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authorDave Parks <davep@lindenlab.com>2022-05-19 22:24:41 -0500
committerDave Parks <davep@lindenlab.com>2022-05-19 22:24:41 -0500
commit3564b24e2a90e0772c37185cc5dcedca29d62ab8 (patch)
tree9c0e7fa9d747d7bca7b25352bf8e28c875163e77 /indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
parent02fb1bd6103cad5538fc170e015f4329f3545542 (diff)
SL-17286 Reflection probe alpha/fullbright support.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl436
1 files changed, 18 insertions, 418 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index d6b173b89d..d88400dddb 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -42,38 +42,8 @@ uniform sampler2DRect specularRect;
uniform sampler2DRect normalMap;
uniform sampler2DRect lightMap;
uniform sampler2DRect depthMap;
-uniform samplerCube environmentMap;
-uniform samplerCubeArray reflectionProbes;
uniform sampler2D lightFunc;
-layout (std140, binding = 1) uniform ReflectionProbes
-{
- // list of OBBs for user override probes
- // box is a set of 3 planes outward facing planes and the depth of the box along that plane
- // for each box refBox[i]...
- /// box[0..2] - plane 0 .. 2 in [A,B,C,D] notation
- // box[3][0..2] - plane thickness
- mat4 refBox[REFMAP_COUNT];
- // list of bounding spheres for reflection probes sorted by distance to camera (closest first)
- vec4 refSphere[REFMAP_COUNT];
- // index of cube map in reflectionProbes for a corresponding reflection probe
- // e.g. cube map channel of refSphere[2] is stored in refIndex[2]
- // refIndex.x - cubemap channel in reflectionProbes
- // refIndex.y - index in refNeighbor of neighbor list (index is ivec4 index, not int index)
- // refIndex.z - number of neighbors
- // refIndex.w - priority, if negative, this probe has a box influence
- ivec4 refIndex[REFMAP_COUNT];
-
- // neighbor list data (refSphere indices, not cubemap array layer)
- ivec4 refNeighbor[1024];
-
- // number of reflection probes present in refSphere
- int refmapCount;
-
- // intensity of ambient light from reflection probes
- float reflectionAmbiance;
-};
-
uniform float blur_size;
uniform float blur_fidelity;
@@ -98,6 +68,12 @@ vec3 scaleSoftClipFrag(vec3 l);
vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
vec3 fullbrightScaleSoftClip(vec3 light);
+// reflection probe interface
+void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyEnv,
+ vec3 pos, vec3 norm, float glossiness, float envIntensity);
+void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm);
+void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity);
+
vec3 linear_to_srgb(vec3 c);
vec3 srgb_to_linear(vec3 c);
@@ -105,376 +81,8 @@ vec3 srgb_to_linear(vec3 c);
vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif
-// list of probeIndexes shader will actually use after "getRefIndex" is called
-// (stores refIndex/refSphere indices, NOT rerflectionProbes layer)
-int probeIndex[REF_SAMPLE_COUNT];
-
-// number of probes stored in probeIndex
-int probeInfluences = 0;
-
-bool isAbove(vec3 pos, vec4 plane)
-{
- return (dot(plane.xyz, pos) + plane.w) > 0;
-}
-
-// return true if probe at index i influences position pos
-bool shouldSampleProbe(int i, vec3 pos)
-{
- if (refIndex[i].w < 0)
- {
- vec4 v = refBox[i] * vec4(pos, 1.0);
- if (abs(v.x) > 1 ||
- abs(v.y) > 1 ||
- abs(v.z) > 1)
- {
- return false;
- }
- }
- else
- {
- vec3 delta = pos.xyz - refSphere[i].xyz;
- float d = dot(delta, delta);
