diff options
author | Jonathan "Geenz" Goodman <geenz@lindenlab.com> | 2024-11-25 20:56:03 -0500 |
---|---|---|
committer | GitHub <noreply@github.com> | 2024-11-25 20:56:03 -0500 |
commit | d65fb7cec8ce36ce7f6ff082f8d04bdd8bc0208c (patch) | |
tree | 0005e8ec095fb31dcd4f8b079af585e3333c365f /indra/newview/app_settings/shaders | |
parent | 7ef6e8fce763eb529ed160ea4ff11e6125e32ed5 (diff) |
Drop emissive on old Intel GPUs (#3110)
* #3103 Add the ability to disable the emissive buffer for older GPUs with low memory bandwidth.
* #3135 Add a "vintage" mode for slower GPUs
* #2719 Fix for skies being overbrightened
* #2632 Do not apply tonemapping on legacy skies
Diffstat (limited to 'indra/newview/app_settings/shaders')
38 files changed, 435 insertions, 197 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl index 32b768cc63..cc4cd8366c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl @@ -36,7 +36,7 @@ in vec2 vary_texcoord0; in vec3 vary_position; void mirrorClip(vec3 pos); -vec4 encodeNormal(vec3 norm, float gbuffer_flag); +vec4 encodeNormal(vec3 n, float env, float gbuffer_flag); void main() { @@ -52,7 +52,10 @@ void main() frag_data[0] = vec4(diff.rgb, 0.0); frag_data[1] = vec4(0,0,0,0); vec3 nvn = normalize(vary_normal); - frag_data[2] = encodeNormal(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS); + frag_data[2] = encodeNormal(nvn.xyz, 0, GBUFFER_FLAG_HAS_ATMOS); + +#if defined(HAS_EMISSIVE) frag_data[3] = vec4(0); +#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl index 79c1b392e9..a2341a80ab 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl @@ -40,7 +40,7 @@ in vec2 vary_texcoord0; in vec3 vary_position; void mirrorClip(vec3 pos); -vec4 encodeNormal(vec3 norm, float gbuffer_flag); +vec4 encodeNormal(vec3 n, float env, float gbuffer_flag); void main() { @@ -52,18 +52,21 @@ void main() { discard; } - col *= vertex_color; + col *= vertex_color; - vec3 norm = texture(bumpMap, vary_texcoord0.xy).rgb * 2.0 - 1.0; + vec3 norm = texture(bumpMap, vary_texcoord0.xy).rgb * 2.0 - 1.0; - vec3 tnorm = vec3(dot(norm,vary_mat0), - dot(norm,vary_mat1), - dot(norm,vary_mat2)); + vec3 tnorm = vec3(dot(norm,vary_mat0), + dot(norm,vary_mat1), + dot(norm,vary_mat2)); - frag_data[0] = vec4(col.rgb, 0.0); - frag_data[1] = vertex_color.aaaa; // spec - //frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested - vec3 nvn = normalize(tnorm); - frag_data[2] = encodeNormal(nvn, GBUFFER_FLAG_HAS_ATMOS); - frag_data[3] = vec4(vertex_color.a, 0, 0, 0); + frag_data[0] = vec4(col.rgb, 0.0); + frag_data[1] = vertex_color.aaaa; // spec + //frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested + vec3 nvn = normalize(tnorm); + frag_data[2] = encodeNormal(nvn, vertex_color.a, GBUFFER_FLAG_HAS_ATMOS); + +#if defined(HAS_EMISSIVE) + frag_data[3] = vec4(0, 0, 0, 0); +#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl index 450d4c4c4a..8c51b4a36b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl @@ -114,9 +114,15 @@ void main() color.rgb *= 2.0; /// Gamma correct for WL (soft clip effect). - frag_data[0] = vec4(0); + frag_data[1] = vec4(0.0,0.0,0.0,0.0); frag_data[2] = vec4(0,0,0,GBUFFER_FLAG_SKIP_ATMOS); + +#if defined(HAS_EMISSIVE) + frag_data[0] = vec4(0); frag_data[3] = vec4(color.rgb, alpha1); +#else + frag_data[0] = vec4(color.rgb, alpha1); +#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 5a83e19b37..b47fae73af 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -48,8 +48,8 @@ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -uniform sampler2D normalMap; -uniform sampler2D depthMap; +uniform sampler2D normalMap; +uniform sampler2D depthMap; uniform sampler2D projectionMap; // rgba uniform sampler2D brdfLut; @@ -62,6 +62,8 @@ uniform float proj_lod ; // (number of mips in proj map) uniform float proj_range; // range between near clip and far clip plane of projection uniform float proj_ambiance; +uniform int classic_mode; + // light params uniform vec3 color; // light_color uniform float size; // light_size @@ -73,11 +75,11 @@ const float M_PI = 3.14159265; const float ONE_OVER_PI = 0.3183098861; vec3 srgb_to_linear(vec3 cs); +vec3 linear_to_srgb(vec3 cs); vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten); vec4 decodeNormal(vec4 norm); - float calcLegacyDistanceAttenuation(float distance, float falloff) { float dist_atten = 1.0 - clamp((distance + falloff)/(1.0 + falloff), 0.0, 1.0); @@ -152,6 +154,12 @@ vec4 getNorm(vec2 screenpos) return norm; } +vec4 getNormRaw(vec2 screenpos) +{ + vec4 norm = texture(normalMap, screenpos.xy); + return norm; +} + // get linear depth value given a depth buffer sample d and znear and zfar values float linearDepth(float d, float znear, float zfar) { @@ -352,13 +360,15 @@ vec2 BRDF(float NoV, float roughness) } // set colorDiffuse and colorSpec to the results of GLTF PBR style IBL -vec3 pbrIbl(vec3 diffuseColor, +void pbrIbl(vec3 diffuseColor, vec3 specularColor, vec3 radiance, // radiance map sample vec3 irradiance, // irradiance map sample float ao, // ambient occlusion factor float nv, // normal dot view vector - float perceptualRough) + float perceptualRough, + out vec3 diffuseOut, + out vec3 specularOut) { // retrieve a scale and bias to F0. See [1], Figure 3 vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0-perceptualRough); @@ -368,7 +378,8 @@ vec3 pbrIbl(vec3 diffuseColor, vec3 diffuse = diffuseLight * diffuseColor; vec3 specular = specularLight * (specularColor * brdf.x + brdf.y); - return (diffuse + specular) * ao; + diffuseOut = diffuse * ao; + specularOut = specular * ao; } @@ -431,12 +442,15 @@ float microfacetDistribution(PBRInfo pbrInputs) return roughnessSq / (M_PI * f * f); } -vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, +void pbrPunctual(vec3 diffuseColor, vec3 specularColor, float perceptualRoughness, float metallic, vec3 n, // normal vec3 v, // surface point to camera - vec3 l) //surface point to light + vec3 l, + out