diff options
author | Dave Parks <davep@lindenlab.com> | 2022-09-29 00:19:52 -0500 |
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committer | Dave Parks <davep@lindenlab.com> | 2022-09-29 00:19:52 -0500 |
commit | 411aa9f727efba971c8577cef4d6a31f096a6fea (patch) | |
tree | 7cc32ed6726014613c8a38bee9a5d79476249a3c /indra/newview/app_settings/shaders | |
parent | 2e499bcc40871b6a68700203cc83fe7d81c79c24 (diff) |
SL-18190 Fix for haze color being completely wrong (now it's just half wrong).
Diffstat (limited to 'indra/newview/app_settings/shaders')
3 files changed, 21 insertions, 21 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index c9e7552312..58a444a763 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -178,9 +178,9 @@ void main() // TODO: The non-obvious assignment below is copied from the pre-EEP WL shader code // Unfortunately, fixing it causes a mismatch for EEP, and so it remains... for now // SL-12975 (unfix pre-EEP broken alpha) - frag_data[0] = vec4(srgb_to_linear(color.rgb), 0.0); // Effectively, color.rgbr + frag_data[0] = vec4(srgb_to_linear(color.rgb), 0.0); - frag_data[1] = vec4(1.0, 0.2, 0.0, 0.0); // speccolor, spec + frag_data[1] = vec4(1.0, 0.1, 0.0, 0.0); // occlusion, roughness, metalness frag_data[2] = vec4(encode_normal(screenspacewavef.xyz), 0.0, GBUFFER_FLAG_HAS_PBR);// normalxy, env intens, flags (atmo kill) frag_data[3] = vec4(srgb_to_linear(refcol.rgb),0); diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl index 3d6c15fe55..739f00a8b0 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl @@ -142,7 +142,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou } - +vec3 srgb_to_linear(vec3 col); // return colors in linear space void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, @@ -155,19 +155,17 @@ void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 light_dir, float ambFact vec3 rel_pos_norm = normalize(rel_pos); float rel_pos_len = length(rel_pos); - vec3 sunlight = (sun_up_factor == 1) ? sunlight_linear : moonlight_linear; + vec4 sunlight = (sun_up_factor == 1) ? vec4(sunlight_linear, 0.0) : vec4(moonlight_linear, 0.0); // sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes - vec3 light_atten = (blue_density_linear + vec3(haze_density_linear * 0.25)) * (density_multiplier * max_y); + vec4 light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); // I had thought blue_density and haze_density should have equal weighting, // but attenuation due to haze_density tends to seem too strong - - vec3 combined_haze_linear = blue_density_linear + vec3(haze_density_linear); - vec3 combined_haze = blue_density.rgb + vec3(haze_density); - vec3 blue_weight = blue_density_linear / combined_haze_linear; - vec3 haze_weight = vec3(haze_density_linear) / combined_haze_linear; + vec4 combined_haze = blue_density + vec4(haze_density); + vec4 blue_weight = blue_density / combined_haze; + vec4 haze_weight = vec4(haze_density) / combined_haze; //(TERRAIN) compute sunlight from lightnorm y component. Factor is roughly cosecant(sun elevation) (for short rays like terrain) float above_horizon_factor = 1.0 / max(1e-6, lightnorm.y); @@ -180,7 +178,7 @@ void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 light_dir, float ambFact // ATI Bugfix -- can't store combined_haze*density_dist*distance_multiplier in a variable because the ati // compiler gets confused. combined_haze = exp(-combined_haze * density_dist * distance_multiplier); - combined_haze_linear = exp(-combined_haze_linear * density_dist * distance_multiplier); + // final atmosphere attenuation factor atten = combined_haze.rgb; @@ -205,24 +203,26 @@ void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 light_dir, float ambFact haze_glow *= sun_moon_glow_factor; - vec3 amb_color = ambient_linear; + //vec4 amb_color = vec4(ambient_linear, 0.0); + vec4 amb_color = ambient_color; // increase ambient when there are more clouds - vec3 tmpAmbient = amb_color + (vec3(1.) - amb_color) * cloud_shadow * 0.5; + vec4 tmpAmbient = amb_color + (vec4(1.) - amb_color) * cloud_shadow * 0.5; // Similar/Shared Algorithms: // indra\llinventory\llsettingssky.cpp -- LLSettingsSky::calculateLightSettings() // indra\newview\app_settings\shaders\class1\windlight\atmosphericsFuncs.glsl -- calcAtmosphericVars() // haze color vec3 cs = sunlight.rgb * (1. - cloud_shadow); - additive = (blue_horizon_linear.rgb * blue_weight.rgb) * (cs + tmpAmbient.rgb) + (haze_horizon * haze_weight.rgb) * (cs * haze_glow + tmpAmbient.rgb); + additive = (blue_horizon.rgb * blue_weight.rgb) * (cs + tmpAmbient.rgb) + (haze_horizon * haze_weight.rgb) * (cs * haze_glow + tmpAmbient.rgb); // brightness of surface both sunlight and ambient sunlit = sunlight.rgb; amblit = tmpAmbient.rgb; - additive *= vec3(1.0 - combined_haze_linear); + additive *= vec3(1.0 - combined_haze); + + //sunlit = srgb_to_linear(sunlit); + amblit = ambient_linear; + additive = srgb_to_linear(additive*1.5); - sunlit *= 0.8; - amblit *= 0.05; - additive *= 0.25; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 1795f3fd1a..7635897db1 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -156,7 +156,7 @@ void main() vec3 radiance = vec3(0); sampleReflectionProbes(irradiance, radiance, pos.xyz, norm.xyz, gloss); - irradiance = max(amblit*2.0*ao,irradiance); + irradiance = max(amblit*0.75,irradiance); vec3 f0 = vec3(0.04); vec3 baseColor = diffuse.rgb; @@ -169,8 +169,8 @@ void main() vec3 v = -normalize(pos.xyz); float NdotV = clamp(abs(dot(norm.xyz, v)), 0.001, 1.0); - color.rgb += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, v, normalize(light_dir)) * sunlit*2.75 * scol; - color.rgb += colorEmissive; + color.rgb += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, v, normalize(light_dir)) * sunlit * 2.75 * scol; + color.rgb += colorEmissive*0.5; color.rgb += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness); |