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authorGraham Linden <graham@lindenlab.com>2019-06-10 09:15:35 -0700
committerGraham Linden <graham@lindenlab.com>2019-06-10 09:15:35 -0700
commitb79d0d2fdd047636598cbc9b088c3d4a10a84460 (patch)
tree6849c5cc4582c4720d121673121a418524a0cf77 /indra/newview/app_settings
parent49eae58bd0d1eceda18a3997454beb15a5e27cbd (diff)
SL-10969, SL-11051
Make fullbright alpha mask with mask cutoff == 0 not generate shadows. Adjust handling of ambient across forward and deferred again.
Diffstat (limited to 'indra/newview/app_settings')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class3/lighting/lightV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl4
10 files changed, 35 insertions, 33 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 1ed25d1dba..b4de492abc 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -40,7 +40,6 @@ out vec4 frag_color;
uniform float display_gamma;
uniform vec4 gamma;
uniform mat3 env_mat;
-uniform mat3 ssao_effect_mat;
uniform vec3 sun_dir;
uniform vec3 moon_dir;
@@ -78,7 +77,7 @@ vec2 encode_normal (vec3 n);
vec3 scaleSoftClipFrag(vec3 l);
vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten);
-void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
+void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive, bool use_ao);
#ifdef HAS_SHADOW
float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
@@ -217,7 +216,7 @@ void main()
vec3 additive;
vec3 atten;
- calcAtmosphericVars(pos.xyz, 1.0, sunlit, amblit, additive, atten);
+ calcAtmosphericVars(pos.xyz, 1.0, sunlit, amblit, additive, atten, false);
vec2 abnormal = encode_normal(norm.xyz);
@@ -240,7 +239,7 @@ void main()
vec3 sun_contrib = min(final_da, shadow) * sunlit;
#if !defined(AMBIENT_KILL)
- color.rgb = amblit * 0.5;
+ color.rgb = amblit * 2.0;
color.rgb *= ambient;
#endif
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 1e7ca08aa1..1f0fa97297 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -41,7 +41,7 @@ vec4 applyWaterFogView(vec3 pos, vec4 color);
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
vec3 scaleSoftClipFrag(vec3 l);
-void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
+void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
vec3 srgb_to_linear(vec3 cs);
vec3 linear_to_srgb(vec3 cs);
@@ -67,7 +67,6 @@ uniform vec3 camPosLocal;
//uniform vec4 camPosWorld;
uniform vec4 gamma;
uniform mat3 env_mat;
-uniform mat3 ssao_effect_mat;
uniform vec3 sun_dir;
uniform vec3 moon_dir;
@@ -226,14 +225,8 @@ void main()
vec2 pos_screen = vary_texcoord0.xy;
vec4 diffuse_tap = texture2D(diffuseMap, vary_texcoord0.xy);
-
-#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
- vec4 diffuse_srgb = diffuse_tap;
- vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_tap.a);
-#else
vec4 diffuse_linear = diffuse_tap;
vec4 diffuse_srgb = vec4(linear_to_srgb(diffuse_linear.rgb), diffuse_tap.a);
-#endif
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
if (diffuse_linear.a < minimum_alpha)
@@ -313,7 +306,7 @@ void main()
vec3 additive;
vec3 atten;
- calcAtmosphericVars(pos.xyz, 1.0, sunlit, amblit, additive, atten);
+ calcAtmosphericVars(pos.xyz, 1.0, sunlit, amblit, additive, atten, false);
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
@@ -333,7 +326,7 @@ void main()
vec3 sun_contrib = min(final_da, shadow) * sunlit;
#if !defined(AMBIENT_KILL)
- color.rgb = amblit * 0.5;
+ color.rgb = amblit * 2.0;
color.rgb *= ambient;
#endif
@@ -345,7 +338,7 @@ vec3 post_ambient = color.rgb;
vec3 post_sunlight = color.rgb;
- color.rgb *= diffuse_srgb.rgb;
+ color.rgb *= diffuse_linear.rgb;
vec3 post_diffuse = color.rgb;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
index 721e682029..80b096fd97 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
@@ -43,6 +43,11 @@ void main()
{
float alpha = diffuseLookup(vary_texcoord0.xy).a;
+ // mask cutoff 0 -> no shadow SL-11051
+ if (minimum_alpha == 0)
+ {
+ discard;
+ }
if (alpha < 0.05) // treat as totally transparent
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 7f7faffe78..8c0f74d679 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -59,7 +59,7 @@ uniform vec2 screen_res;
vec3 getNorm(vec2 pos_screen);
vec4 getPositionWithDepth(vec2 pos_screen, float depth);
-void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
+void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
float getAmbientClamp();
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
vec3 scaleSoftClipFrag(vec3 l);
@@ -87,8 +87,8 @@ void main()
float final_da = da;
final_da = clamp(final_da, 0.0, 1.0);
- vec4 diffuse_linear = texture2DRect(diffuseRect, tc);
- vec4 diffuse_srgb = vec4(linear_to_srgb(diffuse_linear.rgb), diffuse_linear.a);
+ vec4 diffuse_srgb = texture2DRect(diffuseRect, tc);
+ vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a);
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
vec3 color = vec3(0);
@@ -101,7 +101,7 @@ void main()
vec3 additive;
vec3 atten;
- calcAtmosphericVars(pos.xyz, ambocc, sunlit, amblit, additive, atten);
+ calcAtmosphericVars(pos.xyz, ambocc, sunlit, amblit, additive, atten, false);
