ref = dot(pos+lv, norm); + vec3 h = normalize(lv + npos); + float nh = dot(n, h); + float nv = dot(n, npos); + float vh = dot(npos, h); + float sa = nh; + float fres = pow(1 - dot(h, npos), 5)*0.4 + 0.5; + + float gtdenom = 2 * nh; + float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); + + if (nh > 0.0) + { + float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt / (nh*da); + vec3 speccol = lit*scol*light_col.rgb*spec.rgb; + speccol = clamp(speccol, vec3(0), vec3(1)); + col += speccol; + + float cur_glare = max(speccol.r, speccol.g); + cur_glare = max(cur_glare, speccol.b); + glare = max(glare, speccol.r); + glare += max(cur_glare, 0.0); + } + } + } + + return max(col, vec3(0.0, 0.0, 0.0)); +} + +#else +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_data[3]; +#else +#define frag_data gl_FragData +#endif +#endif + +uniform sampler2D diffuseMap; //always in sRGB space + +#ifdef HAS_NORMAL_MAP +uniform sampler2D bumpMap; +#endif + +#ifdef HAS_SPECULAR_MAP +uniform sampler2D specularMap; + +VARYING vec2 vary_texcoord2; +#endif + +uniform float env_intensity; +uniform vec4 specular_color; // specular color RGB and specular exponent (glossiness) in alpha + +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK) +uniform float minimum_alpha; +#endif + +#ifdef HAS_NORMAL_MAP +VARYING vec3 vary_mat0; +VARYING vec3 vary_mat1; +VARYING vec3 vary_mat2; +VARYING vec2 vary_texcoord1; +#else +VARYING vec3 vary_normal; +#endif + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + +vec2 encode_normal(vec3 n); + +void main() +{ + vec2 pos_screen = vary_texcoord0.xy; + + vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy); + diffcol.rgb *= vertex_color.rgb; + +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK) + + // Comparing floats cast from 8-bit values, produces acne right at the 8-bit transition points + float bias = 0.001953125; // 1/512, or half an 8-bit quantization + if (diffcol.a < minimum_alpha-bias) + { + discard; + } +#endif + +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) + vec3 gamma_diff = diffcol.rgb; + diffcol.rgb = srgb_to_linear(diffcol.rgb); +#endif + +#ifdef HAS_SPECULAR_MAP + vec4 spec = texture2D(specularMap, vary_texcoord2.xy); + spec.rgb *= specular_color.rgb; +#else + vec4 spec = vec4(specular_color.rgb, 1.0); +#endif + +#ifdef HAS_NORMAL_MAP + vec4 norm = texture2D(bumpMap, vary_texcoord1.xy); + + norm.xyz = norm.xyz * 2 - 1; + + vec3 tnorm = vec3(dot(norm.xyz,vary_mat0), + dot(norm.xyz,vary_mat1), + dot(norm.xyz,vary_mat2)); +#else + vec4 norm = vec4(0,0,0,1.0); + vec3 tnorm = vary_normal; +#endif + + norm.xyz = normalize(tnorm.xyz); + + vec2 abnormal = encode_normal(norm.xyz); + + vec4 final_color = diffcol; + +#if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE) + final_color.a = emissive_brightness; +#else + final_color.a = max(final_color.a, emissive_brightness); +#endif + + vec4 final_specular = spec; + +#ifdef HAS_SPECULAR_MAP + vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity * spec.a, 0.0); + final_specular.a = specular_color.a * norm.a; +#else + vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, 0.0); + final_specular.a = specular_color.a; +#endif + +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) + + //forward rendering, output just lit sRGBA + vec3 pos = vary_position; + + float shadow = 1.0f; + +#ifdef HAS_SUN_SHADOW + shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen); +#endif + + spec = final_specular; + vec4 diffuse = final_color; + float envIntensity = final_normal.z; + + vec3 color = vec3(0,0,0); + + vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; + + float bloom = 0.0; + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; + + calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false); + + // This call breaks the Mac GLSL compiler/linker for unknown reasons (17Mar2020) + // The call is either a no-op or a pure (pow) gamma adjustment, depending on GPU level + // TODO: determine if we want to re-apply the gamma adjustment, and if so understand & fix Mac breakage + //color = fullbrightScaleSoftClip(color); + + vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); + + //we're in sRGB space, so gamma correct this dot product so + // lighting from the sun stays sharp + float da = clamp(dot(normalize(norm.xyz), light_dir.xyz), 0.0, 1.0); + da = pow(da, 1.0 / 1.3); + + color = amblit; + + //darken ambient for normals perpendicular to light vector so surfaces in shadow + // and facing away from light still have some definition to them. + // do NOT gamma correct this dot product so ambient lighting stays soft + float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); + ambient *= 0.5; + ambient *= ambient; + ambient = (1.0 - ambient); + + vec3 