float nl, + out vec3 diff, + out vec3 spec) //surface point to light { // make sure specular highlights from punctual lights don't fall off of polished surfaces perceptualRoughness = max(perceptualRoughness, 8.0/255.0); @@ -485,10 +499,11 @@ vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, // Calculation of analytical lighting contribution vec3 diffuseContrib = (1.0 - F) * diffuse(pbrInputs); vec3 specContrib = F * G * D / (4.0 * NdotL * NdotV); - // Obtain final intensity as reflectance (BRDF) scaled by the energy of the light (cosine law) - vec3 color = NdotL * (diffuseContrib + specContrib); - return clamp(color, vec3(0), vec3(10)); + nl = NdotL; + + diff = diffuseContrib; + spec = specContrib; } vec3 pbrCalcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor, @@ -522,7 +537,12 @@ vec3 pbrCalcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor, vec3 intensity = spot_atten * dist_atten * lightColor * 3.0; //magic number to balance with legacy materials - color = intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv); + float nl = 0; + vec3 diffPunc = vec3(0); + vec3 specPunc = vec3(0); + + pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv, nl, diffPunc, specPunc); + color = intensity * clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10)); } return color; @@ -541,10 +561,44 @@ vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v, vec3 color = vec3(0); float NdotV = clamp(abs(dot(norm, v)), 0.001, 1.0); + vec3 iblDiff = vec3(0); + vec3 iblSpec = vec3(0); + pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness, iblDiff, iblSpec); + + color += iblDiff; + + // For classic mode, we use a special version of pbrPunctual that basically gives us a deconstructed form of the lighting. + float nl = 0; + vec3 diffPunc = vec3(0); + vec3 specPunc = vec3(0); + pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm, v, normalize(light_dir), nl, diffPunc, specPunc); - color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness); + // Depending on the sky, we combine these differently. + if (classic_mode > 0) + { + // Reconstruct the diffuse lighting that we do for blinn-phong materials here. + // A special note about why we do some really janky stuff for classic mode. + // Since adding classic mode, we've moved the lambertian diffuse multiply out from pbrPunctual and instead handle it in the different light type calcs. + // For classic mode, this baiscally introduces a double multiplication that we need to somehow avoid + // Using one of the old mobile gamma correction tricks (val * val to "linearize", sqrt(val) to bring back into sRGB), we can _mostly_ avert this + // This will never be 100% correct, but at the very least we can make it look mostly correct with legacy skies and classic mode. + + float da = pow(sqrt(nl), 1.2); + + vec3 sun_contrib = vec3(min(da, scol)); + + // Multiply by PI to account for lambertian diffuse colors. Otherwise things will be too dark when lit by the sun on legacy skies. + sun_contrib = srgb_to_linear(color.rgb * 0.9 + linear_to_srgb(sun_contrib) * sunlit * 0.7) * M_PI; + + // Manually recombine everything here. We have to separate the shading to ensure that lighting is able to more closely match blinn-phong. + color.rgb = srgb_to_linear(iblDiff) + clamp(sun_contrib * (da * (diffPunc.rgb + specPunc.rgb) * scol), vec3(0), vec3(10)); + } + else + { + color += clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10)) * sunlit * 3.0 * scol; + } - color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm, v, normalize(light_dir)) * sunlit * 3.0 * scol; //magic number to balance with legacy materials + color.rgb += iblSpec.rgb; color += colorEmissive; diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl index fadf06d592..1307ee3bcc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl @@ -39,7 +39,7 @@ in vec2 vary_texcoord0; void mirrorClip(vec3 pos); -vec4 encodeNormal(vec3 norm, float gbuffer_flag); +vec4 encodeNormal(vec3 n, float env, float gbuffer_flag); void main() { @@ -55,7 +55,10 @@ void main() frag_data[0] = vec4(col.rgb, 0.0); frag_data[1] = vec4(0,0,0,0); // spec vec3 nvn = normalize(vary_normal); - frag_data[2] = encodeNormal(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS); + frag_data[2] = encodeNormal(nvn.xyz, 0, GBUFFER_FLAG_HAS_ATMOS); + +#if defined(HAS_EMISSIVE) frag_data[3] = vec4(0); +#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl index 10d06da416..5415ee80d0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl @@ -36,7 +36,7 @@ in vec4 vertex_color; in vec2 vary_texcoord0; void mirrorClip(vec3 pos); -vec4 encodeNormal(vec3 norm, float gbuffer_flag); +vec4 encodeNormal(vec3 n, float env, float gbuffer_flag); void main() { @@ -52,6 +52,9 @@ void main() frag_data[0] = vec4(col.rgb, 0.0); frag_data[1] = vec4(0,0,0,0); vec3 nvn = normalize(vary_normal); - frag_data[2] = encodeNormal(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS); + frag_data[2] = encodeNormal(nvn.xyz, 0, GBUFFER_FLAG_HAS_ATMOS); + +#if defined(HAS_EMISSIVE) frag_data[3] = vec4(0); +#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl index f7c8fc9596..d2ef7888a3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl @@ -33,7 +33,7 @@ uniform sampler2D diffuseMap; in vec3 vary_normal; in vec2 vary_texcoord0; -vec4 encodeNormal(vec3 norm, float gbuffer_flag); +vec4 encodeNormal(vec3 n, float env, float gbuffer_flag); void main() { @@ -47,7 +47,10 @@ void main() frag_data[0] = vec4(col.rgb, 0.0); frag_data[1] = vec4(0,0,0,0); // spec vec3 nvn = normalize(vary_normal); - frag_data[2] = encodeNormal(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS); + frag_data[2] = encodeNormal(nvn.xyz, 0, GBUFFER_FLAG_HAS_ATMOS); + +#if defined(HAS_EMISSIVE) frag_data[3] = vec4(0); +#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl index d83f5a3145..85573d3baf 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl @@ -35,7 +35,7 @@ in vec2 