summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders
diff options
context:
space:
mode:
authorGraham Linden <graham@lindenlab.com>2019-05-02 13:49:35 -0700
committerGraham Linden <graham@lindenlab.com>2019-05-02 13:49:35 -0700
commitc4032528aff8ef1938e897ec583bbf25a3e713e1 (patch)
tree4addd3b6619e6e911898d09ef446d0d40ef8a73e /indra/newview/app_settings/shaders
parent1ff876a961dc00b7f162054ea1a9fed79240bffc (diff)
Roll back sRGB decode changes from contrib for now.
Fix direct light matching across alpha/blended-material/deferred. Get diffuse lighting to match from Low to Ultra.
Diffstat (limited to 'indra/newview/app_settings/shaders')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl68
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl128
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/moonF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl104
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl20
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl94
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl11
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/underWaterF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/waterF.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class3/lighting/lightV.glsl6
21 files changed, 282 insertions, 243 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index ae579d7f85..ecb1d599de 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -121,7 +121,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
fa += 1.0f;
float dist_atten = (fa > 0) ? clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0) : 1.0f;
dist_atten *= dist_atten;
- dist_atten *= 2.0f;
+ dist_atten *= 2.0;
// spotlight coefficient.
float spot = max(dot(-ln, lv), is_pointlight);
@@ -140,9 +140,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
amb_da *= dist_atten;
amb_da = min(amb_da, 1.0f - lit);
-#ifndef NO_AMBIANCE
col.rgb += amb_da * 0.5 * light_col * diffuse;
-#endif
// no spec for alpha shader...
}
@@ -164,22 +162,26 @@ void main()
shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, frag);
#endif
+#ifdef USE_DIFFUSE_TEX
+ vec4 diffuse_linear = texture2D(diffuseMap,vary_texcoord0.xy);
+#endif
+
#ifdef USE_INDEXED_TEX
- vec4 diff = diffuseLookup(vary_texcoord0.xy);
-#else
- vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
+ vec4 diffuse_linear = diffuseLookup(vary_texcoord0.xy);
#endif
+ vec4 diffuse_srgb = vec4(linear_to_srgb(diffuse_linear.rgb), diffuse_linear.a);
+
#ifdef FOR_IMPOSTOR
vec4 color;
- color.rgb = diff.rgb;
+ color.rgb = diffuse_srgb.rgb;
color.a = 1.0;
#ifdef USE_VERTEX_COLOR
- float final_alpha = diff.a * vertex_color.a;
- diff.rgb *= vertex_color.rgb;
+ float final_alpha = diffuse_srgb.a * vertex_color.a;
+ diffuse_srgb.rgb *= vertex_color.rgb;
#else
- float final_alpha = diff.a;
+ float final_alpha = diffuse_srgb.a;
#endif
// Insure we don't pollute depth with invis pixels in impostor rendering
@@ -191,16 +193,12 @@ void main()
#else
#ifdef USE_VERTEX_COLOR
- float final_alpha = diff.a * vertex_color.a;
- diff.rgb *= vertex_color.rgb;
+ float final_alpha = diffuse_linear.a * vertex_color.a;
+ diffuse_srgb.rgb *= vertex_color.rgb;
#else
- float final_alpha = diff.a;
+ float final_alpha = diffuse_linear.a;
#endif
- vec3 gamma_diff = diff.rgb;
-
- diff.rgb = srgb_to_linear(diff.rgb);
-
vec3 sunlit;
vec3 amblit;
vec3 additive;
@@ -217,7 +215,7 @@ void main()
float final_da = da;
final_da = clamp(final_da, 0.0f, 1.0f);
- vec4 color = vec4(0,0,0,0);
+ vec4 color = vec4(0.0);
color.rgb = amblit;
color.a = final_alpha;
@@ -225,6 +223,7 @@ void main()
float ambient = da;
ambient *= 0.5;
ambient *= ambient;
+ ambient = max(getAmbientClamp(), ambient); // keeps shadows dark
ambient = 1.0 - ambient;
vec3 sun_contrib = min(final_da, shadow) * sunlit;
@@ -237,14 +236,12 @@ vec3 post_ambient = color.rgb;
vec3 post_sunlight = color.rgb;
- color.rgb *= diff.rgb;
+ color.rgb *= diffuse_linear.rgb;
vec3 post_diffuse = color.rgb;
- color.rgb = mix(diff.rgb, color.rgb, final_alpha);
-
- //color.rgb = srgb_to_linear(color.rgb);
-
+ //color.rgb = mix(diffuse_srgb.rgb, color.rgb, final_alpha);
+
color.rgb = atmosFragLighting(color.rgb, additive, atten);
color.rgb = scaleSoftClipFrag(color.rgb);
@@ -252,7 +249,10 @@ vec3 post_atmo = color.rgb;
vec4 light = vec4(0,0,0,0);
- #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diff.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w * 0.5);
+ // to linear!
