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authorRoxanne Skelly <roxie@lindenlab.com>2024-06-11 23:18:54 -0700
committerGitHub <noreply@github.com>2024-06-11 23:18:54 -0700
commit0f3c3563b0861e8ea82b201aab8343d99f993bbc (patch)
tree7ab124cd4852f2d36bf897090feff5cf29c3ebc7 /indra/newview/app_settings
parent6a00609b0cede78f998971687a756b7fcf826c0f (diff)
parented34782283aa2ae6a7a76c0492a2f9edc6bb3629 (diff)
Merge pull request #1726 from secondlife/roxie/webrtc-voice
Merge from main.
Diffstat (limited to 'indra/newview/app_settings')
-rw-r--r--indra/newview/app_settings/settings.xml360
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl32
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl38
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl22
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl20
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/globalF.glsl45
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl34
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialV.glsl17
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/moonF.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl34
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl347
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl473
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl96
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyF.glsl70
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyV.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl25
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl36
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl47
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/treeF.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/treeV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/normaldebugF.glsl (renamed from indra/newview/app_settings/shaders/class1/environment/encodeNormF.glsl)19
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/normaldebugG.glsl76
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/normaldebugV.glsl74
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/bumpF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/bumpV.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl31
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl22
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl26
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/materialF.glsl30
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl29
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl206
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl39
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl50
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/environment/waterF.glsl3
58 files changed, 2056 insertions, 480 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index 9249d1e14c..0a84bf8390 100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -7042,7 +7042,7 @@
<key>OctreeAlphaDistanceFactor</key>
<map>
<key>Comment</key>
- <string>Multiplier on alpha object distance for determining octree node size </string>
+ <string>Multiplier on alpha object distance for determining octree node size. First two parameters are currently unused. Third parameter is distance at which to perform detailed alpha sorting.</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
@@ -7051,7 +7051,7 @@
<array>
<real>0.1</real>
<real>0.0</real>
- <real>0.0</real>
+ <real>64.0</real>
</array>
</map>
@@ -7160,17 +7160,6 @@
<key>Value</key>
<real>32.0</real>
</map>
- <key>RenderCloudShadowAmbianceFactor</key>
- <map>
- <key>Comment</key>
- <string>Amount that cloud shadow (aka cloud coverage) contributes to reflection probe ambiance</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>0.1</real>
- </map>
<key>RenderCPUBasis</key>
<map>
<key>Comment</key>
@@ -7485,6 +7474,17 @@
<real>0.00</real>
</array>
</map>
+ <key>RenderMirrors</key>
+ <map>
+ <key>Comment</key>
+ <string>Renders realtime mirrors.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
<key>RenderScreenSpaceReflections</key>
<map>
<key>Comment</key>
@@ -7595,6 +7595,17 @@
<key>Value</key>
<integer>1</integer>
</map>
+ <key>RenderDesaturateIrradiance</key>
+ <map>
+ <key>Comment</key>
+ <string>Desaturate irradiance to remove blue tint</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>1</integer>
+ </map>
<key>RenderDebugAlphaMask</key>
<map>
<key>Comment</key>
@@ -7661,6 +7672,50 @@
<key>Value</key>
<integer>0</integer>
</map>
+ <key>RenderHDRIExposure</key>
+ <map>
+ <key>Comment</key>
+ <string>Exposure adjustment of HDRI when previewing an HDRI. Units are EV. Sane values would be -10 to 10.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>0.0</real>
+ </map>
+ <key>RenderHDRIRotation</key>
+ <map>
+ <key>Comment</key>
+ <string>Rotation (in degrees) of environment when previewing an HDRI.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>0.0</real>
+ </map>
+ <key>RenderHDRISplitScreen</key>
+ <map>
+ <key>Comment</key>
+ <string>What percentage of screen to render using HDRI vs EEP sky.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>1.0</real>
+ </map>
+ <key>RenderHDRIIrradianceOnly</key>
+ <map>
+ <key>Comment</key>
+ <string>Only use HDRI sky for irradiance map when RenderHDRISplitScreen is 0</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
<key>RenderMaxOpenGLVersion</key>
<map>
<key>Comment</key>
@@ -7694,6 +7749,17 @@
<key>Value</key>
<integer>16</integer>
</map>
+ <key>RenderMaxTextureResolution</key>
+ <map>
+ <key>Comment</key>
+ <string>Maximum texture resolution to download for non-boosted textures.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>U32</string>
+ <key>Value</key>
+ <integer>2048</integer>
+ </map>
<key>RenderDebugTextureBind</key>
<map>
<key>Comment</key>
@@ -8689,6 +8755,50 @@
<key>Value</key>
<integer>0</integer>
</map>
+ <key>RenderHeroProbeResolution</key>
+ <map>
+ <key>Comment</key>
+ <string>Resolution to render hero probes used for mirrors, water, etc.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>S32</string>
+ <key>Value</key>
+ <integer>1024</integer>
+ </map>
+ <key>RenderHeroProbeDistance</key>
+ <map>
+ <key>Comment</key>
+ <string>Distance in meters for hero probes to render out to.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>8</real>
+ </map>
+ <key>RenderHeroProbeUpdateRate</key>
+ <map>
+ <key>Comment</key>
+ <string>How many frames to wait for until it's time to render the probe. E.g., every other frame (1), every two frames (2), every three frames (3) etc.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>S32</string>
+ <key>Value</key>
+ <integer>2</integer>
+ </map>
+ <key>RenderHeroProbeConservativeUpdateMultiplier</key>
+ <map>
+ <key>Comment</key>
+ <string>How many probe updates to wait until it's time to update faces that are not directly facing the camera. Acts as a multiplier. E.g., frames to the periphery of the camera updating once every 3 updates, vs ones directly facing the camera updating every update.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>S32</string>
+ <key>Value</key>
+ <integer>16</integer>
+ </map>
<key>RenderReflectionProbeVolumes</key>
<map>
<key>Comment</key>
@@ -8901,38 +9011,49 @@
<integer>3</integer>
</map>
<key>RenderReflectionRes</key>
- <map>
- <key>Comment</key>
- <string>Reflection map resolution.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>64</integer>
- </map>
- <key>RenderResolutionDivisor</key>
- <map>
- <key>Comment</key>
- <string>Divisor for rendering 3D scene at reduced resolution.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>U32</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
- <key>RenderShaderLightingMaxLevel</key>
- <map>
- <key>Comment</key>
- <string>Max lighting level to use in the shader (class 3 is default, 2 is less lights, 1 is sun/moon only. Works around shader compiler bugs on certain platforms.)</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>3</integer>
- </map>
+ <map>
+ <key>Comment</key>
+ <string>Reflection map resolution.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>S32</string>
+ <key>Value</key>
+ <integer>64</integer>
+ </map>
+ <key>RenderReservedTextureIndices</key>
+ <map>
+ <key>Comment</key>
+ <string>Count of texture indices to reserve for shadow and reflection maps when using indexed texture rendering. Probably only want to set from the login screen.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>S32</string>
+ <key>Value</key>
+ <integer>14</integer>
+ </map>
+ <key>RenderResolutionDivisor</key>
+ <map>
+ <key>Comment</key>
+ <string>Divisor for rendering 3D scene at reduced resolution.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>U32</string>
+ <key>Value</key>
+ <integer>1</integer>
+ </map>
+ <key>RenderShaderLightingMaxLevel</key>
+ <map>
+ <key>Comment</key>
+ <string>Max lighting level to use in the shader (class 3 is default, 2 is less lights, 1 is sun/moon only. Works around shader compiler bugs on certain platforms.)</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>S32</string>
+ <key>Value</key>
+ <integer>3</integer>
+ </map>
<key>RenderSkyAutoAdjustLegacy</key>
<map>
<key>Comment</key>
@@ -9055,6 +9176,17 @@
<key>Value</key>
<real>0.5</real>
</map>
+ <key>RenderDiffuseLuminanceScale</key>
+ <map>
+ <key>Comment</key>
+ <string>Luminance adjustment for diffuse surfaces to aid auto-exposure behavior</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>0.5</real>
+ </map>
<key>RenderShaderLODThreshold</key>
<map>
<key>Comment</key>
@@ -9113,7 +9245,7 @@
<key>RenderTerrainScale</key>
<map>
<key>Comment</key>
- <string>Terrain detail texture scale</string>
+ <string>Terrain detail texture scale (meters)</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
@@ -9121,6 +9253,83 @@
<key>Value</key>
<real>12.0</real>
</map>
+ <key>RenderTerrainPBREnabled</key>
+ <map>
+ <key>Comment</key>
+ <string>EXPERIMENTAL: Enable PBR Terrain features.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
+ <key>RenderTerrainPBRForce</key>
+ <map>
+ <key>Comment</key>
+ <string>Force-load PBR terrain if enabled</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
+ <key>RenderTerrainPBRDetail</key>
+ <map>
+ <key>Comment</key>
+ <string>Detail level for PBR terrain. 0 is full detail. Negative values drop rendering features, in accordance with the GLTF specification when possible, which reduces the number of texture binds.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>S32</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
+ <key>RenderTerrainPBRScale</key>
+ <map>
+ <key>Comment</key>
+ <string>PBR terrain detail texture scale (meters)</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>8.0</real>
+ </map>
+ <key>RenderTerrainPBRPlanarSampleCount</key>
+ <map>
+ <key>Comment</key>
+ <string>How many UV planes to sample PBR terrain textures from. 1 is "flat", 3 is triplanar mapping (aka box mapping)</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>S32</string>
+ <key>Value</key>
+ <real>3</real>
+ </map>
+ <key>RenderTerrainPBRTriplanarBlendFactor</key>
+ <map>
+ <key>Comment</key>
+ <string>Higher values create sharper transitions, but are more likely to produce artifacts.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>8.0</real>
+ </map>
+ <key>RenderTerrainPBRNormalsEnabled</key>
+ <map>
+ <key>Comment</key>
+ <string>EXPERIMENTAL: Change normal gen for PBR Terrain.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
<key>RenderTrackerBeacon</key>
<map>
<key>Comment</key>
@@ -11778,6 +11987,17 @@
<key>Value</key>
<integer>2</integer>
</map>
+ <key>UIPreviewMaterial</key>
+ <map>
+ <key>Comment</key>
+ <string>Whether or not PBR material swatch is enabled</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <real>0</real>
+ </map>
<key>UIResizeBarHeight</key>
<map>
<key>Comment</key>
@@ -13593,7 +13813,7 @@
<key>Type</key>
<string>S32</string>
<key>Value</key>
- <integer>2048</integer>
+ <integer>1024</integer>
</map>
<key>max_texture_dimension_Y</key>
<map>
@@ -13604,7 +13824,7 @@
<key>Type</key>
<string>S32</string>
<key>Value</key>
- <integer>2048</integer>
+ <integer>1024</integer>
</map>
<!-- End of back compatibility settings -->
<key>teleport_offer_invitation_max_length</key>
@@ -14381,6 +14601,50 @@
<key>Value</key>
<integer>0</integer>
</map>
+ <key>LocalTerrainAsset1</key>
+ <map>
+ <key>Comment</key>
+ <string>If set to a non-null UUID, overrides the terrain asset locally for all regions with material assets. Local terrain assets are not visible to others. Please keep in mind that this debug setting may be temporary. Do not rely on this setting existing in future viewer builds.</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>String</string>
+ <key>Value</key>
+ <string>00000000-0000-0000-0000-000000000000</string>
+ </map>
+ <key>LocalTerrainAsset2</key>
+ <map>
+ <key>Comment</key>
+ <string>If set to a non-null UUID, overrides the terrain asset locally for all regions with material assets. Local terrain assets are not visible to others. Please keep in mind that this debug setting may be temporary. Do not rely on this setting existing in future viewer builds.</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>String</string>
+ <key>Value</key>
+ <string>00000000-0000-0000-0000-000000000000</string>
+ </map>
+ <key>LocalTerrainAsset3</key>
+ <map>
+ <key>Comment</key>
+ <string>If set to a non-null UUID, overrides the terrain asset locally for all regions with material assets. Local terrain assets are not visible to others. Please keep in mind that this debug setting may be temporary. Do not rely on this setting existing in future viewer builds.</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>String</string>
+ <key>Value</key>
+ <string>00000000-0000-0000-0000-000000000000</string>
+ </map>
+ <key>LocalTerrainAsset4</key>
+ <map>
+ <key>Comment</key>
+ <string>If set to a non-null UUID, overrides the terrain asset locally for all regions with material assets. Local terrain assets are not visible to others. Please keep in mind that this debug setting may be temporary. Do not rely on this setting existing in future viewer builds.</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>String</string>
+ <key>Value</key>
+ <string>00000000-0000-0000-0000-000000000000</string>
+ </map>
<key>PathfindingRetrieveNeighboringRegion</key>
<map>
<key>Comment</key>
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl
index d9a6c9e5f1..d3ca3ec8c1 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl
@@ -26,6 +26,7 @@
uniform mat3 normal_matrix;
uniform mat4 texture_matrix0;
uniform mat4 modelview_projection_matrix;
+uniform mat4 modelview_matrix;
in vec3 position;
in vec3 normal;
@@ -35,10 +36,12 @@ in vec2 texcoord0;
out vec3 vary_normal;
out vec4 vertex_color;
out vec2 vary_texcoord0;
+out vec3 vary_position;
void main()
{
//transform vertex
+ vary_position = (modelview_matrix * vec4(position.xyz, 1.0)).xyz;
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
index 63d8e12e62..b904df3a1b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
@@ -25,7 +25,7 @@
/*[EXTRA_CODE_HERE]*/
-out vec4 frag_data[3];
+out vec4 frag_data[4];
uniform sampler2D diffuseMap;
@@ -33,11 +33,14 @@ uniform float minimum_alpha;
in vec3 vary_normal;
in vec2 vary_texcoord0;
+in vec3 vary_position;
-vec2 encode_normal(vec3 n);
+void mirrorClip(vec3 pos);
void main()
{
+ mirrorClip(vary_position);
+
vec4 diff = texture(diffuseMap, vary_texcoord0.xy);
if (diff.a < minimum_alpha)
@@ -48,6 +51,7 @@ void main()
frag_data[0] = vec4(diff.rgb, 0.0);
frag_data[1] = vec4(0,0,0,0);
vec3 nvn = normalize(vary_normal);
- frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS);
+ frag_data[2] = vec4(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS);
+ frag_data[3] = vec4(0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl
index 74d16592de..aabbbac12a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl
@@ -35,6 +35,7 @@ in vec4 weight;
out vec3 vary_normal;
out vec2 vary_texcoord0;
+out vec3 vary_position;
void main()
{
@@ -57,6 +58,7 @@ void main()
vary_normal = norm;
+ vary_position = pos.xyz;
gl_Position = projection_matrix * pos;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
index 19fc660c2d..8627ab1852 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file blurLightF.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
* $/LicenseInfo$
*/
@@ -40,18 +40,18 @@ uniform float kern_scale;
in vec2 vary_fragcoord;
vec4 getPosition(vec2 pos_screen);
-vec3 getNorm(vec2 pos_screen);
+vec4 getNorm(vec2 pos_screen);
-void main()
+void main()
{
vec2 tc = vary_fragcoord.xy;
- vec3 norm = getNorm(tc);
+ vec4 norm = getNorm(tc);
vec3 pos = getPosition(tc).xyz;
vec4 ccol = texture(lightMap, tc).rgba;
-
+
vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy);
dlt /= max(-pos.z*dist_factor, 1.0);
-
+
vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free'
vec4 col = defined_weight.xyxx * ccol;
@@ -75,15 +75,15 @@ void main()
k[1] = (k[0]+k[2])*0.5f;
k[3] = (k[2]+k[4])*0.5f;
k[5] = (k[4]+k[6])*0.5f;
-
+
for (int i = 1; i < 7; i++)
{
vec2 samptc = tc + k[i].z*dlt*2.0;
samptc /= screen_res;
- vec3 samppos = getPosition(samptc).xyz;
+ vec3 samppos = getPosition(samptc).xyz;
float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
-
+
if (d*d <= pointplanedist_tolerance_pow2)
{
col += texture(lightMap, samptc)*k[i].xyxx;
@@ -95,10 +95,10 @@ void main()
{
vec2 samptc = tc - k[i].z*dlt*2.0;
samptc /= screen_res;
- vec3 samppos = getPosition(samptc).xyz;
+ vec3 samppos = getPosition(samptc).xyz;
float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
-
+
if (d*d <= pointplanedist_tolerance_pow2)
{
col += texture(lightMap, samptc)*k[i].xyxx;
@@ -108,7 +108,7 @@ void main()
col /= defined_weight.xyxx;
//col.y *= col.y;
-
+
frag_color = max(col, vec4(0));
#ifdef IS_AMD_CARD
diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
index 11deecafbb..2cc3085cd0 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
@@ -37,11 +37,13 @@ in vec3 vary_mat2;
in vec4 vertex_color;
in vec2 vary_texcoord0;
+in vec3 vary_position;
-vec2 encode_normal(vec3 n);
-
+void mirrorClip(vec3 pos);
void main()
{
+ mirrorClip(vary_position);
+
vec4 col = texture(diffuseMap, vary_texcoord0.xy);
if(col.a < minimum_alpha)
@@ -60,6 +62,6 @@ void main()
frag_data[1] = vertex_color.aaaa; // spec
//frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested
vec3 nvn = normalize(tnorm);
- frag_data[2] = vec4(encode_normal(nvn), vertex_color.a, GBUFFER_FLAG_HAS_ATMOS);
- frag_data[3] = vec4(0);
+ frag_data[2] = vec4(nvn, GBUFFER_FLAG_HAS_ATMOS);
+ frag_data[3] = vec4(vertex_color.a, 0, 0, 0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl
index 4ac757be65..a381392f6c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl
@@ -23,6 +23,7 @@
* $/LicenseInfo$
*/
+uniform mat4 modelview_matrix;
uniform mat3 normal_matrix;
uniform mat4 texture_matrix0;
uniform mat4 modelview_projection_matrix;
@@ -38,11 +39,11 @@ out vec3 vary_mat1;
out vec3 vary_mat2;
out vec4 vertex_color;
out vec2 vary_texcoord0;
+out vec3 vary_position;
#ifdef HAS_SKIN
mat4 getObjectSkinnedTransform();
uniform mat4 projection_matrix;
-uniform mat4 modelview_matrix;
#endif
void main()
@@ -52,11 +53,13 @@ void main()
mat4 mat = getObjectSkinnedTransform();
mat = modelview_matrix * mat;
vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
+ vary_position = pos;
gl_Position = projection_matrix*vec4(pos, 1.0);
vec3 n = normalize((mat * vec4(normal.xyz+position.xyz, 1.0)).xyz-pos.xyz);
vec3 t = normalize((mat * vec4(tangent.xyz+position.xyz, 1.0)).xyz-pos.xyz);
#else
+ vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz;
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
vec3 n = normalize(normal_matrix * normal);
vec3 t = normalize(normal_matrix * tangent.xyz);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
index 5ef3d63eb2..01543732d0 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
@@ -50,6 +50,7 @@ SOFTWARE.