vary_texcoord0; in vec3 vary_position; void mirrorClip(vec3 pos); -vec4 encodeNormal(vec3 norm, float gbuffer_flag); +vec4 encodeNormal(vec3 n, float env, float gbuffer_flag); void main() { @@ -44,7 +44,10 @@ void main() frag_data[0] = vec4(col, 0.0); frag_data[1] = vertex_color.aaaa; // spec vec3 nvn = normalize(vary_normal); - frag_data[2] = encodeNormal(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS); - frag_data[3] = vec4(vertex_color.a, 0, 0, 0); + frag_data[2] = encodeNormal(nvn.xyz, vertex_color.a, GBUFFER_FLAG_HAS_ATMOS); + +#if defined(HAS_EMISSIVE) + frag_data[3] = vec4(0, 0, 0, 0); +#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl index 6d8943e7ae..ad4efc863b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl @@ -33,7 +33,7 @@ in vec2 vary_texcoord0; in vec3 vary_position; void mirrorClip(vec3 pos); -vec4 encodeNormal(vec3 norm, float gbuffer_flag); +vec4 encodeNormal(vec3 n, float env, float gbuffer_flag); vec3 linear_to_srgb(vec3 c); @@ -48,6 +48,9 @@ void main() frag_data[0] = vec4(col, 0.0); frag_data[1] = vec4(spec, vertex_color.a); // spec vec3 nvn = normalize(vary_normal); - frag_data[2] = encodeNormal(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS); - frag_data[3] = vec4(vertex_color.a, 0, 0, 0); + frag_data[2] = encodeNormal(nvn.xyz, vertex_color.a, GBUFFER_FLAG_HAS_ATMOS); + +#if defined(HAS_EMISSIVE) + frag_data[3] = vec4(0, 0, 0, 0); +#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl index 67890032df..e4d89827f1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl @@ -35,7 +35,8 @@ uniform sampler2D exposureMap; uniform float dt; uniform vec2 noiseVec; -uniform vec3 dynamic_exposure_params; +uniform vec4 dynamic_exposure_params; +uniform vec4 dynamic_exposure_params2; float lum(vec3 col) { @@ -53,11 +54,11 @@ void main() L /= max_L; L = pow(L, 2.0); float s = mix(dynamic_exposure_params.z, dynamic_exposure_params.y, L); - #ifdef USE_LAST_EXPOSURE float prev = texture(exposureMap, vec2(0.5,0.5)).r; - s = mix(prev, s, min(dt*2.0*abs(prev-s), 0.04)); + float speed = -log(dynamic_exposure_params.w) / dynamic_exposure_params2.w; + s = mix(prev, s, 1 - exp(-speed * dt)); #endif frag_color = max(vec4(s, s, s, dt), vec4(0.0)); diff --git a/indra/newview/app_settings/shaders/class1/deferred/gbufferUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/gbufferUtil.glsl new file mode 100644 index 0000000000..1ccc6e9fbc --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/gbufferUtil.glsl @@ -0,0 +1,59 @@ +/** + * @file class1/deferred/gbufferUtil.glsl + * + * $LicenseInfo:firstyear=2024&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, 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 + * $/LicenseInfo$ + */ + +uniform sampler2D diffuseRect; +uniform sampler2D specularRect; + +#if defined(HAS_EMISSIVE) +uniform sampler2D emissiveRect; +#endif + +vec4 getNormRaw(vec2 screenpos); +vec4 decodeNormal(vec4 norm); + +GBufferInfo getGBuffer(vec2 screenpos) +{ + GBufferInfo ret; + vec4 diffInfo = vec4(0); + vec4 specInfo = vec4(0); + vec4 emissInfo = vec4(0); + + diffInfo = texture(diffuseRect, screenpos.xy); + specInfo = texture(specularRect, screenpos.xy); + vec4 normInfo = getNormRaw(screenpos); + +#if defined(HAS_EMISSIVE) + emissInfo = texture(emissiveRect, screenpos.xy); +#endif + + ret.albedo = diffInfo; + ret.normal = decodeNormal(normInfo).xyz; + ret.specular = specInfo; + ret.envIntensity = normInfo.b; + ret.gbufferFlag = normInfo.w; + ret.emissive = emissInfo; + + return ret; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/globalF.glsl b/indra/newview/app_settings/shaders/class1/deferred/globalF.glsl index 2aac333543..2ed4ba3163 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/globalF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/globalF.glsl @@ -43,15 +43,19 @@ void mirrorClip(vec3 pos) } } -vec4 encodeNormal(vec3 norm, float gbuffer_flag) +vec4 encodeNormal(vec3 n, float env, float gbuffer_flag) { - return vec4(norm * 0.5 + 0.5, gbuffer_flag); + float f = sqrt(8 * n.z + 8); + return vec4(n.xy / f + 0.5, env, gbuffer_flag); } vec4 decodeNormal(vec4 norm) { - norm.xyz = norm.xyz * 2.0 - 1.0; - return norm; + vec2 fenc = norm.xy*4-2; + float f = dot(fenc,fenc); + float g = sqrt(1-f/4); + vec4 n; + n.xy = fenc*g; + n.z = 1-f/2; + return n; } - - diff --git a/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl index 5c09950712..ca8c4caf16 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl @@ -35,5 +35,8 @@ void main() frag_data[0] = color*texture(diffuseMap, vary_texcoord0.xy); frag_data[1] = vec4(0.0); frag_data[2] = vec4(0.0, 1.0, 0.0, GBUFFER_FLAG_SKIP_ATMOS); + +#if defined(HAS_EMISSIVE) frag_data[3] = vec4(0); +#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl index a6bca68cb0..9493afcc5e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl @@ -38,7 +38,7 @@ in vec2 vary_texcoord0; vec3 linear_to_srgb(vec3 c); -vec4 encodeNormal(vec3 norm, float gbuffer_flag); +vec4 encodeNormal(vec3 n, float env, float gbuffer_flag); void main() { @@ -55,5 +55,8 @@ void main() frag_data[0] = vec4(col.rgb, 0.0); frag_data[1] = spec; frag_data[2] = vec4(norm.xyz, GBUFFER_FLAG_HAS_ATMOS); + +#if defined(HAS_EMISSIVE) frag_data[3] = vec4(0); +#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl index 3432bf07ef..4acab159cb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl @@ -51,8 +51,8 @@ void main() vec4 norm = texture(normalMap, tc); - if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_HDRI) && - !GET_GBUFFER_FLAG(GBUFFER_FLAG_SKIP_ATMOS)) + if (!GET_GBUFFER_FLAG(norm.w, GBUFFER_FLAG_HAS_HDRI) && + !GET_GBUFFER_FLAG(norm.w, GBUFFER_FLAG_SKIP_ATMOS)) { // Apply the diffuse luminance scale to objects but not the sky // Prevents underexposing when looking at bright environments diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index c23729ef30..855fe69693 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -44,7 +44,9 @@ void