+ color.rgb = srgb_to_linear(color.rgb);
+
+ #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diffuse_linear.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w * 0.5);
LIGHT_LOOP(1)
LIGHT_LOOP(2)
@@ -262,15 +262,29 @@ vec3 post_atmo = color.rgb;
LIGHT_LOOP(6)
LIGHT_LOOP(7)
+ // sum local light contrib in linear colorspace
+ color.rgb += light.rgb;
+
+ // back to sRGB as we're going directly to the final RT post-deferred gamma correction
color.rgb = linear_to_srgb(color.rgb);
- color.rgb += light.rgb;
-#endif
+
+//color.rgb = amblit;
+//color.rgb = vec3(ambient);
+//color.rgb = sunlit;
+//color.rgb = vec3(final_da);
+//color.rgb = post_ambient;
+//color.rgb = post_sunlight;
+//color.rgb = sun_contrib;
+//color.rgb = diffuse_srgb.rgb;
+//color.rgb = post_diffuse;
+//color.rgb = post_atmo;
#ifdef WATER_FOG
color = applyWaterFogView(pos.xyz, color);
-#endif
+#endif // WATER_FOG
+#endif
frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
index 9535cd6870..c5eaacbd0b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
@@ -86,14 +86,14 @@ void main()
vec2 disturbance2 = vec2(cloudNoise((uv1 + uv3) / 4.0f).x, cloudNoise((uv4 + uv2) / 8.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f);
// Offset texture coords
- uv1 += cloud_pos_density1.xy + (disturbance * 0.02); //large texture, visible density
+ uv1 += cloud_pos_density1.xy;// + (disturbance * 0.02); //large texture, visible density
uv2 += cloud_pos_density1.xy; //large texture, self shadow
uv3 += cloud_pos_density2.xy; //small texture, visible density
uv4 += cloud_pos_density2.xy; //small texture, self shadow
float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y));
- cloudDensity *= 1.0 - (density_variance * density_variance);
+ //cloudDensity *= 1.0 - (density_variance * density_variance);
// Compute alpha1, the main cloud opacity
@@ -104,8 +104,8 @@ void main()
alpha1 = 1. - alpha1 * alpha1;
alpha1 = 1. - alpha1 * alpha1;
- alpha1 *= altitude_blend_factor;
- alpha1 = clamp(alpha1, 0.0, 1.0);
+ //alpha1 *= altitude_blend_factor;
+ //alpha1 = clamp(alpha1, 0.0, 1.0);
// Compute alpha2, for self shadowing effect
// (1 - alpha2) will later be used as percentage of incoming sunlight
@@ -122,6 +122,10 @@ void main()
color.rgb= max(vec3(0), color.rgb);
color.rgb = linear_to_srgb(color.rgb);
+//alpha1 = 1.0;
+//color.rgb = cloudColorAmbient.rgb;
+
+
/// Gamma correct for WL (soft clip effect).
frag_data[0] = vec4(scaleSoftClip(color.rgb), alpha1);
frag_data[1] = vec4(0.0,0.0,0.0,0.0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
index 61fd43f1ee..10425bb91f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
@@ -78,7 +78,7 @@ void main()
// Get relative position
vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
- altitude_blend_factor = (P.y > -4096.0) ? 1.0 : 1.0 - clamp(abs(P.y) / max_y, 0.0, 1.0);
+ altitude_blend_factor = (P.y > -4096.0) ? 1.0 : 1.0 - clamp(abs(P.y) / max_y, 0.0, 1.0);
// Set altitude
if (P.y > 0.)
@@ -86,7 +86,6 @@ void main()
P *= (max_y / P.y);
}
else
- if (P.y <= 0.0)
{
P *= (-32000. / P.y);
}
@@ -100,14 +99,14 @@ void main()
vec4 temp2 = vec4(0.);
vec4 blue_weight;
vec4 haze_weight;
- vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
+ //vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
+ vec4 sunlight = sunlight_color;
vec4 light_atten;
- float dens_mul = density_multiplier;
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
- light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y);
+ light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
// Calculate relative weights
temp1 = blue_density + haze_density;
@@ -120,13 +119,14 @@ void main()
sunlight *= exp( - light_atten * temp2.y);
// Distance
- temp2.z = Plen * dens_mul;
+ temp2.z = Plen * density_multiplier;
// Transparency (-> temp1)
// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
// compiler gets confused.
