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| author | Graham Linden <graham@lindenlab.com> | 2019-02-22 15:42:07 -0800 | 
|---|---|---|
| committer | Graham Linden <graham@lindenlab.com> | 2019-02-22 15:42:07 -0800 | 
| commit | f8f250f80bd7a401fb0518a09c0067529e7c59cb (patch) | |
| tree | 253e069fed3f5e5d223a0f4c23813627e169d9ce /indra/newview/app_settings/shaders | |
| parent | 7989df1c3623f9402248aa74bdec20dff6d78fd1 (diff) | |
| parent | 8bebb385fe1f7df22c7fd040eceaaf1b3bcbef75 (diff) | |
Merge
Diffstat (limited to 'indra/newview/app_settings/shaders')
3 files changed, 39 insertions, 30 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index c8f4d7c570..251e60c59e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -202,7 +202,8 @@ void main()  #endif  #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) -    vec3 gamma_diff = linear_to_srgb(diffcol.rgb); +    vec3 gamma_diff = diffcol.rgb; +    diffcol.rgb = srgb_to_linear(diffcol.rgb);  #endif  #if HAS_SPECULAR_MAP @@ -280,20 +281,17 @@ void main()            final_da = min(final_da, 1.0f);            final_da = pow(final_da, display_gamma); -    col.rgb = (col * 0.5) + amblit; +    col.rgb = amblit;      float ambient = min(abs(final_da), 1.0);      ambient *= 0.5;      ambient *= ambient;      ambient = (1.0-ambient); -    col.rgb *= ambient; - -    col.rgb = col.rgb + (final_da * sunlit); - +    col.rgb *= min(ambient, max(shadow,0.3)); +    col.rgb += (final_da * sunlit);      col.rgb *= gamma_diff.rgb; -      float glare = 0.0;      if (spec.a > 0.0) // specular reflection @@ -315,6 +313,7 @@ void main()          col += spec_contrib;      } +vec3 post_spec = col.rgb;      col = mix(col.rgb, diffcol.rgb, diffuse.a); @@ -337,6 +336,8 @@ void main()      col = atmosFragLighting(col, additive, atten);      col = scaleSoftClipFrag(col); +vec3 post_atmo= col.rgb; +      vec3 npos = normalize(-pos.xyz);      vec3 light = vec3(0,0,0); @@ -353,18 +354,24 @@ void main()      col.rgb += light.rgb; +vec3 post_lighting = col.rgb; +      glare = min(glare, 1.0);      float al = max(diffcol.a,glare)*vertex_color.a;      //convert to gamma space for display on screen      col.rgb = linear_to_srgb(col.rgb); +vec3 post_srgb = col.rgb; +  #ifdef WATER_FOG      vec4 temp = applyWaterFogView(pos, vec4(col.rgb, al));      col.rgb = temp.rgb;      al = temp.a;  #endif +//col.rgb = post_lighting; +      frag_color.rgb = col.rgb;      frag_color.a   = al; diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl index 5cc24475e3..ad96c84de8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl @@ -49,8 +49,8 @@ uniform int sun_up_factor;  float pcfShadow(sampler2DShadow shadowMap, vec3 norm, vec4 stc, float bias_mul, vec2 pos_screen, vec3 light_dir)  {      stc.xyz /= stc.w; -    stc.z += shadow_bias * bias_mul* 2.0; -    stc.x = floor(stc.x*shadow_res.x + fract(stc.y*pos_screen.y*pos_screen.x))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here +    stc.z += shadow_bias * bias_mul * 2.0; +    stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here      float cs = shadow2D(shadowMap, stc.xyz).x;      float shadow = cs * 4.0; @@ -90,7 +90,9 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)            dp_directional_light = clamp(dp_directional_light, 0.0, 1.0);      vec3 shadow_pos = pos.xyz; -    vec3 offset = abs(light_dir.xyz) * (1.0 - dp_directional_light* 0.8); + +    vec3 offset = light_dir.xyz * (1.0 - dp_directional_light); +      shadow_pos += offset * shadow_offset;      vec4 spos = vec4(shadow_pos.xyz, 1.0); @@ -109,7 +111,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)              float w = 1.0;              w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; -            shadow += pcfShadow(shadowMap3, norm, lpos, 4.0, pos_screen, light_dir)*w; +            shadow += pcfShadow(shadowMap3, norm, lpos, 1.0, pos_screen, light_dir)*w;              weight += w;              shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);          } @@ -121,7 +123,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)              float w = 1.0;              w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;              w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; -            shadow += pcfShadow(shadowMap2, norm, lpos, 2.0, pos_screen, light_dir)*w; +            shadow += pcfShadow(shadowMap2, norm, lpos, 1.0, pos_screen, light_dir)*w;              weight += w;          } @@ -153,6 +155,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)      {          return 1.0f; // lit beyond the far split...      } +    shadow = min(dp_directional_light,shadow);      return shadow;  } diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 8bc9add5cf..7fd4d7e248 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -90,17 +90,16 @@ void main()      vec4 norm = texture2DRect(normalMap, tc);      float envIntensity = norm.z;      norm.xyz = getNorm(tc); // unpack norm -         -    float da_sun  = dot(norm.xyz, sun_dir.xyz); -    float da_moon = dot(norm.xyz, moon_dir.xyz); -    float da = (sun_up_factor == 1) ? da_sun : da_moon; -          da = clamp(da, 0.0, 1.0); -    da = pow(da, global_gamma + 0.3); +    vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;         + +    float da  = dot(norm.xyz, light_dir.xyz); +          da = clamp(da, 0.0, 1.0);      vec4 diffuse = texture2DRect(diffuseRect, tc);      vec3 col; +    float scol = 1.0;      float bloom = 0.0;      {          vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); @@ -108,9 +107,13 @@ void main()          vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;          scol_ambocc = pow(scol_ambocc, vec2(global_gamma + 0.3)); -        float scol = max(scol_ambocc.r, diffuse.a); +        scol = max(scol_ambocc.r, diffuse.a);          float ambocc = scol_ambocc.g; +        float final_da = da; +              final_da = min(final_da, scol); +              final_da = pow(final_da, global_gamma + 0.3); +          vec3 sunlit;          vec3 amblit;          vec3 additive; @@ -118,18 +121,17 @@ void main()          calcFragAtmospherics(pos.xyz, ambocc, sunlit, amblit, additive, atten); -        float ambient = da; - +        float ambient = min(da, 1.0);          ambient *= 0.5;          ambient *= ambient; -        ambient = (1.0-ambient); - -        col.rgb = amblit; -        col.rgb *= min(ambient, max(scol, 0.5)); +        ambient = min(1.0 - ambient,max(scol,0.3)); -        col += sunlit * da * scol; +        vec3 sun_contrib = sunlit * final_da; -        col *= diffuse.rgb; +        col.rgb = amblit; +        col.rgb *= ambient; +        col.rgb += sun_contrib; +        col.rgb *= diffuse.rgb;          vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); @@ -165,9 +167,6 @@ void main()              col = fogged.rgb;              bloom = fogged.a;          #endif - -//col.rgb = vec3(scol); -//col.rgb = vec3(da * scol);      }      frag_color.rgb = col;      frag_color.a = bloom; | 
