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authorRunitaiLinden <davep@lindenlab.com>2023-11-16 16:46:12 -0600
committerRunitaiLinden <davep@lindenlab.com>2023-11-16 16:46:12 -0600
commitbdb53fd56d56c659941e7e63f83cefc366acef6d (patch)
tree89a6744852e7df622df02477a54c977aa91783d7 /indra/newview/app_settings/shaders/class3/deferred
parent361efcb9267f2c91f88198081bbe6ac2264766fd (diff)
SL-20611 Make haze effect local lights -- move sky and water haze to their own passes and unify sky and water haze in forward rendering shaders.
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred')
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl109
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/materialF.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl34
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl58
5 files changed, 176 insertions, 44 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl
index 5483a4e29c..6446015b03 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl
@@ -40,6 +40,8 @@ in vec3 vary_position;
uniform samplerCube environmentMap;
vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten);
+vec4 applyWaterFogViewLinear(vec3 pos, vec4 color);
+
void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
vec3 linear_to_srgb(vec3 c);
@@ -84,6 +86,7 @@ void main()
applyLegacyEnv(color.rgb, legacyenv, spec, pos, norm, env_intensity);
color.rgb = atmosFragLighting(color.rgb, additive, atten);
+ color = applyWaterFogViewLinear(pos.xyz, color);
#endif
color.a = 1.0;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl
new file mode 100644
index 0000000000..7b77a2f5fb
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl
@@ -0,0 +1,109 @@
+/**
+ * @file class3/deferred/hazeF.glsl
+ *
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2023, 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
+ * $/LicenseInfo$
+ */
+
+out vec4 frag_color;
+
+uniform sampler2D normalMap;
+
+// Inputs
+uniform vec3 sun_dir;
+uniform vec3 moon_dir;
+uniform int sun_up_factor;
+in vec2 vary_fragcoord;
+
+vec3 getNorm(vec2 pos_screen);
+vec4 getPositionWithDepth(vec2 pos_screen, float depth);
+void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
+
+float getDepth(vec2 pos_screen);
+
+vec3 linear_to_srgb(vec3 c);
+vec3 srgb_to_linear(vec3 c);
+
+uniform vec4 waterPlane;
+
+uniform int cube_snapshot;
+
+uniform float sky_hdr_scale;
+
+void main()
+{
+ vec2 tc = vary_fragcoord.xy;
+ float depth = getDepth(tc.xy);
+ vec4 pos = getPositionWithDepth(tc, depth);
+ vec4 norm = texture(normalMap, tc);
+ norm.xyz = getNorm(tc);
+ vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
+
+ vec3 color = vec3(0);
+ float bloom = 0.0;
+
+ vec3 sunlit;
+ vec3 amblit;
+ vec3 additive;
+ vec3 atten;
+
+ calcAtmosphericVarsLinear(pos.xyz, norm.xyz, light_dir, sunlit, amblit, additive, atten);
+
+ vec3 sunlit_linear = srgb_to_linear(sunlit);
+ vec3 amblit_linear = amblit;
+
+ bool do_atmospherics = false;
+
+ // mask off atmospherics below water
+ if (dot(pos.xyz, waterPlane.xyz) + waterPlane.w > 0.0)
+ {
+ do_atmospherics = true;
+ }
+
+ vec3 irradiance = vec3(0);
+ vec3 radiance = vec3(0);
+
+ if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
+ {
+ }
+ else if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS))
+ {
+ //should only be true of WL sky, just port over base color value
+ discard;
+ }
+
+ float alpha = 0.0;
+
+ if (do_atmospherics)
+ {
+ alpha = atten.r;
+ color = srgb_to_linear(additive*2.0);
+ color *= sky_hdr_scale;
+ }
+ else
+ {
+ color = vec3(0,0,0);
+ alpha = 1.0;
+ }
+
+ frag_color.rgb = max(color.rgb, vec3(0)); //output linear since local lights will be added to this shader's results
+ frag_color.a = alpha;
