diff options
author | Jonathan "Geenz" Goodman <geenz@lindenlab.com> | 2024-11-25 20:56:03 -0500 |
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committer | GitHub <noreply@github.com> | 2024-11-25 20:56:03 -0500 |
commit | d65fb7cec8ce36ce7f6ff082f8d04bdd8bc0208c (patch) | |
tree | 0005e8ec095fb31dcd4f8b079af585e3333c365f /indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl | |
parent | 7ef6e8fce763eb529ed160ea4ff11e6125e32ed5 (diff) |
Drop emissive on old Intel GPUs (#3110)
* #3103 Add the ability to disable the emissive buffer for older GPUs with low memory bandwidth.
* #3135 Add a "vintage" mode for slower GPUs
* #2719 Fix for skies being overbrightened
* #2632 Do not apply tonemapping on legacy skies
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl | 81 |
1 files changed, 46 insertions, 35 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index a9b299cfd7..52799dbba1 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -23,16 +23,12 @@ * $/LicenseInfo$ */ +/*[EXTRA_CODE_HERE]*/ + #define FLT_MAX 3.402823466e+38 out vec4 frag_color; -vec4 decodeNormal(vec4 norm); - -uniform sampler2D diffuseRect; -uniform sampler2D specularRect; -uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl - const float M_PI = 3.14159265; #if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO) @@ -56,6 +52,8 @@ uniform mat3 ssao_effect_mat; uniform vec3 sun_dir; uniform vec3 moon_dir; uniform int sun_up_factor; +uniform int classic_mode; + in vec2 vary_fragcoord; uniform mat4 inv_proj; @@ -105,13 +103,7 @@ vec3 pbrBaseLight(vec3 diffuseColor, vec3 additive, vec3 atten); -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 - +GBufferInfo getGBuffer(vec2 screenpos); void adjustIrradiance(inout vec3 irradiance, float ambocc) { @@ -128,13 +120,15 @@ void main() vec2 tc = vary_fragcoord.xy; float depth = getDepth(tc.xy); vec4 pos = getPositionWithDepth(tc, depth); - vec4 norm = getNorm(tc); - vec3 colorEmissive = texture(emissiveRect, tc).rgb; - float envIntensity = colorEmissive.r; + + GBufferInfo gb = getGBuffer(tc); + + vec3 colorEmissive = gb.emissive.rgb; + float envIntensity = gb.envIntensity; vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; - vec4 baseColor = texture(diffuseRect, tc); - vec4 spec = texture(specularRect, tc); // NOTE: PBR linear Emissive + vec4 baseColor = gb.albedo; + vec4 spec = gb.specular; // NOTE: PBR linear Emissive #if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO) vec2 scol_ambocc = texture(lightMap, vary_fragcoord.xy).rg; @@ -159,26 +153,26 @@ void main() vec3 additive; vec3 atten; - calcAtmosphericVarsLinear(pos.xyz, norm.xyz, light_dir, sunlit, amblit, additive, atten); + calcAtmosphericVarsLinear(pos.xyz, gb.normal, light_dir, sunlit, amblit, additive, atten); - vec3 sunlit_linear = srgb_to_linear(sunlit); + vec3 sunlit_linear = sunlit; vec3 amblit_linear = amblit; - vec3 irradiance = vec3(0); vec3 radiance = vec3(0); - if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) + if (GET_GBUFFER_FLAG(gb.gbufferFlag, GBUFFER_FLAG_HAS_PBR)) { vec3 orm = spec.rgb; float perceptualRoughness = orm.g; float metallic = orm.b; float ao = orm.r; + vec3 irradiance = amblit_linear; // PBR IBL float gloss = 1.0 - perceptualRoughness; - sampleReflectionProbes(irradiance, radiance, tc, pos.xyz, norm.xyz, gloss, false, amblit_linear); + sampleReflectionProbes(irradiance, radiance, tc, pos.xyz, gb.normal, gloss, false, amblit_linear); adjustIrradiance(irradiance, ambocc); @@ -187,17 +181,21 @@ void main() calcDiffuseSpecular(baseColor.rgb, metallic, diffuseColor, specularColor); vec3 v = -normalize(pos.xyz); - color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, colorEmissive, ao, additive, atten); + color = pbrBaseLight(diffuseColor, specularColor, metallic, v, gb.normal, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, colorEmissive, ao, additive, atten); } - else if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_HDRI)) + else if (GET_GBUFFER_FLAG(gb.gbufferFlag, GBUFFER_FLAG_HAS_HDRI)) { // actual HDRI sky, just copy color value color = colorEmissive.rgb; } - else if (GET_GBUFFER_FLAG(GBUFFER_FLAG_SKIP_ATMOS)) + else if (GET_GBUFFER_FLAG(gb.gbufferFlag, GBUFFER_FLAG_SKIP_ATMOS)) { //should only be true of WL sky, port over base color value and scale for fake HDR +#if defined(HAS_EMISSIVE) color = colorEmissive.rgb; +#else + color = baseColor.rgb; +#endif color = srgb_to_linear(color); color *= sky_hdr_scale; } @@ -208,31 +206,43 @@ void main() spec.rgb = srgb_to_linear(spec.rgb); - float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0); + float da = clamp(dot(gb.normal, light_dir.xyz), 0.0, 1.0); - vec3 irradiance = vec3(0); + vec3 irradiance = amblit; vec3 glossenv = vec3(0); vec3 legacyenv = vec3(0); - sampleReflectionProbesLegacy(irradiance, glossenv, legacyenv, tc, pos.xyz, norm.xyz, spec.a, envIntensity, false, amblit_linear); + sampleReflectionProbesLegacy(irradiance, glossenv, legacyenv, tc, pos.xyz, gb.normal, spec.a, envIntensity, false, amblit_linear); adjustIrradiance(irradiance, ambocc); // apply lambertian IBL only (see pbrIbl) color.rgb = irradiance; - vec3 sun_contrib = min(da, scol) * sunlit_linear; - color.rgb += sun_contrib; + if (classic_mode > 0) + { + da = pow(da,1.2); + vec3 sun_contrib = vec3(min(da, scol)); + + color.rgb = srgb_to_linear(color.rgb * 0.9 + linear_to_srgb(sun_contrib) * sunlit_linear * 0.7); + sunlit_linear = srgb_to_linear(sunlit_linear); + } + else + { + vec3 sun_contrib = min(da, scol) * sunlit_linear; + color.rgb += sun_contrib; + } + color.rgb *= baseColor.rgb; - vec3 refnormpersp = reflect(pos.xyz, norm.xyz); + vec3 refnormpersp = reflect(pos.xyz, gb.normal); if (spec.a > 0.0) { vec3 lv = light_dir.xyz; vec3 h, l, v = -normalize(pos.xyz); float nh, nl, nv, vh, lightDist; - vec3 n = norm.xyz; + vec3 n = gb.normal; calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist); if (nl > 0.0 && nh > 0.0) @@ -249,7 +259,7 @@ void main() } // add radiance map - applyGlossEnv(color, glossenv, spec, pos.xyz, norm.xyz); + applyGlossEnv(color, glossenv, spec, pos.xyz, gb.normal); } @@ -257,10 +267,11 @@ void main() if (envIntensity > 0.0) { // add environment map - applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, envIntensity); + applyLegacyEnv(color, legacyenv, spec, pos.xyz, gb.normal, envIntensity); } } + //color.r = classic_mode > 0 ? 1.0 : 0.0; frag_color.rgb = max(color.rgb, vec3(0)); //output linear since local lights will be added to this shader's results frag_color.a = 0.0; } |