uniform sampler2D normalMap;
uniform sampler2D depthMap;
+uniform sampler2D emissiveRect;
uniform sampler2D projectionMap; // rgba
uniform sampler2D brdfLut;
@@ -140,40 +141,11 @@ vec2 getScreenCoordinate(vec2 screenpos)
return sc - vec2(1.0, 1.0);
}
-// See: https://aras-p.info/texts/CompactNormalStorage.html
-// Method #4: Spheremap Transform, Lambert Azimuthal Equal-Area projection
-vec3 getNorm(vec2 screenpos)
+vec4 getNorm(vec2 screenpos)
{
- vec2 enc = texture(normalMap, screenpos.xy).xy;
- vec2 fenc = enc*4-2;
- float f = dot(fenc,fenc);
- float g = sqrt(1-f/4);
- vec3 n;
- n.xy = fenc*g;
- n.z = 1-f/2;
- return n;
-}
-
-vec3 getNormalFromPacked(vec4 packedNormalEnvIntensityFlags)
-{
- vec2 enc = packedNormalEnvIntensityFlags.xy;
- vec2 fenc = enc*4-2;
- float f = dot(fenc,fenc);
- float g = sqrt(1-f/4);
- vec3 n;
- n.xy = fenc*g;
- n.z = 1-f/2;
- return normalize(n); // TODO: Is this normalize redundant?
-}
-
-// return packedNormalEnvIntensityFlags since GBUFFER_FLAG_HAS_PBR needs .w
-// See: C++: addDeferredAttachments(), GLSL: softenLightF
-vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity)
-{
- vec4 packedNormalEnvIntensityFlags = texture(normalMap, screenpos.xy);
- n = getNormalFromPacked( packedNormalEnvIntensityFlags );
- envIntensity = packedNormalEnvIntensityFlags.z;
- return packedNormalEnvIntensityFlags;
+ vec4 norm = texture(normalMap, screenpos.xy);
+ norm.xyz = normalize(norm.xyz);
+ return norm;
}
// get linear depth value given a depth buffer sample d and znear and zfar values
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl
index c2fb3201f4..1751e17814 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl
@@ -31,14 +31,18 @@ uniform float minimum_alpha;
uniform sampler2D diffuseMap;
+in vec3 vary_position;
+
in vec3 vary_normal;
in vec4 vertex_color;
in vec2 vary_texcoord0;
-vec2 encode_normal(vec3 n);
+void mirrorClip(vec3 pos);
void main()
{
+ mirrorClip(vary_position);
+
vec4 col = texture(diffuseMap, vary_texcoord0.xy) * vertex_color;
if (col.a < minimum_alpha)
@@ -49,7 +53,7 @@ void main()
frag_data[0] = vec4(col.rgb, 0.0);
frag_data[1] = vec4(0,0,0,0); // spec
vec3 nvn = normalize(vary_normal);
- frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS);
+ frag_data[2] = vec4(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS);
frag_data[3] = vec4(0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl
index dce1f91bc3..f5b517a8ea 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl
@@ -28,16 +28,19 @@
out vec4 frag_data[4];
in vec3 vary_normal;
+in vec3 vary_position;
uniform float minimum_alpha;
in vec4 vertex_color;
in vec2 vary_texcoord0;
-vec2 encode_normal(vec3 n);
+void mirrorClip(vec3 pos);
void main()
{
+ mirrorClip(vary_position);
+
vec4 col = diffuseLookup(vary_texcoord0.xy) * vertex_color;
if (col.a < minimum_alpha)
@@ -48,6 +51,6 @@ void main()
frag_data[0] = vec4(col.rgb, 0.0);
frag_data[1] = vec4(0,0,0,0);
vec3 nvn = normalize(vary_normal);
- frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS);
+ frag_data[2] = vec4(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS);
frag_data[3] = vec4(0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl
index 1fc719dde5..89ea0c1710 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl
@@ -34,8 +34,6 @@ uniform sampler2D diffuseMap;
in vec3 vary_normal;
in vec2 vary_texcoord0;
-vec2 encode_normal(vec3 n);
-
void main()
{
vec4 col = texture(diffuseMap, vary_texcoord0.xy);
@@ -48,7 +46,7 @@ void main()
frag_data[0] = vec4(col.rgb, 0.0);
frag_data[1] = vec4(0,0,0,0); // spec
vec3 nvn = normalize(vary_normal);
- frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS);
+ frag_data[2] = vec4(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS);
frag_data[3] = vec4(0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl
index d3d375b20a..7f056a51e8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl
@@ -32,17 +32,19 @@ uniform sampler2D diffuseMap;
in vec3 vary_normal;
in vec4 vertex_color;
in vec2 vary_texcoord0;
+in vec3 vary_position;
-vec2 encode_normal(vec3 n);
+void mirrorClip(vec3 pos);
void main()
{
+ mirrorClip(vary_position);
vec3 col = vertex_color.rgb * texture(diffuseMap, vary_texcoord0.xy).rgb;
frag_data[0] = vec4(col, 0.0);
frag_data[1] = vertex_color.aaaa; // spec
//frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested
vec3 nvn = normalize(vary_normal);
- frag_data[2] = vec4(encode_normal(nvn.xyz), vertex_color.a, GBUFFER_FLAG_HAS_ATMOS);
- frag_data[3] = vec4(0);
+ frag_data[2] = vec4(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS);
+ frag_data[3] = vec4(vertex_color.a, 0, 0, 0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
index afdd043c7c..5c73878ba9 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
@@ -30,12 +30,14 @@ out vec4 frag_data[4];
in vec3 vary_normal;
in vec4 vertex_color;
in vec2 vary_texcoord0;
+in vec3 vary_position;
-vec2 encode_normal(vec3 n);
+void mirrorClip(vec3 pos);
vec3 linear_to_srgb(vec3 c);
void main()
{
+ mirrorClip(vary_position);
vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb;
vec3 spec;
@@ -44,6 +46,6 @@ void main()
frag_data[0] = vec4(col, 0.0);
frag_data[1] = vec4(spec, vertex_color.a); // spec
vec3 nvn = normalize(vary_normal);
- frag_data[2] = vec4(encode_normal(nvn.xyz), vertex_color.a, GBUFFER_FLAG_HAS_ATMOS);
- frag_data[3] = vec4(0);
+ frag_data[2] = vec4(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS);
+ frag_data[3] = vec4(vertex_color.a, 0, 0, 0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
index 304c01ecc3..4bd31cef9e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
@@ -36,13 +36,16 @@ out vec3 vary_normal;
out vec4 vertex_color;
out vec2 vary_texcoord0;
+out vec3 vary_position;
void passTextureIndex();
+uniform mat4 modelview_matrix;
+
#ifdef HAS_SKIN
mat4 getObjectSkinnedTransform();
uniform mat4 projection_matrix;
-uniform mat4 modelview_matrix;
+
#endif
void main()
@@ -51,9 +54,11 @@ void main()
mat4 mat = getObjectSkinnedTransform();
mat = modelview_matrix * mat;
vec4 pos = mat * vec4(position.xyz, 1.0);
+ vary_position = pos.xyz;
gl_Position = projection_matrix * pos;
vary_normal = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz);
#else
+ vary_position = (modelview_matrix * vec4(position.xyz, 1.0)).xyz;
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
vary_normal = normalize(normal_matrix * normal);
#endif
diff --git a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl
index 709b47dcbd..eff7221ae7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl
@@ -1,34 +1,36 @@
-/**
+/**
* @file exposureF.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
* $/LicenseInfo$
*/
-
+
/*[EXTRA_CODE_HERE]*/
out vec4 frag_color;
uniform sampler2D emissiveRect;
+#ifdef USE_LAST_EXPOSURE
uniform sampler2D exposureMap;
+#endif
uniform float dt;
uniform vec2 noiseVec;
@@ -41,7 +43,7 @@ float lum(vec3 col)
return dot(l, col);
}
-void main()
+void main()
{
vec2 tc = vec2(0.5,0.5);
@@ -51,11 +53,13 @@ void main()
L /= max_L;
L = pow(L, 2.0);
float s = mix(dynamic_exposure_params.z, dynamic_exposure_params.y, L);
-
+
+#ifdef USE_LAST_EXPOSURE
float prev = texture(exposureMap, vec2(0.5,0.5)).r;
s = mix(prev, s, min(dt*2.0*abs(prev-s), 0.04));
-
+#endif
+
frag_color = max(vec4(s, s, s, dt), vec4(0.0));
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
index ec6a4a502f..52dfed06ae 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
@@ -1,28 +1,28 @@
-/**
+/**
* @file deferred/fullbrightF.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]*/
out vec4 frag_color;
@@ -50,9 +50,11 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color);
#endif
-void main()
-{
+void mirrorClip(vec3 pos);
+void main()
+{
+ mirrorClip(vary_position);
#ifdef IS_ALPHA
waterClip(vary_position.xyz);
#endif
@@ -88,7 +90,7 @@ void main()
calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten);
color.rgb = applySkyAndWaterFog(pos, additive, atten, color).rgb;
-
+
#endif
#endif
diff --git a/indra/newview/app_settings/shaders/class1/deferred/globalF.glsl b/indra/newview/app_settings/shaders/class1/deferred/globalF.glsl
new file mode 100644
index 0000000000..7e3e7d9271
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/globalF.glsl
@@ -0,0 +1,45 @@
+/**
+ * @file class1/deferred/globalF.glsl
+ *
+ * $LicenseInfo:firstyear=2024&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2024, 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
+ * $/LicenseInfo$
+ */
+
+
+ // Global helper functions included in every fragment shader
+ // DO NOT declare sampler uniforms here as OS X doesn't compile
+ // them out
+
+uniform float mirror_flag;
+uniform vec4 clipPlane;
+uniform float clipSign;
+
+void mirrorClip(vec3 pos)
+{
+ if (mirror_flag > 0)
+ {
+ if ((dot(pos.xyz, clipPlane.xyz) + clipPlane.w) < 0.0)
+ {
+ discard;
+ }
+ }
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
index 5561a3d488..99cb23839a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
@@ -37,7 +37,6 @@ uniform sampler2D specularMap;
in vec2 vary_texcoord0;
vec3 linear_to_srgb(vec3 c);
-vec2 encode_normal (vec3 n);
void main()
{
@@ -53,6 +52,6 @@ void main()
frag_data[0] = vec4(col.rgb, 0.0);
frag_data[1] = spec;
- frag_data[2] = vec4(encode_normal(norm.xyz),0,GBUFFER_FLAG_HAS_ATMOS);
+ frag_data[2] = vec4(norm.xyz, GBUFFER_FLAG_HAS_ATMOS);
frag_data[3] = vec4(0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
index b9337a357f..95b2f80e06 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
@@ -1,32 +1,32 @@
-/**
+/**
* @file luminanceF.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
* $/LicenseInfo$
*/
-
+
/*[EXTRA_CODE_HERE]*/
-// take a luminance sample of diffuseRect and emissiveRect
+// take a luminance sample of diffuseRect and emissiveRect
out vec4 frag_color;
@@ -34,6 +34,8 @@ in vec2 vary_fragcoord;
uniform sampler2D diffuseRect;
uniform sampler2D emissiveRect;
+uniform sampler2D normalMap;
+uniform float diffuse_luminance_scale;
float lum(vec3 col)
{
@@ -41,11 +43,25 @@ float lum(vec3 col)
return dot(l, col);
}
-void main()
+void main()
{
vec2 tc = vary_fragcoord*0.6+0.2;
tc.y -= 0.1; // HACK - nudge exposure sample down a little bit to favor ground over sky
- vec3 c = texture(diffuseRect, tc).rgb + texture(emissiveRect, tc).rgb;
+ vec3 c = texture(diffuseRect, tc).rgb;
+
+ vec4 norm = texture(normalMap, tc);
+
+ if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_HDRI) &&
+ !GET_GBUFFER_FLAG(GBUFFER_FLAG_SKIP_ATMOS))
+ {
+ // Apply the diffuse luminance scale to objects but not the sky
+ // Prevents underexposing when looking at bright environments
+ // while still allowing for realistically bright skies.
