diff options
| author | Dave Parks <davep@lindenlab.com> | 2022-09-22 17:27:18 -0500 | 
|---|---|---|
| committer | Dave Parks <davep@lindenlab.com> | 2022-09-22 17:27:18 -0500 | 
| commit | e5d463ca200bdfa93b8c65e588d490c2f23e3918 (patch) | |
| tree | f30bebb5091a9e1a8230a34bd4a2e6ae3e5f7987 /indra/newview/app_settings/shaders | |
| parent | 4697b7049c3557189e6242ac2a8b6a4c2c0588c7 (diff) | |
SL-17705 Backwards compatibility pass.  Support OpenGL pre-4.0 by disabling reflection probes and anti-aliasing.  Get render parity with current release viewer when reflection probes are disabled.
Diffstat (limited to 'indra/newview/app_settings/shaders')
10 files changed, 81 insertions, 534 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl index 5264b3b716..0e461b4004 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl @@ -73,12 +73,7 @@ void main()      vary_position = pos.xyz;  	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; -#ifndef HAS_REFLECTION_PROBES	 -    vec3 ref = reflect(pos.xyz, -norm); -	vary_texcoord1 = transpose(normal_matrix) * ref.xyz; -#else      vary_texcoord1 = norm; -#endif  	calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl b/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl index 73a70d8dc5..9e6c853015 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl @@ -53,7 +53,7 @@ VARYING vec2 vary_uv;  out vec4 outColor; -#define NUM_SAMPLES 1024 +#define NUM_SAMPLES 1024u  const float PI = 3.1415926536; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl index 04be496292..3afa9fb435 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl @@ -99,8 +99,8 @@ vec3 scaleSoftClipFrag(vec3 l);  void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist);  float calcLegacyDistanceAttenuation(float distance, float falloff);  float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); -void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyEnv,  -        vec3 pos, vec3 norm, float glossiness, float envIntensity); +void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,  +        vec3 pos, vec3 norm, float glossiness);  // PBR interface  vec3 pbrIbl(vec3 diffuseColor, @@ -212,8 +212,7 @@ void main()      float gloss      = 1.0 - perceptualRoughness;      vec3  irradiance = vec3(0);      vec3  radiance  = vec3(0); -    vec3 legacyenv = vec3(0); -    sampleReflectionProbes(irradiance, radiance, legacyenv, pos.xyz, norm.xyz, gloss, 0.0); +    sampleReflectionProbes(irradiance, radiance, pos.xyz, norm.xyz, gloss);      irradiance       = max(srgb_to_linear(amblit),irradiance) * ambocc*4.0;      vec3 f0 = vec3(0.04); diff --git a/indra/newview/app_settings/shaders/class1/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/reflectionProbeF.glsl index 8f3e38b08b..4b79297aef 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/reflectionProbeF.glsl @@ -24,7 +24,14 @@   */  // fallback stub -- will be used if actual reflection probe shader failed to load (output pink so it's obvious) -void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv,  +void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, +        vec3 pos, vec3 norm, float glossiness) +{ +    ambenv = vec3(1,0,1); +    glossenv = vec3(1,0,1); +} + +void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv,           vec3 pos, vec3 norm, float glossiness, float envIntensity)  {      ambenv = vec3(1,0,1); @@ -34,11 +41,11 @@ void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, inout vec3 l  void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm)  { -    color = vec3(1,0,1); +      }  void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity)  { -    color = vec3(1,0,1); +  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 918e119c31..4b34e55efd 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -156,12 +156,6 @@ void main()      } -// linear debuggables -//color.rgb = vec3(final_da); -//color.rgb = vec3(ambient); -//color.rgb = vec3(scol); -//color.rgb = diffuse_srgb.rgb; -      // convert to linear as fullscreen lights need to sum in linear colorspace      // and will be gamma (re)corrected downstream... diff --git a/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl index 3d96fe25be..15d6b5a05d 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl @@ -23,455 +23,46 @@   * $/LicenseInfo$   */ -#extension GL_ARB_shader_texture_lod : enable +// Implementation for when reflection probes are disabled -#define FLT_MAX 3.402823466e+38 +uniform float minimumReflectionAmbiance; -#define REFMAP_COUNT 256 -#define REF_SAMPLE_COUNT 64 //maximum number of samples to consider +uniform samplerCube environmentMap; -uniform samplerCubeArray   reflectionProbes; - -layout (std140) uniform ReflectionProbes -{ -    // list of OBBs for user override probes -    // box is a set of 3 planes outward facing planes and the depth of the box along that plane -    // for each box refBox[i]... -    /// box[0..2] - plane 0 .. 2 in [A,B,C,D] notation -    //  box[3][0..2] - plane thickness -    mat4 refBox[REFMAP_COUNT]; -    // list of bounding spheres for reflection probes sorted by distance to camera (closest first) -    vec4 refSphere[REFMAP_COUNT]; -    // index  of cube map in reflectionProbes for a corresponding reflection probe -    // e.g. cube map channel of refSphere[2] is stored in refIndex[2] -    // refIndex.x - cubemap channel in reflectionProbes -    // refIndex.y - index in refNeighbor of neighbor list (index is ivec4 index, not int index) -    // refIndex.z - number of neighbors -    // refIndex.w - priority, if negative, this probe has a box influence -    ivec4 refIndex[REFMAP_COUNT]; - -    // neighbor list data (refSphere indices, not cubemap array layer) -    ivec4 refNeighbor[1024]; - -    // number of reflection probes present in refSphere -    int refmapCount; - -    // intensity of ambient light from reflection probes -    float reflectionAmbiance; -}; - -// Inputs  uniform mat3 env_mat; -// list of probeIndexes shader will actually use after "getRefIndex" is called -// (stores refIndex/refSphere indices, NOT rerflectionProbes layer) -int probeIndex[REF_SAMPLE_COUNT]; - -// number of probes stored in probeIndex -int probeInfluences = 0; - -bool isAbove(vec3 pos, vec4 plane) -{ -    return (dot(plane.xyz, pos) + plane.w) > 0; -} - -// return true if probe at index i influences position pos -bool shouldSampleProbe(int i, vec3 pos) -{ -    if (refIndex[i].w < 0) -    { -        vec4 v = refBox[i] * vec4(pos, 1.0); -        if (abs(v.x) > 1 ||  -            abs(v.y) > 1 || -            abs(v.z) > 1) -        { -            return false; -        } -    } -    else -    { -        vec3 delta = pos.xyz - refSphere[i].xyz; -        float d = dot(delta, delta); -        float r2 = refSphere[i].w; -        r2 *= r2; - -        if (d > r2) -        { //outside bounding sphere -            return false; -        } -    } - -    return true; -} - -// call before sampleRef -// populate "probeIndex" with N probe indices that influence pos where N is REF_SAMPLE_COUNT -// overall algorithm --  -void preProbeSample(vec3 pos) -{ -    // TODO: make some sort of structure that reduces the number of distance checks - -    for (int i = 0; i < refmapCount; ++i) -    { -        // found an influencing probe -        if (shouldSampleProbe(i, pos)) -        { -            probeIndex[probeInfluences] = i; -            ++probeInfluences; - -            int neighborIdx = refIndex[i].y; -            if (neighborIdx != -1) -            { -                int neighborCount = min(refIndex[i].z, REF_SAMPLE_COUNT-1); - -                int count = 0; -                while (count < neighborCount) -                { -                    // check up to REF_SAMPLE_COUNT-1 neighbors (neighborIdx is ivec4 index) - -                    int idx = refNeighbor[neighborIdx].x; -                    if (shouldSampleProbe(idx, pos)) -                    { -                        probeIndex[probeInfluences++] = idx; -                        if (probeInfluences == REF_SAMPLE_COUNT) -                        { -                            return; -                        } -                    } -                    count++; -                    if (count == neighborCount) -                    { -                        return; -                    } - -                    idx = refNeighbor[neighborIdx].y; -                    if (shouldSampleProbe(idx, pos)) -                    { -                        