sun_contrib = min(da, shadow) * sunlit; + + color *= ambient; + + color += sun_contrib; + + color *= gamma_diff.rgb; + + float glare = 0.0; + + if (spec.a > 0.0) // specular reflection + { + /* // Reverting this specular calculation to previous 'dumbshiny' version - DJH 6/17/2020 + // Preserving the refactored version as a comment for potential reconsideration, + // overriding the general rule to avoid pollutiong the source with commented code. + // + // If you're reading this in 2021+, feel free to obliterate. + + vec3 npos = -normalize(pos.xyz); + + //vec3 ref = dot(pos+lv, norm); + vec3 h = normalize(light_dir.xyz + npos); + float nh = dot(norm.xyz, h); + float nv = dot(norm.xyz, npos); + float vh = dot(npos, h); + float sa = nh; + float fres = pow(1 - dot(h, npos), 5)*0.4 + 0.5; + + float gtdenom = 2 * nh; + float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); + + if (nh > 0.0) + { + float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt / (nh*da); + vec3 sp = sun_contrib*scol / 6.0f; + sp = clamp(sp, vec3(0), vec3(1)); + bloom = dot(sp, sp) / 4.0; + color += sp * spec.rgb; + } + */ + + float sa = dot(refnormpersp, sun_dir.xyz); + vec3 dumbshiny = sunlit * shadow * (texture2D(lightFunc, vec2(sa, spec.a)).r); + + // add the two types of shiny together + vec3 spec_contrib = dumbshiny * spec.rgb; + bloom = dot(spec_contrib, spec_contrib) / 6; + + glare = max(spec_contrib.r, spec_contrib.g); + glare = max(glare, spec_contrib.b); + + color += spec_contrib; + } + + color = mix(color.rgb, diffcol.rgb, diffuse.a); + + if (envIntensity > 0.0) + { + //add environmentmap + vec3 env_vec = env_mat * refnormpersp; + + vec3 reflected_color = textureCube(environmentMap, env_vec).rgb; + + color = mix(color, reflected_color, envIntensity); + + float cur_glare = max(reflected_color.r, reflected_color.g); + cur_glare = max(cur_glare, reflected_color.b); + cur_glare *= envIntensity*4.0; + glare += cur_glare; + } + + color = atmosFragLighting(color, additive, atten); + color = scaleSoftClipFrag(color); + + //convert to linear before adding local lights + color = srgb_to_linear(color); + + vec3 npos = normalize(-pos.xyz); + + vec3 light = vec3(0, 0, 0); + +#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w ); + + LIGHT_LOOP(1) + LIGHT_LOOP(2) + LIGHT_LOOP(3) + LIGHT_LOOP(4) + LIGHT_LOOP(5) + LIGHT_LOOP(6) + LIGHT_LOOP(7) + + color += light; + + glare = min(glare, 1.0); + float al = max(diffcol.a, glare)*vertex_color.a; + + //convert to srgb as this color is being written post gamma correction + color = linear_to_srgb(color); + +#ifdef WATER_FOG + vec4 temp = applyWaterFogView(pos, vec4(color, al)); + color = temp.rgb; + al = temp.a; +#endif + + frag_color = vec4(color, al); + +#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer + + // deferred path + frag_data[0] = final_color; //gbuffer is sRGB + frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent. + frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity. +#endif +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl index 80f232948a..35068899ee 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl @@ -1,9 +1,9 @@ /** - * @file moonF.glsl + * @file class1\deferred\moonF.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code - * Copyright (C) 2005, Linden Research, Inc. + * Copyright (C) 2005, 2020 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 @@ -36,34 +36,33 @@ out vec4 frag_data[3]; uniform vec4 color; uniform vec4 sunlight_color; uniform vec4 moonlight_color; -uniform vec3 lumWeights; +uniform vec3 moon_dir; uniform float moon_brightness; -uniform float minLuminance; uniform sampler2D diffuseMap; -uniform sampler2D altDiffuseMap; -uniform float blend_factor; // interp factor between moon A/B + VARYING vec2 vary_texcoord0; vec3 srgb_to_linear(vec3 c); -void main() -{ - vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy); - vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy); - vec4 c = mix(moonA, moonB, blend_factor); - c.rgb = srgb_to_linear(c.rgb); +/// Soft clips the light with a gamma correction +vec3 scaleSoftClip(vec3 light); - // mix factor which blends when sunlight is brighter - // and shows true moon color at night - vec3 luma_weights = vec3(0.3, 0.5, 0.3); +void main() +{ + // Restore Pre-EEP alpha fade moon near horizon + float fade = 1.0; + if( moon_dir.z > 0 ) + fade = clamp( moon_dir.z*moon_dir.z*4.0, 0.0, 1.0 ); - vec4 light_color = max(sunlight_color, moonlight_color); - float mix = 1.0 - dot(normalize(light_color.rgb), luma_weights); + vec4 c = texture2D(diffuseMap, vary_texcoord0.xy); +// c.rgb = srgb_to_linear(c.rgb); + c.rgb *= moonlight_color.rgb; + c.rgb *= moon_brightness; - vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0 - 1.0; - c.rgb = pow(c.rgb, exp); + c.rgb *= fade; + c.a *= fade; - //c.rgb *= moonlight_color.rgb; + c.rgb = scaleSoftClip(c.rgb); frag_data[0] = vec4(c.rgb, c.a); frag_data[1] = vec4(0.