+ c *= diffuse_luminance_scale;
+ }
+
+ c += texture(emissiveRect, tc).rgb;
+
float L = lum(c);
frag_color = vec4(max(L, 0.0));
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl
index 5e48ff709f..b6528dfcf8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl
@@ -28,25 +28,18 @@
#define DIFFUSE_ALPHA_MODE_MASK 2
#define DIFFUSE_ALPHA_MODE_EMISSIVE 3
-#ifdef HAS_SKIN
uniform mat4 modelview_matrix;
uniform mat4 projection_matrix;
+uniform mat4 modelview_projection_matrix;
+
+#ifdef HAS_SKIN
mat4 getObjectSkinnedTransform();
#else
uniform mat3 normal_matrix;
-uniform mat4 modelview_projection_matrix;
-#endif
-
-#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
-
-#if !defined(HAS_SKIN)
-uniform mat4 modelview_matrix;
#endif
out vec3 vary_position;
-#endif
-
uniform mat4 texture_matrix0;
in vec3 position;
@@ -85,9 +78,7 @@ void main()
vec3 pos = (mat*vec4(position.xyz,1.0)).xyz;
-#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
vary_position = pos;
-#endif
gl_Position = projection_matrix*vec4(pos,1.0);
@@ -133,10 +124,8 @@ void main()
vertex_color = diffuse_color;
-#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
#if !defined(HAS_SKIN)
vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz;
#endif
-#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
index 03a8518c36..6ef556d7e8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
@@ -1,28 +1,28 @@
-/**
+/**
* @file class1\deferred\moonF.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2005, 2020 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]*/
out vec4 frag_data[4];
@@ -34,7 +34,7 @@ uniform sampler2D diffuseMap;
in vec2 vary_texcoord0;
-void main()
+void main()
{
// Restore Pre-EEP alpha fade moon near horizon
float fade = 1.0;
@@ -55,7 +55,7 @@ void main()
frag_data[0] = vec4(0);
frag_data[1] = vec4(0.0);
- frag_data[2] = vec4(0.0, 0.0, 0.0, GBUFFER_FLAG_HAS_ATMOS);
+ frag_data[2] = vec4(0.0, 0.0, 0.0, GBUFFER_FLAG_SKIP_ATMOS);
frag_data[3] = vec4(c.rgb, c.a);
// Added and commented out for a ground truth. Do not uncomment - Geenz
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl
index c1fb9f5d84..35b7602569 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file pbrShadowAlphaMaskF.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
* $/LicenseInfo$
*/
@@ -33,9 +33,9 @@ in vec4 vertex_color;
in vec2 vary_texcoord0;
uniform float minimum_alpha;
-void main()
+void main()
{
- float alpha = texture(diffuseMap,vary_texcoord0.xy).a;
+ float alpha = texture(diffuseMap,vary_texcoord0.xy).a * vertex_color.a;
if (alpha < minimum_alpha)
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
index ed19fba228..380d493636 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file pbropaqueF.glsl
*
* $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2022, 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
* $/LicenseInfo$
*/
@@ -28,7 +28,7 @@
#ifndef IS_HUD
-// deferred opaque implementation
+// deferred opaque implementation
uniform sampler2D diffuseMap; //always in sRGB space
@@ -54,28 +54,38 @@ in vec2 emissive_texcoord;
uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff()
-vec2 encode_normal(vec3 n);
vec3 linear_to_srgb(vec3 c);
vec3 srgb_to_linear(vec3 c);
+uniform vec4 clipPlane;
+uniform float clipSign;
+
+void mirrorClip(vec3 pos);
+
uniform mat3 normal_matrix;
void main()
{
+ mirrorClip(vary_position);
+
vec4 basecolor = texture(diffuseMap, base_color_texcoord.xy).rgba;
+ basecolor.rgb = srgb_to_linear(basecolor.rgb);
+
+ basecolor *= vertex_color;
+
if (basecolor.a < minimum_alpha)
{
discard;
}
- vec3 col = vertex_color.rgb * srgb_to_linear(basecolor.rgb);
+ vec3 col = basecolor.rgb;
// from mikktspace.com
vec3 vNt = texture(bumpMap, normal_texcoord.xy).xyz*2.0-1.0;
float sign = vary_sign;
vec3 vN = vary_normal;
vec3 vT = vary_tangent.xyz;
-
+
vec3 vB = sign * cross(vN, vT);
vec3 tnorm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN );
@@ -85,7 +95,7 @@ void main()
// roughness 0.0
// metal 0.0
vec3 spec = texture(specularMap, metallic_roughness_texcoord.xy).rgb;
-
+
spec.g *= roughnessFactor;
spec.b *= metallicFactor;
@@ -102,8 +112,8 @@ void main()
//emissive = tnorm*0.5+0.5;
// See: C++: addDeferredAttachments(), GLSL: softenLightF
frag_data[0] = max(vec4(col, 0.0), vec4(0)); // Diffuse
- frag_data[1] = max(vec4(spec.rgb,vertex_color.a), vec4(0)); // PBR linear packed Occlusion, Roughness, Metal.
- frag_data[2] = max(vec4(encode_normal(tnorm), vertex_color.a, GBUFFER_FLAG_HAS_PBR), vec4(0)); // normal, environment intensity, flags
+ frag_data[1] = max(vec4(spec.rgb,0.0), vec4(0)); // PBR linear packed Occlusion, Roughness, Metal.
+ frag_data[2] = vec4(tnorm, GBUFFER_FLAG_HAS_PBR); // normal, environment intensity, flags
frag_data[3] = max(vec4(emissive,0), vec4(0)); // PBR sRGB Emissive
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl
index 53e4b732df..fd020afd57 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl
@@ -28,8 +28,9 @@
//deferred opaque implementation
-#ifdef HAS_SKIN
uniform mat4 modelview_matrix;
+
+#ifdef HAS_SKIN
uniform mat4 projection_matrix;
mat4 getObjectSkinnedTransform();
#else
@@ -59,6 +60,7 @@ out vec4 vertex_color;
out vec3 vary_tangent;
flat out float vary_sign;
out vec3 vary_normal;
+out vec3 vary_position;
vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
@@ -71,10 +73,11 @@ void main()
mat = modelview_matrix * mat;
vec3 pos = (mat*vec4(position.xyz,1.0)).xyz;
-
+ vary_position = pos;
gl_Position = projection_matrix*vec4(pos,1.0);
#else
+ vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz;
//transform vertex
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
#endif
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl
new file mode 100644
index 0000000000..0de2d348c3
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl
@@ -0,0 +1,347 @@
+/**
+ * @file class1\deferred\terrainF.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
+ * $/LicenseInfo$
+ */
+
+/*[EXTRA_CODE_HERE]*/
+
+#define TERRAIN_PBR_DETAIL_EMISSIVE 0
+#define TERRAIN_PBR_DETAIL_OCCLUSION -1
+#define TERRAIN_PBR_DETAIL_NORMAL -2
+#define TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS -3
+
+#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
+#define TerrainCoord vec4[2]
+#elif TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 1
+#define TerrainCoord vec2
+#endif
+
+#define MIX_X 1 << 3
+#define MIX_Y 1 << 4
+#define MIX_Z 1 << 5
+#define MIX_W 1 << 6
+
+struct TerrainMix
+{
+ vec4 weight;
+ int type;
+};
+
+TerrainMix get_terrain_mix_weights(float alpha1, float alpha2, float alphaFinal);
+
+struct PBRMix
+{
+ vec4 col; // RGB color with alpha, linear space
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
+ vec3 orm; // Occlusion, roughness, metallic
+#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ vec2 rm; // Roughness, metallic
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ vec3 vNt; // Unpacked normal texture sample, vector
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ vec3 emissive; // RGB emissive color, linear space
+#endif
+};
+
+PBRMix init_pbr_mix();
+
+PBRMix terrain_sample_and_multiply_pbr(
+ TerrainCoord terrain_coord
+ , sampler2D tex_col
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , sampler2D tex_orm
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ , sampler2D tex_vNt
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , sampler2D tex_emissive
+#endif
+ , vec4 factor_col
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
+ , vec3 factor_orm
+#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , vec2 factor_rm
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , vec3 factor_emissive
+#endif
+ );
+
+PBRMix mix_pbr(PBRMix mix1, PBRMix mix2, float mix2_weight);
+
+out vec4 frag_data[4];
+
+uniform sampler2D alpha_ramp;
+
+// https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#additional-textures
+uniform sampler2D detail_0_base_color;
+uniform sampler2D detail_1_base_color;
+uniform sampler2D detail_2_base_color;
+uniform sampler2D detail_3_base_color;
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+uniform sampler2D detail_0_normal;
+uniform sampler2D detail_1_normal;
+uniform sampler2D detail_2_normal;
+uniform sampler2D detail_3_normal;
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+uniform sampler2D detail_0_metallic_roughness;
+uniform sampler2D detail_1_metallic_roughness;
+uniform sampler2D detail_2_metallic_roughness;
+uniform sampler2D detail_3_metallic_roughness;
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+uniform sampler2D detail_0_emissive;
+uniform sampler2D detail_1_emissive;
+uniform sampler2D detail_2_emissive;
+uniform sampler2D detail_3_emissive;
+#endif
+
+uniform vec4[4] baseColorFactors; // See also vertex_color in pbropaqueV.glsl
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+uniform vec4 metallicFactors;
+uniform vec4 roughnessFactors;
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+uniform vec3[4] emissiveColors;
+#endif
+uniform vec4 minimum_alphas; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff()
+
+#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
+in vec4[2] vary_coords;
+#endif
+in vec3 vary_position;
+in vec3 vary_normal;
+in vec3 vary_tangent;
+flat in float vary_sign;
+in vec4 vary_texcoord0;
+in vec4 vary_texcoord1;
+
+void mirrorClip(vec3 position);
+
+float terrain_mix(TerrainMix tm, vec4 tms4);
+
+void main()
+{
+ // Make sure we clip the terrain if we're in a mirror.
+ mirrorClip(vary_position);
+
+#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
+ TerrainCoord terrain_texcoord = vary_coords;
+#elif TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 1
+ TerrainCoord terrain_texcoord = vary_texcoord0.xy;
+#endif
+
+ float alpha1 = texture(alpha_ramp, vary_texcoord0.zw).a;
+ float alpha2 = texture(alpha_ramp,vary_texcoord1.xy).a;
+ float alphaFinal = texture(alpha_ramp, vary_texcoord1.zw).a;
+
+ TerrainMix tm = get_terrain_mix_weights(alpha1, alpha2, alphaFinal);
+
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
+ // RGB = Occlusion, Roughness, Metal
+ // default values, see LLViewerTexture::sDefaultPBRORMImagep
+ // occlusion 1.0
+ // roughness 0.0
+ // metal 0.0
+ vec3[4] orm_factors;
+ orm_factors[0] = vec3(1.0, roughnessFactors.x, metallicFactors.x);
+ orm_factors[1] = vec3(1.0, roughnessFactors.y, metallicFactors.y);
+ orm_factors[2] = vec3(1.0, roughnessFactors.z, metallicFactors.z);
+ orm_factors[3] = vec3(1.0, roughnessFactors.w, metallicFactors.w);
+#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ vec2[4] rm_factors;
+ rm_factors[0] = vec2(roughnessFactors.x, metallicFactors.x);
+ rm_factors[1] = vec2(roughnessFactors.y, metallicFactors.y);
+ rm_factors[2] = vec2(roughnessFactors.z, metallicFactors.z);
+ rm_factors[3] = vec2(roughnessFactors.w, metallicFactors.w);
+#endif
+
+ PBRMix pbr_mix = init_pbr_mix();
+ PBRMix mix2;
+ switch (tm.type & MIX_X)
+ {
+ case MIX_X:
+ mix2 = terrain_sample_and_multiply_pbr(
+ terrain_texcoord
+ , detail_0_base_color
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , detail_0_metallic_roughness
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ , detail_0_normal
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , detail_0_emissive
+#endif
+ , baseColorFactors[0]
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
+ , orm_factors[0]
+#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , rm_factors[0]
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , emissiveColors[0]
+#endif
+ );
+ pbr_mix = mix_pbr(pbr_mix, mix2, tm.weight.x);
+ break;
+ default:
+ break;
+ }
+ switch (tm.type & MIX_Y)
+ {
+ case MIX_Y:
+ mix2 = terrain_sample_and_multiply_pbr(
+ terrain_texcoord
+ , detail_1_base_color
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , detail_1_metallic_roughness
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ , detail_1_normal
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , detail_1_emissive
+#endif
+ , baseColorFactors[1]
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
+ , orm_factors[1]
+#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , rm_factors[1]
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , emissiveColors[1]
+#endif
+ );
+ pbr_mix = mix_pbr(pbr_mix, mix2, tm.weight.y);
+ break;
+ default:
+ break;
+ }
+ switch (tm.type & MIX_Z)
+ {
+ case MIX_Z:
+ mix2 = terrain_sample_and_multiply_pbr(
+ terrain_texcoord
+ , detail_2_base_color
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , detail_2_metallic_roughness
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ , detail_2_normal
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , detail_2_emissive
+#endif
+ , baseColorFactors[2]
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
+ , orm_factors[2]
+#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , rm_factors[2]
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , emissiveColors[2]
+#endif
+ );
+ pbr_mix = mix_pbr(pbr_mix, mix2, tm.weight.z);
+ break;
+ default:
+ break;
+ }
+ switch (tm.type & MIX_W)
+ {
+ case MIX_W:
+ mix2 = terrain_sample_and_multiply_pbr(
+ terrain_texcoord
+ , detail_3_base_color
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , detail_3_metallic_roughness
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ , detail_3_normal
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , detail_3_emissive
+#endif
+ , baseColorFactors[3]
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
+ , orm_factors[3]
+#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , rm_factors[3]
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , emissiveColors[3]
+#endif
+ );
+ pbr_mix = mix_pbr(pbr_mix, mix2, tm.weight.w);
+ break;
+ default:
+ break;
+ }
+
+ float minimum_alpha = terrain_mix(tm, minimum_alphas);
+ if (pbr_mix.col.a < minimum_alpha)
+ {
+ discard;
+ }
+ float base_color_factor_alpha = terrain_mix(tm, vec4(baseColorFactors[0].z, baseColorFactors[1].z, baseColorFactors[2].z, baseColorFactors[3].z));
+
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ // from mikktspace.com
+ vec3 vNt = pbr_mix.vNt;
+ vec3 vN = vary_normal;
+ vec3 vT = vary_tangent.xyz;
+
+ vec3 vB = vary_sign * cross(vN, vT);
+ vec3 tnorm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN );
+
+ tnorm *= gl_FrontFacing ? 1.0 : -1.0;
+#else
+ vec3 tnorm = vary_normal;
+ tnorm *= gl_FrontFacing ? 1.0 : -1.0;
+#endif
+
+
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+#define mix_emissive pbr_mix.emissive
+#else
+#define mix_emissive vec3(0)
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
+#define mix_orm pbr_mix.orm
+#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+#define mix_orm vec3(1.0, pbr_mix.rm)
+#else
+// Matte plastic potato terrain
+#define mix_orm vec3(1.0, 1.0, 0.0)
+#endif
+ frag_data[0] = max(vec4(pbr_mix.col.xyz, 0.0), vec4(0)); // Diffuse
+ frag_data[1] = max(vec4(mix_orm.rgb, base_color_factor_alpha), vec4(0)); // PBR linear packed Occlusion, Roughness, Metal.
+ frag_data[2] = vec4(tnorm, GBUFFER_FLAG_HAS_PBR); // normal, flags
+ frag_data[3] = max(vec4(mix_emissive,0), vec4(0)); // PBR sRGB Emissive
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl
new file mode 100644
index 0000000000..935c3f9301
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl
@@ -0,0 +1,473 @@
+/**
+ * @file class1\deferred\pbrterrainUtilF.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
+ * $/LicenseInfo$
+ */
+
+/*[EXTRA_CODE_HERE]*/
+
+/**
+ * Triplanar mapping implementation adapted from Inigo Quilez' example shader,
+ * MIT license.