- float r2 = refSphere[i].w;
- r2 *= r2;
-
- if (d > r2)
- { //outside bounding sphere
- return false;
- }
- }
-
- return true;
-}
-
-// populate "probeIndex" with N probe indices that influence pos where N is REF_SAMPLE_COUNT
-// overall algorithm --
-void getRefIndex(vec3 pos)
-{
- // TODO: make some sort of structure that reduces the number of distance checks
-
- for (int i = 0; i < refmapCount; ++i)
- {
- // found an influencing probe
- if (shouldSampleProbe(i, pos))
- {
- probeIndex[probeInfluences] = i;
- ++probeInfluences;
-
- int neighborIdx = refIndex[i].y;
- if (neighborIdx != -1)
- {
- int neighborCount = min(refIndex[i].z, REF_SAMPLE_COUNT-1);
-
- int count = 0;
- while (count < neighborCount)
- {
- // check up to REF_SAMPLE_COUNT-1 neighbors (neighborIdx is ivec4 index)
-
- int idx = refNeighbor[neighborIdx].x;
- if (shouldSampleProbe(idx, pos))
- {
- probeIndex[probeInfluences++] = idx;
- if (probeInfluences == REF_SAMPLE_COUNT)
- {
- return;
- }
- }
- count++;
- if (count == neighborCount)
- {
- return;
- }
-
- idx = refNeighbor[neighborIdx].y;
- if (shouldSampleProbe(idx, pos))
- {
- probeIndex[probeInfluences++] = idx;
- if (probeInfluences == REF_SAMPLE_COUNT)
- {
- return;
- }
- }
- count++;
- if (count == neighborCount)
- {
- return;
- }
-
- idx = refNeighbor[neighborIdx].z;
- if (shouldSampleProbe(idx, pos))
- {
- probeIndex[probeInfluences++] = idx;
- if (probeInfluences == REF_SAMPLE_COUNT)
- {
- return;
- }
- }
- count++;
- if (count == neighborCount)
- {
- return;
- }
-
- idx = refNeighbor[neighborIdx].w;
- if (shouldSampleProbe(idx, pos))
- {
- probeIndex[probeInfluences++] = idx;
- if (probeInfluences == REF_SAMPLE_COUNT)
- {
- return;
- }
- }
- count++;
- if (count == neighborCount)
- {
- return;
- }
-
- ++neighborIdx;
- }
-
- return;
- }
- }
- }
-}
-
-// from https://www.scratchapixel.com/lessons/3d-basic-rendering/minimal-ray-tracer-rendering-simple-shapes/ray-sphere-intersection
-
-// original reference implementation:
-/*
-bool intersect(const Ray &ray) const
-{
- float t0, t1; // solutions for t if the ray intersects
-#if 0
- // geometric solution
- Vec3f L = center - orig;
- float tca = L.dotProduct(dir);
- // if (tca < 0) return false;
- float d2 = L.dotProduct(L) - tca * tca;
- if (d2 > radius2) return false;
- float thc = sqrt(radius2 - d2);
- t0 = tca - thc;
- t1 = tca + thc;
-#else
- // analytic solution
- Vec3f L = orig - center;
- float a = dir.dotProduct(dir);
- float b = 2 * dir.dotProduct(L);
- float c = L.dotProduct(L) - radius2;
- if (!solveQuadratic(a, b, c, t0, t1)) return false;
-#endif
- if (t0 > t1) std::swap(t0, t1);
-
- if (t0 < 0) {
- t0 = t1; // if t0 is negative, let's use t1 instead
- if (t0 < 0) return false; // both t0 and t1 are negative
- }
-
- t = t0;
-
- return true;
-} */
-
-// adapted -- assume that origin is inside sphere, return distance from origin to edge of sphere
-vec3 sphereIntersect(vec3 origin, vec3 dir, vec3 center, float radius2)
-{
- float t0, t1; // solutions for t if the ray intersects
-
- vec3 L = center - origin;
- float tca = dot(L,dir);
-
- float d2 = dot(L,L) - tca * tca;
-
- float thc = sqrt(radius2 - d2);
- t0 = tca - thc;
- t1 = tca + thc;
-
- vec3 v = origin + dir * t1;
- return v;
-}
-
-// from https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
-/*
-vec3 DirectionWS = normalize(PositionWS - CameraWS);
-vec3 ReflDirectionWS = reflect(DirectionWS, NormalWS);
-
-// Intersection with OBB convertto unit box space
