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authorDave Parks <davep@lindenlab.com>2020-03-13 18:12:14 +0000
committerDave Parks <davep@lindenlab.com>2020-03-13 18:12:14 +0000
commit4034d57bb8ffed4891c5517c94fd4ccb10a41160 (patch)
treed5b85cdeb6eb48f7496cadca3002cce3d9b6c69c /indra/newview/app_settings/shaders
parentf840297e3daf6f4d42eae383da52aeabec4bb7a6 (diff)
parent0a0cfcf2ef92375f099ed91f009db1ebf2d410c0 (diff)
Merged in davep/DRTVWR-440 (pull request #33)
SL-12233 Fix for disagreement between fullbright implementations with ALM on and off.
Diffstat (limited to 'indra/newview/app_settings/shaders')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/transportF.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class3/windlight/transportF.glsl9
5 files changed, 28 insertions, 13 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl
index 0ffca8515c..f0522850de 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl
@@ -44,7 +44,6 @@ void main()
float shadow = 1.0;
vec4 color = diffuseLookup(vary_texcoord0.xy)*vertex_color;
- color.rgb = pow(color.rgb, vec3(2.2));
color.rgb = fullbrightAtmosTransport(color.rgb);
color.rgb = fullbrightScaleSoftClip(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
index c104dc884f..46ec20c8b0 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
@@ -79,11 +79,9 @@ void main()
color.rgb = fogged.rgb;
color.a = fogged.a;
#else
- color.rgb = srgb_to_linear(color.rgb);
- color.rgb = fullbrightAtmosTransport(color.rgb);
+ color.rgb = fullbrightAtmosTransport(color.rgb);
color.rgb = fullbrightScaleSoftClip(color.rgb);
- color.rgb = linear_to_srgb(color.rgb);
- color.a = final_alpha;
+ color.a = final_alpha;
#endif
frag_color.rgb = color.rgb;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 553c2f3045..ca11f58888 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -44,6 +44,9 @@ vec4 applyWaterFogView(vec3 pos, vec4 color);
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
vec3 scaleSoftClipFrag(vec3 l);
+vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
+vec3 fullbrightScaleSoftClip(vec3 light);
+
void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
vec3 srgb_to_linear(vec3 cs);
@@ -320,21 +323,26 @@ void main()
vec3 atten;
calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false);
-
+
if (emissive_brightness >= 1.0) // fullbright, skip lighting calculations
{
- // just do atmos attenuation (ad hoc 60% factor to match release viewer)
- color = atmosFragLighting(diffuse_srgb.rgb, additive, atten*0.6);
- color = scaleSoftClipFrag(color);
+ color = fullbrightAtmosTransportFrag(diffuse_srgb.rgb, additive, atten);
+ color = fullbrightScaleSoftClip(color);
+
al = diffuse_srgb.a;
}
else // not fullbright, calculate lighting
{
vec3 refnormpersp = normalize(reflect(pos.xyz, norm));
+ //we're in sRGB space, so gamma correct this dot product so
+ // lighting from the sun stays sharp
float da = clamp(dot(normalize(norm.xyz), light_dir.xyz), 0.0, 1.0);
da = pow(da, 1.0 / 1.3);
+ //darken ambient for normals perpendicular to light vector so surfaces in shadow
+ // and facing away from light still have some definition to them.
+ // do NOT gamma correct this dot product so ambient lighting stays soft
float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
ambient *= 0.5;
ambient *= ambient;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
index 8fc5d750e3..f69d36f715 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
@@ -49,10 +49,15 @@ vec3 atmosTransport(vec3 light)
return atmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());
}
-vec3 fullbrightAtmosTransport(vec3 light)
+vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
{
float brightness = dot(light.rgb * 0.5, vec3(0.3333)) + 0.1;
- return atmosTransportFrag(light * 0.5, getAdditiveColor() * brightness, getAtmosAttenuation());
+ return atmosTransportFrag(light * 0.5, additive * brightness, atten);
+}
+
+vec3 fullbrightAtmosTransport(vec3 light)
+{
+ return fullbrightAtmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());
}
vec3 fullbrightShinyAtmosTransport(vec3 light)
diff --git a/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl
index 18705f785f..aa7dbc39ce 100644
--- a/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl
+++ b/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl
@@ -49,10 +49,15 @@ vec3 atmosTransport(vec3 light)
return atmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());
}
-vec3 fullbrightAtmosTransport(vec3 light)
+vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
{
float brightness = dot(light.rgb, vec3(0.33333));
- return atmosTransportFrag(light * 0.5, getAdditiveColor() * (brightness * 0.5 + 0.5), getAtmosAttenuation());
+ return atmosTransportFrag(light * 0.5, additive * (brightness * 0.5 + 0.5), atten);
+}
+
+vec3 fullbrightAtmosTransport(vec3 light)
+{
+ return atmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());
}
vec3 fullbrightShinyAtmosTransport(vec3 light)