+ * https://www.shadertoy.com/view/MtsGWH
+ * Copyright © 2015 Inigo Quilez
+ * Permission is hereby granted, free of charge, to any person obtaining a copy
+ * of this software and associated documentation files (the "Software"), to
+ * deal in the Software without restriction, including without limitation the
+ * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
+ * sell copies of the Software, and to permit persons to whom the Software is
+ * furnished to do so, subject to the following conditions: The above copyright
+ * notice and this permission notice shall be included in all copies or
+ * substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS",
+ * WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED
+ * TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
+ * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
+ * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF
+ * CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
+ * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+#define TERRAIN_PBR_DETAIL_EMISSIVE 0
+#define TERRAIN_PBR_DETAIL_OCCLUSION -1
+#define TERRAIN_PBR_DETAIL_NORMAL -2
+#define TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS -3
+
+in vec3 vary_vertex_normal;
+
+vec3 srgb_to_linear(vec3 c);
+
+// A relatively agressive threshold for terrain material mixing sampling
+// cutoff. This ensures that only one or two materials are used in most places,
+// making PBR terrain blending more performant. Should be greater than 0 to work.
+#define TERRAIN_RAMP_MIX_THRESHOLD 0.1
+// A small threshold for triplanar mapping sampling cutoff. This and
+// TERRAIN_TRIPLANAR_BLEND_FACTOR together ensures that only one or two samples
+// per texture are used in most places, making triplanar mapping more
+// performant. Should be greater than 0 to work.
+// There's also an artistic design choice in the use of these factors, and the
+// use of triplanar generally. Don't take these triplanar constants for granted.
+#define TERRAIN_TRIPLANAR_MIX_THRESHOLD 0.01
+
+#define SAMPLE_X 1 << 0
+#define SAMPLE_Y 1 << 1
+#define SAMPLE_Z 1 << 2
+#define MIX_X 1 << 3
+#define MIX_Y 1 << 4
+#define MIX_Z 1 << 5
+#define MIX_W 1 << 6
+
+struct PBRMix
+{
+ vec4 col; // RGB color with alpha, linear space
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
+ vec3 orm; // Occlusion, roughness, metallic
+#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ vec2 rm; // Roughness, metallic
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ vec3 vNt; // Unpacked normal texture sample, vector
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ vec3 emissive; // RGB emissive color, linear space
+#endif
+};
+
+PBRMix init_pbr_mix()
+{
+ PBRMix mix;
+ mix.col = vec4(0);
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
+ mix.orm = vec3(0);
+#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ mix.rm = vec2(0);
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ mix.vNt = vec3(0);
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ mix.emissive = vec3(0);
+#endif
+ return mix;
+}
+
+// Usage example, for two weights:
+// vec2 weights = ... // Weights must add up to 1
+// PBRMix mix = init_pbr_mix();
+// PBRMix mix1 = ...
+// mix = mix_pbr(mix, mix1, weights.x);
+// PBRMix mix2 = ...
+// mix = mix_pbr(mix, mix2, weights.y);
+PBRMix mix_pbr(PBRMix mix1, PBRMix mix2, float mix2_weight)
+{
+ PBRMix mix;
+ mix.col = mix1.col + (mix2.col * mix2_weight);
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
+ mix.orm = mix1.orm + (mix2.orm * mix2_weight);
+#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ mix.rm = mix1.rm + (mix2.rm * mix2_weight);
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ mix.vNt = mix1.vNt + (mix2.vNt * mix2_weight);
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ mix.emissive = mix1.emissive + (mix2.emissive * mix2_weight);
+#endif
+ return mix;
+}
+
+PBRMix sample_pbr(
+ vec2 uv
+ , sampler2D tex_col
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , sampler2D tex_orm
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ , sampler2D tex_vNt
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , sampler2D tex_emissive
+#endif
+ )
+{
+ PBRMix mix;
+ mix.col = texture(tex_col, uv);
+ mix.col.rgb = srgb_to_linear(mix.col.rgb);
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
+ mix.orm = texture(tex_orm, uv).xyz;
+#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ mix.rm = texture(tex_orm, uv).yz;
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ mix.vNt = texture(tex_vNt, uv).xyz*2.0-1.0;
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ mix.emissive = srgb_to_linear(texture(tex_emissive, uv).xyz);
+#endif
+ return mix;
+}
+
+struct TerrainTriplanar
+{
+ vec3 weight;
+ int type;
+};
+
+struct TerrainMix
+{
+ vec4 weight;
+ int type;
+};
+
+#define TerrainMixSample vec4[4]
+#define TerrainMixSample3 vec3[4]
+
+TerrainMix get_terrain_mix_weights(float alpha1, float alpha2, float alphaFinal)
+{
+ TerrainMix tm;
+ vec4 sample_x = vec4(1,0,0,0);
+ vec4 sample_y = vec4(0,1,0,0);
+ vec4 sample_z = vec4(0,0,1,0);
+ vec4 sample_w = vec4(0,0,0,1);
+
+ tm.weight = mix( mix(sample_w, sample_z, alpha2), mix(sample_y, sample_x, alpha1), alphaFinal );
+ tm.weight -= TERRAIN_RAMP_MIX_THRESHOLD;
+ ivec4 usage = max(ivec4(0), ivec4(ceil(tm.weight)));
+ // Prevent negative weights and keep weights balanced
+ tm.weight = tm.weight*vec4(usage);
+ tm.weight /= (tm.weight.x + tm.weight.y + tm.weight.z + tm.weight.w);
+
+ tm.type = (usage.x * MIX_X) |
+ (usage.y * MIX_Y) |
+ (usage.z * MIX_Z) |
+ (usage.w * MIX_W);
+ return tm;
+}
+
+TerrainTriplanar _t_triplanar()
+{
+ float sharpness = TERRAIN_TRIPLANAR_BLEND_FACTOR;
+ float threshold = TERRAIN_TRIPLANAR_MIX_THRESHOLD;
+ vec3 weight_signed = pow(abs(vary_vertex_normal), vec3(sharpness));
+ weight_signed /= (weight_signed.x + weight_signed.y + weight_signed.z);
+ weight_signed -= vec3(threshold);
+ TerrainTriplanar tw;
+ // *NOTE: Make sure the threshold doesn't affect the materials
+ tw.weight = max(vec3(0), weight_signed);
+ tw.weight /= (tw.weight.x + tw.weight.y + tw.weight.z);
+ ivec3 usage = ivec3(round(max(vec3(0), sign(weight_signed))));
+ tw.type = ((usage.x) * SAMPLE_X) |
+ ((usage.y) * SAMPLE_Y) |
+ ((usage.z) * SAMPLE_Z);
+ return tw;
+}
+
+// Assume weights add to 1
+float terrain_mix(TerrainMix tm, vec4 tms4)
+{
+ return (tm.weight.x * tms4[0]) +
+ (tm.weight.y * tms4[1]) +
+ (tm.weight.z * tms4[2]) +
+ (tm.weight.w * tms4[3]);
+}
+
+#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
+// Triplanar mapping
+
+// Pre-transformed texture coordinates for each axial uv slice (Packing: xy, yz, (-x)z, unused)
+#define TerrainCoord vec4[2]
+
+vec2 _t_uv(vec2 uv_unflipped, float sign_or_zero)
+{
+ // Handle case where sign is 0
+ float sign = (2.0*sign_or_zero) + 1.0;
+ sign /= abs(sign);
+ // If the vertex normal is negative, flip the texture back
+ // right-side up.
+ vec2 uv = uv_unflipped * vec2(sign, 1);
+ return uv;
+}
+
+vec3 _t_normal_post_1(vec3 vNt0, float sign_or_zero)
+{
+ // Assume normal is unpacked
+ vec3 vNt1 = vNt0;
+ // Get sign
+ float sign = sign_or_zero;
+ // Handle case where sign is 0
+ sign = (2.0*sign) + 1.0;
+ sign /= abs(sign);
+ // If the sign is negative, rotate normal by 180 degrees
+ vNt1.xy = (min(0, sign) * vNt1.xy) + (min(0, -sign) * -vNt1.xy);
+ return vNt1;
+}
+
+// Triplanar-specific normal texture fixes
+vec3 _t_normal_post_x(vec3 vNt0)
+{
+ vec3 vNt_x = _t_normal_post_1(vNt0, sign(vary_vertex_normal.x));
+ // *HACK: Transform normals according to orientation of the UVs
+ vNt_x.xy = vec2(-vNt_x.y, vNt_x.x);
+ return vNt_x;
+}
+vec3 _t_normal_post_y(vec3 vNt0)
+{
+ vec3 vNt_y = _t_normal_post_1(vNt0, sign(vary_vertex_normal.y));
+ // *HACK: Transform normals according to orientation of the UVs
+ vNt_y.xy = -vNt_y.xy;
+ return vNt_y;
+}
+vec3 _t_normal_post_z(vec3 vNt0)
+{
+ vec3 vNt_z = _t_normal_post_1(vNt0, sign(vary_vertex_normal.z));
+ return vNt_z;
+}
+
+PBRMix terrain_sample_pbr(
+ TerrainCoord terrain_coord
+ , TerrainTriplanar tw
+ , sampler2D tex_col
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , sampler2D tex_orm
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ , sampler2D tex_vNt
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , sampler2D tex_emissive
+#endif
+ )
+{
+ PBRMix mix = init_pbr_mix();
+
+#define get_uv_x() _t_uv(terrain_coord[0].zw, sign(vary_vertex_normal.x))
+#define get_uv_y() _t_uv(terrain_coord[1].xy, sign(vary_vertex_normal.y))
+#define get_uv_z() _t_uv(terrain_coord[0].xy, sign(vary_vertex_normal.z))
+ switch (tw.type & SAMPLE_X)
+ {
+ case SAMPLE_X:
+ PBRMix mix_x = sample_pbr(
+ get_uv_x()
+ , tex_col
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , tex_orm
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ , tex_vNt
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , tex_emissive
+#endif
+ );
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ // Triplanar-specific normal texture fix
+ mix_x.vNt = _t_normal_post_x(mix_x.vNt);
+#endif
+ mix = mix_pbr(mix, mix_x, tw.weight.x);
+ break;
+ default:
+ break;
+ }
+
+ switch (tw.type & SAMPLE_Y)
+ {
+ case SAMPLE_Y:
+ PBRMix mix_y = sample_pbr(
+ get_uv_y()
+ , tex_col
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , tex_orm
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ , tex_vNt
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , tex_emissive
+#endif
+ );
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ // Triplanar-specific normal texture fix
+ mix_y.vNt = _t_normal_post_y(mix_y.vNt);
+#endif
+ mix = mix_pbr(mix, mix_y, tw.weight.y);
+ break;
+ default:
+ break;
+ }
+
+ switch (tw.type & SAMPLE_Z)
+ {
+ case SAMPLE_Z:
+ PBRMix mix_z = sample_pbr(
+ get_uv_z()
+ , tex_col
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , tex_orm
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ , tex_vNt
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , tex_emissive
+#endif
+ );
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ // Triplanar-specific normal texture fix
+ // *NOTE: Bottom face has not been tested
+ mix_z.vNt = _t_normal_post_z(mix_z.vNt);
+#endif
+ mix = mix_pbr(mix, mix_z, tw.weight.z);
+ break;
+ default:
+ break;
+ }
+
+ return mix;
+}
+
+#elif TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 1
+
+#define TerrainCoord vec2
+
+#define terrain_sample_pbr sample_pbr
+
+#endif
+
+PBRMix multiply_factors_pbr(
+ PBRMix mix_in
+ , vec4 factor_col
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
+ , vec3 factor_orm
+#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , vec2 factor_rm
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , vec3 factor_emissive
+#endif
+ )
+{
+ PBRMix mix = mix_in;
+ mix.col *= factor_col;
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
+ mix.orm *= factor_orm;
+#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ mix.rm *= factor_rm;
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ mix.emissive *= factor_emissive;
+#endif
+ return mix;
+}
+
+PBRMix terrain_sample_and_multiply_pbr(
+ TerrainCoord terrain_coord
+ , sampler2D tex_col
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , sampler2D tex_orm
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ , sampler2D tex_vNt
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , sampler2D tex_emissive
+#endif
+ , vec4 factor_col
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
+ , vec3 factor_orm
+#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , vec2 factor_rm
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , vec3 factor_emissive
+#endif
+ )
+{
+ PBRMix mix = terrain_sample_pbr(
+ terrain_coord
+#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
+ , _t_triplanar()
+#endif
+ , tex_col
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , tex_orm
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ , tex_vNt
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , tex_emissive
+#endif
+ );
+
+ mix = multiply_factors_pbr(mix
+ , factor_col
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
+ , factor_orm
+#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , factor_rm
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , factor_emissive
+#endif
+ );
+
+ return mix;
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl
new file mode 100644
index 0000000000..ed52297314
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl
@@ -0,0 +1,96 @@
+/**
+ * @file class1\environment\pbrterrainV.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
+ * $/LicenseInfo$
+ */
+
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+in vec3 position;
+in vec3 normal;
+in vec4 tangent;
+in vec4 diffuse_color;
+in vec2 texcoord1;
+
+#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
+out vec4[2] vary_coords;
+#endif
+out vec3 vary_vertex_normal; // Used by pbrterrainUtilF.glsl
+out vec3 vary_normal;
+out vec3 vary_tangent;
+flat out float vary_sign;
+out vec4 vary_texcoord0;
+out vec4 vary_texcoord1;
+out vec3 vary_position;
+
+// *HACK: tangent_space_transform should use texture_normal_transform, or maybe
+// we shouldn't use tangent_space_transform at all. See the call to
+// tangent_space_transform below.
+uniform vec4[2] texture_base_color_transform;
+
+vec2 terrain_texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform);
+vec3 terrain_tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform);
+
+void main()
+{
+ //transform vertex
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz;
+
+ vec3 n = normal_matrix * normal;
+ vary_vertex_normal = normal;
+ vec3 t = normal_matrix * tangent.xyz;
+
+ vary_tangent = normalize(t);
+ // *TODO: Decide if we want this. It may be better to just calculate the
+ // tangents on-the-fly in the fragment shader, due to the subtleties of the
+ // effect of triplanar mapping on UVs.
+ // *HACK: Should be using texture_normal_transform here. The KHR texture
+ // transform spec requires handling texture transforms separately for each
+ // individual texture.
+ vary_tangent = normalize(terrain_tangent_space_transform(vec4(t, tangent.w), n, texture_base_color_transform));
+ vary_sign = tangent.w;
+ vary_normal = normalize(n);
+
+ // Transform and pass tex coords
+ // *HACK: texture_base_color_transform is used for all of these here, but
+ // the KHR texture transform spec requires handling texture transforms
+ // separately for each individual texture.
+#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
+ // xy
+ vary_coords[0].xy = terrain_texture_transform(position.xy, texture_base_color_transform);
+ // yz
+ vary_coords[0].zw = terrain_texture_transform(position.yz, texture_base_color_transform);
+ // (-x)z
+ vary_coords[1].xy = terrain_texture_transform(position.xz * vec2(-1, 1), texture_base_color_transform);
+#elif TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 1
+ vary_texcoord0.xy = terrain_texture_transform(position.xy, texture_base_color_transform);
+#endif
+
+ vec4 tc = vec4(texcoord1,0,1);
+ vary_texcoord0.zw = tc.xy;
+ vary_texcoord1.xy = tc.xy-vec2(2.0, 0.0);
+ vary_texcoord1.zw = tc.xy-vec2(1.0, 0.0);
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
index 7a25f63260..a0eb6cfbb8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
@@ -97,6 +97,7 @@ vec3 toneMapACES_Hill(vec3 color)
uniform float exposure;
uniform float gamma;
+uniform float aces_mix;
vec3 toneMap(vec3 color)
{
@@ -106,7 +107,7 @@ vec3 toneMap(vec3 color)
color *= exposure * exp_scale;
// mix ACES and Linear here as a compromise to avoid over-darkening legacy content
- color = mix(toneMapACES_Hill(color), color, 0.3);
+ color = mix(toneMapACES_Hill(color), color, aces_mix);
#endif
return color;
@@ -152,6 +153,15 @@ float noise(vec2 x) {
//=============================
+void debugExposure(inout vec3 color)
+{
+ float exp_scale = texture(exposureMap, vec2(0.5,0.5)).r;
+ exp_scale *= 0.5;
+ if (abs(vary_fragcoord.y-exp_scale) < 0.01 && vary_fragcoord.x < 0.1)
+ {
+ color = vec3(1,0,0);
+ }
+}
vec3 legacyGamma(vec3 color)
{
@@ -181,6 +191,7 @@ void main()
vec3 nz = vec3(noise(seed.rg), noise(seed.gb), noise(seed.rb));
diff.rgb += nz*0.003;
+ //debugExposure(diff.rgb);
frag_color = max(diff, vec4(0));
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
index a07a4301bc..785c748234 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file class1/deferred/skyF.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2005, 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
* $/LicenseInfo$
*/
@@ -27,6 +27,15 @@
in vec3 vary_HazeColor;
in float vary_LightNormPosDot;
+#ifdef HAS_HDRI
+in vec4 vary_position;
+in vec3 vary_rel_pos;
+uniform float sky_hdr_scale;
+uniform float hdri_split_screen;
+uniform mat3 env_mat;
+uniform sampler2D environmentMap;
+#endif
+
uniform sampler2D rainbow_map;
uniform sampler2D halo_map;
@@ -37,6 +46,9 @@ uniform float ice_level;
out vec4 frag_data[4];
vec3 srgb_to_linear(vec3 c);
+vec3 linear_to_srgb(vec3 c);
+
+#define PI 3.14159265
/////////////////////////////////////////////////////////////////////////
// The fragment shader for the sky
@@ -71,24 +83,42 @@ vec3 halo22(float d)
void main()
{
- // Potential Fill-rate optimization. Add cloud calculation
- // back in and output alpha of 0 (so that alpha culling kills
- // the fragment) if the sky wouldn't show up because the clouds
- // are fully opaque.
