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authorDave Parks <davep@lindenlab.com>2022-10-07 19:27:19 -0500
committerDave Parks <davep@lindenlab.com>2022-10-07 19:27:19 -0500
commit25bff0c21dafcfca4d098f2d51a46a09c543a12c (patch)
tree71e96118cd318ebf0818b78c67bda99ea82dbab8 /indra/newview/app_settings/shaders/class2
parent18309bc7fbfefa7aec29b24b727de7fe07da96fe (diff)
SL-18190 Move water shaders to class 3, add debug stub for underWaterF.glsl, make underWaterF and softenLightF apply water fog in linear space.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
-rw-r--r--indra/newview/app_settings/shaders/class2/environment/waterF.glsl196
1 files changed, 58 insertions, 138 deletions
diff --git a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl
index b51583de26..d485379a56 100644
--- a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl
@@ -22,40 +22,22 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
+//class2/environment/waterF.glsl
+
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
-vec3 scaleSoftClipFragLinear(vec3 l);
-vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten);
-void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
-vec4 applyWaterFogViewLinear(vec3 pos, vec4 color);
-
-// PBR interface
-vec3 pbrIbl(vec3 diffuseColor,
- vec3 specularColor,
- vec3 radiance, // radiance map sample
- vec3 irradiance, // irradiance map sample
- float ao, // ambient occlusion factor
- float nv, // normal dot view vector
- float perceptualRoughness);
-
-vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
- float perceptualRoughness,
- float metallic,
- vec3 n, // normal
- vec3 v, // surface point to camera
- vec3 l); //surface point to light
+vec3 scaleSoftClip(vec3 inColor);
+vec3 atmosTransport(vec3 inColor);
uniform sampler2D bumpMap;
uniform sampler2D bumpMap2;
uniform float blend_factor;
uniform sampler2D screenTex;
-uniform sampler2D screenDepth;
-
uniform sampler2D refTex;
uniform float sunAngle;
@@ -70,17 +52,12 @@ uniform vec3 normScale;
uniform float fresnelScale;
uniform float fresnelOffset;
uniform float blurMultiplier;
-uniform vec4 waterFogColor;
//bigWave is (refCoord.w, view.w);
VARYING vec4 refCoord;
VARYING vec4 littleWave;
VARYING vec4 view;
-in vec3 vary_position;
-in vec3 vary_normal;
-in vec3 vary_tangent;
-in vec3 vary_light_dir;
vec3 BlendNormal(vec3 bump1, vec3 bump2)
{
@@ -88,37 +65,15 @@ vec3 BlendNormal(vec3 bump1, vec3 bump2)
return n;
}
-vec3 srgb_to_linear(vec3 col);
-
-void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv,
- vec3 pos, vec3 norm, float glossiness, float envIntensity);
-
-vec3 vN, vT, vB;
-
-vec3 transform_normal(vec3 vNt)
-{
- return normalize(vNt.x * vT + vNt.y * vB + vNt.z * vN);
-}
-
-void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
- vec3 pos, vec3 norm, float glossiness);
-
-vec3 getPositionWithNDC(vec3 ndc);
void main()
{
vec4 color;
-
- vN = vary_normal;
- vT = vary_tangent;
- vB = cross(vN, vT);
-
- vec3 pos = vary_position.xyz;
-
- float dist = length(pos.xyz);
+
+ float dist = length(view.xy);
//normalize view vector
- vec3 viewVec = normalize(pos.xyz);
+ vec3 viewVec = normalize(view.xyz);
//get wave normals
vec2 bigwave = vec2(refCoord.w, view.w);
@@ -126,6 +81,7 @@ void main()
vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
+
vec3 wave1_b = texture2D(bumpMap2, bigwave ).xyz*2.0-1.0;
vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0;
vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0;
@@ -134,15 +90,6 @@ void main()
vec3 wave2 = BlendNormal(wave2_a, wave2_b);
vec3 wave3 = BlendNormal(wave3_a, wave3_b);
- wave1 = transform_normal(wave1);
- wave2 = transform_normal(wave2);
- wave3 = transform_normal(wave3);
-
- vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
-
- wavef.z *= max(-viewVec.z, 0.1);
-
- wavef = normalize(wavef);
//get base fresnel components
@@ -151,6 +98,7 @@ void main()
dot(viewVec, (wave2 + wave3) * 0.5),
dot(viewVec, wave3)
) * fresnelScale + fresnelOffset;
+ df *= df;
vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
@@ -161,85 +109,57 @@ void main()
vec2 dmod_scale = vec2(dmod*dmod, dmod);
