diff options
author | Jonathan Goodman <geenz@lindenlab.com> | 2022-10-10 15:19:04 +0000 |
---|---|---|
committer | Jonathan Goodman <geenz@lindenlab.com> | 2022-10-10 15:19:04 +0000 |
commit | 7ff19ec98c25c6ad17b979078e77ec2cab9f7ebd (patch) | |
tree | ed8934f91cbbcd1591bf79bd46eef9b0b847500b /indra/newview/app_settings | |
parent | a73b226f9ee1df4803da8acbcfcef579254a51a4 (diff) | |
parent | ace892b8f5b12f4c85aec70caa032a13f8d0fd2c (diff) |
Merged DRTVWR-559 into SL-18290
Diffstat (limited to 'indra/newview/app_settings')
12 files changed, 496 insertions, 225 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 1c2034de69..2ec859fdae 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -179,6 +179,13 @@ vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensi return packedNormalEnvIntensityFlags; } +// get linear depth value given a depth buffer sample d and znear and zfar values +float linearDepth(float d, float znear, float zfar) +{ + d = d * 2.0 - 1.0; + return znear * 2.0 * zfar / (zfar + znear - d * (zfar - znear)); +} + float getDepth(vec2 pos_screen) { float depth = texture2DRect(depthMap, pos_screen).r; diff --git a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl index 8c8bd6d0d5..ad105c616c 100644 --- a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl @@ -23,55 +23,10 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D diffuseMap; -uniform sampler2D bumpMap; -uniform sampler2D screenTex; -uniform sampler2D refTex; -uniform sampler2D screenDepth; - -uniform vec4 fogCol; -uniform vec3 lightDir; -uniform vec3 specular; -uniform float lightExp; -uniform vec2 fbScale; -uniform float refScale; -uniform float znear; -uniform float zfar; -uniform float kd; -uniform vec4 waterPlane; -uniform vec3 eyeVec; -uniform vec4 waterFogColor; -uniform float waterFogKS; -uniform vec2 screenRes; - -//bigWave is (refCoord.w, view.w); -VARYING vec4 refCoord; -VARYING vec4 littleWave; -VARYING vec4 view; - -vec4 applyWaterFogView(vec3 pos, vec4 color); +// debug stub void main() { - vec4 color; - - //get detail normals - vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; - vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; - vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; - vec3 wavef = normalize(wave1+wave2+wave3); - - //figure out distortion vector (ripply) - vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; - distort = distort+wavef.xy*refScale; - - vec4 fb = texture2D(screenTex, distort); - - frag_color = applyWaterFogView(view.xyz, fb); + frag_color = vec4(0, 1, 1, 0); } diff --git a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl index 7dbba12502..011b3c8643 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl @@ -75,10 +75,16 @@ vec4 applyWaterFogView(vec3 pos, vec4 color) vec4 applyWaterFogViewLinear(vec3 pos, vec4 color) { + if (dot(pos, waterPlane.xyz) + waterPlane.w > 0.0) + { + return color; + } + vec3 view = normalize(pos); //normalize view vector float es = -(dot(view, waterPlane.xyz)); + //find intersection point with water plane and eye vector //get eye depth diff --git a/indra/newview/app_settings/shaders/class1/interface/irradianceGenF.glsl b/indra/newview/app_settings/shaders/class1/interface/irradianceGenF.glsl index 63e2fce40f..b633813819 100644 --- a/indra/newview/app_settings/shaders/class1/interface/irradianceGenF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/irradianceGenF.glsl @@ -177,10 +177,10 @@ float computeLod(float pdf) return lod; } -vec3 filterColor(vec3 N) +vec4 filterColor(vec3 N) { //return textureLod(uCubeMap, N, 3.0).rgb; - vec3 