-
- vec3 color = vary_HazeColor;
-
- float rel_pos_lightnorm = vary_LightNormPosDot;
- float optic_d = rel_pos_lightnorm;
- vec3 halo_22 = halo22(optic_d);
- color.rgb += rainbow(optic_d);
- color.rgb += halo_22;
- color.rgb *= 2.;
- color.rgb = clamp(color.rgb, vec3(0), vec3(5));
+ vec3 color;
+#ifdef HAS_HDRI
+ vec3 frag_coord = vary_position.xyz/vary_position.w;
+ if (-frag_coord.x > ((1.0-hdri_split_screen)*2.0-1.0))
+ {
+ vec3 pos = normalize(vary_rel_pos);
+ pos = env_mat * pos;
+ vec2 texCoord = vec2(atan(pos.z, pos.x) + PI, acos(pos.y)) / vec2(2.0 * PI, PI);
+ color = textureLod(environmentMap, texCoord.xy, 0).rgb * sky_hdr_scale;
+ color = min(color, vec3(8192*8192*16)); // stupidly large value arrived at by binary search -- avoids framebuffer corruption from some HDRIs
+
+ frag_data[2] = vec4(0.0,0.0,0.0,GBUFFER_FLAG_HAS_HDRI);
+ }
+ else
+#endif
+ {
+ // Potential Fill-rate optimization. Add cloud calculation
+ // back in and output alpha of 0 (so that alpha culling kills
+ // the fragment) if the sky wouldn't show up because the clouds
+ // are fully opaque.
+
+ color = vary_HazeColor;
+
+ float rel_pos_lightnorm = vary_LightNormPosDot;
+ float optic_d = rel_pos_lightnorm;
+ vec3 halo_22 = halo22(optic_d);
+ color.rgb += rainbow(optic_d);
+ color.rgb += halo_22;
+ color.rgb *= 2.;
+ color.rgb = clamp(color.rgb, vec3(0), vec3(5));
+
+ frag_data[2] = vec4(0.0,0.0,0.0,GBUFFER_FLAG_SKIP_ATMOS);
+ }
frag_data[0] = vec4(0);
frag_data[1] = vec4(0);
- frag_data[2] = vec4(0.0,0.0,0.0,GBUFFER_FLAG_SKIP_ATMOS); //1.0 in norm.w masks off fog
frag_data[3] = vec4(color.rgb, 1.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
index 6110b6ade0..24d2db2183 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
@@ -35,6 +35,11 @@ in vec3 position;
out vec3 vary_HazeColor;
out float vary_LightNormPosDot;
+#ifdef HAS_HDRI
+out vec4 vary_position;
+out vec3 vary_rel_pos;
+#endif
+
// Inputs
uniform vec3 camPosLocal;
@@ -72,6 +77,11 @@ void main()
// Get relative position
vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0);
+#ifdef HAS_HDRI
+ vary_rel_pos = rel_pos;
+ vary_position = pos;
+#endif
+
// Adj position vector to clamp altitude
if (rel_pos.y > 0.)
{
@@ -92,13 +102,13 @@ void main()
// Initialize temp variables
vec3 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color * 0.7; //magic 0.7 to match legacy color
-
+
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
vec3 light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y);
// Calculate relative weights
- vec3 combined_haze = abs(blue_density) + vec3(abs(haze_density));
+ vec3 combined_haze = max(abs(blue_density) + vec3(abs(haze_density)), vec3(1e-6));
vec3 blue_weight = blue_density / combined_haze;
vec3 haze_weight = haze_density / combined_haze;
@@ -142,7 +152,7 @@ void main()
sunlight *= max(0.0, (1. - cloud_shadow));
// Haze color below cloud
- vec3 add_below_cloud = (blue_horizon * blue_weight * (sunlight + ambient)
+ vec3 add_below_cloud = (blue_horizon * blue_weight * (sunlight + ambient)
+ (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient));
// Attenuate cloud color by atmosphere
diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
index bee9e6d2fe..5f598f84a7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
@@ -1,28 +1,28 @@
-/**
+/**
* @file class1\deferred\terrainF.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]*/
out vec4 frag_data[4];
@@ -38,12 +38,13 @@ in vec3 vary_normal;
in vec4 vary_texcoord0;
in vec4 vary_texcoord1;
-vec2 encode_normal(vec3 n);
+void mirrorClip(vec3 position);
void main()
{
+ mirrorClip(pos);
/// Note: This should duplicate the blending functionality currently used for the terrain rendering.
-
+
vec4 color0 = texture(detail_0, vary_texcoord0.xy);
vec4 color1 = texture(detail_1, vary_texcoord0.xy);
vec4 color2 = texture(detail_2, vary_texcoord0.xy);
@@ -53,13 +54,13 @@ void main()
float alpha2 = texture(alpha_ramp,vary_texcoord1.xy).a;
float alphaFinal = texture(alpha_ramp, vary_texcoord1.zw).a;
vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
-
- outColor.a = 0.0; // yes, downstream atmospherics
-
+
+ outColor.a = 0.0; // yes, downstream atmospherics
+
frag_data[0] = outColor;
frag_data[1] = vec4(0.0,0.0,0.0,-1.0);
vec3 nvn = normalize(vary_normal);
- frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS);
+ frag_data[2] = vec4(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS);
frag_data[3] = vec4(0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl
index aab2abff1e..b4ab7cd169 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl
@@ -1,36 +1,36 @@
-/**
+/**
* @file class1\environment\terrainV.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
* $/LicenseInfo$
*/
uniform mat3 normal_matrix;
uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
in vec3 position;
in vec3 normal;
in vec4 diffuse_color;
-in vec2 texcoord0;
in vec2 texcoord1;
out vec3 pos;
@@ -41,18 +41,18 @@ out vec4 vary_texcoord1;
uniform vec4 object_plane_s;
uniform vec4 object_plane_t;
-vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)
+vec2 texgen_object(vec4 vpos, mat4 mat, vec4 tp0, vec4 tp1)
{
vec4 tcoord;
-
+
tcoord.x = dot(vpos, tp0);
tcoord.y = dot(vpos, tp1);
- tcoord.z = tc.z;
- tcoord.w = tc.w;
+ tcoord.z = 0;
+ tcoord.w = 1;
- tcoord = mat * tcoord;
-
- return tcoord;
+ tcoord = mat * tcoord;
+
+ return tcoord.xy;
}
void main()
@@ -62,15 +62,15 @@ void main()
vec4 t_pos = modelview_projection_matrix * pre_pos;
gl_Position = t_pos;
- pos = t_pos.xyz;
+ pos = (modelview_matrix*pre_pos).xyz;
vary_normal = normalize(normal_matrix * normal);
-
+
// Transform and pass tex coords
- vary_texcoord0.xy = texgen_object(vec4(position, 1.0), vec4(texcoord0,0,1), texture_matrix0, object_plane_s, object_plane_t).xy;
-
+ vary_texcoord0.xy = texgen_object(vec4(position, 1.0), texture_matrix0, object_plane_s, object_plane_t);
+
vec4 t = vec4(texcoord1,0,1);
-
+
vary_texcoord0.zw = t.xy;
vary_texcoord1.xy = t.xy-vec2(2.0, 0.0);
vary_texcoord1.zw = t.xy-vec2(1.0, 0.0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl
index 8e641522e3..7c02cb9d4a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file class1/deferred/textureUtilV.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
* $/LicenseInfo$
*/
@@ -65,7 +65,7 @@ vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl
// Apply texture animation first to avoid shearing and other artifacts
texcoord = (sl_animation_transform * vec4(texcoord, 0, 1)).xy;
// Convert to left-handed coordinate system. The offset of 1 is necessary
- // for rotations to be applied correctly.
+ // for rotation and scale to be applied correctly.
texcoord.y = 1.0 - texcoord.y;
texcoord = khr_texture_transform(texcoord, khr_gltf_transform[0].xy, khr_gltf_transform[0].z, khr_gltf_transform[1].xy);
// Convert back to right-handed coordinate system
@@ -77,6 +77,19 @@ vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl
return texcoord;
}
+// Similar to texture_transform but no offset during coordinate system
+// conversion, and no texture animation support.
+vec2 terrain_texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform)
+{
+ vec2 texcoord = vertex_texcoord;
+
+ texcoord.y = -texcoord.y;
+ texcoord = khr_texture_transform(texcoord, khr_gltf_transform[0].xy, khr_gltf_transform[0].z, khr_gltf_transform[1].xy);
+ texcoord.y = -texcoord.y;
+
+ return texcoord;
+}
+
// Take the rotation only from both transforms and apply to the tangent. This
// accounts for the change of the topology of the normal texture when a texture
// rotation is applied to it.
@@ -120,3 +133,25 @@ vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] kh
return (weights.x * vertex_binormal.xyz) + (weights.y * vertex_tangent.xyz);
}
+
+// Similar to tangent_space_transform but no no texture animation support.
+vec3 terrain_tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform)
+{
+ // Immediately convert to left-handed coordinate system ((0,1) -> (0, -1))
+ vec2 weights = vec2(0, -1);
+
+ // Apply KHR_texture_transform (rotation only)
+ float khr_rotation = khr_gltf_transform[0].z;
+ mat2 khr_rotation_mat = mat2(
+ cos(khr_rotation),-sin(khr_rotation),
+ sin(khr_rotation), cos(khr_rotation)
+ );
+ weights = khr_rotation_mat * weights;
+
+ // Convert back to right-handed coordinate system
+ weights.y = -weights.y;
+
+ vec3 vertex_binormal = vertex_tangent.w * cross(vertex_normal, vertex_tangent.xyz);
+
+ return (weights.x * vertex_binormal.xyz) + (weights.y * vertex_tangent.xyz);
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl
index db6070f328..05922ecb1a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl
@@ -32,13 +32,14 @@ uniform sampler2D diffuseMap;
in vec4 vertex_color;
in vec3 vary_normal;
in vec2 vary_texcoord0;
+in vec3 vary_position;
uniform float minimum_alpha;
-vec2 encode_normal(vec3 n);
-
+void mirrorClip(vec3 pos);
void main()
{
+ mirrorClip(vary_position);
vec4 col = texture(diffuseMap, vary_texcoord0.xy);
if (col.a < minimum_alpha)
{
@@ -48,6 +49,6 @@ void main()
frag_data[0] = vec4(vertex_color.rgb*col.rgb, 0.0);
frag_data[1] = vec4(0,0,0,0);
vec3 nvn = normalize(vary_normal);
- frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS);
+ frag_data[2] = vec4(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS);
frag_data[3] = vec4(0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl
index 81900fba70..ef5602f1e5 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl
@@ -24,6 +24,7 @@
*/
uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
uniform mat3 normal_matrix;
@@ -34,11 +35,14 @@ in vec2 texcoord0;
out vec3 vary_normal;
out vec4 vertex_color;
out vec2 vary_texcoord0;
+out vec3 vary_position;
void main()
{
//transform vertex
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz;
+
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
vary_normal = normalize(normal_matrix * normal);
diff --git a/indra/newview/app_settings/shaders/class1/environment/encodeNormF.glsl b/indra/newview/app_settings/shaders/class1/interface/normaldebugF.glsl
index ca3e4f6718..2bfd45f3b0 100644
--- a/indra/newview/app_settings/shaders/class1/environment/encodeNormF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/normaldebugF.glsl
@@ -1,9 +1,9 @@
/**
- * @file encodeNormF.glsl
+ * @file normaldebugF.glsl
*
- * $LicenseInfo:firstyear=2018&license=viewerlgpl$
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
* Second Life Viewer Source Code
- * Copyright (C) 2018, Linden Research, Inc.
+ * 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
@@ -23,12 +23,11 @@
* $/LicenseInfo$
*/
-// Lambert Azimuthal Equal-Area projection
-// See: https://aras-p.info/texts/CompactNormalStorage.html
-// Also see: A_bit_more_deferred_-_CryEngine3.ppt
-vec2 encode_normal(vec3 n)
+out vec4 frag_color;
+
+in vec4 vertex_color;
+
+void main()
{
- float f = sqrt(8 * n.z + 8);
- return n.xy / f + 0.5;
+ frag_color = max(vertex_color, vec4(0));
}
-
diff --git a/indra/newview/app_settings/shaders/class1/interface/normaldebugG.glsl b/indra/newview/app_settings/shaders/class1/interface/normaldebugG.glsl
new file mode 100644
index 0000000000..51d05cd507
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/normaldebugG.glsl
@@ -0,0 +1,76 @@
+/**
+ * @file normaldebugG.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
+ * $/LicenseInfo$
+ */
+
+// *NOTE: Geometry shaders have a reputation for being slow. Consider using
+// compute shaders instead, which have a reputation for being fast. This
+// geometry shader in particular seems to run fine on my machine, but I won't
+// vouch for this in performance-critical areas.
+// -Cosmic,2023-09-28
+
+out vec4 vertex_color;
+
+in vec4 normal_g[];
+#ifdef HAS_ATTRIBUTE_TANGENT
+in vec4 tangent_g[];
+#endif
+
+layout(triangles) in;
+#ifdef HAS_ATTRIBUTE_TANGENT
+layout(line_strip, max_vertices = 12) out;
+#else
+layout(line_strip, max_vertices = 6) out;
+#endif
+
+void triangle_normal_debug(int i)
+{
+ // Normal
+ vec4 normal_color = vec4(1.0, 1.0, 0.0, 1.0);
+ gl_Position = gl_in[i].gl_Position;
+ vertex_color = normal_color;
+ EmitVertex();
+ gl_Position = normal_g[i];
+ vertex_color = normal_color;
+ EmitVertex();
+ EndPrimitive();
+
+#ifdef HAS_ATTRIBUTE_TANGENT
+ // Tangent
+ vec4 tangent_color = vec4(0.0, 1.0, 1.0, 1.0);
+ gl_Position = gl_in[i].gl_Position;
+ vertex_color = tangent_color;
+ EmitVertex();
+ gl_Position = tangent_g[i];
+ vertex_color = tangent_color;
+ EmitVertex();
+ EndPrimitive();
+#endif
+}
+
+void main()
+{
+ triangle_normal_debug(0);
+ triangle_normal_debug(1);
+ triangle_normal_debug(2);
+}
diff --git a/indra/newview/app_settings/shaders/class1/interface/normaldebugV.glsl b/indra/newview/app_settings/shaders/class1/interface/normaldebugV.glsl
new file mode 100644
index 0000000000..ae726190c7
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/normaldebugV.glsl
@@ -0,0 +1,74 @@
+/**
+ * @file normaldebugV.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
+ * $/LicenseInfo$
+ */
+
+in vec3 position;
+in vec3 normal;
+out vec4 normal_g;
+#ifdef HAS_ATTRIBUTE_TANGENT
+in vec4 tangent;
+out vec4 tangent_g;
+#endif
+
+uniform float debug_normal_draw_length;
+
+#ifdef HAS_SKIN
+mat4 getObjectSkinnedTransform();
+#else
+uniform mat3 normal_matrix;
+#endif
+uniform mat4 projection_matrix;
+uniform mat4 modelview_matrix;
+
+// *NOTE: Should use the modelview_projection_matrix here in the non-skinned
+// case for efficiency, but opting for the simplier implementation for now as
+// this is debug code. Also, the skinned version hasn't beeen tested yet.