temp1 = exp(-temp1 * temp2.z);
+
// Compute haze glow
temp2.x = dot(Pn, lightnorm.xyz);
temp2.x = 1. - temp2.x;
@@ -138,7 +138,7 @@ void main()
temp2.x = pow(temp2.x, glow.z);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function
- temp2.x *= sun_moon_glow_factor;
+ //temp2.x *= sun_moon_glow_factor;
// Add "minimum anti-solar illumination"
temp2.x += .25;
@@ -179,7 +179,7 @@ void main()
// Texture coords
vary_texcoord0 = texcoord0;
vary_texcoord0.xy -= 0.5;
- vary_texcoord0.xy /= max(0.001, cloud_scale);
+ vary_texcoord0.xy /= cloud_scale;
vary_texcoord0.xy += 0.5;
vary_texcoord1 = vary_texcoord0;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
index 828c325c9d..ccd1df84f9 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
@@ -36,11 +36,12 @@ VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
vec2 encode_normal(vec3 n);
+vec3 linear_to_srgb(vec3 c);
void main()
{
vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb;
-
+
vec3 spec;
spec.rgb = vec3(vertex_color.a);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index f7af3647a1..f640dba59b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -120,6 +120,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
fa += 1.0f;
float dist_atten = ( fa > 0) ? clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0) : 1.0f;
dist_atten *= dist_atten;
+ dist_atten *= 2.0;
if (dist_atten <= 0)
{
@@ -226,19 +227,17 @@ void main()
{
vec2 pos_screen = vary_texcoord0.xy;
- vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy);
- diffcol.rgb *= vertex_color.rgb;
+ vec4 diffuse_linear = texture2D(diffuseMap, vary_texcoord0.xy);
+ vec4 diffuse_srgb = vec4(linear_to_srgb(diffuse_linear.rgb), diffuse_linear.a);
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
- if (diffcol.a < minimum_alpha)
+ if (diffuse_linear.a < minimum_alpha)
{
discard;
}
#endif
-#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
- vec3 gamma_diff = diffcol.rgb;
-#endif
+ diffuse_linear.rgb *= vertex_color.rgb;
#ifdef HAS_SPECULAR_MAP
vec4 spec = texture2D(specularMap, vary_texcoord2.xy);
@@ -247,17 +246,19 @@ void main()
vec4 spec = vec4(specular_color.rgb, 1.0);
#endif
-#ifdef HAS_NORMAL_MAP
- vec4 norm = texture2D(bumpMap, vary_texcoord1.xy);
+ vec4 norm = vec4(0,0,0,1.0);
+ vec3 tnorm;
+#ifdef HAS_NORMAL_MAP
+ norm = texture2D(bumpMap, vary_texcoord1.xy);
norm.xyz = norm.xyz * 2 - 1;
- vec3 tnorm = vec3(dot(norm.xyz,vary_mat0),
- dot(norm.xyz,vary_mat1),
- dot(norm.xyz,vary_mat2));
+ // tangent space norm
+ tnorm = vec3(dot(norm.xyz,vary_mat0),
+ dot(norm.xyz,vary_mat1),
+ dot(norm.xyz,vary_mat2));
#else
- vec4 norm = vec4(0,0,0,1.0);
- vec3 tnorm = vary_normal;
+ tnorm = vary_normal;
#endif
norm.xyz = tnorm;
@@ -265,7 +266,7 @@ void main()
vec2 abnormal = encode_normal(norm.xyz);
- vec4 final_color = diffcol;
+ vec4 final_color = diffuse_linear;
#if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE)
final_color.a = emissive_brightness;
@@ -274,14 +275,15 @@ void main()
#endif
vec4 final_specular = spec;
+ final_specular.a = specular_color.a;
#ifdef HAS_SPECULAR_MAP
- vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity * spec.a, 0.0);
- final_specular.a = specular_color.a * norm.a;
-#else
+ final_specular.a *= norm.a;
+#endif
+
vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, 0.0);
- final_specular.a = specular_color.a;
+#ifdef HAS_SPECULAR_MAP
+ final_normal.z *= spec.a;
#endif
-
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
//forward rendering, output just lit RGBA
@@ -294,13 +296,10 @@ void main()
#endif
spec = final_specular;
- vec4 diffuse = final_color;
-
- diffuse.rgb = srgb_to_linear(diffuse.rgb);
float envIntensity = final_normal.z;
- vec3 col = vec3(0.0f,0.0f,0.0f);
+ vec3 color = vec3(0.0);
float bloom = 0.0;