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl index e1bac4f248..c4922afd7d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl @@ -1,9 +1,9 @@ /** - * @file moonV.glsl + * @file class1\deferred\moonV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. + * Copyright (C) 2007, 2020 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 @@ -32,18 +32,13 @@ ATTRIBUTE vec2 texcoord0; VARYING vec2 vary_texcoord0; -void calcAtmospherics(vec3 eye_pos); - void main() { //transform vertex - vec3 offset = vec3(0, 0, 50); - vec4 vert = vec4(position.xyz - offset, 1.0); + vec4 vert = vec4(position.xyz, 1.0); vec4 pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vert; - calcAtmospherics(pos.xyz); - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index 0d1cc81786..8c402fcb54 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -1,24 +1,24 @@ -/** - * @file multiPointLightF.glsl +/** + * @file class1/deferred/multiPointLightF.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 * $/LicenseInfo$ */ @@ -36,119 +36,112 @@ out vec4 frag_color; uniform sampler2DRect depthMap; uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; -uniform samplerCube environmentMap; -uniform sampler2D noiseMap; -uniform sampler2D lightFunc; +uniform samplerCube environmentMap; +uniform sampler2D noiseMap; +uniform sampler2D lightFunc; - -uniform vec3 env_mat[3]; +uniform vec3 env_mat[3]; uniform float sun_wash; +uniform int light_count; +uniform vec4 light[LIGHT_COUNT]; +uniform vec4 light_col[LIGHT_COUNT]; -uniform int light_count; - -uniform vec4 light[LIGHT_COUNT]; -uniform vec4 light_col[LIGHT_COUNT]; - -VARYING vec4 vary_fragcoord; -uniform vec2 screen_res; - +uniform vec2 screen_res; uniform float far_z; +uniform mat4 inv_proj; -uniform mat4 inv_proj; +VARYING vec4 vary_fragcoord; vec4 getPosition(vec2 pos_screen); vec3 getNorm(vec2 pos_screen); vec3 srgb_to_linear(vec3 c); -void main() +void main() { - vec3 out_col = vec3(0,0,0); - #if defined(LOCAL_LIGHT_KILL) - discard; -#else - vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res; - vec3 pos = getPosition(frag.xy).xyz; - if (pos.z < far_z) - { - discard; - } - - vec3 norm = getNorm(frag.xy); - - vec4 spec = texture2DRect(specularRect, frag.xy); - vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb; - diff.rgb = srgb_to_linear(diff.rgb); - - float noise = texture2D(noiseMap, frag.xy/128.0).b; - vec3 npos = normalize(-pos); - - // As of OSX 10.6.7 ATI Apple's crash when using a variable size loop - for (int i = 0; i < LIGHT_COUNT; ++i) - { - vec3 lv = light[i].xyz-pos; - float dist = length(lv); - dist /= light[i].w; - if (dist <= 1.0) - { - float da = dot(norm, lv); - if (da > 0.0) - { - lv = normalize(lv); - da = dot(norm, lv); - - float fa = light_col[i].a+1.0; - float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); - dist_atten *= dist_atten; - - // Tweak falloff slightly to match pre-EEP attenuation - // NOTE: this magic number also shows up in a great many other places, search for dist_atten *= to audit - dist_atten *= 2.0; - - dist_atten *= noise; - - float lit = da * dist_atten; - - vec3 col = light_col[i].rgb*lit*diff; - - //vec3 col = vec3(dist2, light_col[i].a, lit); - - if (spec.a > 0.0) - { - lit = min(da*6.0, 1.0) * dist_atten; - //vec3 ref = dot(pos+lv, norm); - vec3 h = normalize(lv+npos); - float nh = dot(norm, h); - float nv = dot(norm, npos); - float vh = dot(npos, h); - float sa = nh; - float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; - - float gtdenom = 2 * nh; - float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); - - if (nh > 0.0) - { - float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); - col += lit*scol*light_col[i].rgb*spec.rgb; - //col += spec.rgb; - } - } - - out_col += col; - } - } - } + discard; // Bail immediately #endif - - frag_color.rgb = out_col; - frag_color.a = 0.0; + + vec3 out_col = vec3(0, 0, 0); + vec2 frag = (vary_fragcoord.xy * 0.5 + 0.5) * screen_res; + vec3 pos = getPosition(frag.xy).xyz; + if (pos.z < far_z) + { + discard; + } + + vec3 norm = getNorm(frag.xy); + + vec4 spec = texture2DRect(specularRect, frag.xy); + spec.rgb = srgb_to_linear(spec.rgb); + vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb; + diff.rgb = srgb_to_linear(diff.rgb); + + float noise = texture2D(noiseMap, frag.xy / 128.0).b; + vec3 npos = normalize(-pos); + + // As of OSX 10.6.7 ATI Apple's crash when using a variable size loop + for (int i = 0; i < LIGHT_COUNT; ++i) + { + vec3 lv = light[i].xyz - pos; + float dist = length(lv); + dist /= light[i].w; + if (dist <= 