+// world_pos = mat * vec4(position.xyz, 1.0)
+vec4 get_screen_normal(vec3 position, vec4 world_pos, vec3 normal, mat4 mat)
+{
+ vec4 world_norm = mat * vec4((position + normal), 1.0);
+ world_norm.xyz -= world_pos.xyz;
+ world_norm.xyz = debug_normal_draw_length * normalize(world_norm.xyz);
+ world_norm.xyz += world_pos.xyz;
+ return projection_matrix * world_norm;
+}
+
+void main()
+{
+#ifdef HAS_SKIN
+ mat4 mat = getObjectSkinnedTransform();
+ mat = modelview_matrix * mat;
+#else
+#define mat modelview_matrix
+#endif
+
+ vec4 world_pos = mat * vec4(position.xyz,1.0);
+
+ gl_Position = projection_matrix * world_pos;
+ normal_g = get_screen_normal(position.xyz, world_pos, normal.xyz, mat);
+#ifdef HAS_ATTRIBUTE_TANGENT
+ tangent_g = get_screen_normal(position.xyz, world_pos, tangent.xyz, mat);
+#endif
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl b/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl
index eb0f7297ad..feb0947649 100644
--- a/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl
@@ -38,6 +38,7 @@ in vec3 vary_dir;
uniform float mipLevel;
uniform int u_width;
uniform float max_probe_lod;
+uniform float probe_strength;
// =============================================================================================================
@@ -129,7 +130,7 @@ vec4 prefilterEnvMap(vec3 R)
float totalWeight = 0.0;
float envMapDim = float(textureSize(reflectionProbes, 0).s);
float roughness = mipLevel/max_probe_lod;
- int numSamples = max(int(32*roughness), 1);
+ int numSamples = max(int(PROBE_FILTER_SAMPLES*roughness), 1);
float numMips = max_probe_lod+1;
@@ -163,5 +164,6 @@ void main()
{
vec3 N = normalize(vary_dir);
frag_color = max(prefilterEnvMap(N), vec4(0));
+ frag_color.a *= probe_strength;
}
// =============================================================================================================
diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl
index db26e64f17..09a505d69d 100644
--- a/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl
@@ -30,9 +30,13 @@ uniform sampler2D texture1;
in vec2 vary_texcoord0;
in vec2 vary_texcoord1;
+in vec3 vary_position;
+
+void mirrorClip(vec3 pos);
void main()
{
+ mirrorClip(vary_position);
float tex0 = texture(texture0, vary_texcoord0.xy).a;
float tex1 = texture(texture1, vary_texcoord1.xy).a;
diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl
index 834c20e14d..95cdfb6fae 100644
--- a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl
@@ -23,6 +23,7 @@
* $/LicenseInfo$
*/
+uniform mat4 modelview_matrix;
uniform mat4 texture_matrix0;
uniform mat4 modelview_projection_matrix;
@@ -32,11 +33,11 @@ in vec2 texcoord1;
out vec2 vary_texcoord0;
out vec2 vary_texcoord1;
+out vec3 vary_position;
#ifdef HAS_SKIN
mat4 getObjectSkinnedTransform();
uniform mat4 projection_matrix;
-uniform mat4 modelview_matrix;
#endif
void main()
@@ -46,8 +47,10 @@ void main()
mat4 mat = getObjectSkinnedTransform();
mat = modelview_matrix * mat;
vec4 pos = mat * vec4(position.xyz, 1.0);
+ vary_position = pos.xyz;
gl_Position = projection_matrix * pos;
#else
+ vary_position = (modelview_matrix * vec4(position.xyz, 1.0)).xyz;
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
#endif
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
index b7cd3f0589..d077670c96 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
@@ -57,16 +57,16 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
vec3 rel_pos_norm = normalize(rel_pos);
float rel_pos_len = length(rel_pos);
-
+
vec3 sunlight = (sun_up_factor == 1) ? sunlight_color: moonlight_color;
-
+
// sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
vec3 light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y);
// I had thought blue_density and haze_density should have equal weighting,
// but attenuation due to haze_density tends to seem too strong
- vec3 combined_haze = blue_density + vec3(haze_density);
+ vec3 combined_haze = max(blue_density + vec3(haze_density), vec3(1e-6));
vec3 blue_weight = blue_density / combined_haze;
vec3 haze_weight = vec3(haze_density) / combined_haze;
@@ -98,7 +98,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
haze_glow = max(haze_glow, .001); // set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
haze_glow *= glow.x;
// higher glow.x gives dimmer glow (because next step is 1 / "angle")
- haze_glow = pow(haze_glow, glow.z);
+ haze_glow = clamp(pow(haze_glow, glow.z), -100000, 100000);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function
// add "minimum anti-solar illumination"
@@ -119,7 +119,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
additive = (blue_horizon.rgb * blue_weight.rgb) * (cs + tmpAmbient.rgb) + (haze_horizon * haze_weight.rgb) * (cs * haze_glow + tmpAmbient.rgb);
// brightness of surface both sunlight and ambient
-
+
sunlit = sunlight.rgb;
amblit = tmpAmbient;
@@ -128,7 +128,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
vec3 srgb_to_linear(vec3 col);
-// provide a touch of lighting in the opposite direction of the sun light
+// provide a touch of lighting in the opposite direction of the sun light
// so areas in shadow don't lose all detail
float ambientLighting(vec3 norm, vec3 light_dir)
{
@@ -150,7 +150,7 @@ void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, ou
// (allows for mixing of light sources other than sunlight e.g. reflection probes)
sunlit *= sky_sunlight_scale;
amblit *= sky_ambient_scale;
-
+
amblit = srgb_to_linear(amblit);
amblit *= ambientLighting(norm, light_dir);
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index e6bdaf265e..210ecce8db 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -68,7 +68,6 @@ void waterClip(vec3 pos);
vec3 srgb_to_linear(vec3 c);
vec3 linear_to_srgb(vec3 c);
-vec2 encode_normal (vec3 n);
vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color);
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
@@ -78,6 +77,8 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
float getAmbientClamp();
+void mirrorClip(vec3 pos);
+
void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv,
vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit_linear);
@@ -167,6 +168,8 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
void main()
{
+ mirrorClip(vary_position);
+
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
vec4 pos = vec4(vary_position, 1.0);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
index 34d86b6147..059c2a64ce 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file class1\deferred\pbralphaF.glsl
*
* $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2022, 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
* $/LicenseInfo$
*/
@@ -87,9 +87,10 @@ vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color);
void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist);
float calcLegacyDistanceAttenuation(float distance, float falloff);
float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
-void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
+void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit_linear);
+void mirrorClip(vec3 pos);
void waterClip(vec3 pos);
void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor);
@@ -110,15 +111,15 @@ vec3 pbrBaseLight(vec3 diffuseColor,
vec3 additive,
vec3 atten);
-vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
- float perceptualRoughness,
+vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
+ float perceptualRoughness,
float metallic,
vec3 n, // normal
vec3 v, // surface point to camera
vec3 l); //surface point to light
-vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor,
- float perceptualRoughness,
+vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor,
+ float perceptualRoughness,
float metallic,
vec3 n, // normal
vec3 p, // pixel position
@@ -156,6 +157,8 @@ vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor,
void main()
{
+ mirrorClip(vary_position);
+
vec3 color = vec3(0,0,0);
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
@@ -178,7 +181,7 @@ void main()
float sign = vary_sign;
vec3 vN = vary_normal;
vec3 vT = vary_tangent.xyz;
-
+
vec3 vB = sign * cross(vN, vT);
vec3 norm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN );
@@ -215,7 +218,7 @@ void main()
vec3 irradiance = vec3(0);
vec3 radiance = vec3(0);
sampleReflectionProbes(irradiance, radiance, vary_position.xy*0.5+0.5, pos.xyz, norm.xyz, gloss, true, amblit);
-
+
vec3 diffuseColor;
vec3 specularColor;
calcDiffuseSpecular(col.rgb, metallic, diffuseColor, specularColor);
@@ -242,7 +245,7 @@ void main()
color.rgb = applySkyAndWaterFog(pos.xyz, additive, atten, vec4(color, 1.0)).rgb;
float a = basecolor.a*vertex_color.a;
-
+
frag_color = max(vec4(color.rgb,a), vec4(0));
}
@@ -292,7 +295,7 @@ void main()
// emissiveMap here is a vanilla RGB texture encoded as sRGB, manually convert to linear
colorEmissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb);
-
+
float a = basecolor.a*vertex_color.a;
color += colorEmissive;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
index 10bfe2c5d5..1bd5f5a718 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file sunLightF.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
* $/LicenseInfo$
*/
@@ -35,23 +35,23 @@ in vec2 vary_fragcoord;
uniform vec3 sun_dir;
uniform float shadow_bias;
-vec3 getNorm(vec2 pos_screen);
+vec4 getNorm(vec2 pos_screen);
vec4 getPosition(vec2 pos_screen);
float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen);
-void main()
+void main()
{
vec2 pos_screen = vary_fragcoord.xy;
vec4 pos = getPosition(pos_screen);
- vec3 norm = getNorm(pos_screen);
+ vec4 norm = getNorm(pos_screen);
vec4 col;
- col.r = sampleDirectionalShadow(pos.xyz, norm, pos_screen);
+ col.r = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen);
col.g = 1.0f;
- col.b = sampleSpotShadow(pos.xyz, norm, 0, pos_screen);
- col.a = sampleSpotShadow(pos.xyz, norm, 1, pos_screen);
+ col.b = sampleSpotShadow(pos.xyz, norm.xyz, 0, pos_screen);
+ col.a = sampleSpotShadow(pos.xyz, norm.xyz, 1, pos_screen);
frag_color = clamp(col, vec4(0), vec4(1));
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
index 2f1819bff7..e0333b6044 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
@@ -1,27 +1,27 @@
-/**
+/**
* @file class2/deferred/sunLightSSAOF.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]*/
out vec4 frag_color;
@@ -32,23 +32,23 @@ out vec4 frag_color;
in vec2 vary_fragcoord;
vec4 getPosition(vec2 pos_screen);
-vec3 getNorm(vec2 pos_screen);
+vec4 getNorm(vec2 pos_screen);
float sampleDirectionalShadow(vec3 shadow_pos, vec3 norm, vec2 pos_screen);
float sampleSpotShadow(vec3 shadow_pos, vec3 norm, int index, vec2 pos_screen);
float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen);
-void main()
+void main()
{
vec2 pos_screen = vary_fragcoord.xy;
vec4 pos = getPosition(pos_screen);
- vec3 norm = getNorm(pos_screen);
+ vec4 norm = getNorm(pos_screen);
vec4 col;
- col.r = sampleDirectionalShadow(pos.xyz, norm, pos_screen);
- col.g = calcAmbientOcclusion(pos, norm, pos_screen);
- col.b = sampleSpotShadow(pos.xyz, norm, 0, pos_screen);
- col.a = sampleSpotShadow(pos.xyz, norm, 1, pos_screen);
+ col.r = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen);
+ col.g = calcAmbientOcclusion(pos, norm.xyz, pos_screen);
+ col.b = sampleSpotShadow(pos.xyz, norm.xyz, 0, pos_screen);
+ col.a = sampleSpotShadow(pos.xyz, norm.xyz, 1, pos_screen);
frag_color = clamp(col, vec4(0), vec4(1));
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl
index 22408387b1..03dc3d7113 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl
@@ -53,8 +53,11 @@ void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout
void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity);
+void mirrorClip(vec3 pos);
+
void main()
{
+ mirrorClip(vary_position);
#ifdef HAS_DIFFUSE_LOOKUP
vec4 color = diffuseLookup(vary_texcoord0.xy);
#else
diff --git a/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl
index 7f75b16cf0..4af57e3b80 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl
@@ -33,7 +33,7 @@ uniform vec3 moon_dir;
uniform int sun_up_factor;
in vec2 vary_fragcoord;
-vec3 getNorm(vec2 pos_screen);
+vec4 getNorm(vec2 pos_screen);
vec4 getPositionWithDepth(vec2 pos_screen, float depth);
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
@@ -53,8 +53,7 @@ void main()
vec2 tc = vary_fragcoord.xy;
float depth = getDepth(tc.xy);
vec4 pos = getPositionWithDepth(tc, depth);
- vec4 norm = texture(normalMap, tc);
- norm.xyz = getNorm(tc);
+ vec4 norm = getNorm(tc);
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
vec3 color = vec3(0);
@@ -68,16 +67,16 @@ void main()
calcAtmosphericVarsLinear(pos.xyz, norm.xyz, light_dir, sunlit, amblit, additive, atten);
vec3 sunlit_linear = srgb_to_linear(sunlit);
-
+
// mask off atmospherics below water (when camera is under water)
bool do_atmospherics = false;
-
+
if (dot(vec3(0), waterPlane.xyz) + waterPlane.w > 0.0 ||
dot(pos.xyz, waterPlane.xyz) + waterPlane.w > 0.0)
{
do_atmospherics = true;
}
-
+
vec3 irradiance = vec3(0);
vec3 radiance = vec3(0);
@@ -102,5 +101,5 @@ void main()
}
frag_color = max(vec4(color.rgb, alpha), vec4(0)); //output linear since local lights will be added to this shader's results
-
+
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
index 20f063fe3e..d3e19cf4a8 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
@@ -45,6 +45,13 @@ void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float
vec3 srgb_to_linear(vec3 cs);
vec3 linear_to_srgb(vec3 cs);
+uniform mat4 modelview_matrix;
+uniform mat3 normal_matrix;
+
+in vec3 vary_position;
+
+void mirrorClip(vec3 pos);
+
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
out vec4 frag_color;
@@ -66,12 +73,12 @@ uniform vec4 morphFactor;
uniform vec3 camPosLocal;
uniform mat3 env_mat;
+uniform float is_mirror;
+
uniform vec3 sun_dir;
uniform vec3 moon_dir;
in vec2 vary_fragcoord;
-in vec3 vary_position;
-
uniform mat4 proj_mat;
uniform mat4 inv_proj;
uniform vec2 screen_res;
@@ -209,8 +216,6 @@ in vec3 vary_normal;
in vec4 vertex_color;
in vec2 vary_texcoord0;
-vec2 encode_normal(vec3 n);
-
// get the transformed normal and apply glossiness component from normal map
vec3 getNormal(inout float glossiness)
{
@@ -285,12 +290,12 @@ float getShadow(vec3 pos, vec3 norm)
void main()
{
+ mirrorClip(vary_position);
waterClip();
// diffcol == diffuse map combined with vertex color
vec4 diffcol = texture(diffuseMap, vary_texcoord0.xy);
diffcol.rgb *= vertex_color.rgb;
-
alphaMask(diffcol.a);
// spec == specular map combined with specular color
@@ -299,8 +304,6 @@ void main()
float glossiness = specular_color.a;
vec3 norm = getNormal(glossiness);
- vec2 abnormal = encode_normal(norm.xyz);
-
float emissive = getEmissive(diffcol);
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
@@ -407,10 +410,15 @@ void main()
#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer
// deferred path // See: C++: addDeferredAttachment(), shader: softenLightF.glsl
- frag_data[0] = vec4(diffcol.rgb, emissive); // gbuffer is sRGB for legacy materials
- frag_data[1] = vec4(spec.rgb, glossiness); // XYZ = Specular color. W = Specular exponent.
