diff options
author | Jonathan Goodman <geenz@lindenlab.com> | 2022-11-14 18:12:22 +0000 |
---|---|---|
committer | Dave Parks <davep@lindenlab.com> | 2022-11-14 18:12:22 +0000 |
commit | 97277e74a9d966ed441e51f844f9012f55cca3dc (patch) | |
tree | ed6a5c00a5065951ff9f77bf0277fb202dff0c0e /indra/newview/app_settings/shaders/class2/deferred | |
parent | 843a5c287e34855fb7bd4882d8d0a106e987a9f7 (diff) |
Merged in SL-18332 (pull request #1194)
First pass of Screen Space Reflections
Approved-by: Dave Parks
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred')
7 files changed, 35 insertions, 42 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index e255c78b86..25b0a0b970 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -180,7 +180,6 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec void main() { vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; - frag *= screen_res; vec4 pos = vec4(vary_position, 1.0); #ifndef IS_AVATAR_SKIN diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index 1b7a1cc6ec..24068c04b5 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -34,12 +34,12 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; +uniform sampler2D diffuseRect; +uniform sampler2D specularRect; +uniform sampler2D depthMap; +uniform sampler2D normalMap; uniform samplerCube environmentMap; -uniform sampler2DRect lightMap; +uniform sampler2D lightMap; uniform sampler2D noiseMap; uniform sampler2D projectionMap; uniform sampler2D lightFunc; @@ -138,7 +138,6 @@ void main() vec4 frag = vary_fragcoord; frag.xyz /= frag.w; frag.xyz = frag.xyz*0.5+0.5; - frag.xy *= screen_res; vec3 pos = getPosition(frag.xy).xyz; vec3 lv = center.xyz-pos.xyz; @@ -154,13 +153,13 @@ void main() if (proj_shadow_idx >= 0) { - vec4 shd = texture2DRect(lightMap, frag.xy); + vec4 shd = texture2D(lightMap, frag.xy); shadow = (proj_shadow_idx==0)?shd.b:shd.a; shadow += shadow_fade; shadow = clamp(shadow, 0.0, 1.0); } - vec3 norm = texture2DRect(normalMap, frag.xy).xyz; + vec3 norm = texture2D(normalMap, frag.xy).xyz; float envIntensity = norm.z; @@ -190,9 +189,9 @@ void main() lv = normalize(lv); float da = dot(norm, lv); - vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; + vec3 diff_tex = texture2D(diffuseRect, frag.xy).rgb; - vec4 spec = texture2DRect(specularRect, frag.xy); + vec4 spec = texture2D(specularRect, frag.xy); vec3 dlit = vec3(0, 0, 0); diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl index 6500c4bb1f..d81102991e 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl @@ -35,7 +35,7 @@ uniform float roughnessFactor; uniform vec3 emissiveColor; #if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO) -uniform sampler2DRect lightMap; +uniform sampler2D lightMap; #endif uniform int sun_up_factor; @@ -189,7 +189,6 @@ void main() #ifdef HAS_SUN_SHADOW vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; - frag *= screen_res; scol = sampleDirectionalShadow(pos.xyz, norm.xyz, frag); #endif diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 677c9c244c..fab227f5a4 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -34,11 +34,11 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect normalMap; -uniform sampler2DRect lightMap; -uniform sampler2DRect depthMap; +uniform sampler2D diffuseRect; +uniform sampler2D specularRect; +uniform sampler2D normalMap; +uniform sampler2D lightMap; +uniform sampler2D depthMap; uniform samplerCube environmentMap; uniform sampler2D lightFunc; @@ -58,6 +58,7 @@ uniform vec2 screen_res; vec3 getNorm(vec2 pos_screen); vec4 getPositionWithDepth(vec2 pos_screen, float depth); +float getDepth(vec2 pos_screen); void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); float getAmbientClamp(); @@ -76,9 +77,9 @@ vec4 applyWaterFogView(vec3 pos, vec4 color); void main() { vec2 tc = vary_fragcoord.xy; - float depth = texture2DRect(depthMap, tc.xy).r; + float