main() frag_data[0] = vec4(0.5, 0, 1, 0); // gbuffer is sRGB for legacy materials frag_data[1] = vec4(0); // XYZ = Specular color. W = Specular exponent. frag_data[2] = vec4(0); // XY = Normal. Z = Env. intensity. W = 1 skip atmos (mask off fog) +#if defined(HAS_EMISSIVE) frag_data[3] = vec4(0); #endif +#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl index 585de99e1d..29b4aafc03 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl @@ -56,7 +56,13 @@ void main() frag_data[0] = vec4(0); frag_data[1] = vec4(0.0); frag_data[2] = vec4(0.0, 0.0, 0.0, GBUFFER_FLAG_SKIP_ATMOS); + +#if defined(HAS_EMISSIVE) + frag_data[0] = vec4(0); frag_data[3] = vec4(c.rgb, c.a); +#else + frag_data[0] = vec4(c.rgb, c.a); +#endif // Added and commented out for a ground truth. Do not uncomment - Geenz //gl_FragDepth = 0.999985f; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl index c0d4c387af..dd9e883fdf 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl @@ -61,7 +61,7 @@ uniform vec4 clipPlane; uniform float clipSign; void mirrorClip(vec3 pos); -vec4 encodeNormal(vec3 norm, float gbuffer_flag); +vec4 encodeNormal(vec3 n, float env, float gbuffer_flag); uniform mat3 normal_matrix; @@ -114,8 +114,11 @@ void main() // See: C++: addDeferredAttachments(), GLSL: softenLightF frag_data[0] = max(vec4(col, 0.0), vec4(0)); // Diffuse frag_data[1] = max(vec4(spec.rgb,0.0), vec4(0)); // PBR linear packed Occlusion, Roughness, Metal. - frag_data[2] = encodeNormal(tnorm, GBUFFER_FLAG_HAS_PBR); // normal, environment intensity, flags + frag_data[2] = encodeNormal(tnorm, 0, GBUFFER_FLAG_HAS_PBR); // normal, environment intensity, flags + +#if defined(HAS_EMISSIVE) frag_data[3] = max(vec4(emissive,0), vec4(0)); // PBR sRGB Emissive +#endif } #else diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl index b434479511..1b90cf9fde 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl @@ -162,7 +162,7 @@ in vec4[2] vary_coords; #endif void mirrorClip(vec3 position); -vec4 encodeNormal(vec3 norm, float gbuffer_flag); +vec4 encodeNormal(vec3 n, float env, float gbuffer_flag); float terrain_mix(TerrainMix tm, vec4 tms4); @@ -430,7 +430,10 @@ void main() #endif frag_data[0] = max(vec4(pbr_mix.col.xyz, 0.0), vec4(0)); // Diffuse frag_data[1] = max(vec4(mix_orm.rgb, base_color_factor_alpha), vec4(0)); // PBR linear packed Occlusion, Roughness, Metal. - frag_data[2] = encodeNormal(tnorm, GBUFFER_FLAG_HAS_PBR); // normal, flags + frag_data[2] = encodeNormal(tnorm, 0, GBUFFER_FLAG_HAS_PBR); // normal, flags + +#if defined(HAS_EMISSIVE) frag_data[3] = max(vec4(mix_emissive,0), vec4(0)); // PBR sRGB Emissive +#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl index 41e42b5173..7639a5e6fc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl @@ -117,8 +117,13 @@ void main() frag_data[2] = vec4(0.0,0.0,0.0,GBUFFER_FLAG_SKIP_ATMOS); } - frag_data[0] = vec4(0); frag_data[1] = vec4(0); + +#if defined(HAS_EMISSIVE) + frag_data[0] = vec4(0); frag_data[3] = vec4(color.rgb, 1.0); +#else + frag_data[0] = vec4(color.rgb, 1.0); +#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl index 6f45adc68d..dac272c686 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl @@ -58,9 +58,14 @@ void main() col.a = (col.a * factor) * 32.0f; col.a *= twinkle(); - frag_data[0] = vec4(0); frag_data[1] = vec4(0.0f); frag_data[2] = vec4(0.0, 1.0, 0.0, GBUFFER_FLAG_SKIP_ATMOS); + +#if defined(HAS_EMISSIVE) + frag_data[0] = vec4(0); frag_data[3] = col; +#else + frag_data[0] = col; +#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl index e3441add35..6dce67d2c5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl @@ -48,6 +48,11 @@ void main() frag_data[0] = vec4(0); frag_data[1] = vec4(0.0f); frag_data[2] = vec4(0.0, 1.0, 0.0, GBUFFER_FLAG_SKIP_ATMOS); +#if defined(HAS_EMISSIVE) + frag_data[0] = vec4(0); frag_data[3] = c; +#else + frag_data[0] = c; +#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl index 5ff84b5937..ff6f1c0ba3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl @@ -39,7 +39,7 @@ in vec4 vary_texcoord0; in vec4 vary_texcoord1; void mirrorClip(vec3 position); -vec4 encodeNormal(vec3 norm, float gbuffer_flag); +vec4 encodeNormal(vec3 n, float env, float gbuffer_flag); void main() { @@ -61,7 +61,10 @@ void main() frag_data[0] = max(outColor, vec4(0)); frag_data[1] = vec4(0.0,0.0,0.0,-1.0); vec3 nvn = normalize(vary_normal); - frag_data[2] = encodeNormal(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS); + frag_data[2] = encodeNormal(nvn.xyz, 0, GBUFFER_FLAG_HAS_ATMOS); + +#if defined(HAS_EMISSIVE) frag_data[3] = vec4(0); +#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl index 0894eff660..a96c8bada5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl @@ -37,7 +37,7 @@ in vec3 vary_position; uniform float minimum_alpha; void mirrorClip(vec3 pos); -vec4 encodeNormal(vec3 norm, float gbuffer_flag); +vec4 encodeNormal(vec3 n, float env, float gbuffer_flag); void main() { @@ -51,6 +51,9 @@ void main() frag_data[0] = vec4(vertex_color.rgb*col.rgb, 0.0); frag_data[1] = vec4(0,0,0,0); vec3 nvn = normalize(vary_normal); - frag_data[2] = encodeNormal(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS); + frag_data[2] = encodeNormal(nvn.xyz, 0, GBUFFER_FLAG_HAS_ATMOS); + +#if defined(HAS_EMISSIVE) frag_data[3] = vec4(0); +#endif } diff --git a/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessF.glsl b/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessF.glsl index 1d8a92bac7..daab7c1911 100644 --- a/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessF.glsl +++ b/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessF.glsl @@ -64,7 +64,7 @@ in vec2 base_color_uv; in vec2 emissive_uv; void mirrorClip(vec3 pos); -vec4 encodeNormal(vec3 norm, float gbuffer_flag); +vec4 encodeNormal(vec3 n, float env, float gbuffer_flag); vec3 linear_to_srgb(vec3 c); vec3 srgb_to_linear(vec3 c); @@ -243,8 +243,11 @@ void main() #else