- frag_data[2] = vec4(encode_normal(norm), env, GBUFFER_FLAG_HAS_ATMOS);; // XY = Normal. Z = Env. intensity. W = 1 skip atmos (mask off fog)
- frag_data[3] = vec4(0);
+
+ float flag = GBUFFER_FLAG_HAS_ATMOS;
+
+ frag_data[0] = max(vec4(diffcol.rgb, emissive), vec4(0)); // gbuffer is sRGB for legacy materials
+ frag_data[1] = max(vec4(spec.rgb, glossiness), vec4(0)); // XYZ = Specular color. W = Specular exponent.
+ frag_data[2] = vec4(norm, flag); // XY = Normal. Z = Env. intensity. W = 1 skip atmos (mask off fog)
+ frag_data[3] = vec4(env, 0, 0, 0);
+
#endif
}
+
diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl
index 31aca8a745..edfd6cbced 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl
@@ -48,7 +48,7 @@ in vec4 vary_fragcoord;
void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist);
float calcLegacyDistanceAttenuation(float distance, float falloff);
vec4 getPosition(vec2 pos_screen);
-vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity);
+vec4 getNorm(vec2 screenpos);
vec2 getScreenXY(vec4 clip);
vec2 getScreenCoord(vec4 clip);
vec3 srgb_to_linear(vec3 c);
@@ -56,8 +56,8 @@ vec3 srgb_to_linear(vec3 c);
// Util
vec3 hue_to_rgb(float hue);
-vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
- float perceptualRoughness,
+vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
+ float perceptualRoughness,
float metallic,
vec3 n, // normal
vec3 v, // surface point to camera
@@ -74,9 +74,8 @@ void main()
discard;
}
- float envIntensity; // not used for this shader
- vec3 n;
- vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG()
+ vec4 norm = getNorm(tc); // need `norm.w` for GET_GBUFFER_FLAG()
+ vec3 n = norm.xyz;
vec4 spec = texture(specularRect, tc);
vec3 diffuse = texture(diffuseRect, tc).rgb;
@@ -92,7 +91,7 @@ void main()
float metallic = orm.b;
vec3 f0 = vec3(0.04);
vec3 baseColor = diffuse.rgb;
-
+
vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0);
diffuseColor *= 1.0 - metallic;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
index c27310cf89..60be9f4407 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
@@ -1,28 +1,28 @@
-/**
+/**
* @file class3\deferred\pointLightF.glsl
*
* $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2022, 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]*/
out vec4 frag_color;
@@ -52,15 +52,15 @@ uniform vec4 viewport;
void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist);
float calcLegacyDistanceAttenuation(float distance, float falloff);
-vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity);
+vec4 getNorm(vec2 screenpos);
vec4 getPosition(vec2 pos_screen);
vec2 getScreenXY(vec4 clip);
vec2 getScreenCoord(vec4 clip);
vec3 srgb_to_linear(vec3 c);
float getDepth(vec2 tc);
-vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
- float perceptualRoughness,
+vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
+ float perceptualRoughness,
float metallic,
vec3 n, // normal
vec3 v, // surface point to camera
@@ -72,9 +72,8 @@ void main()
vec2 tc = getScreenCoord(vary_fragcoord);
vec3 pos = getPosition(tc).xyz;
- float envIntensity;
- vec3 n;
- vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG()
+ vec4 norm = getNorm(tc); // need `norm.w` for GET_GBUFFER_FLAG()
+ vec3 n = norm.xyz;
vec3 diffuse = texture(diffuseRect, tc).rgb;
vec4 spec = texture(specularRect, tc);
@@ -94,13 +93,13 @@ void main()
if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
{
- vec3 colorEmissive = texture(emissiveRect, tc).rgb;
+ vec3 colorEmissive = texture(emissiveRect, tc).rgb;
vec3 orm = spec.rgb;
float perceptualRoughness = orm.g;
float metallic = orm.b;
vec3 f0 = vec3(0.04);
vec3 baseColor = diffuse.rgb;
-
+
vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0);
diffuseColor *= 1.0 - metallic;
@@ -137,7 +136,7 @@ void main()
final_color += lit*scol*color.rgb*spec.rgb;
}
}
-
+
if (dot(final_color, final_color) <= 0.0)
{
discard;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
index ae81a4b472..90c84cc428 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
@@ -31,6 +31,7 @@ float tapScreenSpaceReflection(int totalSamples, vec2 tc, vec3 viewPos, vec3 n,
uniform samplerCubeArray reflectionProbes;
uniform samplerCubeArray irradianceProbes;
+
uniform sampler2D sceneMap;
uniform int cube_snapshot;
uniform float max_probe_lod;
@@ -47,14 +48,16 @@ layout (std140) uniform ReflectionProbes
/// box[0..2] - plane 0 .. 2 in [A,B,C,D] notation
// box[3][0..2] - plane thickness
mat4 refBox[MAX_REFMAP_COUNT];
+ mat4 heroBox;
// list of bounding spheres for reflection probes sorted by distance to camera (closest first)
vec4 refSphere[MAX_REFMAP_COUNT];
- // extra parameters
+ // extra parameters
// x - irradiance scale
// y - radiance scale
// z - fade in
// w - znear
vec4 refParams[MAX_REFMAP_COUNT];
+ vec4 heroSphere;
// index of cube map in reflectionProbes for a corresponding reflection probe
// e.g. cube map channel of refSphere[2] is stored in refIndex[2]
// refIndex.x - cubemap channel in reflectionProbes
@@ -70,6 +73,10 @@ layout (std140) uniform ReflectionProbes
// number of reflection probes present in refSphere
int refmapCount;
+
+ int heroShape;
+ int heroMipCount;
+ int heroProbeCount;
};
// Inputs
@@ -95,7 +102,7 @@ bool shouldSampleProbe(int i, vec3 pos)
if (refIndex[i].w < 0)
{
vec4 v = refBox[i] * vec4(pos, 1.0);
- if (abs(v.x) > 1 ||
+ if (abs(v.x) > 1 ||
abs(v.y) > 1 ||
abs(v.z) > 1)
{
@@ -222,7 +229,7 @@ void preProbeSample(vec3 pos)
}
}
count++;
-
+
++neighborIdx;
}
@@ -244,56 +251,56 @@ void preProbeSample(vec3 pos)
// original reference implementation:
/*
-bool intersect(const Ray &ray) const
-{
- float t0, t1; // solutions for t if the ray intersects
-#if 0
+bool intersect(const Ray &ray) const
+{
+ float t0, t1; // solutions for t if the ray intersects
+#if 0
// geometric solution
- Vec3f L = center - orig;
- float tca = L.dotProduct(dir);
+ Vec3f L = center - orig;
+ float tca = L.dotProduct(dir);
// if (tca < 0) return false;
- float d2 = L.dotProduct(L) - tca * tca;
- if (d2 > radius2) return false;
- float thc = sqrt(radius2 - d2);
- t0 = tca - thc;
- t1 = tca + thc;
-#else
+ float d2 = L.dotProduct(L) - tca * tca;
+ if (d2 > radius2) return false;
+ float thc = sqrt(radius2 - d2);
+ t0 = tca - thc;
+ t1 = tca + thc;
+#else
// analytic solution
- Vec3f L = orig - center;
- float a = dir.dotProduct(dir);
- float b = 2 * dir.dotProduct(L);
- float c = L.dotProduct(L) - radius2;
- if (!solveQuadratic(a, b, c, t0, t1)) return false;
-#endif
- if (t0 > t1) std::swap(t0, t1);
-
- if (t0 < 0) {
- t0 = t1; // if t0 is negative, let's use t1 instead
- if (t0 < 0) return false; // both t0 and t1 are negative
- }
-
- t = t0;
-
- return true;
+ Vec3f L = orig - center;
+ float a = dir.dotProduct(dir);
+ float b = 2 * dir.dotProduct(L);
+ float c = L.dotProduct(L) - radius2;
+ if (!solveQuadratic(a, b, c, t0, t1)) return false;
+#endif
+ if (t0 > t1) std::swap(t0, t1);
+
+ if (t0 < 0) {
+ t0 = t1; // if t0 is negative, let's use t1 instead
+ if (t0 < 0) return false; // both t0 and t1 are negative
+ }
+
+ t = t0;
+
+ return true;
} */
// adapted -- assume that origin is inside sphere, return intersection of ray with edge of sphere
vec3 sphereIntersect(vec3 origin, vec3 dir, vec3 center, float radius2)
-{
- float t0, t1; // solutions for t if the ray intersects
+{
+ float t0, t1; // solutions for t if the ray intersects
- vec3 L = center - origin;
+ vec3 L = center - origin;
float tca = dot(L,dir);
- float d2 = dot(L,L) - tca * tca;
-
- float thc = sqrt(radius2 - d2);
- t0 = tca - thc;
- t1 = tca + thc;
+ float d2 = dot(L,L) - tca * tca;
+ float thc = sqrt(radius2 - d2);
+ t0 = tca - thc;
+ t1 = tca + thc;
+
vec3 v = origin + dir * t1;
- return v;
-}
+ return v;
+}
void swap(inout float a, inout float b)
{
@@ -305,17 +312,17 @@ void swap(inout float a, inout float b)
// debug implementation, make no assumptions about origin
void sphereIntersectDebug(vec3 origin, vec3 dir, vec3 center, float radius2, float depth, inout vec4 col)
{
- float t[2]; // solutions for t if the ray intersects
+ float t[2]; // solutions for t if the ray intersects
// geometric solution
- vec3 L = center - origin;
+ vec3 L = center - origin;
float tca = dot(L, dir);
// if (tca < 0) return false;
- float d2 = dot(L, L) - tca * tca;
- if (d2 > radius2) return;
- float thc = sqrt(radius2 - d2);
- t[0] = tca - thc;
- t[1] = tca + thc;
+ float d2 = dot(L, L) - tca * tca;
+ if (d2 > radius2) return;
+ float thc = sqrt(radius2 - d2);
+ t[0] = tca - thc;
+ t[1] = tca + thc;
for (int i = 0; i < 2; ++i)
{
@@ -365,11 +372,11 @@ return texCUBE(envMap, ReflDirectionWS);
// i - probe index in refBox/refSphere
// d - distance to nearest wall in clip space
// scale - scale of box, default 1.0
-vec3 boxIntersect(vec3 origin, vec3 dir, int i, out float d, float scale)
+vec3 boxIntersect(vec3 origin, vec3 dir, mat4 i, out float d, float scale)
{
// Intersection with OBB convert to unit box space
// Transform in local unit parallax cube space (scaled and rotated)
- mat4 clipToLocal = refBox[i];
+ mat4 clipToLocal = i;
vec3 RayLS = mat3(clipToLocal) * dir;
vec3 PositionLS = (clipToLocal * vec4(origin, 1.0)).xyz;
@@ -388,7 +395,7 @@ vec3 boxIntersect(vec3 origin, vec3 dir, int i, out float d, float scale)
return IntersectPositionCS;
}
-vec3 boxIntersect(vec3 origin, vec3 dir, int i, out float d)
+vec3 boxIntersect(vec3 origin, vec3 dir, mat4 i, out float d)
{
return boxIntersect(origin, dir, i, d, 1.0);
}
@@ -404,8 +411,8 @@ void debugBoxCol(vec3 ro, vec3 rd, float t, vec3 p, inout vec4 col)
bool behind = dot(v,v) > dot(pos,pos);
float w = 0.25;
-
- if (behind)
+
+ if (behind)
{
w *= 0.5;
w /= (length(v)-length(pos))*0.5+1.0;
@@ -419,7 +426,7 @@ void debugBoxCol(vec3 ro, vec3 rd, float t, vec3 p, inout vec4 col)
// cribbed from https://iquilezles.org/articles/intersectors/
// axis aligned box centered at the origin, with size boxSize
-void boxIntersectionDebug( in vec3 ro, in vec3 p, vec3 boxSize, inout vec4 col)
+void boxIntersectionDebug( in vec3 ro, in vec3 p, vec3 boxSize, inout vec4 col)
{
vec3 rd = normalize(p-ro);
@@ -443,10 +450,10 @@ void boxIntersectionDebug( in vec3 ro, in vec3 p, vec3 boxSize, inout vec4 col)
}
-void boxIntersectDebug(vec3 origin, vec3 pos, int i, inout vec4 col)
+void boxIntersectDebug(vec3 origin, vec3 pos, mat4 i, inout vec4 col)
{
- mat4 clipToLocal = refBox[i];
-
+ mat4 clipToLocal = i;
+
// transform into unit cube space
origin = (clipToLocal * vec4(origin, 1.0)).xyz;
pos = (clipToLocal * vec4(pos, 1.0)).xyz;
@@ -462,16 +469,16 @@ void boxIntersectDebug(vec3 origin, vec3 pos, int i, inout vec4 col)
// r - radius of probe influence volume
// i - index of probe in refSphere
// dw - distance weight
-float sphereWeight(vec3 pos, vec3 dir, vec3 origin, float r, int i, out float dw)
+float sphereWeight(vec3 pos, vec3 dir, vec3 origin, float r, vec4 i, out float dw)
{
- float r1 = r * 0.5; // 50% of radius (outer sphere to start interpolating down)
+ float r1 = r * 0.5; // 50% of radius (outer sphere to start interpolating down)
vec3 delta = pos.xyz - origin;
float d2 = max(length(delta), 0.001);
float atten = 1.0 - max(d2 - r1, 0.0) / max((r - r1), 0.001);
float w = 1.0 / d2;
- w *= refParams[i].z;
+ w *= i.z;
dw = w * atten * max(r, 1.0)*4;
@@ -488,7 +495,7 @@ float sphereWeight(vec3 pos, vec3 dir, vec3 origin, float r, int i, out float dw
// lod - which mip to sample (lower is higher res, sharper reflections)
// c - center of probe
// r2 - radius of probe squared
-// i - index of probe
+// i - index of probe
vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out float dw, float lod, vec3 c, int i)
{
// parallax adjustment
@@ -497,7 +504,7 @@ vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out float dw, float lod, vec3 c,
if (refIndex[i].w < 0)
{ // box probe
float d = 0;
- v = boxIntersect(pos, dir, i, d);
+ v = boxIntersect(pos, dir, refBox[i], d);
w = max(d, 0.001);
}
@@ -507,18 +514,18 @@ vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out float dw, float lod, vec3 c,
float rr = r * r;
- v = sphereIntersect(pos, dir, c,
+ v = sphereIntersect(pos, dir, c,
refIndex[i].w < 1 ? 4096.0*4096.0 : // <== effectively disable parallax correction for automatically placed probes to keep from bombing the world with obvious spheres
rr);
- w = sphereWeight(pos, dir, refSphere[i].xyz, r, i, dw);
+ w = sphereWeight(pos, dir, refSphere[i].xyz, r, refParams[i], dw);
}
v -= c;
vec3 d = normalize(v);
v = env_mat * v;
-
+
vec4 ret = textureLod(reflectionProbes, vec4(v.xyz, refIndex[i].x), lod) * refParams[i].y;
return ret.rgb;
@@ -529,7 +536,7 @@ vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out float dw, float lod, vec3 c,
// dir - pixel normal
// w - weight of sample (distance and angular attenuation)
// dw - weight of sample (distance only)
-// i - index of probe
+// i - index of probe
vec3 tapIrradianceMap(vec3 pos, vec3 dir, out float w, out float dw, vec3 c, int i, vec3 amblit)
{
// parallax adjustment
@@ -537,7 +544,7 @@ vec3 tapIrradianceMap(vec3 pos, vec3 dir, out float w, out float dw, vec3 c, int
if (refIndex[i].w < 0)
{
float d = 0.0;
- v = boxIntersect(pos, dir, i, d, 3.0);
+ v = boxIntersect(pos, dir, refBox[i], d, 3.0);
w = max(d, 0.001);
}
else
@@ -547,16 +554,16 @@ vec3 tapIrradianceMap(vec3 pos, vec3 dir, out float w, out float dw, vec3 c, int
// pad sphere for manual probe extending into automatic probe space
float rr = r * r;
- v = sphereIntersect(pos, dir, c,
+ v = sphereIntersect(pos, dir, c,
refIndex[i].w < 1 ? 4096.0*4096.0 : // <== effectively disable parallax correction for automatically placed probes to keep from bombing the world with obvious spheres
rr);
- w = sphereWeight(pos, dir, refSphere[i].xyz, r, i, dw);
+ w = sphereWeight(pos, dir, refSphere[i].xyz, r, refParams[i], dw);
}
v -= c;
v = env_mat * v;
-
+
vec3 col = textureLod(irradianceProbes, vec4(v.xyz, refIndex[i].x), 0).rgb * refParams[i].x;
col = mix(amblit, col, min(refParams[i].x, 1.0));
@@ -618,7 +625,7 @@ vec3 sampleProbes(vec3 pos, vec3 dir, float lod)
col[1] *= 1.0/wsum[1];
col[0] = vec3(0);
}
-
+
return col[1]+col[0];
}
@@ -647,7 +654,7 @@ vec3 sampleProbeAmbient(vec3 pos, vec3 dir, vec3 amblit)
{
continue;
}
-
+
{
float w = 0;
float dw = 0;
@@ -677,10 +684,53 @@ vec3 sampleProbeAmbient(vec3 pos, vec3 dir, vec3 amblit)
col[1] *= 1.0/wsum[1];
col[0] = vec3(0);
}
-
+
return col[1]+col[0];
}
+#if defined(HERO_PROBES)
+
+uniform vec4 clipPlane;
+uniform samplerCubeArray heroProbes;
+
+void tapHeroProbe(inout vec3 glossenv, vec3 pos, vec3 norm, float glossiness)
+{
+ float clipDist = dot(pos.xyz, clipPlane.xyz) + clipPlane.w;
+ float w = 0;
+ float dw = 0;
+ float falloffMult = 10;
+ vec3 refnormpersp = reflect(pos.xyz, norm.xyz);
+ if (heroShape < 1)
+ {
+ float d = 0;
+ boxIntersect(pos, norm, heroBox, d, 1.0);
+
+ w = max(d, 0);
+ }
+ else
+ {
+ float r = heroSphere.w;
+
+ w = sphereWeight(pos, refnormpersp, heroSphere.xyz, r, vec4(1), dw);
+ }
+
+ clipDist = clipDist * 0.95 + 0.05;
+ clipDist = clamp(clipDist * falloffMult, 0, 1);
+ w = clamp(w * falloffMult * clipDist, 0, 1);
+ w = mix(0, w, clamp(glossiness - 0.75, 0, 1) * 4); // We only generate a quarter of the mips for the hero probes. Linearly interpolate between normal probes and hero probes based upon glossiness.