1.0) + { + float da = dot(norm, lv); + if (da > 0.0) + { + lv = normalize(lv); + da = dot(norm, lv); + + float fa = light_col[i].a + 1.0; + float dist_atten = clamp(1.0 - (dist - 1.0 * (1.0 - fa)) / fa, 0.0, 1.0); + dist_atten *= dist_atten; + + // Tweak falloff slightly to match pre-EEP attenuation + // NOTE: this magic number also shows up in a great many other places, search for dist_atten *= to audit + dist_atten *= 2.0; + + dist_atten *= noise; + + float lit = da * dist_atten; + + vec3 col = light_col[i].rgb * lit * diff; + + if (spec.a > 0.0) + { + lit = min(da * 6.0, 1.0) * dist_atten; + vec3 h = normalize(lv + npos); + float nh = dot(norm, h); + float nv = dot(norm, npos); + float vh = dot(npos, h); + float sa = nh; + float fres = pow(1 - dot(h, npos), 5) * 0.4 + 0.5; + + float gtdenom = 2 * nh; + float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); + + if (nh > 0.0) + { + float scol = fres * texture2D(lightFunc, vec2(nh, spec.a)).r * gt / (nh * da); + col += lit * scol * light_col[i].rgb * spec.rgb; + } + } + + out_col += col; + } + } + } + + frag_color.rgb = out_col; + frag_color.a = 0.0; #ifdef IS_AMD_CARD - // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts. - vec4 dummy1 = light[0]; - vec4 dummy2 = light_col[0]; - vec4 dummy3 = light[LIGHT_COUNT-1]; - vec4 dummy4 = light_col[LIGHT_COUNT-1]; + // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage + // awawy which leads to unfun crashes and artifacts. + vec4 dummy1 = light[0]; + vec4 dummy2 = light_col[0]; + vec4 dummy3 = light[LIGHT_COUNT - 1]; + vec4 dummy4 = light_col[LIGHT_COUNT - 1]; #endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index ead754ec76..28a1faf24f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -1,24 +1,24 @@ -/** +/** * @file WLSkyV.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 * $/LicenseInfo$ */ @@ -37,13 +37,13 @@ VARYING vec4 vary_HazeColor; // Inputs uniform vec3 camPosLocal; -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 moonlight_color; -uniform int sun_up_factor; -uniform vec4 ambient_color; -uniform vec4 blue_horizon; -uniform vec4 blue_density; +uniform vec4 lightnorm; +uniform vec4 sunlight_color; +uniform vec4 moonlight_color; +uniform int sun_up_factor; +uniform vec4 ambient_color; +uniform vec4 blue_horizon; +uniform vec4 blue_density; uniform float haze_horizon; uniform float haze_density; @@ -52,7 +52,7 @@ uniform float density_multiplier; uniform float distance_multiplier; uniform float max_y; -uniform vec4 glow; +uniform vec4 glow; uniform float sun_moon_glow_factor; uniform vec4 cloud_color; @@ -63,103 +63,91 @@ uniform vec4 cloud_color; // indra\newview\lllegacyatmospherics.cpp void main() { - - // World / view / projection + // World / view / projection vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_Position = pos; - - // Get relative position - vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); - - // Set altitude - if (P.y > 0.) - { - P *= (max_y / P.y); - } - else - { - P *= (-32000. / P.y); - } - - // Can normalize then - vec3 Pn = normalize(P); - - float Plen = length(P); - - // Initialize temp variables - vec4 temp1 = vec4(0.); - vec4 temp2 = vec4(0.); - vec4 blue_weight; - vec4 haze_weight; - vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; - vec4 light_atten; - - float dens_mul = density_multiplier; - - // Sunlight attenuation effect (hue and brightness) due to atmosphere - // this is used later for sunlight modulation at various altitudes - light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y); - - // Calculate relative weights - temp1 = abs(blue_density) + vec4(abs(haze_density)); - blue_weight = blue_density / temp1; - haze_weight = haze_density / temp1; - - // Compute sunlight from P & lightnorm (for long rays like sky) - temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y ); - temp2.y = 1. / temp2.y; - sunlight *= exp( - light_atten * temp2.y); - - // Distance - temp2.z = Plen * dens_mul; - - // Transparency (-> temp1) - // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati - // compiler gets confused. - temp1 = exp(-temp1 * temp2.z); + gl_Position = pos; + + // Get relative position + vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0); + + // Adj position vector to clamp altitude + if (rel_pos.y > 0) + { + rel_pos *= (max_y / rel_pos.y); + } + if (rel_pos.y < 0) + { + rel_pos *= (-32000. / rel_pos.y); + } + + // Can normalize then + vec3 rel_pos_norm = normalize(rel_pos); - // Compute haze glow - temp2.x = dot(Pn, lightnorm.xyz); - temp2.x = 1. - temp2.x; - // temp2.x is 0 at the sun and increases away from sun - temp2.x = max(temp2.x, .001); - // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - temp2.x *= glow.x; - // Higher glow.x gives