color = vec3(0.f); + vec4 color = vec4(0.f); float weight = 0.0f; for(int i = 0; i < u_sampleCount; ++i) @@ -198,7 +198,7 @@ vec3 filterColor(vec3 N) lod = clamp(lod, 0, 7); // sample lambertian at a lower resolution to avoid fireflies - vec3 lambertian = textureLod(reflectionProbes, vec4(H, sourceIdx), lod).rgb; + vec4 lambertian = textureLod(reflectionProbes, vec4(H, sourceIdx), lod); color += lambertian; } @@ -212,16 +212,16 @@ vec3 filterColor(vec3 N) color /= float(u_sampleCount); } - return color.rgb ; + return color; } // entry point void main() { - vec3 color = vec3(0); + vec4 color = vec4(0); color = filterColor(vary_dir); - frag_color = vec4(color,1.0); + frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl index db130e456c..f5d2804c7f 100644 --- a/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl @@ -23,13 +23,13 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif +out vec4 frag_data[4]; void main() { - frag_color = vec4(1,1,1,1); + // emissive red PBR material for debugging + frag_data[0] = vec4(0, 0, 0, 0); + frag_data[1] = vec4(0, 0, 0, 0); + frag_data[2] = vec4(1, 0, 0, GBUFFER_FLAG_HAS_PBR); + frag_data[3] = vec4(1, 0, 0, 0); } diff --git a/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl b/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl index bb4a79247d..f4879b52de 100644 --- a/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl @@ -26,11 +26,7 @@ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform samplerCubeArray reflectionProbes; uniform int sourceIdx; @@ -122,11 +118,11 @@ float D_GGX(float dotNH, float roughness) return (alpha2)/(PI * denom*denom); } -vec3 prefilterEnvMap(vec3 R) +vec4 prefilterEnvMap(vec3 R) { vec3 N = R; vec3 V = R; - vec3 color = vec3(0.0); + vec4 color = vec4(0.0); float totalWeight = 0.0; float envMapDim = 256.0; int numSamples = 4; @@ -157,7 +153,7 @@ vec3 prefilterEnvMap(vec3 R) // Biased (+1.0) mip level for better result float mip = roughness == 0.0 ? 0.0 : clamp(0.5 * log2(omegaS / omegaP) + 1.0, 0.0f, 7.f); //float mip = clamp(0.5 * log2(omegaS / omegaP) + 1.0, 0.0f, 7.f); - color += textureLod(reflectionProbes, vec4(L,sourceIdx), mip).rgb * dotNL; + color += textureLod(reflectionProbes, vec4(L,sourceIdx), mip) * dotNL; totalWeight += dotNL; } @@ -168,6 +164,6 @@ vec3 prefilterEnvMap(vec3 R) void main() { vec3 N = normalize(vary_dir); - frag_color = vec4(prefilterEnvMap(N), 1.0); + frag_color = prefilterEnvMap(N); } // ============================================================================================================= diff --git a/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl b/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl index e8452a9c14..9dd97a80b2 100644 --- a/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl @@ -33,10 +33,20 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform sampler2DRect screenMap; +// NOTE screenMap should always be texture channel 0 and +// depthmap should always be channel 1 +uniform sampler2DRect diffuseRect; +uniform sampler2DRect depthMap; + +uniform float resScale; +uniform float znear; +uniform float zfar; VARYING vec2 vary_texcoord0; +// get linear depth value given a depth buffer sample d and znear and zfar values +float linearDepth(float d, float znear, float zfar); + void main() { #if 0 @@ -74,6 +84,18 @@ void main() frag_color = vec4(color, 1.0); #else - frag_color = vec4(texture2DRect(screenMap, vary_texcoord0.xy).rgb, 1.0); + vec2 depth_tc = vary_texcoord0.xy * resScale; + float depth = texture(depthMap, depth_tc).r; + float dist = linearDepth(depth, znear, zfar); + + // convert