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authorDave Houlton <euclid@lindenlab.com>2020-03-10 00:21:52 -0600
committerDave Houlton <euclid@lindenlab.com>2020-03-10 12:01:24 -0600
commitf9eada575bfa46a1da5aeaf27c73537a9b86aa76 (patch)
tree8a60f6021e5e0836bbdb8b3ae618aa664fe51efb /indra/newview/app_settings/shaders/class1
parent59da175ae8430b9f7299efdb5e52beae4cb65f2b (diff)
SL-12592, avoid light modulation of fullbright and preserve diffuse alpha component
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl191
1 files changed, 96 insertions, 95 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index d07de529ca..21a462e2db 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -1,28 +1,28 @@
-/**
- * @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
- * $/LicenseInfo$
- */
-
+/**
+* @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
@@ -34,7 +34,7 @@
#define DIFFUSE_ALPHA_MODE_MASK 2
#define DIFFUSE_ALPHA_MODE_EMISSIVE 3
-uniform float emissive_brightness;
+uniform float emissive_brightness; // fullbright flag, 1.0 == fullbright, 0.0 otherwise
uniform int sun_up_factor;
#ifdef WATER_FOG
@@ -52,13 +52,13 @@ vec3 linear_to_srgb(vec3 cs);
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
#ifdef DEFINE_GL_FRAGCOLOR
- out vec4 frag_color;
+out vec4 frag_color;
#else
- #define frag_color gl_FragColor
+#define frag_color gl_FragColor
#endif
#ifdef HAS_SUN_SHADOW
- float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
+float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
#endif
uniform samplerCube environmentMap;
@@ -81,7 +81,7 @@ uniform vec2 screen_res;
uniform vec4 light_position[8];
uniform vec3 light_direction[8];
-uniform vec4 light_attenuation[8];
+uniform vec4 light_attenuation[8];
uniform vec3 light_diffuse[8];
float getAmbientClamp();
@@ -91,7 +91,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
vec3 col = vec3(0);
//get light vector
- vec3 lv = lp.xyz-v;
+ vec3 lv = lp.xyz - v;
//get distance
float dist = length(lv);
@@ -103,21 +103,21 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
{
//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);
+ 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;
+ 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);
@@ -126,9 +126,9 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
float amb_da = ambiance;
if (da >= 0)
{
- lit = max(da * dist_atten,0.0);
+ lit = max(da * dist_atten, 0.0);
col = lit * light_col * diffuse;
- amb_da += (da*0.5+0.5) * ambiance;
+ amb_da += (da*0.5 + 0.5) * ambiance;
}
amb_da += (da*da*0.5 + 0.5) * ambiance;
amb_da *= dist_atten;
@@ -140,19 +140,19 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
if (spec.a > 0.0)
{
//vec3 ref = dot(pos+lv, norm);
- vec3 h = normalize(lv+npos);
+ 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 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);
+ 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;
@@ -165,7 +165,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
}
}
- return max(col, vec3(0.0,0.0,0.0));
+ return max(col, vec3(0.0, 0.0, 0.0));
}
#else
@@ -213,16 +213,9 @@ void main()
{
vec2 pos_screen = vary_texcoord0.xy;
- vec4 diffuse_tap = texture2D(diffuseMap, vary_texcoord0.xy);
- diffuse_tap.rgb *= vertex_color.rgb;
-
-//#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
- vec4 diffuse_srgb = diffuse_tap;
+ vec4 diffuse_srgb = texture2D(diffuseMap, vary_texcoord0.xy);
+ diffuse_srgb.rgb *= vertex_color.rgb;
vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a);
-/*#else
- vec4 diffuse_linear = diffuse_tap;
- vec4 diffuse_srgb = vec4(linear_to_srgb(diffuse_linear.rgb), diffuse_linear.a);
-#endif*/
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
if (diffuse_linear.a < minimum_alpha)
@@ -248,15 +241,15 @@ void main()
// convert sampled normal to tangent space normal
norm = vec3(dot(norm, vary_mat0),
- dot(norm, vary_mat1),
- dot(norm, vary_mat2));
+ dot(norm, vary_mat1),
+ dot(norm, vary_mat2));
#else
norm = vary_normal;
#endif
norm = normalize(norm);
- vec2 abnormal = encode_normal(norm);
+ vec2 abnormal = encode_normal(norm);
vec4 final_color = vec4(diffuse_linear.rgb, 0.0);
@@ -286,7 +279,7 @@ void main()
float al = 0;