frag_data[0] = max(vec4(basecolor.rgb, 0.0), vec4(0)); frag_data[1] = max(vec4(orm.rgb,0.0), vec4(0)); - frag_data[2] = encodeNormal(norm, GBUFFER_FLAG_HAS_PBR); + frag_data[2] = encodeNormal(norm, 0, GBUFFER_FLAG_HAS_PBR); + +//#if defined(HAS_EMISSIVE) frag_data[3] = max(vec4(emissive,0), vec4(0)); +//#endif #endif #endif diff --git a/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessV.glsl b/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessV.glsl index 6a628bc852..f55b83d056 100644 --- a/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessV.glsl +++ b/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessV.glsl @@ -197,7 +197,7 @@ out vec3 vary_fragcoord; layout (std140) uniform GLTFJoints { - mat3x4 gltf_joints[MAX_NODES_PER_GLTF_OBJECT]; + vec4 gltf_joints[MAX_NODES_PER_GLTF_OBJECT]; }; @@ -210,27 +210,22 @@ mat4 getGLTFTransform() vec4 w = weight4; - uint i1 = joint.x; - uint i2 = joint.y; - uint i3 = joint.z; - uint i4 = joint.w; + uint i1 = joint.x*3u; + uint i2 = joint.y*3u; + uint i3 = joint.z*3u; + uint i4 = joint.w*3u; - mat3 mat = mat3(gltf_joints[i1])*w.x; - mat += mat3(gltf_joints[i2])*w.y; - mat += mat3(gltf_joints[i3])*w.z; - mat += mat3(gltf_joints[i4])*w.w; - - vec3 trans = vec3(gltf_joints[i1][0].w,gltf_joints[i1][1].w,gltf_joints[i1][2].w)*w.x; - trans += vec3(gltf_joints[i2][0].w,gltf_joints[i2][1].w,gltf_joints[i2][2].w)*w.y; - trans += vec3(gltf_joints[i3][0].w,gltf_joints[i3][1].w,gltf_joints[i3][2].w)*w.z; - trans += vec3(gltf_joints[i4][0].w,gltf_joints[i4][1].w,gltf_joints[i4][2].w)*w.w; + // lerp the joints + vec4 v0 = gltf_joints[i1+0u] * w.x + gltf_joints[i2+0u] * w.y + gltf_joints[i3+0u] * w.z + gltf_joints[i4+0u] * w.w; + vec4 v1 = gltf_joints[i1+1u] * w.x + gltf_joints[i2+1u] * w.y + gltf_joints[i3+1u] * w.z + gltf_joints[i4+1u] * w.w; + vec4 v2 = gltf_joints[i1+2u] * w.x + gltf_joints[i2+2u] * w.y + gltf_joints[i3+2u] * w.z + gltf_joints[i4+2u] * w.w; + //unpack into return matrix mat4 ret; - - ret[0] = vec4(mat[0], 0); - ret[1] = vec4(mat[1], 0); - ret[2] = vec4(mat[2], 0); - ret[3] = vec4(trans, 1.0); + ret[0] = vec4(v0.xyz, 0); + ret[1] = vec4(v1.xyz, 0); + ret[2] = vec4(v2.xyz, 0); + ret[3] = vec4(v0.w, v1.w, v2.w, 1.0); return ret; } @@ -239,7 +234,7 @@ mat4 getGLTFTransform() layout (std140) uniform GLTFNodes { - mat3x4 gltf_nodes[MAX_NODES_PER_GLTF_OBJECT]; + vec4 gltf_nodes[MAX_NODES_PER_GLTF_OBJECT]; }; uniform int gltf_node_id = 0; @@ -247,13 +242,17 @@ uniform int gltf_node_id = 0; mat4 getGLTFTransform() { mat4 ret; - mat3x4 src = gltf_nodes[gltf_node_id]; + int idx = gltf_node_id*3; + + vec4 src0 = gltf_nodes[idx+0]; + vec4 src1 = gltf_nodes[idx+1]; + vec4 src2 = gltf_nodes[idx+2]; - ret[0] = vec4(src[0].xyz, 0); - ret[1] = vec4(src[1].xyz, 0); - ret[2] = vec4(src[2].xyz, 0); + ret[0] = vec4(src0.xyz, 0); + ret[1] = vec4(src1.xyz, 0); + ret[2] = vec4(src2.xyz, 0); - ret[3] = vec4(src[0].w, src[1].w, src[2].w, 1); + ret[3] = vec4(src0.w, src1.w, src2.w, 1); return ret; } diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl index ee821d3884..b63dba3cc9 100644 --- a/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl @@ -31,5 +31,8 @@ void main() frag_data[0] = vec4(0, 0, 0, 0); frag_data[1] = vec4(0, 0, 0, 0); frag_data[2] = vec4(1, 0, 0, GBUFFER_FLAG_HAS_PBR); + +#if defined(HAS_EMISSIVE) frag_data[3] = vec4(1, 0, 0, 0); +#endif } diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index 359bfe8253..205d4bff6d 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -41,6 +41,7 @@ uniform float scene_light_strength; uniform float sun_moon_glow_factor; uniform float sky_sunlight_scale; uniform float sky_ambient_scale; +uniform int classic_mode; float getAmbientClamp() { return 1.0f; } @@ -121,7 +122,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou // brightness of surface both sunlight and ambient sunlit = sunlight.rgb; - amblit = tmpAmbient; + amblit = pow(tmpAmbient.rgb, vec3(0.9)) * 0.57; additive *= vec3(1.0 - combined_haze); @@ -142,18 +143,22 @@ float ambientLighting(vec3 norm, vec3 light_dir) return ambient; } - // return lit amblit in linear space, leave sunlit and additive in sRGB space void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten) { calcAtmosphericVars(inPositionEye, light_dir, 1.0, sunlit, amblit, additive, atten); + amblit *= ambientLighting(norm, light_dir); + + if (classic_mode < 1) + { + amblit = srgb_to_linear(amblit); + sunlit = srgb_to_linear(sunlit); + } + // multiply to get similar colors as when the "scaleSoftClip" implementation was doubling color values // (allows for mixing of light sources other than sunlight e.g. reflection probes) sunlit *= sky_sunlight_scale; amblit *= sky_ambient_scale; - - amblit = srgb_to_linear(amblit); - amblit *= ambientLighting(norm, light_dir); } diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl index f4a8051427..95110005dc 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl @@ -111,13 +111,6 @@ vec3 pbrBaseLight(vec3 diffuseColor, vec3 additive, vec3 atten); -vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, - float perceptualRoughness, - float metallic, - vec3 n, // normal - vec3 v, // surface point to camera - vec3 l); //surface point to light - vec3 pbrCalcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor, float perceptualRoughness, float metallic, diff --git a/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl index d178bf22b6..c43582e185 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl @@ -32,11 +32,12 @@ uniform samplerCube environmentMap; uniform mat3 env_mat; vec3 srgb_to_linear(vec3 c); +vec3 linear_to_srgb(vec3 c); void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit_linear) { - ambenv = vec3(reflection_probe_ambiance * 0.25); + ambenv = mix(ambenv, vec3(reflection_probe_ambiance * 0.25), reflection_probe_ambiance); vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); vec3 env_vec = env_mat * refnormpersp; @@ -58,12 +59,12 @@ vec4 sampleReflectionProbesDebug(vec3 pos) void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit_linear) { - ambenv = vec3(reflection_probe_ambiance * 0.25); + ambenv = mix(ambenv, vec3(reflection_probe_ambiance * 0.25), reflection_probe_ambiance); vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); vec3 env_vec = env_mat * refnormpersp; - legacyenv = srgb_to_linear(texture(environmentMap, env_vec).rgb); + legacyenv = texture(environmentMap, env_vec).rgb; glossenv = legacyenv; } @@ -75,6 +76,6 @@ void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 no void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity) { - color = mix(color.rgb, legacyenv*1.5, envIntensity); + color = srgb_to_linear(mix(linear_to_srgb(color.rgb), legacyenv*2.0, envIntensity)); } diff --git a/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl index 7b82aa1a0d..487db0a6ae 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl @@ -64,8 +64,6 @@ void main() calcAtmosphericVarsLinear(pos.xyz, norm.xyz, light_dir, sunlit, amblit, additive, atten); - vec3 sunlit_linear = srgb_to_linear(sunlit); - // mask off atmospherics below water (when camera is under water) bool do_atmospherics = false; diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl index 3c13144299..e62f401817 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl @@ -51,7 +51,7 @@ uniform mat3 normal_matrix; in vec3 vary_position; void mirrorClip(vec3 pos); -vec4 encodeNormal(vec3 norm, float gbuffer_flag); +vec4 encodeNormal(vec3 n, float env, float gbuffer_flag); #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) @@ -415,8 +415,11 @@ void main() frag_data[0] = max(vec4(diffcol.rgb, emissive), vec4(0)); // gbuffer is sRGB for legacy materials frag_data[1] = max(vec4(spec.rgb, glossiness), vec4(0)); // XYZ = Specular color. W = Specular exponent. - frag_data[2] = encodeNormal(norm, flag); // XY = Normal. Z = Env. intensity. W = 1 skip atmos (mask off fog) - frag_data[3] = vec4(env, 0, 0, 0); + frag_data[2] = encodeNormal(norm, env, flag); // XY = Normal. Z = Env. intensity. W = 1 skip atmos (mask off fog) + +#if defined(HAS_EMISSIVE) + frag_data[3] = vec4(0, 0, 0, 0); +#endif #endif } diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl index 4ed778371f..8db3bcd363 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl @@ -27,9 +27,6 @@ out vec4 frag_color; -uniform sampler2D diffuseRect; -uniform sampler2D specularRect; -uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl uniform sampler2D lightFunc; uniform vec3 env_mat[3]; @@ -55,13 +52,17 @@ vec3 srgb_to_linear(vec3 c); // Util vec3 hue_to_rgb(float hue); -vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, +void pbrPunctual(vec3 diffuseColor, vec3 specularColor, float perceptualRoughness, float metallic, vec3 n, // normal vec3 v, // surface point to camera - vec3 l); //surface point to light + vec3 l, // surface point to light + out float nl, + out vec3 diff, + out vec3 spec); +GBufferInfo getGBuffer(vec2 screenpos); void main() { @@ -73,18 +74,19 @@ void main() discard; } - vec4 norm = getNorm(tc); // need `norm.w` for GET_GBUFFER_FLAG() - vec3 n = norm.xyz; + GBufferInfo gb = getGBuffer(tc); - vec4 spec = texture(specularRect, tc); - vec3 diffuse = texture(diffuseRect, tc).rgb; + vec3 n = gb.normal; + + vec4 spec = gb.specular; + vec3 diffuse = gb.albedo.rgb; vec3 h, l, v = -normalize(pos); float nh, nv, vh, lightDist; - if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) + if (GET_GBUFFER_FLAG(gb.gbufferFlag, GBUFFER_FLAG_HAS_PBR)) { - vec3 colorEmissive = texture(emissiveRect, tc).rgb; + vec3 colorEmissive = gb.emissive.rgb; vec3 orm = spec.rgb; float perceptualRoughness = orm.g; float metallic = orm.b; @@ -113,8 +115,11 @@ void main() float dist_atten = calcLegacyDistanceAttenuation(dist, falloff); vec3 intensity = dist_atten * lightColor * 3.25; - - final_color += intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv); + float nl = 0; + vec3 diff = vec3(0); + vec3 specPunc = vec3(0); + pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv, nl, diff, specPunc); + final_color += intensity * clamp(nl * (diff + specPunc), vec3(0), vec3(10)); } } } diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl index 6c13757149..987089fcc9 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl @@ -27,9 +27,6 @@ out vec4 frag_color; -uniform sampler2D diffuseRect; -uniform sampler2D specularRect; -uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl uniform sampler2D lightFunc; uniform vec3 env_mat[3]; @@ -57,24 +54,29 @@ vec2 getScreenCoord(vec4 clip); vec3 srgb_to_linear(vec3 c); float getDepth(vec2 tc); -vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, +void pbrPunctual(vec3 diffuseColor, vec3 specularColor, float perceptualRoughness, float metallic, vec3 n, // normal vec3 v, // surface point to camera - vec3 l); //surface point to light + vec3 l, // surface point to light + out float nl, + out vec3 diff, + out vec3 spec); + +GBufferInfo getGBuffer(vec2 screenpos); void main() { vec3 final_color = vec3(0); vec2 tc = getScreenCoord(vary_fragcoord); vec3 pos = getPosition(tc).xyz; + GBufferInfo gb = getGBuffer(tc); - vec4 norm = getNorm(tc); // need `norm.w` for GET_GBUFFER_FLAG() - vec3 n = norm.xyz; + vec3 n = gb.normal; - vec3 diffuse = texture(diffuseRect, tc).rgb; - vec4 spec = texture(specularRect, tc); + vec3 diffuse = gb.albedo.rgb; + vec4 spec = gb.specular; // Common half vectors calcs vec3 lv = trans_center.xyz-pos; @@ -89,9 +91,9 @@ void main() float dist = lightDist / size; float dist_atten = calcLegacyDistanceAttenuation(dist, falloff); - if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) + if (GET_GBUFFER_FLAG(gb.gbufferFlag, GBUFFER_FLAG_HAS_PBR)) { - vec3 colorEmissive = texture(emissiveRect, tc).rgb; + vec3 colorEmissive = gb.emissive.rgb; vec3 orm = spec.rgb; float perceptualRoughness = orm.g; float metallic = orm.b; @@ -104,7 +106,14 @@ void