depth = getDepth(tc.xy); vec4 pos = getPositionWithDepth(tc, depth); - vec4 norm = texture2DRect(normalMap, tc); + vec4 norm = texture2D(normalMap, tc); float envIntensity = norm.z; norm.xyz = getNorm(tc); @@ -87,11 +88,11 @@ void main() float light_gamma = 1.0 / 1.3; da = pow(da, light_gamma); - vec4 diffuse = texture2DRect(diffuseRect, tc); + vec4 diffuse = texture2D(diffuseRect, tc); diffuse.rgb = linear_to_srgb(diffuse.rgb); // SL-14035 - vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); + vec4 spec = texture2D(specularRect, vary_fragcoord.xy); - vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; + vec2 scol_ambocc = texture2D(lightMap, vary_fragcoord.xy).rg; scol_ambocc = pow(scol_ambocc, vec2(light_gamma)); float scol = max(scol_ambocc.r, diffuse.a); float ambocc = scol_ambocc.g; @@ -153,6 +154,6 @@ void main() // convert to linear as fullscreen lights need to sum in linear colorspace // and will be gamma (re)corrected downstream... - frag_color.rgb = srgb_to_linear(color.rgb); + frag_color.rgb = pos.xyz;// srgb_to_linear(color.rgb); frag_color.a = bloom; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl index bd11aa3f05..1e7ccb747a 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl @@ -23,8 +23,6 @@ * $/LicenseInfo$ */ -uniform mat4 modelview_projection_matrix; - ATTRIBUTE vec3 position; uniform vec2 screen_res; @@ -38,12 +36,12 @@ void setAdditiveColor(vec3 c); void main() { //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); + vec4 pos = vec4(position.xyz, 1.0); gl_Position = pos; // appease OSX GLSL compiler/linker by touching all the varyings we said we would setAtmosAttenuation(vec3(1)); setAdditiveColor(vec3(0)); - vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; + vary_fragcoord = (pos.xy*0.5+0.5); } diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index 774f537821..c41b7b210c 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -34,12 +34,12 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; +uniform sampler2D diffuseRect; +uniform sampler2D specularRect; +uniform sampler2D depthMap; +uniform sampler2D normalMap; uniform samplerCube environmentMap; -uniform sampler2DRect lightMap; +uniform sampler2D lightMap; uniform sampler2D noiseMap; uniform sampler2D projectionMap; uniform sampler2D lightFunc; @@ -138,7 +138,6 @@ void main() vec4 frag = vary_fragcoord; frag.xyz /= frag.w; frag.xyz = frag.xyz*0.5+0.5; - frag.xy *= screen_res; vec3 pos = getPosition(frag.xy).xyz; vec3 lv = trans_center.xyz-pos.xyz; @@ -154,13 +153,13 @@ void main() if (proj_shadow_idx >= 0) { - vec4 shd = texture2DRect(lightMap, frag.xy); + vec4 shd = texture2D(lightMap, frag.xy); shadow = (proj_shadow_idx == 0) ? shd.b : shd.a; shadow += shadow_fade; shadow = clamp(shadow, 0.0, 1.0); } - vec3 norm = texture2DRect(normalMap, frag.xy).xyz; + vec3 norm = texture2D(normalMap, frag.xy).xyz; float envIntensity = norm.z; norm = getNorm(frag.xy); @@ -189,8 +188,8 @@ void main() lv = normalize(lv); float da = dot(norm, lv); - vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; - vec4 spec = texture2DRect(specularRect, frag.xy); + vec3 diff_tex = texture2D(diffuseRect, frag.xy).rgb; + vec4 spec = texture2D(specularRect, frag.xy); vec3 dlit = vec3(0, 0, 0); float noise = texture2D(noiseMap, frag.xy/128.0).b; diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl index bc5eb5181d..3dfca0f655 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl @@ -23,8 +23,6 @@ * $/LicenseInfo$ */ -uniform mat4 modelview_projection_matrix; - ATTRIBUTE vec3 position; VARYING vec2 vary_fragcoord; @@ -34,8 +32,8 @@ uniform vec2 screen_res; void main() { //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); + vec4 pos = vec4(position.xyz, 1.0); gl_Position = pos; - vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; + vary_fragcoord = (pos.xy * 0.5 + 0.5); } |