vec3 sunlit;
@@ -314,7 +313,7 @@ void main()
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
- float da = dot(norm.xyz, light_dir.xyz);
+ float da = dot(normalize(norm.xyz), normalize(light_dir.xyz));
da = clamp(da, -1.0, 1.0);
float final_da = da;
@@ -323,22 +322,23 @@ void main()
float ambient = da;
ambient *= 0.5;
ambient *= ambient;
+ ambient = max(getAmbientClamp(), ambient);
ambient = 1.0 - ambient;
vec3 sun_contrib = min(final_da, shadow) * sunlit;
- col.rgb = amblit;
- col.rgb *= ambient;
+ color.rgb = amblit;
+ color.rgb *= ambient;
-vec3 post_ambient = col.rgb;
+vec3 post_ambient = color.rgb;
- col.rgb += sun_contrib;
+ color.rgb += sun_contrib;
-vec3 post_sunlight = col.rgb;
+vec3 post_sunlight = color.rgb;
- col.rgb *= diffuse.rgb;
+ color.rgb *= diffuse_linear.rgb;
-vec3 post_diffuse = col.rgb;
+vec3 post_diffuse = color.rgb;
float glare = 0.0;
@@ -363,44 +363,44 @@ vec3 post_diffuse = col.rgb;
vec3 speccol = sun_contrib*scol*spec.rgb;
speccol = clamp(speccol, vec3(0), vec3(1));
bloom = dot(speccol, speccol) / 6;
- col += speccol;
+ color += speccol;
}
}
-vec3 post_spec = col.rgb;
+vec3 post_spec = color.rgb;
- col = mix(col.rgb, diffuse.rgb, diffuse.a);
+ //color = mix(color.rgb, diffuse_srgb.rgb, diffuse_srgb.a);
if (envIntensity > 0.0)
{
//add environmentmap
vec3 env_vec = env_mat * refnormpersp;
- vec3 refcol = textureCube(environmentMap, env_vec).rgb;
+ vec3 reflected_color = textureCube(environmentMap, env_vec).rgb;
- col = mix(col.rgb, refcol,
- envIntensity);
+ color = mix(color.rgb, reflected_color, envIntensity);
- float cur_glare = max(refcol.r, refcol.g);
- cur_glare = max(cur_glare, refcol.b);
+ float cur_glare = max(reflected_color.r, reflected_color.g);
+ cur_glare = max(cur_glare, reflected_color.b);
cur_glare *= envIntensity*4.0;
glare += cur_glare;
}
-vec3 post_env = col.rgb;
+vec3 post_env = color.rgb;
+
+ color = atmosFragLighting(color, additive, atten);
+ color = scaleSoftClipFrag(color);
+
+vec3 post_atmo = color.rgb;
- col = atmosFragLighting(col, additive, atten);
- col = scaleSoftClipFrag(col);
+ //convert to linear space before adding local lights
+ color = srgb_to_linear(color);
vec3 npos = normalize(-pos.xyz);
vec3 light = vec3(0,0,0);
-vec3 post_atmo = col.rgb;
-
- //col.rgb = srgb_to_linear(col.rgb);
-
- #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w * 0.5);
+ #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse_linear.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w * 0.5);
LIGHT_LOOP(1)
LIGHT_LOOP(2)
@@ -410,27 +410,39 @@ vec3 post_atmo = col.rgb;
LIGHT_LOOP(6)
LIGHT_LOOP(7)
-vec3 postlight_linear = col.rgb;
glare = min(glare, 1.0);
- float al = max(diffcol.a,glare)*vertex_color.a;
+ float al = max(diffuse_linear.a,glare)*vertex_color.a;
+
+ color.rgb += light.rgb;
+
+ // (only) post-deferred needs inline gamma correction
+ color.rgb = linear_to_srgb(color.rgb);
+
+//color.rgb = amblit;
+//color.rgb = vec3(ambient);
+//color.rgb = sunlit;
+//color.rgb = post_ambient;
+//color.rgb = vec3(final_da);
+//color.rgb = sun_contrib;
+//color.rgb = post_sunlight;
+//color.rgb = diffuse_srgb.rgb;
+//color.rgb = post_diffuse;
+//color.rgb = post_spec;
+//color.rgb = post_env;
+//color.rgb = post_atmo;
#ifdef WATER_FOG
- vec4 temp = applyWaterFogView(pos, vec4(col.rgb, al));
- col.rgb = temp.rgb;
+ vec4 temp = applyWaterFogView(pos, vec4(color.rgb, al));
+ color.rgb = temp.rgb;
al = temp.a;
#endif
-//col.rgb = post_atmo;
-
- col.rgb = linear_to_srgb(col.rgb);
-
- col.rgb += light.rgb;
-
- frag_color.rgb = col.rgb;
+ frag_color.rgb = color.rgb;
frag_color.a = al;
#else
+ // deferred path
frag_data[0] = final_color;
frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent.
frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity.
diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
index 187b5a62dd..8256d5f106 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
@@ -44,12 +44,15 @@ uniform sampler2D altDiffuseMap;
uniform float blend_factor; // interp factor between moon A/B
VARYING vec2 vary_texcoord0;
+vec3 srgb_to_linear(vec3 c);
void main()
{
vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy);
vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy);
vec4 c = mix(moonA, moonB, blend_factor);
+ c.rgb = srgb_to_linear(c.rgb);
+
// mix factor which blends when sunlight is brighter
// and shows true moon color at night
vec3 luma_weights = vec3(0.3, 0.5, 0.3);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
index 6489508c00..2569e49743 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
@@ -72,8 +72,6 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
vec3 getNorm(vec2 pos_screen);
-vec3 srgb_to_linear(vec3 cs);
-vec3 linear_to_srgb(vec3 cl);
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index bcd93d9a2d..84642b2f98 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -36,7 +36,6 @@ out vec4 frag_color;
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
-uniform sampler2DRect positionMap;
uniform sampler2DRect normalMap;
uniform sampler2DRect lightMap;
uniform sampler2DRect depthMap;
@@ -47,13 +46,7 @@ uniform float blur_size;
uniform float blur_fidelity;
// Inputs
-uniform vec4 morphFactor;
-uniform vec3 camPosLocal;
-//uniform vec4 camPosWorld;
-uniform vec4 gamma;
-uniform float global_gamma;
uniform mat3 env_mat;
-uniform mat3 ssao_effect_mat;
uniform vec3 sun_dir;
uniform vec3 moon_dir;
@@ -63,21 +56,20 @@ VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
-#ifdef WATER_FOG
-vec4 applyWaterFogView(vec3 pos, vec4 color);
-#endif
-
vec3 getNorm(vec2 pos_screen);
-vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
+vec4 getPositionWithDepth(vec2 pos_screen, float depth);
-float getAmbientClamp();
void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
-
+float getAmbientClamp();
+vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
vec3 scaleSoftClipFrag(vec3 l);
-vec3 srgb_to_linear(vec3 c);
+
vec3 linear_to_srgb(vec3 c);
+vec3 srgb_to_linear(vec3 c);
-vec4 getPositionWithDepth(vec2 pos_screen, float depth);
+#ifdef WATER_FOG
+vec4 applyWaterFogView(vec3 pos, vec4 color);
+#endif
void main()
{
@@ -88,50 +80,49 @@ void main()
float envIntensity = norm.z;
norm.xyz = getNorm(tc);
- float light_gamma = 1.0/1.3;
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
-
float da = dot(normalize(norm.xyz), light_dir.xyz);
da = clamp(da, -1.0, 1.0);
float final_da = da;
final_da = clamp(final_da, 0.0, 1.0);
- //final_da = pow(final_da, light_gamma);
- vec4 gamma_diff = texture2DRect(diffuseRect, tc);
- vec4 diffuse = gamma_diff;
- diffuse.rgb = srgb_to_linear(gamma_diff.rgb);
+ vec4 diffuse_linear = texture2DRect(diffuseRect, tc);
+ vec4 diffuse_srgb = vec4(linear_to_srgb(diffuse_linear.rgb), diffuse_linear.a);
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
- vec3 col;
+ vec3 color = vec3(0);
float bloom = 0.0;
{
+ float ambocc = 1.0; // no AO...
+
vec3 sunlit;
vec3 amblit;
vec3 additive;
vec3 atten;
-
- calcAtmosphericVars(pos.xyz, 1.0, sunlit, amblit, additive, atten);
+
+ calcAtmosphericVars(pos.xyz, ambocc, sunlit, amblit, additive, atten);
float ambient = da;
ambient *= 0.5;
ambient *= ambient;
+ ambient = max(getAmbientClamp(), ambient);
ambient = 1.0 - ambient;
vec3 sun_contrib = final_da * sunlit;
- col.rgb = amblit;
- col.rgb *= ambient;
+ color.rgb = amblit;
+ color.rgb *= ambient;
-vec3 post_ambient = col.rgb;
+vec3 post_ambient = color.rgb;
- col.rgb += sun_contrib;
+ color.rgb += sun_contrib;
-vec3 post_sunlight = col.rgb;
+vec3 post_sunlight = color.rgb;
- col.rgb *= gamma_diff.rgb;
+ color.rgb *= diffuse_linear.rgb;
-vec3 post_diffuse = col.rgb;
+vec3 post_diffuse = color.rgb;
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
@@ -152,40 +143,59 @@ vec3 post_diffuse = col.rgb;
if (nh > 0.0)
{
- float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
- vec3 speccol = sun_contrib*scol*spec.rgb;
+ float scontrib = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
+ vec3 speccol = sun_contrib*scontrib*spec.rgb;
speccol = clamp(speccol, vec3(0), vec3(1));
- bloom = dot(speccol, speccol) / 6;
- col += speccol;
+ bloom += dot (speccol, speccol) / 6;
+ color += speccol;
}
}
- vec3 post_spec = col.rgb;
+ vec3 post_spec = color.rgb;
- col.rgb += diffuse.a * diffuse.rgb;
+ color.rgb += diffuse_srgb.a * diffuse_srgb.rgb;
if (envIntensity > 0.0)
{ //add environmentmap
vec3 env_vec = env_mat * refnormpersp;
- vec3 refcol = textureCube(environmentMap, env_vec).rgb;
- col = mix(col.rgb, refcol, envIntensity);
+ vec3 reflected_color = textureCube(environmentMap, env_vec).rgb;
+ color = mix(color.rgb, reflected_color, envIntensity);
}
-
+
+vec3 post_env = color.rgb;
+
if (norm.w < 1)
{
- col = atmosFragLighting(col, additive, atten);
- col = scaleSoftClipFrag(col);
+ color = atmosFragLighting(color, additive, atten);
+ color = scaleSoftClipFrag(color);
}
-vec3 post_atmo = col.rgb;
+vec3 post_atmo = color.rgb;
#ifdef WATER_FOG
- vec4 fogged = applyWaterFogView(pos.xyz,vec4(col, bloom));
- col = fogged.rgb;
+ vec4 fogged = applyWaterFogView(pos.xyz,vec4(color, bloom));
+ color = fogged.rgb;
bloom = fogged.a;
#endif
+
+//color.rgb = amblit;
+//color.rgb = vec3(ambient);
+//color.rgb = sunlit;
+//color.rgb = post_ambient;
+//color.rgb = vec3(final_da);
+//color.rgb = sun_contrib;
+//color.rgb = post_sunlight;
+//color.rgb = diffuse_srgb.rgb;
+//color.rgb = post_diffuse;
+//color.rgb = post_spec;
+//color.rgb = post_env;
+//color.rgb = post_atmo;
+
+// convert to linear as fullscreen lights need to sum in linear colorspace
+// and will be gamma (re)corrected downstream...