linear depth to distance + vec3 v; + v.xy = depth_tc / 512.0 * 2.0 - 1.0; + v.z = 1.0; + v = normalize(v); + dist /= v.z; + + vec3 col = texture2DRect(diffuseRect, vary_texcoord0.xy).rgb; + frag_color = vec4(col, dist/256.0); #endif } diff --git a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl index 59e7e64fbb..d485379a56 100644 --- a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl @@ -22,40 +22,22 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +//class2/environment/waterF.glsl + #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else #define frag_color gl_FragColor #endif -vec3 scaleSoftClipFragLinear(vec3 l); -vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten); -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); - -// PBR interface -vec3 pbrIbl(vec3 diffuseColor, - vec3 specularColor, - vec3 radiance, // radiance map sample - vec3 irradiance, // irradiance map sample - float ao, // ambient occlusion factor - float nv, // normal dot view vector - 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 scaleSoftClip(vec3 inColor); +vec3 atmosTransport(vec3 inColor); uniform sampler2D bumpMap; uniform sampler2D bumpMap2; uniform float blend_factor; uniform sampler2D screenTex; -uniform sampler2D screenDepth; - uniform sampler2D refTex; uniform float sunAngle; @@ -70,17 +52,12 @@ uniform vec3 normScale; uniform float fresnelScale; uniform float fresnelOffset; uniform float blurMultiplier; -uniform vec4 waterFogColor; //bigWave is (refCoord.w, view.w); VARYING vec4 refCoord; VARYING vec4 littleWave; VARYING vec4 view; -in vec3 vary_position; -in vec3 vary_normal; -in vec3 vary_tangent; -in vec3 vary_light_dir; vec3 BlendNormal(vec3 bump1, vec3 bump2) { @@ -88,37 +65,15 @@ vec3 BlendNormal(vec3 bump1, vec3 bump2) return n; } -vec3 srgb_to_linear(vec3 col); - -void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, - vec3 pos, vec3 norm, float glossiness, float envIntensity); - -vec3 vN, vT, vB; - -vec3 transform_normal(vec3 vNt) -{ - return normalize(vNt.x * vT + vNt.y * vB + vNt.z * vN); -} - -void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, - vec3 pos, vec3 norm, float glossiness); - -vec3 getPositionWithNDC(vec3 ndc); void main() { vec4 color; - - vN = vary_normal; - vT = vary_tangent; - vB = cross(vN, vT); - - vec3 pos = vary_position.xyz; - - float dist = length(pos.xyz); + + float dist = length(view.xy); //normalize view vector - vec3 viewVec = normalize(pos.xyz); + vec3 viewVec = normalize(view.xyz); //get wave normals vec2 bigwave = vec2(refCoord.w, view.w); @@ -126,6 +81,7 @@ void main() vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; + vec3 wave1_b = texture2D(bumpMap2, bigwave ).xyz*2.0-1.0; vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0; vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0; @@ -134,15 +90,6 @@ void main() vec3 wave2 = BlendNormal(wave2_a, wave2_b); vec3 wave3 = BlendNormal(wave3_a, wave3_b); - wave1 = transform_normal(wave1); - wave2 = transform_normal(wave2); - wave3 = transform_normal(wave3); - - vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; - - wavef.z *= max(-viewVec.z, 0.1); - - wavef = normalize(wavef); //get base fresnel components @@ -151,6 +98,7 @@ void main() dot(viewVec, (wave2 + wave3) * 0.5), dot(viewVec, wave3) ) * fresnelScale + fresnelOffset; + df *= df; vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; @@ -161,84 +109,57 @@ void main() vec2 dmod_scale = vec2(dmod*dmod, dmod); - float df1 = df.x + df.y + df.z; - - wavef = normalize(wavef + vary_normal); - //wavef = vary_normal; + //get reflected color + vec2 refdistort1 = wave1.xy*normScale.x; + vec2 refvec1 = distort+refdistort1/dmod_scale; + vec4 refcol1 = texture2D(refTex, refvec1); + + vec2 refdistort2 = wave2.xy*normScale.y; + vec2 refvec2 = distort+refdistort2/dmod_scale; + vec4 refcol2 = texture2D(refTex, refvec2); + + vec2 refdistort3 = wave3.xy*normScale.z; + vec2 refvec3 = distort+refdistort3/dmod_scale; + vec4 refcol3 = texture2D(refTex, refvec3); - vec3 waver = reflect(viewVec, -wavef)*3; + vec4 refcol = refcol1 + refcol2 + refcol3; + float df1 = df.x + df.y + df.z; + refcol *= df1 * 0.333; + + vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; + + wavef.z *= max(-viewVec.z, 0.1); + wavef = normalize(wavef); + + float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset; + + vec2 refdistort4 = wavef.xy*0.125; + refdistort4.y -= abs(refdistort4.y); + vec2 refvec4 = distort+refdistort4/dmod; + float dweight = min(dist2*blurMultiplier, 1.0); + vec4 baseCol = texture2D(refTex, refvec4); + refcol = mix(baseCol*df2, refcol, dweight); + + //get specular component + float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0); + + //harden specular + spec = pow(spec, 128.0); //figure out distortion vector (ripply) - vec2 distort2 = distort + waver.xy * refScale / max(dmod * df1, 1.0); - distort2 = clamp(distort2, vec2(0), vec2(0.99)); - - vec4 fb = texture2D(screenTex, distort2); - float depth = texture2D(screenDepth, distort2).r; - vec3 refPos = getPositionWithNDC(vec3(distort2*2.0-vec2(1.0), depth*2.0-1.0)); - -#if 1 - if (refPos.z > pos.z-0.05) - { - //we sampled an above water sample, don't distort - distort2 = distort; - fb = texture2D(screenTex, distort2); - depth = texture2D(screenDepth, distort2).r; - refPos = getPositionWithNDC(vec3(distort2 * 2.0 - vec2(1.0), depth * 2.0 - 1.0)); - } -#endif - - fb = applyWaterFogViewLinear(refPos, fb); - - vec3 sunlit; - vec3 amblit; - vec3 additive; - vec3 atten; - - calcAtmosphericVarsLinear(pos.xyz, wavef, lightDir, sunlit, amblit, additive, atten); - - vec3 v = -viewVec; - float NdotV = clamp(abs(dot(wavef.xyz, v)), 0.001, 1.0); - - float metallic = fresnelOffset * 0.1; // fudge -- use fresnelOffset as metalness - float roughness = 0.08; - float gloss = 1.0 - roughness; - - vec3 baseColor = vec3(0.25); - vec3 f0 = vec3(0.04); - vec3 diffuseColor = baseColor.rgb * (vec3(1.0) - f0); - diffuseColor *= gloss; - - vec3 specularColor = mix(f0, baseColor.rgb, metallic); - - //vec3 refnorm = normalize(wavef + vary_normal); - vec3 refnorm = wavef; - - - vec3 irradiance = vec3(0); - vec3 radiance = vec3(0); - sampleReflectionProbes(irradiance, radiance, pos, refnorm, gloss); - radiance *= 0.5; - irradiance = fb.rgb; - - color.rgb = pbrIbl(diffuseColor, specularColor, radiance, irradiance, gloss, NdotV, 0.0); - - - // fudge -- for punctual lighting, pretend water is metallic - diffuseColor = vec3(0); - specularColor = vec3(1); - roughness = 0.1; - float scol = 1.0; // TODO -- incorporate shadow map - - //color.rgb += pbrPunctual(diffuseColor, specularColor, roughness, metallic, wavef, v, vary_light_dir) * sunlit * 2.75 * scol; - color.rgb = atmosFragLightingLinear(color.rgb, additive, atten); - color.rgb = scaleSoftClipFragLinear(color.rgb); - - color.a = 0.f; - //color.rgb = fb.rgb; - //color.rgb = vec3(depth*depth*depth*depth); - //color.rgb = srgb_to_linear(normalize(refPos) * 0.5 + 0.5); - //color.rgb = srgb_to_linear(normalize(pos) * 0.5 + 0.5); - //color.rgb = srgb_to_linear(wavef * 0.5 + 0.5); + vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0); + + vec4 fb = texture2D(screenTex, distort2); + + //mix with reflection + // Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug + color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999); + color.rgb += spec * specular; + + color.rgb = atmosTransport(color.rgb); + color.rgb = scaleSoftClip(color.rgb); + color.a = spec * sunAngle2; + frag_color = color; #if defined(WATER_EDGE) diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl index 80f9e29123..ec9218f00e 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl @@ -239,7 +239,7 @@ bool intersect(const Ray &ray) const return true; } */ -// adapted -- assume that origin is inside sphere, return distance from origin to edge of sphere +// 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 @@ -310,17 +310,19 @@ vec3 boxIntersect(vec3 origin, vec3 dir, int i) // Tap a reflection probe // pos - position of pixel // dir - pixel normal +// vi - return value of intersection point with influence volume +// wi - return value of approximate world space position of sampled pixel // lod - which mip to bias towards (lower is higher res, sharper reflections) // c - center of probe // r2 - radius of probe squared // i - index of probe -// vi - point at which reflection vector struck the influence volume, in clip space -vec3 tapRefMap(vec3 pos, vec3 dir, float lod, vec3 c, float r2, int i) +vec3 tapRefMap(vec3 pos, vec3 dir, out vec3 vi, out vec3 wi, float lod, vec3 c, float r2, int i) { //lod = max(lod, 1); // parallax adjustment vec3 v; + if (refIndex[i].w < 0) { v = boxIntersect(pos, dir, i); @@ -330,11 +332,18 @@ vec3 tapRefMap(vec3 pos, vec3 dir, float lod, vec3 c, float r2, int i) v = sphereIntersect(pos, dir, c, r2); } + vi = v; + v -= c; + vec3 d = normalize(v); + v = env_mat * v; - { - return textureLod(reflectionProbes, vec4(v.xyz, refIndex[i].x), lod).rgb; - } + + vec4 ret = textureLod(reflectionProbes, vec4(v.xyz, refIndex[i].x), lod); + + wi = d * ret.a * 256.0+c; + + return ret.rgb; } // Tap an irradiance map @@ -343,7 +352,6 @@ vec3 tapRefMap(vec3 pos, vec3 dir, float lod, vec3 c, float r2, int i) // c - center of probe // r2 - radius of probe squared // i - index of probe -// vi - point at which reflection vector struck the influence volume, in clip space vec3 tapIrradianceMap(vec3 pos, vec3 dir, vec3 c, float r2, int i) { //lod = max(lod, 1); @@ -383,26 +391,48 @@ vec3 sampleProbes(vec3 pos, vec3 dir, float lod, float minweight) float p = float(abs(refIndex[i].w)); // priority float rr = r*r; // radius squred - float r1 = r * 0.1; // 75% of radius (outer sphere to start interpolating down) + float r1 = r * 0.1; // 90% of radius (outer sphere to start interpolating down) vec3 delta = pos.xyz-refSphere[i].xyz; float d2 = dot(delta,delta); float r2 = r1*r1; { - vec3 refcol = tapRefMap(pos, dir, lod, refSphere[i].xyz, rr, i); - - float w = 1.0/d2; + vec3 vi, wi; + + vec3 refcol = tapRefMap(pos, dir, vi, wi, lod, refSphere[i].xyz, rr, i); float atten = 1.0-max(d2-r2, 0.0)/(rr-r2); + + if (refIndex[i].w >= 0) + { + //adjust lookup by distance result + float d = length(vi - wi); + vi += dir * d; + + vi -= refSphere[i].xyz; + + vi = env_mat * vi; + + refcol = textureLod(reflectionProbes, vec4(vi, refIndex[i].x), lod).rgb; + } + + //float w = 1.0 / max(d3, 1.0); + vec3 pi = normalize(wi - pos); + float w = max(dot(pi, dir), 0.1); + w = pow(w, 32.0); + w *= atten; + + //w *= p; // boost weight based on priority - col += refcol*w; - + col += refcol.rgb*w; + wsum += w; } } - if (probeInfluences <= 1) +#if 1 + if (probeInfluences < 1) { //edge-of-scene probe or no probe influence, mix