-// Transform in local unit parallax cube space (scaled and rotated)
-vec3 RayLS = MulMatrix( float(3x3)WorldToLocal, ReflDirectionWS);
-vec3 PositionLS = MulMatrix( WorldToLocal, PositionWS);
-
-vec3 Unitary = vec3(1.0f, 1.0f, 1.0f);
-vec3 FirstPlaneIntersect = (Unitary - PositionLS) / RayLS;
-vec3 SecondPlaneIntersect = (-Unitary - PositionLS) / RayLS;
-vec3 FurthestPlane = max(FirstPlaneIntersect, SecondPlaneIntersect);
-float Distance = min(FurthestPlane.x, min(FurthestPlane.y, FurthestPlane.z));
-
-// Use Distance in WS directly to recover intersection
-vec3 IntersectPositionWS = PositionWS + ReflDirectionWS * Distance;
-vec3 ReflDirectionWS = IntersectPositionWS - CubemapPositionWS;
-
-return texCUBE(envMap, ReflDirectionWS);
-*/
-
-// get point of intersection with given probe's box influence volume
-// origin - ray origin in clip space
-// dir - ray direction in clip space
-// i - probe index in refBox/refSphere
-vec3 boxIntersect(vec3 origin, vec3 dir, int i)
-{
- // Intersection with OBB convertto unit box space
- // Transform in local unit parallax cube space (scaled and rotated)
- mat4 clipToLocal = refBox[i];
-
- vec3 RayLS = mat3(clipToLocal) * dir;
- vec3 PositionLS = (clipToLocal * vec4(origin, 1.0)).xyz;
-
- vec3 Unitary = vec3(1.0f, 1.0f, 1.0f);
- vec3 FirstPlaneIntersect = (Unitary - PositionLS) / RayLS;
- vec3 SecondPlaneIntersect = (-Unitary - PositionLS) / RayLS;
- vec3 FurthestPlane = max(FirstPlaneIntersect, SecondPlaneIntersect);
- float Distance = min(FurthestPlane.x, min(FurthestPlane.y, FurthestPlane.z));
-
- // Use Distance in CS directly to recover intersection
- vec3 IntersectPositionCS = origin + dir * Distance;
-
- return IntersectPositionCS;
-}
-
-
-
-// Tap a sphere based reflection probe
-// pos - position of pixel
-// dir - pixel normal
-// lod - which mip to bias towards (lower is higher res, sharper reflections)
-// c - center of probe
-// r2 - radius of probe squared
-// i - index of probe
-// vi - point at which reflection vector struck the influence volume, in clip space
-vec3 tapRefMap(vec3 pos, vec3 dir, float lod, vec3 c, float r2, int i)
-{
- //lod = max(lod, 1);
- // parallax adjustment
-
- vec3 v;
- if (refIndex[i].w < 0)
- {
- v = boxIntersect(pos, dir, i);
- }
- else
- {
- v = sphereIntersect(pos, dir, c, r2);
- }
-
- v -= c;
- v = env_mat * v;
- {
- float min_lod = textureQueryLod(reflectionProbes,v).y; // lower is higher res
- return textureLod(reflectionProbes, vec4(v.xyz, refIndex[i].x), max(min_lod, lod)).rgb;
- //return texture(reflectionProbes, vec4(v.xyz, refIndex[i].x)).rgb;
- }
-}
-
-vec3 sampleRefMap(vec3 pos, vec3 dir, float lod)
-{
- float wsum = 0.0;
- vec3 col = vec3(0,0,0);
- float vd2 = dot(pos,pos); // view distance squared
-
- for (int idx = 0; idx < probeInfluences; ++idx)
- {
- int i = probeIndex[idx];
- float r = refSphere[i].w; // radius of sphere volume
- float p = float(abs(refIndex[i].w)); // priority
- float rr = r*r; // radius squred
- float r1 = r * 0.1; // 75% of radius (outer sphere to start interpolating down)
- vec3 delta = pos.xyz-refSphere[i].xyz;
- float d2 = dot(delta,delta);
- float r2 = r1*r1;
-
- {
- vec3 refcol = tapRefMap(pos, dir, lod, refSphere[i].xyz, rr, i);
-
- float w = 1.0/d2;
-
- float atten = 1.0-max(d2-r2, 0.0)/(rr-r2);
- w *= atten;
- w *= p; // boost weight based on priority
- col += refcol*w;
-
- wsum += w;
- }
- }
-
- if (probeInfluences <= 1)
