diff options
author | Andrey Lihatskiy <alihatskiy@productengine.com> | 2021-06-07 21:05:12 +0300 |
---|---|---|
committer | Andrey Lihatskiy <alihatskiy@productengine.com> | 2021-06-07 21:05:12 +0300 |
commit | 323f41f4892248762fc8505d8df17d70bd833cf3 (patch) | |
tree | d59a23a4cf9603e95a5bb0f7ae705657e342a799 /indra/newview/app_settings/shaders/class2/deferred | |
parent | 024032c6745300a0cde75ad404e73a7ddff61534 (diff) | |
parent | 4623b822386accfae5907c88099c2a88377a0271 (diff) |
Merge branch 'master' into DRTVWR-540-maint
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred')
4 files changed, 19 insertions, 8 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index 5d7a28c359..1b7a1cc6ec 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -191,10 +191,6 @@ void main() float da = dot(norm, lv); vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; - // SL-12005 Projector light pops as we get closer, more objectionable than being in wrong color space. - // We can't switch to linear here unless we do it everywhere* - // *gbuffer IS sRGB, convert to linear since this shader outputs linear - diff_tex.rgb = srgb_to_linear(diff_tex.rgb); vec4 spec = texture2DRect(specularRect, frag.xy); diff --git a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl index 1485c515a4..6841a8194f 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl @@ -73,7 +73,21 @@ uniform float ice_level; vec3 rainbow(float d) { - d = clamp(d, -1.0, 0.0); + // d is the dot product of view and sun directions, so ranging -1.0..1.0 + // 'interesting' values of d are the range -0.75..-0.825, when view is nearly opposite of sun vec + // Rainbox texture mode is GL_REPEAT, so tc of -.75 is equiv to 0.25, -0.825 equiv to 0.175. + + // SL-13629 Rainbow texture has colors within the correct .175...250 range, but order is inverted. + // Rather than replace the texture, we mirror and translate the y tc to keep the colors within the + // interesting range, but in reversed order: i.e. d = (1 - d) - 1.575 + d = clamp(-0.575 - d, 0.0, 1.0); + + // With the colors in the lower 1/4 of the texture, inverting the coords leaves most of it inaccessible. + // So, we can stretch the texcoord above the colors (ie > 0.25) to fill the entire remaining coordinate + // space. This improves gradation, reduces banding within the rainbow interior. (1-0.25) / (0.425/0.25) = 4.2857 + float interior_coord = max(0.0, d - 0.25) * 4.2857; + d = clamp(d, 0.0, 0.25) + interior_coord; + float rad = (droplet_radius - 5.0f) / 1024.0f; return pow(texture2D(rainbow_map, vec2(rad, d)).rgb, vec3(1.8)) * moisture_level; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index f4db53e0b7..7700d16007 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -87,8 +87,9 @@ void main() float light_gamma = 1.0 / 1.3; da = pow(da, light_gamma); - vec4 diffuse = texture2DRect(diffuseRect, tc); - vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); + vec4 diffuse = texture2DRect(diffuseRect, tc); + diffuse.rgb = linear_to_srgb(diffuse.rgb); // SL-14025 + vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; scol_ambocc = pow(scol_ambocc, vec2(light_gamma)); diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index 5ab0b5c5b4..774f537821 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -189,7 +189,7 @@ void main() lv = normalize(lv); float da = dot(norm, lv); - vec3 diff_tex = srgb_to_linear(texture2DRect(diffuseRect, frag.xy).rgb); + vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; vec4 spec = texture2DRect(specularRect, frag.xy); vec3 dlit = vec3(0, 0, 0); |