+ glossenv = mix(glossenv, textureLod(heroProbes, vec4(env_mat * refnormpersp, 0), (1.0-glossiness)*heroMipCount).xyz, w);
+}
+
+#else
+
+void tapHeroProbe(inout vec3 glossenv, vec3 pos, vec3 norm, float glossiness)
+{
+}
+
+#endif
+
+
+
void doProbeSample(inout vec3 ambenv, inout vec3 glossenv,
vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit)
{
@@ -712,6 +762,8 @@ void doProbeSample(inout vec3 ambenv, inout vec3 glossenv,
glossenv = mix(glossenv, ssr.rgb, ssr.a);
}
#endif
+
+ tapHeroProbe(glossenv, pos, norm, glossiness);
}
void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
@@ -747,7 +799,7 @@ void debugTapRefMap(vec3 pos, vec3 dir, float depth, int i, inout vec4 col)
{
if (refIndex[i].w < 0)
{
- boxIntersectDebug(origin, pos, i, col);
+ boxIntersectDebug(origin, pos, refBox[i], col);
}
else
{
@@ -799,8 +851,9 @@ void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout
{
float lod = (1.0-glossiness)*reflection_lods;
glossenv = sampleProbes(pos, normalize(refnormpersp), lod);
+
}
-
+
if (envIntensity > 0.0)
{
legacyenv = sampleProbes(pos, normalize(refnormpersp), 0.0);
@@ -826,6 +879,9 @@ void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout
}
#endif
+ tapHeroProbe(glossenv, pos, norm, glossiness);
+ tapHeroProbe(legacyenv, pos, norm, 1.0);
+
glossenv = clamp(glossenv, vec3(0), vec3(10));
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl
index 63fa4ecc55..deb276ef9d 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl
@@ -40,36 +40,33 @@ uniform sampler2D specularRect;
uniform sampler2D diffuseRect;
uniform sampler2D diffuseMap;
-vec3 getNorm(vec2 screenpos);
+vec4 getNorm(vec2 screenpos);
float getDepth(vec2 pos_screen);
float linearDepth(float d, float znear, float zfar);
float linearDepth01(float d, float znear, float zfar);
vec4 getPositionWithDepth(vec2 pos_screen, float depth);
vec4 getPosition(vec2 pos_screen);
-vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity);
float random (vec2 uv);
float tapScreenSpaceReflection(int totalSamples, vec2 tc, vec3 viewPos, vec3 n, inout vec4 collectedColor, sampler2D source, float glossiness);
-void main()
+void main()
{
vec2 tc = vary_fragcoord.xy;
float depth = linearDepth01(getDepth(tc), zNear, zFar);
- float envIntensity;
- vec3 n;
- vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG()
+ vec4 norm = getNorm(tc); // need `norm.w` for GET_GBUFFER_FLAG()
vec3 pos = getPositionWithDepth(tc, getDepth(tc)).xyz;
vec4 spec = texture(specularRect, tc);
vec2 hitpixel;
-
+
vec4 diffuse = texture(diffuseRect, tc);
vec3 specCol = spec.rgb;
vec4 fcol = texture(diffuseMap, tc);
- if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
+ if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
{
vec3 orm = specCol.rgb;
float perceptualRoughness = orm.g;
@@ -84,7 +81,7 @@ void main()
vec4 collectedColor = vec4(0);
- float w = tapScreenSpaceReflection(4, tc, pos, n, collectedColor, diffuseMap, 0);
+ float w = tapScreenSpaceReflection(4, tc, pos, norm.xyz, collectedColor, diffuseMap, 0);
collectedColor.rgb *= specCol.rgb;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index 47b5934b84..96c32734e4 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -50,6 +50,7 @@ uniform float ssao_irradiance_max;
#endif
// Inputs
+uniform vec4 clipPlane;
uniform mat3 env_mat;
uniform mat3 ssao_effect_mat;
uniform vec3 sun_dir;
@@ -60,7 +61,7 @@ in vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
-vec3 getNorm(vec2 pos_screen);
+vec4 getNorm(vec2 pos_screen);
vec4 getPositionWithDepth(vec2 pos_screen, float depth);
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
@@ -104,8 +105,8 @@ vec3 pbrBaseLight(vec3 diffuseColor,
vec3 additive,
vec3 atten);
-vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
- float perceptualRoughness,
+vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
+ float perceptualRoughness,
float metallic,
vec3 n, // normal
vec3 v, // surface point to camera
@@ -127,13 +128,13 @@ void main()
vec2 tc = vary_fragcoord.xy;
float depth = getDepth(tc.xy);
vec4 pos = getPositionWithDepth(tc, depth);
- vec4 norm = texture(normalMap, tc);
- float envIntensity = norm.z;
- norm.xyz = getNorm(tc);
+ vec4 norm = getNorm(tc);
+ vec3 colorEmissive = texture(emissiveRect, tc).rgb;
+ float envIntensity = colorEmissive.r;
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
vec4 baseColor = texture(diffuseRect, tc);
- vec4 spec = texture(specularRect, vary_fragcoord.xy); // NOTE: PBR linear Emissive
+ vec4 spec = texture(specularRect, tc); // NOTE: PBR linear Emissive
#if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO)
vec2 scol_ambocc = texture(lightMap, vary_fragcoord.xy).rg;
@@ -168,15 +169,15 @@ void main()
if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
{
- vec3 orm = texture(specularRect, tc).rgb;
+ vec3 orm = spec.rgb;
float perceptualRoughness = orm.g;
float metallic = orm.b;
float ao = orm.r;
- vec3 colorEmissive = texture(emissiveRect, tc).rgb;
+
// PBR IBL
float gloss = 1.0 - perceptualRoughness;
-
+
sampleReflectionProbes(irradiance, radiance, tc, pos.xyz, norm.xyz, gloss, false, amblit_linear);
adjustIrradiance(irradiance, ambocc);
@@ -188,10 +189,15 @@ void main()
vec3 v = -normalize(pos.xyz);
color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, colorEmissive, ao, additive, atten);
}
- else if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS))
+ else if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_HDRI))
+ {
+ // actual HDRI sky, just copy color value
+ color = colorEmissive.rgb;
+ }
+ else if (GET_GBUFFER_FLAG(GBUFFER_FLAG_SKIP_ATMOS))
{
- //should only be true of WL sky, just port over base color value
- color = texture(emissiveRect, tc).rgb;
+ //should only be true of WL sky, port over base color value and scale for fake HDR
+ color = colorEmissive.rgb;
color = srgb_to_linear(color);
color *= sky_hdr_scale;
}
@@ -199,7 +205,7 @@ void main()
{
// legacy shaders are still writng sRGB to gbuffer
baseColor.rgb = srgb_to_linear(baseColor.rgb);
-
+
spec.rgb = srgb_to_linear(spec.rgb);
float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0);
@@ -218,7 +224,7 @@ void main()
vec3 sun_contrib = min(da, scol) * sunlit_linear;
color.rgb += sun_contrib;
color.rgb *= baseColor.rgb;
-
+
vec3 refnormpersp = reflect(pos.xyz, norm.xyz);
if (spec.a > 0.0)
@@ -244,10 +250,11 @@ void main()
// add radiance map
applyGlossEnv(color, glossenv, spec, pos.xyz, norm.xyz);
+
}
color.rgb = mix(color.rgb, baseColor.rgb, baseColor.a);
-
+
if (envIntensity > 0.0)
{ // add environment map
applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, envIntensity);
diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
index 871c7ce812..319fa86148 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
@@ -1,28 +1,28 @@
-/**
+/**
* @file class3\deferred\spotLightF.glsl
*
* $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2022, 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]*/
out vec4 frag_color;
@@ -72,7 +72,7 @@ uniform mat4 inv_proj;
void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist);
float calcLegacyDistanceAttenuation(float distance, float falloff);
bool clipProjectedLightVars(vec3 center, vec3 pos, out float dist, out float l_dist, out vec3 lv, out vec4 proj_tc );
-vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity);
+vec4 getNorm(vec2 screenpos);
vec3 getProjectedLightAmbiance(float amb_da, float attenuation, float lit, float nl, float noise, vec2 projected_uv);
vec3 getProjectedLightDiffuseColor(float light_distance, vec2 projected_uv );
vec2 getScreenCoord(vec4 clip);
@@ -83,8 +83,8 @@ vec4 getPosition(vec2 pos_screen);
const float M_PI = 3.14159265;
-vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
- float perceptualRoughness,
+vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
+ float perceptualRoughness,
float metallic,
vec3 n, // normal
vec3 v, // surface point to camera
@@ -112,18 +112,17 @@ void main()
}
float shadow = 1.0;
-
+
if (proj_shadow_idx >= 0)
{
vec4 shd = texture(lightMap, tc);
shadow = (proj_shadow_idx==0)?shd.b:shd.a;
shadow += shadow_fade;
- shadow = clamp(shadow, 0.0, 1.0);
+ shadow = clamp(shadow, 0.0, 1.0);
}
- float envIntensity;
- vec3 n;
- vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity);
+ vec4 norm = getNorm(tc);
+ vec3 n = norm.xyz;
float dist_atten = calcLegacyDistanceAttenuation(dist, falloff);
if (dist_atten <= 0.0)
@@ -145,13 +144,12 @@ void main()
if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
{
- vec3 colorEmissive = texture(emissiveRect, tc).rgb;
vec3 orm = spec.rgb;
float perceptualRoughness = orm.g;
float metallic = orm.b;
vec3 f0 = vec3(0.04);
vec3 baseColor = diffuse.rgb;
-
+
vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0);
diffuseColor *= 1.0 - metallic;
@@ -169,7 +167,7 @@ void main()
if (nl > 0.0)
{
amb_da += (nl*0.5 + 0.5) * proj_ambiance;
-
+
dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy );
vec3 intensity = dist_atten * dlit * 3.25 * shadow; // Legacy attenuation, magic number to balance with legacy materials
@@ -182,6 +180,8 @@ void main()
}
else
{
+ float envIntensity = texture(emissiveRect, tc).r;
+
diffuse = srgb_to_linear(diffuse);
spec.rgb = srgb_to_linear(spec.rgb);
@@ -205,11 +205,11 @@ void main()
// unshadowed for consistency between forward and deferred?
amb_da += (nl*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance;
}
-
+
amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, 1.0, proj_tc.xy );
final_color += diffuse.rgb * amb_rgb * max(dot(-normalize(lv), n), 0.0);
}
-
+
if (spec.a > 0.0)
{
dlit *= min(nl*6.0, 1.0) * dist_atten;
@@ -218,7 +218,7 @@ void main()
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * nl / vh));
-
+
if (nh > 0.0)
{
float scol = fres*texture(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl);
@@ -226,26 +226,26 @@ void main()
speccol = clamp(speccol, vec3(0), vec3(1));
final_color += speccol;
}
- }
+ }
if (envIntensity > 0.0)
{
vec3 ref = reflect(normalize(pos), n);
-
+
//project from point pos in direction ref to plane proj_p, proj_n
vec3 pdelta = proj_p-pos;
float ds = dot(ref, proj_n);
-
+
if (ds < 0.0)
{
vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
-
+
vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
if (stc.z > 0.0)
{
stc /= stc.w;
-
+
if (stc.x < 1.0 &&
stc.y < 1.0 &&
stc.x > 0.0 &&
diff --git a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl
index 61059e2339..f6bef1e498 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl
@@ -43,7 +43,7 @@ void main()
float depth = getDepth(tc.xy);
if (above_water > 0)
- {
+ {
// we want to depth test when the camera is above water, but some GPUs have a hard time
// with depth testing against render targets that are bound for sampling in the same shader
// so we do it manually here
@@ -56,10 +56,9 @@ void main()
}
vec4 pos = getPositionWithDepth(tc, depth);
- vec4 norm = texture(normalMap, tc);
vec4 fogged = getWaterFogView(pos.xyz);
frag_color = max(fogged, vec4(0)); //output linear since local lights will be added to this shader's results
-
+
}
diff --git a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl
index 3bf606a252..728d70ebb2 100644
--- a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl
@@ -55,9 +55,11 @@ in vec4 view;
in vec3 vary_position;
vec4 applyWaterFogViewLinearNoClip(vec3 pos, vec4 color);
+void mirrorClip(vec3 position);
void main()
{
+ mirrorClip(vary_position);
vec4 color;
//get detail normals
diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
index 88c38c46a2..a5592188a9 100644
--- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
@@ -35,6 +35,8 @@ vec3 scaleSoftClipFragLinear(vec3 l);
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
vec4 applyWaterFogViewLinear(vec3 pos, vec4 color);
+void mirrorClip(vec3 pos);
+
// PBR interface
vec2 BRDF(float NoV, float roughness);
@@ -129,6 +131,7 @@ vec3 getPositionWithNDC(vec3 ndc);
void main()
{
+ mirrorClip(vary_position);
vN = vary_normal;
vT = vary_tangent;
vB = cross(vN, vT);