probeIndex[probeInfluences++] = idx; -                        if (probeInfluences == REF_SAMPLE_COUNT) -                        { -                            return; -                        } -                    } -                    count++; -                    if (count == neighborCount) -                    { -                        return; -                    } - -                    idx = refNeighbor[neighborIdx].z; -                    if (shouldSampleProbe(idx, pos)) -                    { -                        probeIndex[probeInfluences++] = idx; -                        if (probeInfluences == REF_SAMPLE_COUNT) -                        { -                            return; -                        } -                    } -                    count++; -                    if (count == neighborCount) -                    { -                        return; -                    } - -                    idx = refNeighbor[neighborIdx].w; -                    if (shouldSampleProbe(idx, pos)) -                    { -                        probeIndex[probeInfluences++] = idx; -                        if (probeInfluences == REF_SAMPLE_COUNT) -                        { -                            return; -                        } -                    } -                    count++; -                    if (count == neighborCount) -                    { -                        return; -                    } - -                    ++neighborIdx; -                } - -                return; -            } -        } -    } -} - -// from https://www.scratchapixel.com/lessons/3d-basic-rendering/minimal-ray-tracer-rendering-simple-shapes/ray-sphere-intersection - -// original reference implementation: -/* -bool intersect(const Ray &ray) const  -{  -        float t0, t1; // solutions for t if the ray intersects  -#if 0  -        // geometric solution -        Vec3f L = center - orig;  -        float tca = L.dotProduct(dir);  -        // if (tca < 0) return false; -        float d2 = L.dotProduct(L) - tca * tca;  -        if (d2 > radius2) return false;  -        float thc = sqrt(radius2 - d2);  -        t0 = tca - thc;  -        t1 = tca + thc;  -#else  -        // analytic solution -        Vec3f L = orig - center;  -        float a = dir.dotProduct(dir);  -        float b = 2 * dir.dotProduct(L);  -        float c = L.dotProduct(L) - radius2;  -        if (!solveQuadratic(a, b, c, t0, t1)) return false;  -#endif  -        if (t0 > t1) std::swap(t0, t1);  -  -        if (t0 < 0) {  -            t0 = t1; // if t0 is negative, let's use t1 instead  -            if (t0 < 0) return false; // both t0 and t1 are negative  -        }  -  -        t = t0;  -  -        return true;  -} */ - -// adapted -- assume that origin is inside sphere, return distance from origin to edge of sphere -vec3 sphereIntersect(vec3 origin, vec3 dir, vec3 center, float radius2) -{  -        float t0, t1; // solutions for t if the ray intersects  - -        vec3 L = center - origin;  -        float tca = dot(L,dir); - -        float d2 = dot(L,L) - tca * tca;  - -        float thc = sqrt(radius2 - d2);  -        t0 = tca - thc;  -        t1 = tca + thc;  -  -        vec3 v = origin + dir * t1; -        return v;  -}  - -// from https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/ -/* -vec3 DirectionWS = normalize(PositionWS - CameraWS); -vec3 ReflDirectionWS = reflect(DirectionWS, NormalWS); - -// Intersection with OBB convertto unit box space -// Transform in local unit parallax cube space (scaled and rotated) -vec3 RayLS = MulMatrix( float(3x3)WorldToLocal, ReflDirectionWS); -vec3 PositionLS = MulMatrix( WorldToLocal, PositionWS); - -vec3 Unitary = vec3(1.0f, 1.0f, 1.0f); -vec3 FirstPlaneIntersect  = (Unitary - PositionLS) / RayLS; -vec3 SecondPlaneIntersect = (-Unitary - PositionLS) / RayLS; -vec3 FurthestPlane = max(FirstPlaneIntersect, SecondPlaneIntersect); -float Distance = min(FurthestPlane.x, min(FurthestPlane.y, FurthestPlane.z)); - -// Use Distance in WS directly to recover intersection -vec3 IntersectPositionWS = PositionWS + ReflDirectionWS * Distance; -vec3 ReflDirectionWS = IntersectPositionWS - CubemapPositionWS; +vec3 srgb_to_linear(vec3 c); -return texCUBE(envMap, ReflDirectionWS); -*/ - -// get point of intersection with given probe's box influence volume -// origin - ray origin in clip space -// dir - ray direction in clip space -// i - probe index in refBox/refSphere -vec3 boxIntersect(vec3 origin, vec3 dir, int i) -{ -    // Intersection with OBB convertto unit box space -    // Transform in local unit parallax cube space (scaled and rotated) -    mat4 clipToLocal = refBox[i]; - -    vec3 RayLS = mat3(clipToLocal) * dir; -    vec3 PositionLS = (clipToLocal * vec4(origin, 1.0)).xyz; - -    vec3 Unitary = vec3(1.0f, 1.0f, 1.0f); -    vec3 FirstPlaneIntersect  = (Unitary - PositionLS) / RayLS; -    vec3 SecondPlaneIntersect = (-Unitary - PositionLS) / RayLS; -    vec3 FurthestPlane = max(FirstPlaneIntersect, SecondPlaneIntersect); -    float Distance = min(FurthestPlane.x, min(FurthestPlane.y, FurthestPlane.z)); - -    // Use Distance in CS directly to recover intersection -    vec3 IntersectPositionCS = origin + dir * Distance; - -    return IntersectPositionCS; -} - - - -// Tap a sphere based reflection probe -// pos - position of pixel -// dir - pixel normal -// lod - which mip to bias towards (lower is higher res, sharper reflections) -// c - center of probe -// r2 - radius of probe squared -// i - index of probe  -// vi - point at which reflection vector struck the influence volume, in clip space -vec3 tapRefMap(vec3 pos, vec3 dir, float lod, vec3 c, float r2, int i) +void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, +        vec3 pos, vec3 norm, float glossiness)  { -    //lod = max(lod, 1); -    // parallax adjustment - -    vec3 v; -    if (refIndex[i].w < 0) -    { -        v = boxIntersect(pos, dir, i); -    } -    else -    { -        v = sphereIntersect(pos, dir, c, r2); -    } - -    v -= c; -    v = env_mat * v; -    { -        float min_lod = textureQueryLod(reflectionProbes,v).y; // lower is higher res -        return textureLod(reflectionProbes, vec4(v.xyz, refIndex[i].x), max(min_lod, lod)).rgb; -        //return texture(reflectionProbes, vec4(v.xyz, refIndex[i].x)).rgb; -    } -} - -vec3 sampleProbes(vec3 pos, vec3 dir, float lod) -{ -    float wsum = 0.0; -    vec3 col = vec3(0,0,0); -    float vd2 = dot(pos,pos); // view distance squared - -    for (int idx = 0; idx < probeInfluences; ++idx) -    { -        int i = probeIndex[idx]; -        float r = refSphere[i].w; // radius of sphere volume -        float p = float(abs(refIndex[i].w)); // priority -        float rr = r*r; // radius squred -        float r1 = r * 0.1; // 75% of radius (outer sphere to start interpolating down) -        vec3 delta = pos.xyz-refSphere[i].xyz; -        float d2 = dot(delta,delta); -        float r2 = r1*r1;  -         -        { -            vec3 refcol = tapRefMap(pos, dir, lod, refSphere[i].xyz, rr, i); -             -            float w = 1.0/d2; - -            float atten = 1.0-max(d2-r2, 0.0)/(rr-r2); -            w *= atten; -            w *= p; // boost weight based on priority -            col += refcol*w; -             -            wsum += w; -        } -    } - -    if (probeInfluences <= 1) -    { //edge-of-scene probe or no probe influence, mix in with embiggened version of probes closest to camera  -        for (int idx = 0; idx < 8; ++idx) -        { -            if (refIndex[idx].w < 0) -            { // don't fallback to box probes, they are *very* specific -                continue; -            } -            int i = idx; -            vec3 delta = pos.xyz-refSphere[i].xyz; -            float d2 = dot(delta,delta); -             -            { -                vec3 refcol = tapRefMap(pos, dir, lod, refSphere[i].xyz, d2, i); -                 -                float w = 1.0/d2; -                w *= w; -                col += refcol*w; -                wsum += w; -            } -        } -    } - -    if (wsum > 0.0) -    { -        col *= 1.0/wsum; -    } +    ambenv = vec3(0,0,0); -    return col; +    vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); +    vec3 env_vec = env_mat * refnormpersp; +    glossenv = srgb_to_linear(textureCube(environmentMap, env_vec).rgb);  } -vec3 sampleProbeAmbient(vec3 pos, vec3 dir, float lod) +void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv,  +        vec3 pos, vec3 norm, float glossiness, float envIntensity)  { -    vec3 col = sampleProbes(pos, dir, lod); - -    //desaturate -    vec3 hcol = col *0.5; -     -    col *= 2.0; -    col = vec3( -        col.r + hcol.g + hcol.b, -        col.g + hcol.r + hcol.b, -        col.b + hcol.r + hcol.g -    ); +    ambenv = vec3(0,0,0); -    col *= 0.333333; +    vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); +    vec3 env_vec = env_mat * refnormpersp; -    return col*reflectionAmbiance; +    legacyenv = textureCube(environmentMap, env_vec).rgb; +    glossenv = legacyenv;  } -// brighten a color so that at least one component is 1 -vec3 brighten(vec3 c) -{ -    float m = max(max(c.r, c.g), c.b); - -    if (m == 0) -    { -        return vec3(1,1,1); -    } - -    return c * 1.0/m; -} - - -void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv,  -        vec3 pos, vec3 norm, float glossiness, float envIntensity) +void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm)  { -    // TODO - don't hard code lods -    float reflection_lods = 8; -    preProbeSample(pos); - -    vec3 refnormpersp = reflect(pos.xyz, norm.xyz); - -    ambenv = sampleProbeAmbient(pos, norm, reflection_lods-1); - -    if (glossiness > 0.0) -    { -        float lod = (1.0-glossiness)*reflection_lods; -        glossenv = sampleProbes(pos, normalize(refnormpersp), lod); -    } - -    if (envIntensity > 0.0) -    { -        legacyenv = sampleProbes(pos, normalize(refnormpersp), 0.0); -    } +      } -void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm) +void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity)  { -    glossenv *= 0.35; // fudge darker -    float fresnel = 1.0+dot(normalize(pos.xyz), norm.xyz); -    float minf = spec.a * 0.1; -    fresnel = fresnel * (1.0-minf) + minf; -    glossenv *= spec.rgb*min(fresnel, 1.0); -    color.rgb += glossenv; +    color = mix(color.rgb, legacyenv, envIntensity);  } - void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity) - { -    vec3 reflected_color = legacyenv; //*0.5; //fudge darker -    vec3 lookAt = normalize(pos); -    float fresnel = 1.0+dot(lookAt, norm.xyz); -    fresnel *= fresnel; -    fresnel = min(fresnel+envIntensity, 1.0); -    reflected_color *= (envIntensity*fresnel)*brighten(spec.rgb); -    color = mix(color.rgb, reflected_color, envIntensity); - } - diff --git a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl index 67f1fc4c18..c0a1491446 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl @@ -55,13 +55,11 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou  vec3 linear_to_srgb(vec3 c);  vec3 srgb_to_linear(vec3 c); -#ifdef HAS_REFLECTION_PROBES  // reflection probe interface -void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyEnv,  +void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyEnv,           vec3 pos, vec3 norm, float glossiness, float envIntensity);  void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm);  void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity); -#endif  // See:  //   class1\deferred\fullbrightShinyF.glsl @@ -87,35 +85,21 @@ void main()          calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false);          float env_intensity = vertex_color.a; -#ifndef HAS_REFLECTION_PROBES -        vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;	 -        color.rgb = mix(color.rgb, envColor.rgb, env_intensity); -#else +          vec3 ambenv;          vec3 glossenv;          vec3 legacyenv;          vec3 norm = normalize(vary_texcoord1.xyz);          vec4 spec = vec4(0,0,0,0); -        sampleReflectionProbes(ambenv, glossenv, legacyenv, pos.xyz, norm.xyz, spec.a, env_intensity); -        legacyenv *= 1.5; // fudge brighter +        sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, pos.xyz, norm.xyz, spec.a, env_intensity);          applyLegacyEnv(color.rgb, legacyenv, spec, pos, norm, env_intensity); -#endif +          color.rgb = fullbrightAtmosTransportFrag(color.rgb, additive, atten);          color.rgb = fullbrightScaleSoftClip(color.rgb);  	} -/* -	// NOTE: HUD objects will be full bright. Uncomment if you want "some" environment lighting effecting these HUD objects. -	else -	{ -		vec3  envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; -		float env_intensity = vertex_color.a; -		color.rgb = mix(color.rgb, envColor.rgb, env_intensity); -	} -*/ -  	color.a = 1.0; - +          color.rgb = srgb_to_linear(color.rgb);  	frag_color = color;  } diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl index 07f50af7e3..27eb0b9888 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl @@ -64,12 +64,10 @@ out vec4 frag_color;  float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);  #endif -#ifdef HAS_REFLECTION_PROBES -void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv,  +void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv,           vec3 pos, vec3 norm, float glossiness, float envIntensity);  void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm);  void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity); -#endif  uniform samplerCube environmentMap;  uniform sampler2D     lightFunc; @@ -326,27 +324,12 @@ void main()      da = pow(da, 1.0 / 1.3);      vec3 sun_contrib = min(da, shadow) * sunlit; -#ifdef HAS_REFLECTION_PROBES      vec3 ambenv;      vec3 glossenv;      vec3 legacyenv; -    sampleReflectionProbes(ambenv, glossenv, legacyenv, pos.xyz, norm.xyz, spec.a, envIntensity); +    sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, pos.xyz, norm.xyz, spec.a, envIntensity);      amblit = max(ambenv, amblit);      color.rgb = amblit; -#else - -    color = amblit; - -    //darken ambient for normals perpendicular to light vector so surfaces in shadow  -    // and facing away from light still have some definition to them. -    // do NOT gamma correct this dot product so ambient lighting stays soft -    float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); -    ambient *= 0.5; -    ambient *= ambient; -    ambient = (1.0 - ambient); - -    color *= ambient; -#endif      color += sun_contrib; @@ -368,37 +351,14 @@ void main()          color += spec_contrib; -#ifdef HAS_REFLECTION_PROBES          applyGlossEnv(color, glossenv, spec, pos.xyz, norm.xyz); -#endif      } -#ifdef HAS_REFLECTION_PROBES +    color = atmosFragLighting(color, additive, atten);      if (envIntensity > 0.0)      {  // add environmentmap -        //fudge darker -        legacyenv *= 0.5*diffuse.a+0.5; -                  applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, envIntensity);      } -#else -    if (envIntensity > 0.0) -    { -        //add environmentmap -        vec3 env_vec = env_mat * refnormpersp; - -        vec3 reflected_color = textureCube(environmentMap, env_vec).rgb; - -        color = mix(color, reflected_color, envIntensity); - -        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; -    } -#endif - -    color = atmosFragLighting(color, additive, atten);      color = scaleSoftClipFrag(color);      //convert to linear before adding local lights @@ -410,6 +370,8 @@ void main()      final_specular.rgb = srgb_to_linear(final_specular.rgb); // SL-14035 +    color = mix(color.rgb, srgb_to_linear(diffcol.rgb), diffuse.a); +  #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 );      LIGHT_LOOP(1) @@ -431,7 +393,6 @@ void main()      al = temp.a;  #endif -    color = mix(color.rgb, srgb_to_linear(diffcol.rgb), diffuse.a);      frag_color = vec4(color, al);  #else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer  diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl index 463709de9e..beb0f6f2a6 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl @@ -23,8 +23,6 @@   * $/LicenseInfo$   */ -#extension GL_ARB_shader_texture_lod : enable -  #define FLT_MAX 3.402823466e+38  #define REFMAP_COUNT 256 @@ -33,6 +31,8 @@  uniform samplerCubeArray   reflectionProbes;  uniform samplerCubeArray   irradianceProbes; +vec3 linear_to_srgb(vec3 col); +  layout (std140) uniform ReflectionProbes  {      // list of OBBs for user override probes @@ -520,7 +520,22 @@ vec3 brighten(vec3 c)  } -void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv,  +void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, +        vec3 pos, vec3 norm, float glossiness) +{ +    // TODO - don't hard code lods +    float reflection_lods = 7; +    preProbeSample(pos); + +    vec3 refnormpersp = reflect(pos.xyz, norm.xyz); + +    