diff options
author | Jonathan "Geenz" Goodman <geenz@geenzo.com> | 2023-06-11 20:56:02 -0700 |
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committer | Jonathan "Geenz" Goodman <geenz@geenzo.com> | 2023-06-11 20:56:02 -0700 |
commit | ffac2df6caedf48f30b3913386ea6e4c82ae5a0b (patch) | |
tree | c5e5a0541b318551cc04b6b7108f8f9025c6b72d /indra/newview/app_settings/shaders/class3 | |
parent | 47e311d6e8b9996de3e0a1ac75c13724ce7735aa (diff) | |
parent | 1ebfc1876ec3383067a2399218037a33601b04d5 (diff) |
Merge branch 'DRTVWR-559' into DRTVWR-583-glossy-ssr
Diffstat (limited to 'indra/newview/app_settings/shaders/class3')
5 files changed, 34 insertions, 102 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl index 1c79748b49..0d77e88831 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl @@ -42,7 +42,7 @@ uniform samplerCube environmentMap; vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten); vec3 legacy_adjust_fullbright(vec3 c); vec3 legacy_adjust(vec3 c); -void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); +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); vec3 srgb_to_linear(vec3 c); @@ -71,7 +71,7 @@ void main() vec3 additive; vec3 atten; vec3 pos = vary_position; - calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false); + calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten); float env_intensity = vertex_color.a; diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl index 77e3b92385..5fb5647d35 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl @@ -38,7 +38,7 @@ uniform float emissive_brightness; // fullbright flag, 1.0 == fullbright, 0.0 o uniform int sun_up_factor; #ifdef WATER_FOG -vec4 applyWaterFogView(vec3 pos, vec4 color); +vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit); #endif vec3 atmosFragLightingLinear(vec3 l, vec3 additive, vec3 atten); @@ -49,6 +49,7 @@ void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float vec3 srgb_to_linear(vec3 cs); vec3 linear_to_srgb(vec3 cs); vec3 legacy_adjust(vec3 c); +vec3 legacy_adjust_fullbright(vec3 c); #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) @@ -396,7 +397,7 @@ void main() } #endif - color = mix(color.rgb, diffcol.rgb, emissive); + color = mix(color.rgb, legacy_adjust_fullbright(diffcol.rgb), emissive); if (env > 0.0) { // add environmentmap @@ -410,6 +411,11 @@ void main() 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); @@ -430,11 +436,6 @@ void main() glare = min(glare, 1.0); float al = max(diffcol.a, glare) * vertex_color.a; -#ifdef WATER_FOG - vec4 temp = applyWaterFogView(pos, vec4(color, 0.0)); - color = temp.rgb; -#endif - frag_color = max(vec4(color, al), vec4(0)); #else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 2f3efaa94a..409b46218b 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -25,9 +25,6 @@ #define FLT_MAX 3.402823466e+38 -#define REFMAP_COUNT 256 -#define REF_SAMPLE_COUNT 64 //maximum number of samples to consider - out vec4 frag_color; uniform sampler2D diffuseRect; @@ -47,9 +44,14 @@ uniform sampler2D lightFunc; uniform float blur_size; uniform float blur_fidelity; +#if defined(HAS_SSAO) +uniform float ssao_irradiance_scale; +uniform float ssao_irradiance_max; +#endif + // Inputs uniform mat3 env_mat; - +uniform mat3 ssao_effect_mat; uniform vec3 sun_dir; uniform vec3 moon_dir; uniform int sun_up_factor; @@ -115,6 +117,16 @@ vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, vec3 l); //surface point to light +void adjustIrradiance(inout vec3 irradiance, vec3 amblit_linear, float ambocc) +{ + // use sky settings ambient or irradiance map sample, whichever is brighter + irradiance = max(amblit_linear, irradiance); + +#if defined(HAS_SSAO) + irradiance = mix(ssao_effect_mat * min(irradiance.rgb*ssao_irradiance_scale, vec3(ssao_irradiance_max)), irradiance.rgb, ambocc); +#endif +} + void main() { vec2 tc = vary_fragcoord.xy; @@ -176,7 +188,7 @@ void main() vec3 orm = texture(specularRect, tc).rgb; float