+ color.rgb = srgb_to_linear(color.rgb);
}
- frag_color.rgb = col.rgb;
+ frag_color.rgb = color.rgb;
frag_color.a = bloom;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl
index 571e9d9326..454af2a9bc 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl
@@ -33,6 +33,7 @@ out vec4 frag_data[3];
#define frag_data gl_FragData
#endif
+vec3 srgb_to_linear(vec3 c);
vec3 fullbrightAtmosTransport(vec3 light);
vec3 fullbrightScaleSoftClip(vec3 light);
@@ -47,6 +48,8 @@ void main()
vec4 sunDiscA = texture2D(diffuseMap, vary_texcoord0.xy);
vec4 sunDiscB = texture2D(altDiffuseMap, vary_texcoord0.xy);
vec4 c = mix(sunDiscA, sunDiscB, blend_factor);
+
+ c.rgb = srgb_to_linear(c.rgb);
c.rgb = clamp(c.rgb, vec3(0), vec3(1));
c.rgb = pow(c.rgb, vec3(0.7f));
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
index cd1e2d6e32..a3041fccdc 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
@@ -137,7 +137,7 @@ void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, o
+ tmpAmbient));
//brightness of surface both sunlight and ambient
- sunlit = sunlight.rgb;
+ sunlit = sunlight.rgb * 0.5;
amblit = tmpAmbient.rgb * .25;
additive *= vec3(1.0 - temp1);
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
index 9cd5592d7c..b05d544938 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
@@ -71,12 +71,21 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
+vec3 srgb_to_linear(vec3 cs);
+vec3 linear_to_srgb(vec3 cl);
+
vec3 getNorm(vec2 pos_screen);
-vec3 scaleDownLight(vec3 light);
+
+
+vec4 correctWithGamma(vec4 col)
+{
+ return vec4(srgb_to_linear(col.rgb), col.a);
+}
+
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
-
+ ret = correctWithGamma(ret);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
float det = min(lod/(proj_lod*0.5), 1.0);
@@ -95,6 +104,7 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
+ ret = correctWithGamma(ret);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
@@ -112,6 +122,7 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
+ ret = correctWithGamma(ret);
vec2 dist = tc-vec2(0.5);
@@ -224,10 +235,7 @@ void main()
amb_da *= dist_atten * noise;
amb_da = min(amb_da, 1.0-lit);
-#ifndef NO_AMBIANCE
col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
-#endif
-
}
@@ -288,8 +296,6 @@ void main()
//not sure why, but this line prevents MATBUG-194
col = max(col, vec3(0.0));
- col = scaleDownLight(col);
-
frag_color.rgb = col;
frag_color.a = 0.0;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 7368b8d80c..a2fbec524e 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -45,40 +45,27 @@ uniform float blur_size;
uniform float blur_fidelity;
// Inputs
-uniform vec4 morphFactor;
-uniform vec3 camPosLocal;
-//uniform vec4 camPosWorld;
-uniform float cloud_shadow;
-uniform float max_y;
-uniform float global_gamma;
-uniform float display_gamma;
uniform mat3 env_mat;
-uniform vec4 shadow_clip;
-uniform mat3 ssao_effect_mat;
uniform vec3 sun_dir;
uniform vec3 moon_dir;
uniform int sun_up_factor;
-
VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
vec3 getNorm(vec2 pos_screen);
+vec4 getPositionWithDepth(vec2 pos_screen, float depth);
+void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
+float getAmbientClamp();
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
vec3 scaleSoftClipFrag(vec3 l);
-void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
-float getAmbientClamp();
-vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
vec3 linear_to_srgb(vec3 c);
vec3 srgb_to_linear(vec3 c);
-vec4 getPositionWithDepth(vec2 pos_screen, float depth);
-vec4 getPosition(vec2 pos_screen);
-
#ifdef WATER_FOG
vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif
@@ -94,24 +81,24 @@ void main()
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
- float light_gamma = 1.0/1.3;
float scol = 1.0;
vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
float da = dot(normalize(norm.xyz), light_dir.xyz);
da = clamp(da, -1.0, 1.0);
- vec4 gamma_diff = texture2DRect(diffuseRect, tc);
- vec4 diffuse = gamma_diff;
- diffuse.rgb = srgb_to_linear(diffuse.rgb);
-
- scol = max(scol_ambocc.r, diffuse.a);
+
float final_da = da;
final_da = clamp(final_da, 0.0, 1.0);
+ vec4 diffuse_srgb = texture2DRect(diffuseRect, tc);
+ vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a);
+
+ scol = max(scol_ambocc.r, diffuse_linear.a);
+
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
- vec3 col;
+ vec3 color = vec3(0);
float bloom = 0.0;
{
float ambocc = scol_ambocc.g;
@@ -126,22 +113,23 @@ void main()
float ambient = da;
ambient *= 0.5;
ambient *= ambient;