main() vec3 specularColor = mix(f0, baseColor.rgb, metallic); vec3 intensity = dist_atten * color * 3.25; // Legacy attenuation, magic number to balance with legacy materials - final_color += intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, normalize(lv)); + + float nl = 0; + vec3 diffPunc = vec3(0); + vec3 specPunc = vec3(0); + + pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, normalize(lv), nl, diffPunc, specPunc); + + final_color += intensity* clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10)); } else { diff --git a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl index dc135243a6..5eda28bd8a 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl @@ -66,7 +66,7 @@ void main() vec4 fcol = texture(diffuseMap, tc); - if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) + if (GET_GBUFFER_FLAG(norm.w, GBUFFER_FLAG_HAS_PBR)) { vec3 orm = specCol.rgb; float perceptualRoughness = orm.g; diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index a9b299cfd7..52799dbba1 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -23,16 +23,12 @@ * $/LicenseInfo$ */ +/*[EXTRA_CODE_HERE]*/ + #define FLT_MAX 3.402823466e+38 out vec4 frag_color; -vec4 decodeNormal(vec4 norm); - -uniform sampler2D diffuseRect; -uniform sampler2D specularRect; -uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl - const float M_PI = 3.14159265; #if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO) @@ -56,6 +52,8 @@ uniform mat3 ssao_effect_mat; uniform vec3 sun_dir; uniform vec3 moon_dir; uniform int sun_up_factor; +uniform int classic_mode; + in vec2 vary_fragcoord; uniform mat4 inv_proj; @@ -105,13 +103,7 @@ vec3 pbrBaseLight(vec3 diffuseColor, vec3 additive, vec3 atten); -vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, - float perceptualRoughness, - float metallic, - vec3 n, // normal - vec3 v, // surface point to camera - vec3 l); //surface point to light - +GBufferInfo getGBuffer(vec2 screenpos); void adjustIrradiance(inout vec3 irradiance, float ambocc) { @@ -128,13 +120,15 @@ void main() vec2 tc = vary_fragcoord.xy; float depth = getDepth(tc.xy); vec4 pos = getPositionWithDepth(tc, depth); - vec4 norm = getNorm(tc); - vec3 colorEmissive = texture(emissiveRect, tc).rgb; - float envIntensity = colorEmissive.r; + + GBufferInfo gb = getGBuffer(tc); + + vec3 colorEmissive = gb.emissive.rgb; + float envIntensity = gb.envIntensity; vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; - vec4 baseColor = texture(diffuseRect, tc); - vec4 spec = texture(specularRect, tc); // NOTE: PBR linear Emissive + vec4 baseColor = gb.albedo; + vec4 spec = gb.specular; // NOTE: PBR linear Emissive #if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO) vec2 scol_ambocc = texture(lightMap, vary_fragcoord.xy).rg; @@ -159,26 +153,26 @@ void main() vec3 additive; vec3 atten; - calcAtmosphericVarsLinear(pos.xyz, norm.xyz, light_dir, sunlit, amblit, additive, atten); + calcAtmosphericVarsLinear(pos.xyz, gb.normal, light_dir, sunlit, amblit, additive, atten); - vec3 sunlit_linear = srgb_to_linear(sunlit); + vec3 sunlit_linear = sunlit; vec3 amblit_linear = amblit; - vec3 irradiance = vec3(0); vec3 radiance = vec3(0); - if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) + if (GET_GBUFFER_FLAG(gb.gbufferFlag, GBUFFER_FLAG_HAS_PBR)) { vec3 orm = spec.rgb; float perceptualRoughness = orm.g; float metallic = orm.b; float ao = orm.r; + vec3 irradiance = amblit_linear; // PBR IBL float gloss = 1.0 - perceptualRoughness; - sampleReflectionProbes(irradiance, radiance, tc, pos.xyz, norm.xyz, gloss, false, amblit_linear); + sampleReflectionProbes(irradiance, radiance, tc, pos.xyz, gb.normal, gloss, false, amblit_linear); adjustIrradiance(irradiance, ambocc); @@ -187,17 +181,21 @@ void main() calcDiffuseSpecular(baseColor.rgb, metallic, diffuseColor, specularColor); vec3 v = -normalize(pos.xyz); - color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, colorEmissive, ao, additive, atten); + color = pbrBaseLight(diffuseColor, specularColor, metallic, v, gb.normal, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, colorEmissive, ao, additive, atten); } - else if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_HDRI)) + else if (GET_GBUFFER_FLAG(gb.gbufferFlag, GBUFFER_FLAG_HAS_HDRI)) { // actual HDRI sky, just copy color value color = colorEmissive.rgb; } - else if (GET_GBUFFER_FLAG(GBUFFER_FLAG_SKIP_ATMOS)) + else if (GET_GBUFFER_FLAG(gb.gbufferFlag, GBUFFER_FLAG_SKIP_ATMOS)) { //should only be true of WL sky, port over base color value and scale for fake HDR +#if defined(HAS_EMISSIVE) color = colorEmissive.rgb; +#else + color = baseColor.rgb; +#endif color = srgb_to_linear(color); color *= sky_hdr_scale; } @@ -208,31 +206,43 @@ void main() spec.rgb = srgb_to_linear(spec.rgb); - float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0); + float da = clamp(dot(gb.normal, light_dir.xyz), 0.0, 1.0); - vec3 irradiance = vec3(0); + vec3 irradiance = amblit; vec3 glossenv = vec3(0); vec3 legacyenv = vec3(0); - sampleReflectionProbesLegacy(irradiance, glossenv, legacyenv, tc, pos.xyz, norm.xyz, spec.a, envIntensity, false, amblit_linear); + sampleReflectionProbesLegacy(irradiance, glossenv, legacyenv, tc, pos.xyz, gb.normal, spec.a, envIntensity, false, amblit_linear); adjustIrradiance(irradiance, ambocc); // apply lambertian IBL only (see pbrIbl) color.rgb = irradiance; - vec3 sun_contrib = min(da, scol) * sunlit_linear; - color.rgb += sun_contrib; + if (classic_mode > 0) + { + da = pow(da,1.2); + vec3 sun_contrib = vec3(min(da, scol)); + + color.rgb = srgb_to_linear(color.rgb * 0.9 + linear_to_srgb(sun_contrib) * sunlit_linear * 0.7); + sunlit_linear = srgb_to_linear(sunlit_linear); + } + else + { + vec3 sun_contrib = min(da, scol) * sunlit_linear; + color.rgb += sun_contrib; + } + color.rgb *= baseColor.rgb; - vec3 refnormpersp = reflect(pos.xyz, norm.xyz); + vec3 refnormpersp = reflect(pos.xyz, gb.normal); if (spec.a > 0.0) { vec3 lv = light_dir.xyz; vec3 h, l, v = -normalize(pos.xyz); float nh, nl, nv, vh, lightDist; - vec3 n = norm.xyz; + vec3 n = gb.normal; calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist); if (nl > 0.0 && nh > 0.0) @@ -249,7 +259,7 @@ void main() } // add radiance map - applyGlossEnv(color, glossenv, spec, pos.xyz, norm.xyz); + applyGlossEnv(color, glossenv, spec, pos.xyz, gb.normal); } @@ -257,10 +267,11 @@ void main() if (envIntensity > 0.0) { // add environment map - applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, envIntensity); + applyLegacyEnv(color, legacyenv, spec, pos.xyz, gb.normal, envIntensity); } } + //color.r = classic_mode > 0 ? 