dimmer glow (because next step is 1 / "angle") - temp2.x = pow(temp2.x, glow.z); - // glow.z should be negative, so we're doing a sort of (1 / "angle") function + float rel_pos_len = length(rel_pos); - // Add "minimum anti-solar illumination" - temp2.x += .25; + // Initialize temp variables + vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; + vec4 light_atten; - vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient_color) - + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color) - ); + // Sunlight attenuation effect (hue and brightness) due to atmosphere + // this is used later for sunlight modulation at various altitudes + light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); + // Calculate relative weights + vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); + vec4 blue_weight = blue_density / combined_haze; + vec4 haze_weight = haze_density / combined_haze; + + // Compute sunlight from rel_pos & lightnorm (for long rays like sky) + float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y); + sunlight *= exp(-light_atten * off_axis); + + // Distance + float density_dist = rel_pos_len * density_multiplier; + + // Transparency (-> combined_haze) + // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati + // compiler gets confused. + combined_haze = exp(-combined_haze * density_dist); + + // Compute haze glow + float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz); + // 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" + // For sun, add to glow. For moon, remove glow entirely. SL-13768 + haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25); + + vec4 color = + (blue_horizon * blue_weight * (sunlight + ambient_color) + (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient_color)); // Final atmosphere additive - color *= (1. - temp1); + color *= (1. - combined_haze); - // Increase ambient when there are more clouds - vec4 tmpAmbient = ambient_color; - tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5; + // Increase ambient when there are more clouds + vec4 tmpAmbient = ambient_color; + tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5; - // Dim sunlight by cloud shadow percentage - sunlight *= max(0.0, (1. - cloud_shadow)); + // Dim sunlight by cloud shadow percentage + sunlight *= max(0.0, (1. - cloud_shadow)); - // Haze color below cloud - vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient) - + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient) - ); + // Haze color below cloud + vec4 additiveColorBelowCloud = + (blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient)); - // Attenuate cloud color by atmosphere - temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds + // Attenuate cloud color by atmosphere + combined_haze = sqrt(combined_haze); // less atmos opacity (more transparency) below clouds - // At horizon, blend high altitude sky color towards the darker color below the clouds - color += (additiveColorBelowCloud - color) * (1. - sqrt(temp1)); + // At horizon, blend high altitude sky color towards the darker color below the clouds + color += (additiveColorBelowCloud - color) * (1. - sqrt(combined_haze)); // Haze color above cloud - vary_HazeColor = color; + vary_HazeColor = color; } - diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index a5804220bc..f80f1a985a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -124,41 +124,15 @@ void main() if (spec.a > 0.0) // specular reflection { + float sa = dot(refnormpersp, light_dir.xyz); + vec3 dumbshiny = sunlit * (texture2D(lightFunc, vec2(sa, spec.a)).r); -#if 1 //EEP - vec3 npos = -normalize(pos.xyz); - - //vec3 ref = dot(pos+lv, norm); - vec3 h = normalize(light_dir.xyz+npos); - float nh = dot(norm.xyz, h); - float nv = dot(norm.xyz, npos); - float vh = dot(npos, h); - float sa = nh; - float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; - - float gtdenom = 2 * nh; - float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); - - if (nh > 0.0) - { - float scontrib = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); - vec3 sp = sun_contrib*scontrib / 6.0; - sp = clamp(sp, vec3(0), vec3(1)); - bloom += dot(sp, sp) / 4.0; - color += sp * spec.rgb; - } -#else //PRODUCTION - float sa = dot(refnormpersp, light_dir.xyz); - vec3 dumbshiny = sunlit*(texture2D(lightFunc, vec2(sa, spec.a)).r); - // add the two types of shiny together vec3 spec_contrib = dumbshiny * spec.rgb; - bloom = dot(spec_contrib, spec_contrib) / 6; + bloom = dot(spec_contrib, spec_contrib) / 6; color.rgb += spec_contrib; -#endif - } - + color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a); if (envIntensity > 0.0) diff --git a/indra/newview/app_settings/shaders/class1/environment/encodeNormF.glsl