+}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
index acff03ec4b..1880f0c870 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
@@ -37,9 +37,7 @@
uniform float emissive_brightness; // fullbright flag, 1.0 == fullbright, 0.0 otherwise
uniform int sun_up_factor;
-#ifdef WATER_FOG
-vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit);
-#endif
+vec4 applyWaterFogViewLinear(vec3 pos, vec4 color);
vec3 atmosFragLightingLinear(vec3 l, vec3 additive, vec3 atten);
vec3 scaleSoftClipFragLinear(vec3 l);
@@ -386,13 +384,6 @@ void main()
glare += cur_glare;
}
- color.rgb = atmosFragLightingLinear(color.rgb, additive, atten);
-
-#ifdef WATER_FOG
- vec4 temp = applyWaterFogViewLinear(pos, vec4(color, 0.0), sunlit_linear);
- color = temp.rgb;
-#endif
-
vec3 npos = normalize(-pos.xyz);
vec3 light = vec3(0, 0, 0);
@@ -408,6 +399,11 @@ void main()
color += light;
+ color.rgb = atmosFragLightingLinear(color.rgb, additive, atten);
+
+ vec4 temp = applyWaterFogViewLinear(pos, vec4(color, 0.0));
+ color = temp.rgb;
+
glare *= 1.0-emissive;
glare = min(glare, 1.0);
float al = max(diffcol.a, glare) * vertex_color.a;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index 35e99c5bd2..5e8fe9301a 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -83,10 +83,6 @@ uniform vec4 waterPlane;
uniform int cube_snapshot;
-#ifdef WATER_FOG
-vec4 applyWaterFogViewLinear(vec3 pos, vec4 color);
-#endif
-
uniform float sky_hdr_scale;
void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist);
@@ -167,18 +163,6 @@ void main()
vec3 sunlit_linear = srgb_to_linear(sunlit);
vec3 amblit_linear = amblit;
- bool do_atmospherics = false;
-
-#ifndef WATER_FOG
- // when above water, mask off atmospherics below water
- if (dot(pos.xyz, waterPlane.xyz) + waterPlane.w > 0.0)
- {
- do_atmospherics = true;
- }
-#else
- do_atmospherics = true;
-#endif
-
vec3 irradiance = vec3(0);
vec3 radiance = vec3(0);
@@ -203,11 +187,6 @@ void main()
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);
-
- if (do_atmospherics)
- {
- color = atmosFragLightingLinear(color, additive, atten);
- }
}
else if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS))
{
@@ -273,21 +252,8 @@ void main()
{ // add environment map
applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, envIntensity);
}
-
-
- if (do_atmospherics)
- {
- color = atmosFragLightingLinear(color, additive, atten);
- }
}
-
-
- #ifdef WATER_FOG
- vec4 fogged = applyWaterFogViewLinear(pos.xyz, vec4(color, bloom));
- color = fogged.rgb;
- #endif
-
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;
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl
new file mode 100644
index 0000000000..f63d70cbd7
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl
@@ -0,0 +1,58 @@
+/**
+ * @file class3/deferred/waterHazeF.glsl
+ *
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2023, 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
+ * $/LicenseInfo$
+ */
+
+out vec4 frag_color;
+
+// Inputs
+in vec2 vary_fragcoord;
+
+uniform sampler2D normalMap;
+
+vec4 getPositionWithDepth(vec2 pos_screen, float depth);
+float getDepth(vec2 pos_screen);
+
+vec4 getWaterFogView(vec3 pos);
+
+void main()
+{
+ vec2 tc = vary_fragcoord.xy;
+ float depth = getDepth(tc.xy);
+ vec4 pos = getPositionWithDepth(tc, depth);
+ vec4 norm = texture(normalMap, tc);
+
+ if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
+ {
+ }
+ else if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS))
+ {
+ //should only be true of WL sky, just port over base color value
+ discard;
+ }
+
+ vec4 fogged = getWaterFogView(pos.xyz);
+
+ frag_color.rgb = max(fogged.rgb, vec3(0)); //output linear since local lights will be added to this shader's results
+ frag_color.a = fogged.a;
+}