- { //edge-of-scene probe or no probe influence, mix in with embiggened version of probes closest to camera
- for (int idx = 0; idx < 8; ++idx)
- {
- if (refIndex[idx].w < 0)
- { // don't fallback to box probes, they are *very* specific
- continue;
- }
- int i = idx;
- vec3 delta = pos.xyz-refSphere[i].xyz;
- float d2 = dot(delta,delta);
-
- {
- vec3 refcol = tapRefMap(pos, dir, lod, refSphere[i].xyz, d2, i);
-
- float w = 1.0/d2;
- w *= w;
- col += refcol*w;
- wsum += w;
- }
- }
- }
-
- if (wsum > 0.0)
- {
- col *= 1.0/wsum;
- }
-
- return col;
-}
-
-vec3 sampleAmbient(vec3 pos, vec3 dir, float lod)
-{
- vec3 col = sampleRefMap(pos, dir, lod);
-
- //desaturate
- vec3 hcol = col *0.5;
-
- col *= 2.0;
- col = vec3(
- col.r + hcol.g + hcol.b,
- col.g + hcol.r + hcol.b,
- col.b + hcol.r + hcol.g
- );
-
- col *= 0.333333;
-
- return col*reflectionAmbiance;
-
-}
-
-// brighten a color so that at least one component is 1
-vec3 brighten(vec3 c)
-{
- float m = max(max(c.r, c.g), c.b);
-
- if (m == 0)
- {
- return vec3(1,1,1);
- }
-
- return c * 1.0/m;
-}
-
void main()
{
- float reflection_lods = 8; // TODO -- base this on resolution of reflection map instead of hard coding
-
vec2 tc = vary_fragcoord.xy;
float depth = texture2DRect(depthMap, tc.xy).r;
vec4 pos = getPositionWithDepth(tc, depth);
@@ -504,13 +112,15 @@ void main()
vec3 additive;
vec3 atten;
- getRefIndex(pos.xyz);
-
calcAtmosphericVars(pos.xyz, light_dir, ambocc, sunlit, amblit, additive, atten, true);
//vec3 amb_vec = env_mat * norm.xyz;
- vec3 ambenv = sampleAmbient(pos.xyz, norm.xyz, reflection_lods-1);
+ vec3 ambenv;
+ vec3 glossenv;
+ vec3 legacyenv;
+ sampleReflectionProbes(ambenv, glossenv, legacyenv, pos.xyz, norm.xyz, spec.a, envIntensity);
+
amblit = max(ambenv, amblit);
color.rgb = amblit*ambocc;
@@ -527,7 +137,6 @@ void main()
vec3 refnormpersp = reflect(pos.xyz, norm.xyz);
- vec3 env_vec = env_mat * refnormpersp;
if (spec.a > 0.0) // specular reflection
{
float sa = dot(normalize(refnormpersp), light_dir.xyz);
@@ -539,27 +148,16 @@ void main()
color.rgb += spec_contrib;
// add reflection map - EXPERIMENTAL WORK IN PROGRESS
-
- float lod = (1.0-spec.a)*reflection_lods;
- vec3 reflected_color = sampleRefMap(pos.xyz, normalize(refnormpersp), lod);
- reflected_color *= 0.35; // fudge darker
- float fresnel = 1.0+dot(normalize(pos.xyz), norm.xyz);
- float minf = spec.a * 0.1;
- fresnel = fresnel * (1.0-minf) + minf;
- reflected_color *= spec.rgb*min(fresnel, 1.0);
- color.rgb += reflected_color;
+ applyGlossEnv(color, glossenv, spec, pos.xyz, norm.xyz);
}
color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a);
if (envIntensity > 0.0)
{ // add environmentmap
- vec3 reflected_color = sampleRefMap(pos.xyz, normalize(refnormpersp), 0.0)*0.5; //fudge darker
- float fresnel = 1.0+dot(normalize(pos.xyz), norm.xyz);
- fresnel *= fresnel;
- fresnel = min(fresnel+envIntensity, 1.0);
- reflected_color *= (envIntensity*fresnel)*brighten(spec.rgb);
- color = mix(color.rgb, reflected_color, envIntensity);
+ //fudge darker
+ legacyenv *= 0.5*diffuse.a+0.5;;
+ applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, envIntensity);
}
if (norm.w < 0.5)
@@ -577,6 +175,8 @@ void main()
// convert to linear as fullscreen lights need to sum in linear colorspace
// and will be gamma (re)corrected downstream...
//color = vec3(ambocc);
- //color = ambenv;
+ //color = ambenv;
+ //color.b = diffuse.a;
frag_color.rgb = srgb_to_linear(color.rgb);
+ frag_color.a = bloom;
}