perceptualRoughness = orm.g; float metallic = orm.b; - float ao = orm.r * ambocc; + float ao = orm.r; vec3 colorEmissive = texture(emissiveRect, tc).rgb; // PBR IBL @@ -184,16 +196,13 @@ void main() sampleReflectionProbes(irradiance, radiance, tc, pos.xyz, norm.xyz, gloss); - // Take maximium of legacy ambient vs irradiance sample as irradiance - // NOTE: ao is applied in pbrIbl (see pbrBaseLight), do not apply here - irradiance = max(amblit_linear,irradiance); + adjustIrradiance(irradiance, amblit_linear, ambocc); vec3 diffuseColor; vec3 specularColor; calcDiffuseSpecular(baseColor.rgb, metallic, diffuseColor, specularColor); vec3 v = -normalize(pos.xyz); - color = vec3(1,0,1); color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, colorEmissive, ao, additive, atten); if (do_atmospherics) @@ -206,17 +215,15 @@ void main() //should only be true of WL sky, just port over base color value color = texture(emissiveRect, tc).rgb; color = srgb_to_linear(color); - if (sun_up_factor > 0) - { - color *= sky_hdr_scale + 1.0; - } + color *= sky_hdr_scale; } else { // legacy shaders are still writng sRGB to gbuffer baseColor.rgb = legacy_adjust(baseColor.rgb); - + baseColor.rgb = srgb_to_linear(baseColor.rgb); + spec.rgb = srgb_to_linear(spec.rgb); float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0); @@ -227,11 +234,10 @@ void main() sampleReflectionProbesLegacy(irradiance, glossenv, legacyenv, tc, pos.xyz, norm.xyz, spec.a, envIntensity); - // use sky settings ambient or irradiance map sample, whichever is brighter - irradiance = max(amblit_linear, irradiance); + adjustIrradiance(irradiance, amblit_linear, ambocc); // apply lambertian IBL only (see pbrIbl) - color.rgb = irradiance * ambocc; + color.rgb = irradiance; vec3 sun_contrib = min(da, scol) * sunlit_linear; color.rgb += sun_contrib; diff --git a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl index 30ad493331..77bbbabfae 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl @@ -23,21 +23,13 @@ * $/LicenseInfo$ */ - - -// All lights, no specular highlights -vec3 atmosAmbient(); +// used for preview renders only vec4 sumLights(vec3 pos, vec3 norm, vec4 color); -float getAmbientClamp(); vec4 calcLighting(vec3 pos, vec3 norm, vec4 color) { vec4 c = sumLights(pos, norm, color); -#if !defined(AMBIENT_KILL) - c.rgb += atmosAmbient() * color.rgb * getAmbientClamp(); -#endif - return c; } diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl deleted file mode 100644 index 4b663dd5b2..0000000000 --- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl +++ /dev/null @@ -1,67 +0,0 @@ -/** - * @file class3\lighting\sumLightsV.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 - * $/LicenseInfo$ - */ - - -float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight); - -vec3 atmosAffectDirectionalLight(float lightIntensity); -vec3 scaleDownLight(vec3 light); - -uniform vec4 light_position[8]; -uniform vec3 light_direction[8]; -uniform vec4 light_attenuation[8]; -uniform vec3 light_diffuse[8]; - -vec4 sumLights(vec3 pos, vec3 norm, vec4 color) -{ - vec4 col = vec4(0.0, 0.0, 0.0, color.a); - - // Collect normal lights (need to be divided by two, as we later multiply by 2) - - // Collect normal lights - col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z); - col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z); - col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z); - col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z); - col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z); - col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z); - col.rgb += light_diffuse[1].rgb*calcDirectionalLight(norm, light_position[1].xyz); - col.rgb = scaleDownLight(col.rgb); - -#if defined(LOCAL_LIGHT_KILL) - col.rgb = vec3(0); -#endif - - // Add windlight lights -#if !defined(SUNLIGHT_KILL) - col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz)); -#endif - - col.rgb = min(col.rgb*color.rgb, 1.0); - - return col; -} - |