diff options
| author | Dave Parks <davep@lindenlab.com> | 2023-03-28 14:30:59 -0500 | 
|---|---|---|
| committer | Dave Parks <davep@lindenlab.com> | 2023-03-28 14:30:59 -0500 | 
| commit | 10f66c05190585e9de2e85831712323c297d81c4 (patch) | |
| tree | 7ca97a8f67aea3714a88e4e5016be12a0d1f62e5 /indra/newview/app_settings/shaders | |
| parent | 9bf08f553aa59122a606487f1b28bd6083d9f966 (diff) | |
DRTVWR-559 Dynamically adjust exposure.
Diffstat (limited to 'indra/newview/app_settings/shaders')
5 files changed, 81 insertions, 8 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl new file mode 100644 index 0000000000..6994a20b79 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl @@ -0,0 +1,66 @@ +/**  + * @file exposureF.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 + * $/LicenseInfo$ + */ +  +#extension GL_ARB_texture_rectangle : enable + +/*[EXTRA_CODE_HERE]*/ + +out vec4 frag_color; + +uniform sampler2D diffuseRect; +uniform float dt; + +void main()  +{ +    int samples = 16; +    float step = 1.0/(samples-4); + +    float start = step; +    float end = 1.0-step; + +    float w = 0.0; + +    vec3 col; + +    for (float x = start; x <= end; x += step) +    { +        for (float y = start; y <= end; y += step) +        { +            vec2 tc = vec2(x,y); +            w += 1.0; +            col += texture(diffuseRect, tc).rgb; +        } +    } + +    col /= w; + +    // calculate luminance the same way LLColor4::calcHSL does +    float mx = max(max(col.r, col.g), col.b); +    float mn = min(min(col.r, col.g), col.b); +    float lum = (mx + mn) * 0.5; + +    frag_color = vec4(lum, lum, lum, dt); +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index 87324bca7f..87725affe7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -35,6 +35,7 @@ out vec4 frag_color;  uniform sampler2D diffuseRect;  uniform sampler2D emissiveRect; +uniform sampler2D exposureMap;  uniform vec2 screen_res;  VARYING vec2 vary_fragcoord; @@ -107,7 +108,10 @@ uniform float gamma;  vec3 toneMap(vec3 color)  { -    color *= exposure; +    float exp_sample = texture(exposureMap, vec2(0.5,0.5)).r; + +    float exp_scale = clamp(0.1/exp_sample, 0.4, 8.0); +    color *= exposure * exp_scale;  #ifdef TONEMAP_ACES_NARKOWICZ      color = toneMapACES_Narkowicz(color); @@ -190,6 +194,9 @@ void main()      vec3 nz = vec3(noise(seed.rg), noise(seed.gb), noise(seed.rb));      diff.rgb += nz*0.003;      //diff.rgb = nz; + +    //float exp_sample = texture(exposureMap, vec2(0.5,0.5)).r; +    //diff.g = exp_sample;      frag_color = diff;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl index 4d24b4de9a..8b4cac3e64 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl @@ -33,6 +33,6 @@ void main()  {  	//transform vertex  	vec4 pos = vec4(position.xyz, 1.0); -	gl_Position = pos;	 +	gl_Position = pos;  	vary_fragcoord = (pos.xy*0.5+0.5);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index f028b303f7..0090155e5c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -91,10 +91,8 @@ void main()      vary_LightNormPosDot = rel_pos_lightnorm_dot;      // Initialize temp variables -    vec3 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; -    float scale = cube_snapshot*0.75+1; -    sunlight *= scale; - +    vec3 sunlight = (sun_up_factor == 1) ? sunlight_color*2.0 : moonlight_color; +          // Sunlight attenuation effect (hue and brightness) due to atmosphere      // this is used later for sunlight modulation at various altitudes      vec3 light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y); diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl index 55e1411be2..f9a1f5e4d6 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl @@ -62,7 +62,9 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou      vec3  rel_pos_norm = normalize(rel_pos);      float rel_pos_len  = length(rel_pos); -    vec3  sunlight     = (sun_up_factor == 1) ? sunlight_color : moonlight_color; +    float scale = sun_up_factor + 1.0; +    vec3  sunlight     = (sun_up_factor == 1) ? sunlight_color: moonlight_color; +    sunlight *= scale;      // sunlight attenuation effect (hue and brightness) due to atmosphere      // this is used later for sunlight modulation at various altitudes @@ -140,7 +142,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou      // fudge sunlit and amblit to get consistent lighting compared to legacy      // midday before PBR was a thing -    sunlit = sunlight.rgb * 0.7; +    sunlit = sunlight.rgb / scale;      amblit = tmpAmbient.rgb * 0.25;      additive *= vec3(1.0 - combined_haze); | 