+ ambient = max(getAmbientClamp(), ambient);
ambient = 1.0 - ambient;
- vec3 sun_contrib = scol * final_da * sunlit;
+ vec3 sun_contrib = min(scol, final_da) * sunlit;
- col.rgb = amblit;
- col.rgb *= ambient;
+ color.rgb = amblit;
+ color.rgb *= ambient;
-vec3 post_ambient = col.rgb;
+vec3 post_ambient = color.rgb;
- col.rgb += sun_contrib;
+ color.rgb += sun_contrib;
-vec3 post_sunlight = col.rgb;
+vec3 post_sunlight = color.rgb;
- col.rgb *= gamma_diff.rgb;
+ color.rgb *= diffuse_srgb.rgb;
-vec3 post_diffuse = col.rgb;
+vec3 post_diffuse = color.rgb;
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
@@ -166,31 +154,55 @@ vec3 post_diffuse = col.rgb;
vec3 speccol = sun_contrib*scontrib*spec.rgb;
speccol = clamp(speccol, vec3(0), vec3(1));
bloom += dot (speccol, speccol) / 6;
- col += speccol;
+ color += speccol;
}
}
-
- col.rgb += diffuse.a * gamma_diff.rgb;
+
+ vec3 post_spec = color.rgb;
+
+ color.rgb += diffuse_srgb.a * diffuse_srgb.rgb;
if (envIntensity > 0.0)
{ //add environmentmap
vec3 env_vec = env_mat * refnormpersp;
- vec3 refcol = textureCube(environmentMap, env_vec).rgb;
- col = mix(col.rgb, refcol, envIntensity);
+ vec3 reflected_color = textureCube(environmentMap, env_vec).rgb;
+ color = mix(color.rgb, reflected_color, envIntensity);
}
+vec3 post_env = color.rgb;
+
if (norm.w < 1)
{
- col = atmosFragLighting(col, additive, atten);
- col = scaleSoftClipFrag(col);
+ color = atmosFragLighting(color, additive, atten);
+ color = scaleSoftClipFrag(color);
}
+vec3 post_atmo = color.rgb;
+
#ifdef WATER_FOG
- vec4 fogged = applyWaterFogView(pos.xyz,vec4(col, bloom));
- col = fogged.rgb;
+ vec4 fogged = applyWaterFogView(pos.xyz,vec4(color, bloom));
+ color = fogged.rgb;
bloom = fogged.a;
#endif
+
+//color.rgb = amblit;
+//color.rgb = vec3(ambient);
+//color.rgb = sunlit;
+//color.rgb = post_ambient;
+//color.rgb = vec3(final_da);
+//color.rgb = sun_contrib;
+//color.rgb = post_sunlight;
+//color.rgb = diffuse_srgb.rgb;
+//color.rgb = post_diffuse;
+//color.rgb = post_spec;
+//color.rgb = post_env;
+//color.rgb = post_atmo;
+
+// convert to linear as fullscreen lights need to sum in linear colorspace
+// and will be gamma (re)corrected downstream...
+ color.rgb = srgb_to_linear(color.rgb);
}
- frag_color.rgb = col.rgb;
+
+ frag_color.rgb = color.rgb;
frag_color.a = bloom;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
index 957ce579c0..a3ff754849 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
@@ -72,12 +72,17 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
vec3 getNorm(vec2 pos_screen);
-vec3 scaleDownLight(vec3 c);
+vec3 srgb_to_linear(vec3 c);
+vec4 correctWithGamma(vec4 col)
+{
+ return vec4(srgb_to_linear(col.rgb), col.a);
+}
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
-
+ ret = correctWithGamma(ret);
+
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
float det = min(lod/(proj_lod*0.5), 1.0);
@@ -96,6 +101,7 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
+ ret = correctWithGamma(ret);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
@@ -113,6 +119,7 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
+ ret = correctWithGamma(ret);
vec2 dist = tc-vec2(0.5);
@@ -223,9 +230,7 @@ void main()
amb_da *= dist_atten * noise;
amb_da = min(amb_da, 1.0-lit);
-#ifndef NO_AMBIANCE
col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
-#endif
}
@@ -290,8 +295,6 @@ void main()
//not sure why, but this line prevents MATBUG-194
col = max(col, vec3(0.0));
- col = scaleDownLight(col);
-
frag_color.rgb = col;
frag_color.a = 0.0;
}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
index 94e776d51d..36703ea742 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
@@ -44,7 +44,6 @@ uniform mat3 ssao_effect_mat;
uniform int no_atmo;
uniform float sun_moon_glow_factor;
-vec3 srgb_to_linear(vec3 c);
vec3 scaleSoftClipFrag(vec3 light);
vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten)
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
index e31bdf610c..1de919bf30 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
@@ -86,14 +86,14 @@ void main()
vec2 disturbance2 = vec2(cloudNoise((uv1 + uv3) / 4.0f).x, cloudNoise((uv4 + uv2) / 8.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f);
// Offset texture coords
- uv1 += cloud_pos_density1.xy + (disturbance * 0.02); //large texture, visible density
+ uv1 += cloud_pos_density1.xy;// + (disturbance * 0.02); //large texture, visible density
uv2 += cloud_pos_density1.xy; //large texture, self shadow
uv3 += cloud_pos_density2.xy; //small texture, visible density
uv4 += cloud_pos_density2.xy; //small texture, self shadow