#ifdef HAS_SPECULAR_MAP
- if (emissive_brightness >= 1.0)
+ if (emissive_brightness >= 1.0) // ie, if fullbright
{
float ei = env_intensity*0.5 + 0.5;
final_normal = vec4(abnormal, ei, 0.0);
@@ -304,34 +297,43 @@ void main()
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
- {
- //forward rendering, output just lit sRGBA
- vec3 pos = vary_position;
- float shadow = 1.0f;
+ //forward rendering, output just lit sRGBA
+ vec3 pos = vary_position;
+
+ float shadow = 1.0f;
#ifdef HAS_SUN_SHADOW
- shadow = sampleDirectionalShadow(pos.xyz, norm, pos_screen);
+ shadow = sampleDirectionalShadow(pos.xyz, norm, pos_screen);
#endif
- spec = final_specular;
+ spec = final_specular;
- float envIntensity = final_normal.z;
+ float envIntensity = final_normal.z;
- vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
+ vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
- float bloom = 0.0;
- vec3 sunlit;
- vec3 amblit;
- vec3 additive;
- vec3 atten;
+ float bloom = 0.0;
+ vec3 sunlit;
+ vec3 amblit;
+ vec3 additive;
+ vec3 atten;
- calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false);
+ calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false);
+ if (emissive_brightness >= 1.0) // fullbright, skip lighting calculations
+ {
+ // just do atmos attenuation (ad hoc 60% factor to match release viewer)
+ color = atmosFragLighting(diffuse_srgb.rgb, additive, atten*0.6);
+ color = scaleSoftClipFrag(color);
+ al = diffuse_srgb.a;
+ }
+ else // not fullbright, calculate lighting
+ {
vec3 refnormpersp = normalize(reflect(pos.xyz, norm));
float da = clamp(dot(normalize(norm.xyz), light_dir.xyz), 0.0, 1.0);
- da = pow(da, 1.0/1.3);
+ da = pow(da, 1.0 / 1.3);
float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
ambient *= 0.5;
@@ -341,16 +343,15 @@ void main()
vec3 sun_contrib = min(da, shadow) * sunlit;
#if !defined(AMBIENT_KILL)
- color.rgb = amblit;
- color.rgb *= ambient;
+ color = amblit;
+ color *= ambient;
#endif
#if !defined(SUNLIGHT_KILL)
- color.rgb += sun_contrib;
+ color += sun_contrib;
#endif
+ color *= diffuse_srgb.rgb;
- color.rgb *= diffuse_srgb.rgb;
-
float glare = 0.0;
if (spec.a > 0.0) // specular reflection
@@ -358,19 +359,19 @@ void main()
vec3 npos = -normalize(pos.xyz);
//vec3 ref = dot(pos+lv, norm);
- vec3 h = normalize(light_dir.xyz+npos);
+ vec3 h = normalize(light_dir.xyz + 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 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);
+ 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;
@@ -384,11 +385,11 @@ void main()
{
//add environmentmap
vec3 env_vec = env_mat * refnormpersp;
-
+
vec3 reflected_color = textureCube(environmentMap, env_vec).rgb;
#if !defined(SUNLIGHT_KILL)
- color = mix(color.rgb, reflected_color, envIntensity);
+ color = mix(color, reflected_color, envIntensity);
#endif
float cur_glare = max(reflected_color.r, reflected_color.g);
cur_glare = max(cur_glare, reflected_color.b);
@@ -401,14 +402,14 @@ void main()
vec3 npos = normalize(-pos.xyz);
- vec3 light = vec3(0,0,0);
+ vec3 light = vec3(0, 0, 0);
//convert to linear before adding local lights
- color.rgb = srgb_to_linear(color.rgb);
+ color = srgb_to_linear(color);
#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse_linear.rgb, final_specular, pos.xyz, norm, 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(1)
LIGHT_LOOP(2)
LIGHT_LOOP(3)
LIGHT_LOOP(4)
@@ -416,25 +417,25 @@ void main()
LIGHT_LOOP(6)
LIGHT_LOOP(7)
- glare = min(glare, 1.0);
- al = max(diffuse_linear.a,glare)*vertex_color.a;
+ glare = min(glare, 1.0);
+ al = max(diffuse_linear.a, glare)*vertex_color.a;
#if !defined(LOCAL_LIGHT_KILL)
- color.rgb += light.rgb;
+ color += light;
#endif
-//convert to srgb as this color is being written post gamma correction
- color.rgb = linear_to_srgb(color.rgb);
-
+ //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.rgb, al));
- color.rgb = temp.rgb;
- al = temp.a;
+ vec4 temp = applyWaterFogView(pos, vec4(color, al));
+ color = temp.rgb;
+ al = temp.a;
#endif
- }
-
- frag_color = vec4(color, al);
+ // Don't allow alpha to exceed input value - SL-12592
+ frag_color = vec4(color, min(al, diffuse_srgb.a));
#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer