summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class2
diff options
context:
space:
mode:
authorDave Parks <davep@lindenlab.com>2023-01-30 18:56:19 -0600
committerDave Parks <davep@lindenlab.com>2023-01-30 18:56:19 -0600
commit10b8dcc497599042655dcc4037c9ae98d494bd6f (patch)
tree7a3cfb43aad02f032d82d3d2fcbc52ecd0feaac0 /indra/newview/app_settings/shaders/class2
parent3ef31cb9b28f7b026e109eab69d383dddc922850 (diff)
SL-19015 Bump probe resolution back to 256 by default (drop to 128 if vram < 2GB), remove irradiance map feedback loop (one bounce, but but more stable and allows for much brighter first bounce), make sky contribution to irradiance not tint the world blue. Make irradiance that appears in radiance maps match world irradiance.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
-rw-r--r--indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl231
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl80
2 files changed, 231 insertions, 80 deletions
diff --git a/indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl b/indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl
new file mode 100644
index 0000000000..a4aec48c59
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl
@@ -0,0 +1,231 @@
+/**
+ * @file irradianceGenF.glsl
+ *
+ * $LicenseInfo:firstyear=2022&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2022, 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]*/
+
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform samplerCubeArray reflectionProbes;
+uniform int sourceIdx;
+
+uniform float max_probe_lod;
+
+VARYING vec3 vary_dir;
+
+
+// Code below is derived from the Khronos GLTF Sample viewer:
+// https://github.com/KhronosGroup/glTF-Sample-Viewer/blob/master/source/shaders/ibl_filtering.frag
+
+
+#define MATH_PI 3.1415926535897932384626433832795
+
+float u_roughness = 1.0;
+int u_sampleCount = 64;
+float u_lodBias = 2.0;
+int u_width = 64;
+
+// Hammersley Points on the Hemisphere
+// CC BY 3.0 (Holger Dammertz)
+// http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
+// with adapted interface
+float radicalInverse_VdC(uint bits)
+{
+ bits = (bits << 16u) | (bits >> 16u);
+ bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
+ bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
+ bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
+ bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
+ return float(bits) * 2.3283064365386963e-10; // / 0x100000000
+}
+
+// hammersley2d describes a sequence of points in the 2d unit square [0,1)^2
+// that can be used for quasi Monte Carlo integration
+vec2 hammersley2d(int i, int N) {
+ return vec2(float(i)/float(N), radicalInverse_VdC(uint(i)));
+}
+
+// Hemisphere Sample
+
+// TBN generates a tangent bitangent normal coordinate frame from the normal
+// (the normal must be normalized)
+mat3 generateTBN(vec3 normal)
+{
+ vec3 bitangent = vec3(0.0, 1.0, 0.0);
+
+ float NdotUp = dot(normal, vec3(0.0, 1.0, 0.0));
+ float epsilon = 0.0000001;
+ /*if (1.0 - abs(NdotUp) <= epsilon)
+ {
+ // Sampling +Y or -Y, so we need a more robust bitangent.