float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y));
- cloudDensity *= 1.0 - (density_variance * density_variance);
+ //cloudDensity *= 1.0 - (density_variance * density_variance);
// Compute alpha1, the main cloud opacity
@@ -104,12 +104,12 @@ void main()
alpha1 = 1. - alpha1 * alpha1;
alpha1 = 1. - alpha1 * alpha1;
- alpha1 *= altitude_blend_factor;
+ //alpha1 *= altitude_blend_factor;
- if (alpha1 < 0.001f)
- {
- discard;
- }
+ //if (alpha1 < 0.001f)
+ //{
+ // discard;
+ //}
// Compute alpha2, for self shadowing effect
// (1 - alpha2) will later be used as percentage of incoming sunlight
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
index 64156bd3bf..5c5cd0294a 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
@@ -180,7 +180,8 @@ void main()
// Texture coords
vary_texcoord0 = texcoord0;
vary_texcoord0.xy -= 0.5;
- vary_texcoord0.xy /= max(0.001, cloud_scale);
+ vary_texcoord0.xy /= cloud_scale;
+ //vary_texcoord0.xy /= max(0.001, cloud_scale);
vary_texcoord0.xy += 0.5;
vary_texcoord1 = vary_texcoord0;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
index abb6a3a5d8..52de7ceaad 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
@@ -71,19 +71,11 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
-vec3 srgb_to_linear(vec3 cs);
-vec3 linear_to_srgb(vec3 cl);
vec3 getNorm(vec2 pos_screen);
-vec4 correctWithGamma(vec4 col)
-{
- return vec4(srgb_to_linear(col.rgb), col.a);
-}
-
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret.rgb = srgb_to_linear(ret.rgb);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
@@ -103,7 +95,6 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret = correctWithGamma(ret);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
@@ -121,7 +112,6 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret = correctWithGamma(ret);
vec2 dist = tc-vec2(0.5);
@@ -260,10 +250,6 @@ void main()
//col += spec.rgb;
}
}
-
-
-
-
if (envIntensity > 0.0)
{
@@ -297,6 +283,8 @@ void main()
//not sure why, but this line prevents MATBUG-194
col = max(col, vec3(0.0));
+ col = scaleDownLight(col);
+
frag_color.rgb = col;
frag_color.a = 0.0;
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
index afc542b8bc..bccd819a43 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
@@ -72,18 +72,10 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
vec3 getNorm(vec2 pos_screen);
-vec3 srgb_to_linear(vec3 cs);
-vec3 linear_to_srgb(vec3 cl);
-
-vec4 correctWithGamma(vec4 col)
-{
- return vec4(srgb_to_linear(col.rgb), col.a);
-}
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret.rgb = srgb_to_linear(ret.rgb);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
@@ -103,7 +95,6 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret = correctWithGamma(ret);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
@@ -121,7 +112,6 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret = correctWithGamma(ret);
vec2 dist = tc-vec2(0.5);
@@ -256,7 +246,6 @@ void main()
{
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
col += dlit*scol*spec.rgb*shadow;
- //col += spec.rgb;
}
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/underWaterF.glsl b/indra/newview/app_settings/shaders/class3/deferred/underWaterF.glsl
index 9d18d1afd8..540226e672 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/underWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/underWaterF.glsl
@@ -58,9 +58,6 @@ VARYING vec4 refCoord;
VARYING vec4 littleWave;
VARYING vec4 view;
-vec3 srgb_to_linear(vec3 cs);
-vec3 linear_to_srgb(vec3 cl);
-
vec2 encode_normal(vec3 n);
vec4 applyWaterFog(vec4 color, vec3 viewVec)
diff --git a/indra/newview/app_settings/shaders/class3/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterF.glsl
index 2a144ba23a..c65cf48c67 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/waterF.glsl
@@ -61,7 +61,6 @@ VARYING vec4 view;
VARYING vec4 vary_position;
vec3 scaleSoftClip(vec3 c);
-vec3 srgb_to_linear(vec3 cs);
vec2 encode_normal(vec3 n);
vec3 BlendNormal(vec3 bump1, vec3 bump2)
diff --git a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl
index f5428077fa..69267621a3 100644
--- a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl
+++ b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl
@@ -31,8 +31,8 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color);
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color)
{
- vec4 c = sumLights(pos, norm, color) * 2.0;
- c.rgb += atmosAmbient() * color.rgb * 0.5;
- return c;
+ vec4 c = sumLights(pos, norm, color * 2.0);
+ c.rgb += atmosAmbient() * color.rgb;
+ return c * 2.0;
}