diff options
author | Dave Houlton <euclid@lindenlab.com> | 2020-03-10 00:21:52 -0600 |
---|---|---|
committer | Dave Houlton <euclid@lindenlab.com> | 2020-03-10 12:01:24 -0600 |
commit | f9eada575bfa46a1da5aeaf27c73537a9b86aa76 (patch) | |
tree | 8a60f6021e5e0836bbdb8b3ae618aa664fe51efb /indra/newview/app_settings/shaders | |
parent | 59da175ae8430b9f7299efdb5e52beae4cb65f2b (diff) |
SL-12592, avoid light modulation of fullbright and preserve diffuse alpha component
Diffstat (limited to 'indra/newview/app_settings/shaders')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/materialF.glsl | 191 |
1 files changed, 96 insertions, 95 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index d07de529ca..21a462e2db 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -1,28 +1,28 @@ -/** - * @file materialF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * 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 - * $/LicenseInfo$ - */ - +/** +* @file materialF.glsl +* +* $LicenseInfo:firstyear=2007&license=viewerlgpl$ +* 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 +* $/LicenseInfo$ +*/ + /*[EXTRA_CODE_HERE]*/ //class1/deferred/materialF.glsl @@ -34,7 +34,7 @@ #define DIFFUSE_ALPHA_MODE_MASK 2 #define DIFFUSE_ALPHA_MODE_EMISSIVE 3 -uniform float emissive_brightness; +uniform float emissive_brightness; // fullbright flag, 1.0 == fullbright, 0.0 otherwise uniform int sun_up_factor; #ifdef WATER_FOG @@ -52,13 +52,13 @@ vec3 linear_to_srgb(vec3 cs); #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) #ifdef DEFINE_GL_FRAGCOLOR - out vec4 frag_color; +out vec4 frag_color; #else - #define frag_color gl_FragColor +#define frag_color gl_FragColor #endif #ifdef HAS_SUN_SHADOW - float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); +float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); #endif uniform samplerCube environmentMap; @@ -81,7 +81,7 @@ uniform vec2 screen_res; uniform vec4 light_position[8]; uniform vec3 light_direction[8]; -uniform vec4 light_attenuation[8]; +uniform vec4 light_attenuation[8]; uniform vec3 light_diffuse[8]; float getAmbientClamp(); @@ -91,7 +91,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe vec3 col = vec3(0); //get light vector - vec3 lv = lp.xyz-v; + vec3 lv = lp.xyz - v; //get distance float dist = length(lv); @@ -103,21 +103,21 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe { //normalize light vector lv = normalize(lv); - + //distance attenuation - float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); + float dist_atten = clamp(1.0 - (dist - 1.0*(1.0 - fa)) / fa, 0.0, 1.0); dist_atten *= dist_atten; dist_atten *= 2.0f; if (dist_atten <= 0.0) { - return col; + return col; } // spotlight coefficient. float spot = max(dot(-ln, lv), is_pointlight); da *= spot*spot; // GL_SPOT_EXPONENT=2 - + //angular attenuation da *= dot(n, lv); @@ -126,9 +126,9 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe float amb_da = ambiance; if (da >= 0) { - lit = max(da * dist_atten,0.0); + lit = max(da * dist_atten, 0.0); col = lit * light_col * diffuse; - amb_da += (da*0.5+0.5) * ambiance; + amb_da += (da*0.5 + 0.5) * ambiance; } amb_da += (da*da*0.5 + 0.5) * ambiance; amb_da *= dist_atten; @@ -140,19 +140,19 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe if (spec.a > 0.0) { //vec3 ref = dot(pos+lv, norm); - vec3 h = normalize(lv+npos); + vec3 h = normalize(lv + npos); float nh = dot(n, h); float nv = dot(n, npos); float vh = dot(npos, h); float sa = nh; - float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; + float fres = pow(1 - dot(h, npos), 5)*0.4 + 0.5; float gtdenom = 2 * nh; float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); - + if (nh > 0.0) { - float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); + float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt / (nh*da); vec3 speccol = lit*scol*light_col.rgb*spec.rgb; speccol = clamp(speccol, vec3(0), vec3(1)); col += speccol; @@ -165,7 +165,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe } } - return max(col, vec3(0.0,0.0,0.0)); + return max(col, vec3(0.0, 0.0, 0.0)); } #else @@ -213,16 +213,9 @@ void main() { vec2 pos_screen = vary_texcoord0.xy; - vec4 diffuse_tap = texture2D(diffuseMap, vary_texcoord0.xy); - diffuse_tap.rgb *= vertex_color.rgb; - -//#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) - vec4 diffuse_srgb = diffuse_tap; + vec4 diffuse_srgb = texture2D(diffuseMap, vary_texcoord0.xy); + diffuse_srgb.rgb *= vertex_color.rgb; vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a); -/*#else - vec4 diffuse_linear = diffuse_tap; - vec4 diffuse_srgb = vec4(linear_to_srgb(diffuse_linear.rgb), diffuse_linear.a); -#endif*/ #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK) if (diffuse_linear.a < minimum_alpha) @@ -248,15 +241,15 @@ void main() // convert sampled normal to tangent space normal norm = vec3(dot(norm, vary_mat0), - dot(norm, vary_mat1), - dot(norm, vary_mat2)); + dot(norm, vary_mat1), + dot(norm, vary_mat2)); #else