diff options
| author | Dave Parks <davep@lindenlab.com> | 2022-10-07 19:27:19 -0500 | 
|---|---|---|
| committer | Dave Parks <davep@lindenlab.com> | 2022-10-07 19:27:19 -0500 | 
| commit | 25bff0c21dafcfca4d098f2d51a46a09c543a12c (patch) | |
| tree | 71e96118cd318ebf0818b78c67bda99ea82dbab8 /indra/newview/app_settings/shaders/class3/environment | |
| parent | 18309bc7fbfefa7aec29b24b727de7fe07da96fe (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/class3/environment')
| -rw-r--r-- | indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl | 74 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class3/environment/waterF.glsl | 258 | 
2 files changed, 332 insertions, 0 deletions
| diff --git a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl new file mode 100644 index 0000000000..819e6dcf15 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl @@ -0,0 +1,74 @@ +/** + * @file class3\environment\underWaterF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, 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 diffuseMap; +uniform sampler2D bumpMap;    +uniform sampler2D screenTex; +uniform sampler2D refTex; +uniform sampler2D screenDepth; + +uniform vec4 fogCol; +uniform vec3 lightDir; +uniform vec3 specular; +uniform float lightExp; +uniform vec2 fbScale; +uniform float refScale; +uniform float znear; +uniform float zfar; +uniform float kd; +uniform vec4 waterPlane; +uniform vec3 eyeVec; +uniform vec4 waterFogColor; +uniform float waterFogKS; +uniform vec2 screenRes; + +//bigWave is (refCoord.w, view.w); +VARYING vec4 refCoord; +VARYING vec4 littleWave; +VARYING vec4 view; +in vec3 vary_position; + +vec4 applyWaterFogViewLinear(vec3 pos, vec4 color); + +void main()  +{ +	vec4 color; +	     +	//get detail normals +	vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; +	vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; +	vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;     +	vec3 wavef = normalize(wave1+wave2+wave3); +	 +	//figure out distortion vector (ripply)    +	vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; +	distort = distort+wavef.xy*refScale; +		 +	vec4 fb = texture2D(screenTex, distort); +	 +	frag_color = applyWaterFogViewLinear(vary_position, fb); +} diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl new file mode 100644 index 0000000000..4c361884a5 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl @@ -0,0 +1,258 @@ +/**  + * @file waterF.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 + * $/LicenseInfo$ + */ +  +// class3/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 + +uniform sampler2D bumpMap; +uniform sampler2D bumpMap2; +uniform float     blend_factor; +uniform sampler2D screenTex; +uniform sampler2D screenDepth; + +uniform sampler2D refTex; + +uniform float sunAngle; +uniform float sunAngle2; +uniform vec3 lightDir; +uniform vec3 specular; +uniform float lightExp; +uniform float refScale; +uniform float kd; +uniform vec2 screenRes; +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) +{ +    vec3 n = mix(bump1, bump2, blend_factor); +    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); +	 +	//normalize view vector +	vec3 viewVec = normalize(pos.xyz); +	 +	//get wave normals +    vec2 bigwave = vec2(refCoord.w, view.w); +    vec3 wave1_a = texture(bumpMap, bigwave, -2      ).xyz*2.0-1.0; +    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 = texture(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; + +    vec3 wave1 = BlendNormal(wave1_a, wave1_b); +    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	 +	 +	vec3 df = vec3( +					dot(viewVec, wave1), +					dot(viewVec, (wave2 + wave3) * 0.5), +					dot(viewVec, wave3) +				 ) * fresnelScale + fresnelOffset; +		     +	vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; +	 +	float dist2 = dist; +	dist = max(dist, 5.0); +	 +	float dmod = sqrt(dist); +	 +	vec2 dmod_scale = vec2(dmod*dmod, dmod); +	 +    float df1 = df.x + df.y + df.z; + +    //wavef = normalize(wavef - vary_normal); +    //wavef = vary_normal; + +    vec3 waver = reflect(viewVec, -wavef)*3; + +	//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 (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)); +    } + +    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; + +    //get specular component +    float spec = clamp(dot(vary_light_dir, (reflect(viewVec, wavef))), 0.0, 1.0); + +    //harden specular +    spec = pow(spec, 128.0); + +    color.rgb += spec * specular; + +	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; +	frag_color = color; + +#if defined(WATER_EDGE) +    gl_FragDepth = 0.9999847f; +#endif +	 +} + | 