float ambient = da;
ambient *= 0.5;
@@ -111,7 +111,7 @@ void main()
vec3 sun_contrib = final_da * sunlit;
#if !defined(AMBIENT_KILL)
- color.rgb = amblit * 2.0;
+ color.rgb = amblit;
color.rgb *= ambient;
#endif
@@ -123,7 +123,7 @@ vec3 post_ambient = color.rgb;
vec3 post_sunlight = color.rgb;
- color.rgb *= diffuse_linear.rgb;
+ color.rgb *= diffuse_srgb.rgb;
vec3 post_diffuse = color.rgb;
@@ -210,6 +210,7 @@ vec3 post_atmo = color.rgb;
//color.rgb = vec3(final_da);
//color.rgb = vec3(ambient);
//color.rgb = vec3(scol);
+//color.rgb = diffuse_linear.rgb;
frag_color.rgb = color.rgb;
frag_color.a = bloom;
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
index fa20d63a4a..deda4d8b7e 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
@@ -47,7 +47,7 @@ float getAmbientClamp()
return 1.0f;
}
-void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten) {
+void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao) {
vec3 P = inPositionEye;
@@ -116,9 +116,11 @@ void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, o
temp2.x += .25;
temp2.x *= sun_moon_glow_factor;
-
+
+ vec4 amb_color = ambient_color;
+
//increase ambient when there are more clouds
- vec4 tmpAmbient = ambient_color + (vec4(1.) - ambient_color) * cloud_shadow * 0.5;
+ vec4 tmpAmbient = amb_color + (vec4(1.) - amb_color) * cloud_shadow * 0.5;
/* decrease value and saturation (that in HSV, not HSL) for occluded areas
* // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html
@@ -128,7 +130,10 @@ void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, o
* vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue);
* tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha);
*/
- tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a);
+ if (use_ao)
+ {
+ tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a);
+ }
//haze color
additive =
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 92794ddaae..da85786317 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -59,7 +59,7 @@ uniform vec2 screen_res;
vec3 getNorm(vec2 pos_screen);
vec4 getPositionWithDepth(vec2 pos_screen, float depth);
-void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
+void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
float getAmbientClamp();
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
vec3 scaleSoftClipFrag(vec3 l);
@@ -109,7 +109,7 @@ void main()
vec3 additive;
vec3 atten;
- calcAtmosphericVars(pos.xyz, ambocc, sunlit, amblit, additive, atten);
+ calcAtmosphericVars(pos.xyz, ambocc, sunlit, amblit, additive, atten, true);
float ambient = da;
ambient *= 0.5;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
index d66983a951..baba79ca96 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
@@ -32,7 +32,7 @@ void setPositionEye(vec3 v);
vec3 getAdditiveColor();
-void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
+void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
void calcAtmospherics(vec3 inPositionEye) {
@@ -42,7 +42,7 @@ void calcAtmospherics(vec3 inPositionEye) {
vec3 tmpamblit = vec3(1);
vec3 tmpaddlit = vec3(1);
vec3 tmpattenlit = vec3(1);
- calcAtmosphericVars(inPositionEye, 1, tmpsunlit, tmpamblit, tmpaddlit, tmpattenlit);
+ calcAtmosphericVars(inPositionEye, 1, tmpsunlit, tmpamblit, tmpaddlit, tmpattenlit, false);
setSunlitColor(tmpsunlit);
setAmblitColor(tmpamblit);
setAdditiveColor(tmpaddlit);
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index 6400e5169e..82a899ad65 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -53,7 +53,6 @@ uniform vec4 glow;
uniform float global_gamma;
uniform mat3 env_mat;
uniform vec4 shadow_clip;
-uniform mat3 ssao_effect_mat;
uniform vec3 sun_dir;
VARYING vec2 vary_fragcoord;
diff --git a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl
index cba87a1db7..30ad493331 100644
--- a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl
+++ b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl
@@ -35,7 +35,7 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color)
vec4 c = sumLights(pos, norm, color);
#if !defined(AMBIENT_KILL)
- c.rgb += atmosAmbient() * color.rgb * 2.0 * getAmbientClamp();
+ c.rgb += atmosAmbient() * color.rgb * getAmbientClamp();
#endif
return c;
diff --git a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl
index 27fdae962e..7b4269ca6f 100644
--- a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl
+++ b/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl
@@ -32,7 +32,7 @@ void setPositionEye(vec3 v);
vec3 getAdditiveColor();
-void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
+void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
void calcAtmospherics(vec3 inPositionEye) {
@@ -42,7 +42,7 @@ void calcAtmospherics(vec3 inPositionEye) {
vec3 tmpamblit = vec3(1);
vec3 tmpaddlit = vec3(1);
vec3 tmpattenlit = vec3(1);
- calcAtmosphericVars(inPositionEye, 1, tmpsunlit, tmpamblit, tmpaddlit, tmpattenlit);
+ calcAtmosphericVars(inPositionEye, 1, tmpsunlit, tmpamblit, tmpaddlit, tmpattenlit, true);
setSunlitColor(tmpsunlit);
setAmblitColor(tmpamblit);
setAdditiveColor(tmpaddlit);