ambenv = sampleProbeAmbient(pos, norm); + +    float lod = (1.0-glossiness)*reflection_lods; +    glossenv = sampleProbes(pos, normalize(refnormpersp), lod, 1.f); +} + +void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv,          vec3 pos, vec3 norm, float glossiness, float envIntensity)  {      // TODO - don't hard code lods @@ -531,16 +546,22 @@ void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, inout vec3 l      ambenv = sampleProbeAmbient(pos, norm); -    //if (glossiness > 0.0) +    if (glossiness > 0.0)      {          float lod = (1.0-glossiness)*reflection_lods;          glossenv = sampleProbes(pos, normalize(refnormpersp), lod, 1.f); +        glossenv = linear_to_srgb(glossenv);      }      if (envIntensity > 0.0)      {          legacyenv = sampleProbes(pos, normalize(refnormpersp), 0.0, 1.f); +        legacyenv = linear_to_srgb(legacyenv);      } + +    // legacy expects values in sRGB space for now +    ambenv = linear_to_srgb(ambenv); +  }  void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm) @@ -555,7 +576,7 @@ 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)   { -    vec3 reflected_color = legacyenv; //*0.5; //fudge darker +    vec3 reflected_color = legacyenv;      vec3 lookAt = normalize(pos);      float fresnel = 1.0+dot(lookAt, norm.xyz);      fresnel *= fresnel; diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 5c049b6bd6..cfdbbdfe2c 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -76,7 +76,9 @@ vec3  fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);  vec3  fullbrightScaleSoftClip(vec3 light);  // reflection probe interface -void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyEnv,  +void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, +        vec3 pos, vec3 norm, float glossiness); +void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyEnv,           vec3 pos, vec3 norm, float glossiness, float envIntensity);  void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm);  void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity); @@ -156,7 +158,7 @@ void main()          float gloss      = 1.0 - perceptualRoughness;          vec3  irradiance = vec3(0);          vec3  radiance  = vec3(0); -        sampleReflectionProbes(irradiance, radiance, legacyenv, pos.xyz, norm.xyz, gloss, 0.0); +        sampleReflectionProbes(irradiance, radiance, pos.xyz, norm.xyz, gloss);          irradiance       = max(srgb_to_linear(amblit),irradiance) * ambocc*4.0;          vec3 f0 = vec3(0.04); @@ -196,10 +198,8 @@ void main()          //diffuse.rgb = linear_to_srgb(diffuse.rgb); // SL-14035 -        sampleReflectionProbes(ambenv, glossenv, legacyenv, pos.xyz, norm.xyz, spec.a, envIntensity); -        ambenv.rgb = linear_to_srgb(ambenv.rgb);  -        glossenv.rgb = linear_to_srgb(glossenv.rgb); -        legacyenv.rgb = linear_to_srgb(legacyenv.rgb); +        sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, pos.xyz, norm.xyz, spec.a, envIntensity); +        vec3 debug = legacyenv;          amblit = max(ambenv, amblit);          color.rgb = amblit*ambocc; @@ -227,16 +227,13 @@ void main()          color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a); -        if (envIntensity > 0.0) -        {  // add environmentmap -            //fudge darker -            legacyenv *= 0.5*diffuse.a+0.5; -            applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, envIntensity); -        } -          if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS))          {              color = mix(atmosFragLighting(color, additive, atten), fullbrightAtmosTransportFrag(color, additive, atten), diffuse.a); +            if (envIntensity > 0.0) +            {  // add environmentmap +                applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, envIntensity); +            }              color = mix(scaleSoftClipFrag(color), fullbrightScaleSoftClip(color), diffuse.a);          } @@ -248,8 +245,6 @@ void main()          // convert to linear as fullscreen lights need to sum in linear colorspace          // and will be gamma (re)corrected downstream... -        //color = ambenv; -        //color.b = diffuse.a;          frag_color.rgb = srgb_to_linear(color.rgb);      } | 