b/indra/newview/app_settings/shaders/class1/environment/encodeNormF.glsl index 50e781fa78..6cd2445522 100644 --- a/indra/newview/app_settings/shaders/class1/environment/encodeNormF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/encodeNormF.glsl @@ -23,6 +23,9 @@ * $/LicenseInfo$ */ +// Lambert Azimuthal Equal-Area projection +// See: https://aras-p.info/texts/CompactNormalStorage.html +// Also see: A_bit_more_deferred_-_CryEngine3.ppt vec2 encode_normal(vec3 n) { float f = sqrt(8 * n.z + 8); diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl index f665394b46..0bb48061e0 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl @@ -31,6 +31,9 @@ out vec4 frag_color; uniform float minimum_alpha; +// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; +uniform int no_atmo; + vec3 atmosLighting(vec3 light); vec3 scaleSoftClip(vec3 light); @@ -41,16 +44,19 @@ void default_lighting() { vec4 color = diffuseLookup(vary_texcoord0.xy); - color *= vertex_color; - if (color.a < minimum_alpha) { discard; } + + color *= vertex_color; - color.rgb = atmosLighting(color.rgb); - - color.rgb = scaleSoftClip(color.rgb); + // SL-9632 HUDs are affected by Atmosphere + if (no_atmo == 0) + { + color.rgb = atmosLighting(color.rgb); + color.rgb = scaleSoftClip(color.rgb); + } frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl index 46390e4a0e..1855cfceeb 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl @@ -30,7 +30,10 @@ out vec4 frag_color; #endif uniform float minimum_alpha; -uniform float texture_gamma; +uniform float texture_gamma; // either 1.0 or 2.2; see: "::TEXTURE_GAMMA" + +// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; used in LLDrawPoolAlpha::beginRenderPass() +uniform int no_atmo; vec3 fullbrightAtmosTransport(vec3 light); vec3 fullbrightScaleSoftClip(vec3 light); @@ -50,9 +53,17 @@ void fullbright_lighting() color.rgb *= vertex_color.rgb; color.rgb = pow(color.rgb, vec3(texture_gamma)); - color.rgb = fullbrightAtmosTransport(color.rgb); - - color.rgb = fullbrightScaleSoftClip(color.rgb); + + // SL-9632 HUDs are affected by Atmosphere + if (no_atmo == 0) + { + color.rgb = fullbrightAtmosTransport(color.rgb); + color.rgb = fullbrightScaleSoftClip(color.rgb); + } + + //*TODO: Are we missing an inverse pow() here? + // class1\lighting\lightFullbrightF.glsl has: + // color.rgb = pow(color.rgb, vec3(1.0/texture_gamma)); frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl index b967709c57..5fcdf3107c 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl @@ -34,6 +34,9 @@ VARYING vec2 vary_texcoord0; uniform float texture_gamma; +// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; +uniform int no_atmo; + vec3 fullbrightAtmosTransport(vec3 light); vec3 fullbrightScaleSoftClip(vec3 light); @@ -43,9 +46,12 @@ void fullbright_lighting() color.rgb = pow(color.rgb, vec3(texture_gamma)); - color.rgb = fullbrightAtmosTransport(color.rgb); - - color.rgb = fullbrightScaleSoftClip(color.rgb); + // SL-9632 HUDs are affected by Atmosphere + if (no_atmo == 0) + { + color.rgb = fullbrightAtmosTransport(color.rgb); + color.rgb = fullbrightScaleSoftClip(color.rgb); + } color.rgb = pow(color.rgb, vec3(1.0/texture_gamma)); diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl index 567811cd75..6f7e777d23 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl @@ -35,20 +35,37 @@ VARYING vec3 vary_texcoord1; uniform samplerCube environmentMap; +// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; used in LLDrawPoolAlpha::beginRenderPass() +uniform int no_atmo; + vec3 fullbrightShinyAtmosTransport(vec3 light); vec3 fullbrightScaleSoftClip(vec3 light); +// See: +// class1\deferred\fullbrightShinyF.glsl +// class1\lighting\lightFullbrightShinyF.glsl void fullbright_shiny_lighting() { vec4 color = diffuseLookup(vary_texcoord0.xy); color.rgb *= vertex_color.rgb; - - vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; - color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a*0.75); // MAGIC NUMBER SL-12574; ALM: Off, Quality > Low - color.rgb = fullbrightShinyAtmosTransport(color.rgb); + // SL-9632 HUDs are affected by Atmosphere + if (no_atmo == 0) + { + vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; + color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a*0.75); // MAGIC NUMBER SL-12574; ALM: Off, Quality > Low - color.rgb = fullbrightScaleSoftClip(color.rgb); + color.rgb = fullbrightShinyAtmosTransport(color.rgb); + color.rgb = fullbrightScaleSoftClip(color.rgb); + } +/* + // NOTE: HUD objects will be full bright. Uncomment if you want "some" environment lighting effecting these HUD objects. + else + { + vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; + color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a*0.75); // MAGIC NUMBER SL-12574; ALM: Off, Quality > Low + } +*/ color.a = 1.0; diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl index a59bd9c0a6..9ef7704b70 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl @@ -1,4 +1,4 @@ -/** +/** * @file simpleV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ @@ -28,6 +28,9 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; +// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; used in LLDrawPoolAlpha::beginRenderPass() +uniform int no_atmo; + ATTRIBUTE vec3 position; void passTextureIndex(); ATTRIBUTE vec2 texcoord0; @@ -46,19 +49,23 @@ void main() { //transform vertex vec4 vert = vec4(position.xyz,1.0); - passTextureIndex(); - vec4 pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); + + passTextureIndex(); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy; - - - - vec3 norm = normalize(normal_matrix * normal); - calcAtmospherics(pos.xyz); + // SL-9632 HUDs are affected by Atmosphere + if (no_atmo == 1) + { + vertex_color = diffuse_color; + } + else + { + vec4 pos = (modelview_matrix * vert); + vec3 norm = normalize(normal_matrix * normal); - vec4 color = calcLighting(pos.xyz, norm, diffuse_color); - vertex_color = color; + calcAtmospherics(pos.xyz); - + vertex_color = calcLighting(pos.xyz, norm, diffuse_color); + } } diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index dcb02bd1c1..ea2690ba09 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -1,154 +1,134 @@ -/** +/** * @file class1\windlight\atmosphericsFuncs.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2019, 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 vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 moonlight_color; -uniform int sun_up_factor; -uniform vec4 ambient_color; -uniform vec4 blue_horizon; -uniform vec4 blue_density; +uniform vec4 lightnorm; +uniform vec4 sunlight_color; +uniform vec4 moonlight_color; +uniform int sun_up_factor; +uniform vec4 ambient_color; +uniform vec4 blue_horizon; +uniform vec4 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 vec4 glow; +uniform vec4 glow; uniform float scene_light_strength; -uniform mat3 ssao_effect_mat; -uniform int no_atmo; +uniform mat3 ssao_effect_mat; +uniform int no_atmo; uniform float sun_moon_glow_factor; -float getAmbientClamp() +float getAmbientClamp() { return 1.0f; } + +void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, + out vec3 atten, bool use_ao) { - return 1.0f; -} + vec3 rel_pos = inPositionEye; + //(TERRAIN) limit altitude + if (abs(rel_pos.y) > max_y) rel_pos *= (max_y / rel_pos.y); -void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao) { + vec3 rel_pos_norm = normalize(rel_pos); + float rel_pos_len = length(rel_pos); + vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; - vec3 P = inPositionEye; - - //(TERRAIN) limit altitude - if (P.y > max_y) P *= (max_y / P.y); - if (P.y < -max_y) P *= (-max_y / P.y); + // sunlight attenuation effect (hue and brightness) due to atmosphere + // this is used later for sunlight modulation at various altitudes + vec4 light_atten = (blue_density + vec4(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 tmpLightnorm = lightnorm.xyz; + vec4 combined_haze = blue_density + vec4(haze_density); + vec4 blue_weight = blue_density / combined_haze; + vec4 haze_weight = vec4(haze_density) / combined_haze; - vec3 Pn = normalize(P); - float Plen = length(P); + //(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; - vec4 temp1 = vec4(0); - vec3 temp2 = vec3(0); - vec4 blue_weight; - vec4 haze_weight; - vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; - vec4 light_atten; + // 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); - float dens_mul = density_multiplier; - float dist_mul = distance_multiplier; + // final atmosphere attenuation factor + atten = combined_haze.rgb; - //sunlight attenuation effect (hue and brightness) due to atmosphere - //this is used later for sunlight modulation at various altitudes - light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * 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 + // compute haze glow + float haze_glow = dot(rel_pos_norm, lightnorm.xyz); - temp1 = blue_density + vec4(haze_density); - blue_weight = blue_density / temp1; - haze_weight = vec4(haze_density) / temp1; + // 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)); - //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) - temp2.y = max(0.0, tmpLightnorm.y); - if (abs(temp2.y) > 0.000001f) - { - temp2.y = 1. / abs(temp2.y); - } - temp2.y = max(0.0000001f, temp2.y); - sunlight *= exp(-light_atten * temp2.y); + 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 - // main atmospheric scattering line integral - temp2.z = Plen * dens_mul; + // add "minimum anti-solar illumination" + haze_glow += .25; - // Transparency (-> temp1) - // ATI Bugfix -- can't store temp1*temp2.z*dist_mul in a variable because the ati - // compiler gets confused. - temp1 = exp(-temp1 * temp2.z * dist_mul); + haze_glow *= sun_moon_glow_factor; - //final atmosphere attenuation factor - atten = temp1.rgb; - - //compute haze glow - //(can use temp2.x as temp because we haven't used it yet) - temp2.x = dot(Pn, tmpLightnorm.xyz); + vec4 amb_color = ambient_color; - // dampen sun additive contrib when not facing it... - if (length(light_dir) > 0.01) - { - temp2.x *= max(0.0f, dot(light_dir, Pn)); - } - temp2.x = 1. - temp2.x; - //temp2.x is 0 at the sun and increases away from sun - temp2.x = max(temp2.x, .001); //was glow.y - //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - temp2.x *= glow.x; - //higher glow.x gives dimmer glow (because next step is 1 / "angle") - temp2.x = pow(temp2.x, glow.z); - //glow.z should be negative, so we're doing a sort of (1 / "angle") function - - //add "minimum anti-solar illumination" - temp2.x += .25; - - temp2.x *= sun_moon_glow_factor; - - vec4 amb_color = ambient_color; - - //increase ambient when there are more clouds + // increase ambient when there are more clouds vec4 tmpAmbient = amb_color + (vec4(1.) - amb_color) * cloud_shadow * 0.5; - + /* decrease value and saturation (that in HSV, not HSL) for occluded areas * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html * // The following line of code performs the equivalent of: * float ambAlpha = tmpAmbient.a; * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue); - * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha); + * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, + * ambAlpha); */ if (use_ao) { tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); } - //haze color - additive = - vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) - + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x - + tmpAmbient)); + // 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 + // brightness of surface both sunlight and ambient sunlit = sunlight.rgb * 0.5; amblit = tmpAmbient.rgb * .25; - additive *= vec3(1.0 - temp1); + additive *= vec3(1.0 - combined_haze); } diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl index 24f3992e32..2425a2ad04 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl @@ -3,7 +3,7 @@ * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code - * Copyright (C) 2005, Linden Research, Inc. + * Copyright (C) 2005, 2020 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 @@ -36,28 +36,30 @@ out vec4 frag_color; uniform vec4 color; uniform vec4 sunlight_color; uniform vec4 moonlight_color; -uniform vec3 lumWeights; +uniform vec3 moon_dir; uniform float moon_brightness; -uniform float minLuminance; uniform sampler2D diffuseMap; -uniform sampler2D altDiffuseMap; -uniform float blend_factor; // interp factor between moon A/B + VARYING vec2 vary_texcoord0; +vec3 scaleSoftClip(vec3 light); + void main() { - vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy); - vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy); - vec4 c = mix(moonA, moonB, blend_factor); + // Restore Pre-EEP alpha fade moon near horizon + float fade = 1.0; + if( moon_dir.z > 0 ) + fade = clamp( moon_dir.z*moon_dir.z*4.0, 0.0, 1.0 ); + + vec4 c = texture2D(diffuseMap, vary_texcoord0.xy); +// c.rgb = pow(c.rgb, vec3(0.7f)); // can't use "srgb_to_linear(color.rgb)" as that is a deferred only function + c.rgb *= moonlight_color.rgb; + c.rgb *= moon_brightness; - // mix factor which blends when sunlight is brighter - // and shows true moon color at night - vec3 luma_weights = vec3(0.3, 0.5, 0.3); - float mix = 1.0f - dot(normalize(sunlight_color.rgb), luma_weights); + c.rgb *= fade; + c.a *= fade; - vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0 - 1.0; - c.rgb = pow(c.rgb, exp); - //c.rgb *= moonlight_color.rgb; + c.rgb = scaleSoftClip(c.rgb); frag_color = vec4(c.rgb, c.a); } diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl index 8cd4b2ef47..2fceb5f743 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl @@ -3,7 +3,7 @@ * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. + * Copyright (C) 2007, 2020 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 @@ -30,20 +30,15 @@ uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; ATTRIBUTE vec2 texcoord0; -void calcAtmospherics(vec3 inPositionEye); - VARYING vec2 vary_texcoord0; void main() { //transform vertex - vec3 offset = vec3(0, 0, 50); - vec4 vert = vec4(position.xyz - offset, 1.0); + vec4 vert = vec4(position.xyz, 1.0); vec4 pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vert; vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - - calcAtmospherics(pos.xyz); } |