1.0 : 0.0; frag_color.rgb = max(color.rgb, vec3(0)); //output linear since local lights will be added to this shader's results 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 bc4d36d10d..78db8ccf5b 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -27,9 +27,6 @@ out vec4 frag_color; -uniform sampler2D diffuseRect; -uniform sampler2D specularRect; -uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl uniform samplerCube environmentMap; uniform sampler2D lightMap; uniform sampler2D lightFunc; @@ -80,12 +77,17 @@ vec4 getPosition(vec2 pos_screen); const float M_PI = 3.14159265; -vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, +void pbrPunctual(vec3 diffuseColor, vec3 specularColor, float perceptualRoughness, float metallic, vec3 n, // normal vec3 v, // surface point to camera - vec3 l); //surface point to light + vec3 l, // surface point to light + out float nl, + out vec3 diff, + out vec3 spec); + +GBufferInfo getGBuffer(vec2 screenpos); void main() { @@ -118,8 +120,9 @@ void main() shadow = clamp(shadow, 0.0, 1.0); } - vec4 norm = getNorm(tc); - vec3 n = norm.xyz; + GBufferInfo gb = getGBuffer(tc); + + vec3 n = gb.normal; float dist_atten = calcLegacyDistanceAttenuation(dist, falloff); if (dist_atten <= 0.0) @@ -132,14 +135,14 @@ void main() float nh, nl, nv, vh, lightDist; calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist); - vec3 diffuse = texture(diffuseRect, tc).rgb; - vec4 spec = texture(specularRect, tc); + vec3 diffuse = gb.albedo.rgb; + vec4 spec = gb.specular; vec3 dlit = vec3(0, 0, 0); vec3 slit = vec3(0, 0, 0); vec3 amb_rgb = vec3(0); - if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) + if (GET_GBUFFER_FLAG(gb.gbufferFlag, GBUFFER_FLAG_HAS_PBR)) { vec3 orm = spec.rgb; float perceptualRoughness = orm.g; @@ -151,6 +154,8 @@ void main() diffuseColor *= 1.0 - metallic; vec3 specularColor = mix(f0, baseColor.rgb, metallic); + vec3 diffPunc = vec3(0); + vec3 specPunc = vec3(0); // We need this additional test inside a light's frustum since a spotlight's ambiance can be applied if (proj_tc.x > 0.0 && proj_tc.x < 1.0 @@ -168,16 +173,21 @@ void main() dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy ); vec3 intensity = dist_atten * dlit * 3.25 * shadow; // Legacy attenuation, magic number to balance with legacy materials - final_color += intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv); + + pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, normalize(lv), nl, diffPunc, specPunc); + + final_color += intensity * clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10)); } amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, 1.0, proj_tc.xy ) * 3.25; //magic number to balance with legacy ambiance - final_color += amb_rgb * pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, -lv); + pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, normalize(lv), nl, diffPunc, specPunc); + + final_color += amb_rgb * clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10)); } } else { - float envIntensity = texture(emissiveRect, tc).r; + float envIntensity = gb.envIntensity; diffuse = srgb_to_linear(diffuse); spec.rgb = srgb_to_linear(spec.rgb); diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl index a5592188a9..8bf4ec0a7e 100644 --- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl @@ -42,20 +42,25 @@ vec2 BRDF(float NoV, float roughness); void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor); -vec3 pbrIbl(vec3 diffuseColor, +void pbrIbl(vec3 diffuseColor, vec3 specularColor, vec3 radiance, // radiance map sample vec3 irradiance, // irradiance map sample float ao, // ambient occlusion factor float nv, // normal dot view vector - float perceptualRoughness); - -vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, float perceptualRoughness, - float metallic, - vec3 n, // normal - vec3 v, // surface point to camera - vec3 l); //surface point to light + out vec3 diffuse, + out vec3 specular); + +void pbrPunctual(vec3 diffuseColor, vec3 specularColor, + float perceptualRoughness, + float metallic, + vec3 n, // normal + vec3 v, // surface point to camera + vec3 l, // surface point to light + out float nl, + out vec3 diff, + out vec3 spec); vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, @@ -257,13 +262,20 @@ void main() float NdotV = clamp(abs(dot(norm, v)), 0.001, 1.0); - vec3 punctual = pbrPunctual(vec3(0), specularColor, 0.1, metallic, normalize(wavef+up*max(dist, 32.0)/32.0*(1.0-vdu)), v, normalize(light_dir)); + float nl = 0; + vec3 diffPunc = vec3(0); + vec3 specPunc = vec3(0); - vec3 color = punctual * sunlit_linear * 2.75 * shadow; + pbrPunctual(vec3(0), specularColor, 0.1, metallic, normalize(wavef+up*max(dist, 32.0)/32.0*(1.0-vdu)), v, normalize(light_dir), nl, diffPunc, specPunc); - vec3 ibl = pbrIbl(vec3(0), vec3(1), radiance, vec3(0), ao, NdotV, 0.0); + vec3 punctual = clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10)); + + vec3 color = punctual * sunlit_linear * 2.75 * shadow; + vec3 iblDiff; + vec3 iblSpec; + pbrIbl(vec3(0), vec3(1), radiance, vec3(0), ao, NdotV, 0.0, iblDiff, iblSpec); - color += ibl; + color += iblDiff + iblSpec; float nv = clamp(abs(dot(norm.xyz, v)), 0.001, 1.0); vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0); |