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| author | Jonathan "Geenz" Goodman <geenz@geenzo.com> | 2023-03-13 08:06:17 -0700 | 
|---|---|---|
| committer | Jonathan "Geenz" Goodman <geenz@geenzo.com> | 2023-03-13 08:06:17 -0700 | 
| commit | 75dea34e3f80b054c56c38c880166d5e610eef88 (patch) | |
| tree | 8a8a54cb3e446213b33dcdd64c0c89d3c47369b4 /indra/newview/app_settings/shaders/class2/windlight | |
| parent | f3ce17701e8dbbbc7a0e8e73c740b161bb2f36c0 (diff) | |
| parent | 0e178e12562b95915a9a775cd40d3bb44729332c (diff) | |
Merge branch 'DRTVWR-559' of https://github.com/secondlife/viewer into DRTVWR-559
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/windlight')
4 files changed, 39 insertions, 36 deletions
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl index 6668a00841..1d02498209 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl @@ -33,8 +33,8 @@ vec3 linear_to_srgb(vec3 col);  vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten)  {       light *= atten.r; -    light += additive; -    return light * 2.0; +    light += additive * 2.0; +    return light;  }  vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten) diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl index f9f625ecdb..55e1411be2 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl @@ -137,12 +137,15 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou      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 -    sunlit = sunlight.rgb; -    amblit = tmpAmbient.rgb; +     +    // fudge sunlit and amblit to get consistent lighting compared to legacy +    // midday before PBR was a thing +    sunlit = sunlight.rgb * 0.7; +    amblit = tmpAmbient.rgb * 0.25; +      additive *= vec3(1.0 - combined_haze);  } -  vec3 srgb_to_linear(vec3 col);  // provide a touch of lighting in the opposite direction of the sun light  @@ -150,21 +153,26 @@ vec3 srgb_to_linear(vec3 col);  float ambientLighting(vec3 norm, vec3 light_dir)  {      float ambient = min(abs(dot(norm.xyz, light_dir.xyz)), 1.0); -    ambient *= 0.56; +    ambient *= 0.5;      ambient *= ambient;      ambient = (1.0 - ambient);      return ambient;  } -// return colors in linear space +// return lit amblit in linear space, leave sunlit and additive in sRGB space  void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 additive,                           out vec3 atten)  {      calcAtmosphericVars(inPositionEye, light_dir, 1.0, sunlit, amblit, additive, atten, false); -    sunlit = srgb_to_linear(sunlit); -    additive = srgb_to_linear(additive); -    amblit = ambient_linear; + +    // multiply by 2 to get same colors as when the "scaleSoftClip" implementation was doubling color values +    // (allows for mixing of light sources other than sunlight e.g. reflection probes) +    sunlit *= 2.0; + +    // squash ambient to approximate whatever weirdness legacy atmospherics were doing +    amblit = ambient_color * 0.5;      amblit *= ambientLighting(norm, light_dir); +    amblit = srgb_to_linear(amblit);  } diff --git a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl index 9a9b179e6a..027bfb866f 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl @@ -22,43 +22,34 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -uniform float gamma; -vec3 getAtmosAttenuation(); -vec3 getAdditiveColor(); + // DEPRECATED -vec3 srgb_to_linear(vec3 col); -vec3 linear_to_srgb(vec3 col); +//soft clip effect has been moved to postDeferredGammaCorrect legacyGamma, this file is effectively dead +// but these functions need to be removed from all existing shaders before removing this file -vec3 scaleSoftClipFragLinear(vec3 light) -{ // identical to non-linear version and that's probably close enough -    //soft clip effect: -    light = 1. - clamp(light, vec3(0.), vec3(1.)); -    light = 1. - pow(light, vec3(gamma)); // s/b inverted already CPU-side +vec3 scaleSoftClipFrag(vec3 light) +{      return light;  } -vec3 scaleSoftClipFrag(vec3 light) -{ -    //soft clip effect: -    light = 1. - clamp(light, vec3(0.), vec3(1.)); -    light = 1. - pow(light, vec3(gamma)); // s/b inverted already CPU-side +vec3 scaleSoftClipFragLinear(vec3 light) +{ // identical to non-linear version and that's probably close enough      return light;  }  vec3 scaleSoftClip(vec3 light)  { -    return scaleSoftClipFrag(light); +    return light;  }  vec3 fullbrightScaleSoftClipFrag(vec3 light, vec3 add, vec3 atten)  { -    //return mix(scaleSoftClipFrag(light.rgb), add, atten); -    return scaleSoftClipFrag(light.rgb); +    return light;  }  vec3 fullbrightScaleSoftClip(vec3 light)  { -    return fullbrightScaleSoftClipFrag(light, getAdditiveColor(), getAtmosAttenuation()); +    return light;  } diff --git a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl index c509d865ba..6aa719d200 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl @@ -48,23 +48,27 @@ vec3 atmosTransport(vec3 light)  vec3 fullbrightAtmosTransportFragLinear(vec3 light, vec3 additive, vec3 atten)  {      // same as non-linear version, probably fine -    float brightness = dot(light.rgb * 0.5, vec3(0.3333)) + 0.1;     -    return mix(atmosTransportFrag(light.rgb, additive, atten), light.rgb + additive, brightness * brightness); +    //float brightness = dot(light.rgb * 0.5, vec3(0.3333)) + 0.1;     +    //return mix(atmosTransportFrag(light.rgb, additive, atten), light.rgb + additive, brightness * brightness); +    return atmosTransportFrag(light, additive, atten);  }  vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten)  { -    float brightness = dot(light.rgb * 0.5, vec3(0.3333)) + 0.1;     -    return mix(atmosTransportFrag(light.rgb, additive, atten), light.rgb + additive, brightness * brightness); +    //float brightness = dot(light.rgb * 0.5, vec3(0.3333)) + 0.1;     +    //return mix(atmosTransportFrag(light.rgb, additive, atten), light.rgb + additive, brightness * brightness); +    return atmosTransportFrag(light, additive, atten);  }  vec3 fullbrightAtmosTransport(vec3 light)  { -    return fullbrightAtmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation()); +    //return fullbrightAtmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation()); +    return atmosTransport(light);  }  vec3 fullbrightShinyAtmosTransport(vec3 light)  { -    float brightness = dot(light.rgb, vec3(0.33333)); -    return mix(atmosTransport(light.rgb), (light.rgb + getAdditiveColor().rgb) * (2.0 - brightness), brightness * brightness); +    //float brightness = dot(light.rgb, vec3(0.33333)); +    //return mix(atmosTransport(light.rgb), (light.rgb + getAdditiveColor().rgb) * (2.0 - brightness), brightness * brightness); +    return atmosTransport(light);  }  | 