+ if (NdotUp > 0.0)
+ {
+ bitangent = vec3(0.0, 0.0, 1.0);
+ }
+ else
+ {
+ bitangent = vec3(0.0, 0.0, -1.0);
+ }
+ }*/
+
+ vec3 tangent = normalize(cross(bitangent, normal));
+ bitangent = cross(normal, tangent);
+
+ return mat3(tangent, bitangent, normal);
+}
+
+struct MicrofacetDistributionSample
+{
+ float pdf;
+ float cosTheta;
+ float sinTheta;
+ float phi;
+};
+
+MicrofacetDistributionSample Lambertian(vec2 xi, float roughness)
+{
+ MicrofacetDistributionSample lambertian;
+
+ // Cosine weighted hemisphere sampling
+ // http://www.pbr-book.org/3ed-2018/Monte_Carlo_Integration/2D_Sampling_with_Multidimensional_Transformations.html#Cosine-WeightedHemisphereSampling
+ lambertian.cosTheta = sqrt(1.0 - xi.y);
+ lambertian.sinTheta = sqrt(xi.y); // equivalent to `sqrt(1.0 - cosTheta*cosTheta)`;
+ lambertian.phi = 2.0 * MATH_PI * xi.x;
+
+ lambertian.pdf = lambertian.cosTheta / MATH_PI; // evaluation for solid angle, therefore drop the sinTheta
+
+ return lambertian;
+}
+
+
+// getImportanceSample returns an importance sample direction with pdf in the .w component
+vec4 getImportanceSample(int sampleIndex, vec3 N, float roughness)
+{
+ // generate a quasi monte carlo point in the unit square [0.1)^2
+ vec2 xi = hammersley2d(sampleIndex, u_sampleCount);
+
+ MicrofacetDistributionSample importanceSample;
+
+ // generate the points on the hemisphere with a fitting mapping for
+ // the distribution (e.g. lambertian uses a cosine importance)
+ importanceSample = Lambertian(xi, roughness);
+
+ // transform the hemisphere sample to the normal coordinate frame
+ // i.e. rotate the hemisphere to the normal direction
+ vec3 localSpaceDirection = normalize(vec3(
+ importanceSample.sinTheta * cos(importanceSample.phi),
+ importanceSample.sinTheta * sin(importanceSample.phi),
+ importanceSample.cosTheta
+ ));
+ mat3 TBN = generateTBN(N);
+ vec3 direction = TBN * localSpaceDirection;
+
+ return vec4(direction, importanceSample.pdf);
+}
+
+// Mipmap Filtered Samples (GPU Gems 3, 20.4)
+// https://developer.nvidia.com/gpugems/gpugems3/part-iii-rendering/chapter-20-gpu-based-importance-sampling
+// https://cgg.mff.cuni.cz/~jaroslav/papers/2007-sketch-fis/Final_sap_0073.pdf
+float computeLod(float pdf)
+{
+ // // Solid angle of current sample -- bigger for less likely samples
+ // float omegaS = 1.0 / (float(u_sampleCount) * pdf);
+ // // Solid angle of texel
+ // // note: the factor of 4.0 * MATH_PI
+ // float omegaP = 4.0 * MATH_PI / (6.0 * float(u_width) * float(u_width));
+ // // Mip level is determined by the ratio of our sample's solid angle to a texel's solid angle
+ // // note that 0.5 * log2 is equivalent to log4
+ // float lod = 0.5 * log2(omegaS / omegaP);
+
+ // babylon introduces a factor of K (=4) to the solid angle ratio
+ // this helps to avoid undersampling the environment map
+ // this does not appear in the original formulation by Jaroslav Krivanek and Mark Colbert
+ // log4(4) == 1
+ // lod += 1.0;
+
+ // We achieved good results by using the original formulation from Krivanek & Colbert adapted to cubemaps
+
+ // https://cgg.mff.cuni.cz/~jaroslav/papers/2007-sketch-fis/Final_sap_0073.pdf
+ float lod = 0.5 * log2( 6.0 * float(u_width) * float(u_width) / (float(u_sampleCount) * pdf));
+
+
+ return lod;
+}
+
+vec4 filterColor(vec3 N)
+{
+ //return textureLod(uCubeMap, N, 3.0).rgb;
+ vec4 color = vec4(0.f);
+ float weight = 0.0f;
+
+ for(int i = 0; i < u_sampleCount; ++i)
+ {
+ vec4 importanceSample = getImportanceSample(i, N, 1.0);
+
+ vec3 H = vec3(importanceSample.xyz);
+ float pdf = importanceSample.w;
+
+ // mipmap filtered samples (GPU Gems 3, 20.4)
+ float lod = computeLod(pdf);
+
+ // apply the bias to the lod
+ lod += u_lodBias;
+
+ lod = clamp(lod, 0, max_probe_lod);
+ // sample lambertian at a lower resolution to avoid fireflies
+ vec4 lambertian = textureLod(reflectionProbes, vec4(H, sourceIdx), lod);
+
+ color += lambertian;
+ }
+
+ if(weight != 0.0f)
+ {
+ color /= weight;
+ }
+ else
+ {
+ color /= float(u_sampleCount);
+ }
+
+ color = min(color*1.9, vec4(1));
+ color = pow(color, vec4(0.5));
+ return color;
+}
+
+// entry point
+void main()
+{
+ vec4 color = vec4(0);
+
+ color = filterColor(vary_dir);
+
+ frag_color = color;
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
index c69eba93b6..ba02070e45 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
@@ -162,90 +162,10 @@ float ambientLighting(vec3 norm, vec3 light_dir)
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 additive,
out vec3 atten)
{
-#if 1
calcAtmosphericVars(inPositionEye, light_dir, 1.0, sunlit, amblit, additive, atten, false);
sunlit = srgb_to_linear(sunlit);
additive = srgb_to_linear(additive);
amblit = ambient_linear;
amblit *= ambientLighting(norm, light_dir);
-#else
-
- //EXPERIMENTAL -- attempt to factor out srgb_to_linear conversions above
- vec3 rel_pos = inPositionEye;
-
- //(TERRAIN) limit altitude
- if (abs(rel_pos.y) > max_y) rel_pos *= (max_y / rel_pos.y);
-
- vec3 rel_pos_norm = normalize(rel_pos);
- float rel_pos_len = length(rel_pos);
- vec3 sunlight = (sun_up_factor == 1) ? vec3(sunlight_linear, 0.0) : vec3(moonlight_linear, 0.0);
-
- // sunlight attenuation effect (hue and brightness) due to atmosphere
- // this is used later for sunlight modulation at various altitudes
- vec3 light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y);
- // I had thought blue_density and haze_density should have equal weighting,
- // but attenuation due to haze_density tends to seem too strong
-
- vec3 combined_haze = blue_density + vec3(haze_density);
- vec3 blue_weight = blue_density / combined_haze;
- vec3 haze_weight = vec3(haze_density) / combined_haze;
-
- //(TERRAIN) compute sunlight from lightnorm y component. Factor is roughly cosecant(sun elevation) (for short rays like terrain)
- float above_horizon_factor = 1.0 / max(1e-6, lightnorm.y);
- sunlight *= exp(-light_atten * above_horizon_factor); // for sun [horizon..overhead] this maps to an exp curve [0..1]
-
- // main atmospheric scattering line integral
- float density_dist = rel_pos_len * density_multiplier;
-
- // Transparency (-> combined_haze)
- // ATI Bugfix -- can't store combined_haze*density_dist*distance_multiplier in a variable because the ati
- // compiler gets confused.
- combined_haze = exp(-combined_haze * density_dist * distance_multiplier);
-
- // final atmosphere attenuation factor
- atten = combined_haze.rgb;
-
- // compute haze glow
- float haze_glow = dot(rel_pos_norm, lightnorm.xyz);
-
- // dampen sun additive contrib when not facing it...
- // SL-13539: This "if" clause causes an "additive" white artifact at roughly 77 degreees.
- // if (length(light_dir) > 0.01)
- haze_glow *= max(0.0f, dot(light_dir, rel_pos_norm));
-
- haze_glow = 1. - haze_glow;
- // haze_glow is 0 at the sun and increases away from sun
- haze_glow = max(haze_glow, .001); // set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
- haze_glow *= glow.x;
- // higher glow.x gives dimmer glow (because next step is 1 / "angle")
- haze_glow = pow(haze_glow, glow.z);
- // glow.z should be negative, so we're doing a sort of (1 / "angle") function
-
- // add "minimum anti-solar illumination"
- haze_glow += .25;
-
- haze_glow *= sun_moon_glow_factor;
-
- //vec3 amb_color = vec4(ambient_linear, 0.0);
- vec3 amb_color = ambient_color;
-
- // increase ambient when there are more clouds
- vec3 tmpAmbient = amb_color + (vec3(1.) - amb_color) * cloud_shadow * 0.5;
-
- // Similar/Shared Algorithms:
- // indra\llinventory\llsettingssky.cpp -- LLSettingsSky::calculateLightSettings()
- // indra\newview\app_settings\shaders\class1\windlight\atmosphericsFuncs.glsl -- calcAtmosphericVars()
- // haze color
- vec3 cs = sunlight.rgb * (1. - cloud_shadow);
- 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 = min(sunlight.rgb, vec3(1));
- amblit = tmpAmbient.rgb;
- additive *= vec3(1.0 - combined_haze);
-
- //sunlit = sunlight_linear;
- amblit = ambient_linear*0.8;
-#endif
}