- float df1 = df.x + df.y + df.z;
-
- //wavef = normalize(wavef - vary_normal);
- //wavef = vary_normal;
+ //get reflected color
+ vec2 refdistort1 = wave1.xy*normScale.x;
+ vec2 refvec1 = distort+refdistort1/dmod_scale;
+ vec4 refcol1 = texture2D(refTex, refvec1);
+
+ vec2 refdistort2 = wave2.xy*normScale.y;
+ vec2 refvec2 = distort+refdistort2/dmod_scale;
+ vec4 refcol2 = texture2D(refTex, refvec2);
+
+ vec2 refdistort3 = wave3.xy*normScale.z;
+ vec2 refvec3 = distort+refdistort3/dmod_scale;
+ vec4 refcol3 = texture2D(refTex, refvec3);
- vec3 waver = reflect(viewVec, -wavef)*3;
+ vec4 refcol = refcol1 + refcol2 + refcol3;
+ float df1 = df.x + df.y + df.z;
+ refcol *= df1 * 0.333;
+
+ vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
+
+ wavef.z *= max(-viewVec.z, 0.1);
+ wavef = normalize(wavef);
+
+ float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset;
+
+ vec2 refdistort4 = wavef.xy*0.125;
+ refdistort4.y -= abs(refdistort4.y);
+ vec2 refvec4 = distort+refdistort4/dmod;
+ float dweight = min(dist2*blurMultiplier, 1.0);
+ vec4 baseCol = texture2D(refTex, refvec4);
+ refcol = mix(baseCol*df2, refcol, dweight);
+
+ //get specular component
+ float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
+
+ //harden specular
+ spec = pow(spec, 128.0);
//figure out distortion vector (ripply)
- vec2 distort2 = distort + waver.xy * refScale / max(dmod * df1, 1.0);
- distort2 = clamp(distort2, vec2(0), vec2(0.99));
-
- vec4 fb = texture2D(screenTex, distort2);
- float depth = texture2D(screenDepth, distort2).r;
- vec3 refPos = getPositionWithNDC(vec3(distort2*2.0-vec2(1.0), depth*2.0-1.0));
-
-#if 1
- if (refPos.z > pos.z-0.05)
- {
- //we sampled an above water sample, don't distort
- distort2 = distort;
- fb = texture2D(screenTex, distort2);
- depth = texture2D(screenDepth, distort2).r;
- refPos = getPositionWithNDC(vec3(distort2 * 2.0 - vec2(1.0), depth * 2.0 - 1.0));
- }
-#endif
-
- fb = applyWaterFogViewLinear(refPos, fb);
-
- vec3 sunlit;
- vec3 amblit;
- vec3 additive;
- vec3 atten;
-
- calcAtmosphericVarsLinear(pos.xyz, wavef, vary_light_dir, sunlit, amblit, additive, atten);
- sunlit = vec3(1); // TODO -- figure out why sunlit is breaking at some view angles
- vec3 v = -viewVec;
- float NdotV = clamp(abs(dot(wavef.xyz, v)), 0.001, 1.0);
-
- float metallic = fresnelOffset * 0.1; // fudge -- use fresnelOffset as metalness
- float roughness = 0.1;
- float gloss = 1.0 - roughness;
-
- vec3 baseColor = vec3(0.25);
- vec3 f0 = vec3(0.04);
- vec3 diffuseColor = baseColor.rgb * (vec3(1.0) - f0);
- diffuseColor *= gloss;
-
- vec3 specularColor = mix(f0, baseColor.rgb, metallic);
-
- vec3 refnorm = normalize(wavef + vary_normal);
- //vec3 refnorm = wavef;
-
-
- vec3 irradiance = vec3(0);
- vec3 radiance = vec3(0);
- sampleReflectionProbes(irradiance, radiance, pos, refnorm, gloss);
- radiance *= 0.5;
- irradiance = fb.rgb;
-
- color.rgb = pbrIbl(diffuseColor, specularColor, radiance, irradiance, gloss, NdotV, 0.0);
-
- // fudge -- for punctual lighting, pretend water is metallic
- diffuseColor = vec3(0);
- specularColor = vec3(1);
- roughness = 0.1;
- float scol = 1.0; // TODO -- incorporate shadow map
-
- color.rgb += pbrPunctual(diffuseColor, specularColor, roughness, metallic, wavef, v, vary_light_dir) * sunlit * 2.75 * scol;
- color.rgb = atmosFragLightingLinear(color.rgb, additive, atten);
- color.rgb = scaleSoftClipFragLinear(color.rgb);
-
- color.a = 0.f;
- //color.rgb = fb.rgb;
- //color.rgb = vec3(depth*depth*depth*depth);
- //color.rgb = srgb_to_linear(normalize(refPos) * 0.5 + 0.5);
- //color.rgb = srgb_to_linear(normalize(pos) * 0.5 + 0.5);
- //color.rgb = srgb_to_linear(wavef * 0.5 + 0.5);
-
- //color.rgb = radiance;
+ vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0);
+
+ vec4 fb = texture2D(screenTex, distort2);
+
+ //mix with reflection
+ // Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug
+ color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);
+ color.rgb += spec * specular;
+
+ color.rgb = atmosTransport(color.rgb);
+ color.rgb = scaleSoftClip(color.rgb);
+ color.a = spec * sunAngle2;
+
frag_color = color;
#if defined(WATER_EDGE)