norm = vary_normal; #endif norm = normalize(norm); - vec2 abnormal = encode_normal(norm); + vec2 abnormal = encode_normal(norm); vec4 final_color = vec4(diffuse_linear.rgb, 0.0); @@ -286,7 +279,7 @@ void main() float al = 0; #ifdef HAS_SPECULAR_MAP - if (emissive_brightness >= 1.0) + if (emissive_brightness >= 1.0) // ie, if fullbright { float ei = env_intensity*0.5 + 0.5; final_normal = vec4(abnormal, ei, 0.0); @@ -304,34 +297,43 @@ void main() #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) - { - //forward rendering, output just lit sRGBA - vec3 pos = vary_position; - float shadow = 1.0f; + //forward rendering, output just lit sRGBA + vec3 pos = vary_position; + + float shadow = 1.0f; #ifdef HAS_SUN_SHADOW - shadow = sampleDirectionalShadow(pos.xyz, norm, pos_screen); + shadow = sampleDirectionalShadow(pos.xyz, norm, pos_screen); #endif - spec = final_specular; + spec = final_specular; - float envIntensity = final_normal.z; + float envIntensity = final_normal.z; - vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; + vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; - float bloom = 0.0; - vec3 sunlit; - vec3 amblit; - vec3 additive; - vec3 atten; + float bloom = 0.0; + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; - calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false); + calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false); + if (emissive_brightness >= 1.0) // fullbright, skip lighting calculations + { + // just do atmos attenuation (ad hoc 60% factor to match release viewer) + color = atmosFragLighting(diffuse_srgb.rgb, additive, atten*0.6); + color = scaleSoftClipFrag(color); + al = diffuse_srgb.a; + } + else // not fullbright, calculate lighting + { vec3 refnormpersp = normalize(reflect(pos.xyz, norm)); float da = clamp(dot(normalize(norm.xyz), light_dir.xyz), 0.0, 1.0); - da = pow(da, 1.0/1.3); + da = pow(da, 1.0 / 1.3); float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); ambient *= 0.5; @@ -341,16 +343,15 @@ void main() vec3 sun_contrib = min(da, shadow) * sunlit; #if !defined(AMBIENT_KILL) - color.rgb = amblit; - color.rgb *= ambient; + color = amblit; + color *= ambient; #endif #if !defined(SUNLIGHT_KILL) - color.rgb += sun_contrib; + color += sun_contrib; #endif + color *= diffuse_srgb.rgb; - color.rgb *= diffuse_srgb.rgb; - float glare = 0.0; if (spec.a > 0.0) // specular reflection @@ -358,19 +359,19 @@ void main() vec3 npos = -normalize(pos.xyz); //vec3 ref = dot(pos+lv, norm); - vec3 h = normalize(light_dir.xyz+npos); + vec3 h = normalize(light_dir.xyz + npos); float nh = dot(norm, h); float nv = dot(norm, npos); float vh = dot(npos, h); float sa = nh; - float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; + float fres = pow(1 - dot(h, npos), 5)*0.4 + 0.5; float gtdenom = 2 * nh; float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); if (nh > 0.0) { - float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); + float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt / (nh*da); vec3 sp = sun_contrib*scol / 6.0f; sp = clamp(sp, vec3(0), vec3(1)); bloom = dot(sp, sp) / 4.0; @@ -384,11 +385,11 @@ void main() { //add environmentmap vec3 env_vec = env_mat * refnormpersp; - + vec3 reflected_color = textureCube(environmentMap, env_vec).rgb; #if !defined(SUNLIGHT_KILL) - color = mix(color.rgb, reflected_color, envIntensity); + color = mix(color, reflected_color, envIntensity); #endif float cur_glare = max(reflected_color.r, reflected_color.g); cur_glare = max(cur_glare, reflected_color.b); @@ -401,14 +402,14 @@ void main() vec3 npos = normalize(-pos.xyz); - vec3 light = vec3(0,0,0); + vec3 light = vec3(0, 0, 0); //convert to linear before adding local lights - color.rgb = srgb_to_linear(color.rgb); + color = srgb_to_linear(color); #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse_linear.rgb, final_specular, pos.xyz, norm, 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) + LIGHT_LOOP(1) LIGHT_LOOP(2) LIGHT_LOOP(3) LIGHT_LOOP(4) @@ -416,25 +417,25 @@ void main() LIGHT_LOOP(6) LIGHT_LOOP(7) - glare = min(glare, 1.0); - al = max(diffuse_linear.a,glare)*vertex_color.a; + glare = min(glare, 1.0); + al = max(diffuse_linear.a, glare)*vertex_color.a; #if !defined(LOCAL_LIGHT_KILL) - color.rgb += light.rgb; + color += light; #endif -//convert to srgb as this color is being written post gamma correction - color.rgb = linear_to_srgb(color.rgb); - + //convert to srgb as this color is being written post gamma correction + color = linear_to_srgb(color); + } + #ifdef WATER_FOG - vec4 temp = applyWaterFogView(pos, vec4(color.rgb, al)); - color.rgb = temp.rgb; - al = temp.a; + vec4 temp = applyWaterFogView(pos, vec4(color, al)); + color = temp.rgb; + al = temp.a; #endif - } - - frag_color = vec4(color, al); + // Don't allow alpha to exceed input value - SL-12592 + frag_color = vec4(color, min(al, diffuse_srgb.a)); #else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer |