diff options
author | Dave Parks <davep@lindenlab.com> | 2023-02-23 11:47:24 -0600 |
---|---|---|
committer | Dave Parks <davep@lindenlab.com> | 2023-02-23 11:47:24 -0600 |
commit | e5e94b5fa832c62dc0df239fdb4aefc23e559c0c (patch) | |
tree | 39e35cdc270c6a970c541a2e1714a3216aaf6d84 /indra/newview/app_settings/shaders | |
parent | 93a82d4b7516f5970b7fc3d6415119c79d2ed7c5 (diff) |
DRTVWR-559 Fix for irradiance maps going black at 128x128 radiance map resolution. Improve radiance map anti-aliasing and default to 128x128 everywhere.
Diffstat (limited to 'indra/newview/app_settings/shaders')
4 files changed, 62 insertions, 57 deletions
diff --git a/indra/newview/app_settings/shaders/class1/interface/gaussianF.glsl b/indra/newview/app_settings/shaders/class1/interface/gaussianF.glsl new file mode 100644 index 0000000000..8e341503f5 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/gaussianF.glsl @@ -0,0 +1,53 @@ +/** + * @file gaussianF.glsl + * + * $LicenseInfo:firstyear=2023&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2023, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +out vec4 frag_color; + +uniform sampler2D diffuseRect; + +uniform float resScale; + +// texture direction, will be <1, 0> or <0, 1> +uniform vec2 direction; + +in vec2 vary_texcoord0; + +// get linear depth value given a depth buffer sample d and znear and zfar values +float linearDepth(float d, float znear, float zfar); + +void main() +{ + vec3 col = vec3(0,0,0); + + float w[] = { 0.0002, 0.0060, 0.0606, 0.2417, 0.3829, 0.2417, 0.0606, 0.0060, 0.0002 }; + + for (int i = 0; i < 9; ++i) + { + vec2 tc = vary_texcoord0 + (i-4)*direction*resScale; + col += texture(diffuseRect, tc).rgb * w[i]; + } + + frag_color = vec4(col, 0.0); +} diff --git a/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl b/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl index a9c28b2974..9f7706fe36 100644 --- a/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl @@ -23,18 +23,8 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif -// NOTE screenMap should always be texture channel 0 and -// depthmap should always be channel 1 uniform sampler2D diffuseRect; uniform sampler2D depthMap; @@ -42,48 +32,13 @@ uniform float resScale; uniform float znear; uniform float zfar; -VARYING vec2 vary_texcoord0; +in vec2 vary_texcoord0; // get linear depth value given a depth buffer sample d and znear and zfar values float linearDepth(float d, float znear, float zfar); void main() { -#if 0 - float w[9]; - - float c = 1.0/16.0; //corner weight - float e = 1.0/8.0; //edge weight - float m = 1.0/4.0; //middle weight - - //float wsum = c*4+e*4+m; - - w[0] = c; w[1] = e; w[2] = c; - w[3] = e; w[4] = m; w[5] = e; - w[6] = c; w[7] = e; w[8] = c; - - vec2 tc[9]; - - float ed = 1; - float cd = 1; - - - tc[0] = vec2(-cd, cd); tc[1] = vec2(0, ed); tc[2] = vec2(cd, cd); - tc[3] = vec2(-ed, 0); tc[4] = vec2(0, 0); tc[5] = vec2(ed, 0); - tc[6] = vec2(-cd, -cd); tc[7] = vec2(0, -ed); tc[8] = vec2(cd, -1); - - vec3 color = vec3(0,0,0); - - for (int i = 0; i < 9; ++i) - { - color += texture2D(screenMap, vary_texcoord0.xy+tc[i]).rgb * w[i]; - //color += texture2D(screenMap, vary_texcoord0.xy+tc[i]*2.0).rgb * w[i]*0.5; - } - - //color /= wsum; - - frag_color = vec4(color, 1.0); -#else float depth = texture(depthMap, vary_texcoord0.xy).r; float dist = linearDepth(depth, znear, zfar); @@ -94,7 +49,6 @@ void main() v = normalize(v); dist /= v.z; - vec3 col = texture2D(diffuseRect, vary_texcoord0.xy).rgb; - frag_color = vec4(col, dist/256.0); -#endif + vec3 col = texture(diffuseRect, vary_texcoord0.xy).rgb; + frag_color = vec4(col, dist/256.0); } diff --git a/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl b/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl index 641d670c26..edc0a9628b 100644 --- a/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl @@ -25,17 +25,16 @@ uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec4 diffuse_color; +in vec3 position; +in vec4 diffuse_color; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec4 vertex_color; +out vec2 vary_texcoord0; void main() { gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - vary_texcoord0 = texcoord0; + vary_texcoord0 = position.xy*0.5+0.5; vertex_color = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl b/indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl index c7da23fb00..baf68e11f4 100644 --- a/indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl +++ b/indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl @@ -176,7 +176,6 @@ float computeLod(float pdf) vec4 filterColor(vec3 N) { - //return textureLod(uCubeMap, N, 3.0).rgb; vec4 color = vec4(0.f); for(int i = 0; i < u_sampleCount; ++i) @@ -192,7 +191,7 @@ vec4 filterColor(vec3 N) // apply the bias to the lod lod += u_lodBias; - lod = clamp(lod, 0, 7); + lod = clamp(lod, 0, max_probe_lod); // sample lambertian at a lower resolution to avoid fireflies vec4 lambertian = textureLod(reflectionProbes, vec4(H, sourceIdx), lod); |