diff options
author | Cosmic Linden <cosmic@lindenlab.com> | 2023-07-11 09:51:14 -0700 |
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committer | Cosmic Linden <cosmic@lindenlab.com> | 2023-07-12 15:44:15 -0700 |
commit | 66283201301b0e55336f4b20407fed811acdc739 (patch) | |
tree | 30b9a2d1eeb1a2e353984145e87cb7842e55027c /indra/newview/app_settings | |
parent | afcb421bdc666d9b45fb5adb7098b7e433042823 (diff) |
SL-19567: Add option RenderGlowNoise for low precision glow dithering, enabled by default
Diffstat (limited to 'indra/newview/app_settings')
-rw-r--r-- | indra/newview/app_settings/settings.xml | 11 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl | 15 |
2 files changed, 25 insertions, 1 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 9f3a5bd5b9..8e5e092250 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -10225,6 +10225,17 @@ <key>Value</key> <real>1.3</real> </map> + <key>RenderGlowNoise</key> + <map> + <key>Comment</key> + <string>Enables glow noise (dithering). Reduces banding from glow in certain cases.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <real>1</real> + </map> <key>DisableAllRenderTypes</key> <map> <key>Comment</key> diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl index 7a5e14566b..b5437d43d2 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl @@ -28,6 +28,10 @@ out vec4 frag_color; uniform sampler2D diffuseMap; +#if HAS_NOISE +uniform sampler2D glowNoiseMap; +uniform vec2 screen_res; +#endif uniform float minLuminance; uniform float maxExtractAlpha; uniform vec3 lumWeights; @@ -44,7 +48,16 @@ void main() float lum = smoothstep(minLuminance, minLuminance+1.0, dot(col.rgb, lumWeights ) ); float warmth = smoothstep(minLuminance, minLuminance+1.0, max(col.r * warmthWeights.r, max(col.g * warmthWeights.g, col.b * warmthWeights.b)) ); - frag_color.rgb = col.rgb; +#if HAS_NOISE + float TRUE_NOISE_RES = 128; // See mTrueNoiseMap + // *NOTE: Usually this is vary_fragcoord not vary_texcoord0, but glow extraction is in screen space + vec3 glow_noise = texture(glowNoiseMap, vary_texcoord0.xy * (screen_res / TRUE_NOISE_RES)).xyz; + // Dithering. Reduces banding effects in the reduced precision glow buffer. + float NOISE_DEPTH = 64.0; + col.rgb += glow_noise / NOISE_DEPTH; + col.rgb = max(col.rgb, vec3(0)); +#endif + frag_color.rgb = col.rgb; frag_color.a = max(col.a, mix(lum, warmth, warmthAmount) * maxExtractAlpha); } |