in with embiggened version of probes closest to camera for (int idx = 0; idx < 8; ++idx) { @@ -415,15 +445,17 @@ vec3 sampleProbes(vec3 pos, vec3 dir, float lod, float minweight) float d2 = dot(delta,delta); { - vec3 refcol = tapRefMap(pos, dir, lod, refSphere[i].xyz, d2, i); - + vec3 vi, wi; + vec3 refcol = tapRefMap(pos, dir, vi, wi, lod, refSphere[i].xyz, d2, i); + float w = 1.0/d2; w *= w; - col += refcol*w; + col += refcol.rgb*w; wsum += w; } } } +#endif if (wsum > 0.0) { diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index e5ffe55163..eea497bce5 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -86,7 +86,7 @@ vec3 linear_to_srgb(vec3 c); vec3 srgb_to_linear(vec3 c); #ifdef WATER_FOG -vec4 applyWaterFogView(vec3 pos, vec4 color); +vec4 applyWaterFogViewLinear(vec3 pos, vec4 color); #endif // PBR interface @@ -236,7 +236,7 @@ void main() } #ifdef WATER_FOG - vec4 fogged = applyWaterFogView(pos.xyz, vec4(color, bloom)); + vec4 fogged = applyWaterFogViewLinear(pos.xyz, vec4(color, bloom)); color = fogged.rgb; #endif diff --git a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl new file mode 100644 index 0000000000..819e6dcf15 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl @@ -0,0 +1,74 @@ +/** + * @file class3\environment\underWaterF.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 + * $/LicenseInfo$ + */ + +out vec4 frag_color; + +uniform sampler2D diffuseMap; +uniform sampler2D bumpMap; +uniform sampler2D screenTex; +uniform sampler2D refTex; +uniform sampler2D screenDepth; + +uniform vec4 fogCol; +uniform vec3 lightDir; +uniform vec3 specular; +uniform float lightExp; +uniform vec2 fbScale; +uniform float refScale; +uniform float znear; +uniform float zfar; +uniform float kd; +uniform vec4 waterPlane; +uniform vec3 eyeVec; +uniform vec4 waterFogColor; +uniform float waterFogKS; +uniform vec2 screenRes; + +//bigWave is (refCoord.w, view.w); +VARYING vec4 refCoord; +VARYING vec4 littleWave; +VARYING vec4 view; +in vec3 vary_position; + +vec4 applyWaterFogViewLinear(vec3 pos, vec4 color); + +void main() +{ + vec4 color; + + //get detail normals + vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; + vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; + vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; + vec3 wavef = normalize(wave1+wave2+wave3); + + //figure out distortion vector (ripply) + vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; + distort = distort+wavef.xy*refScale; + + vec4 fb = texture2D(screenTex, distort); + + frag_color = applyWaterFogViewLinear(vary_position, fb); +} diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl new file mode 100644 index 0000000000..4c361884a5 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl @@ -0,0 +1,258 @@ +/** + * @file waterF.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 + * $/LicenseInfo$ + */ + +// class3/environment/waterF.glsl + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +vec3 scaleSoftClipFragLinear(vec3 l); +vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten); +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); + +// PBR interface +vec3 pbrIbl(vec3 diffuseColor, + vec3 specularColor, + vec3 radiance, // radiance map sample + vec3 irradiance, // irradiance map sample + float ao, // ambient occlusion factor + float nv, // normal dot view vector + 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 + +uniform sampler2D bumpMap; +uniform sampler2D bumpMap2; +uniform float blend_factor; +uniform sampler2D screenTex; +uniform sampler2D screenDepth; + +uniform sampler2D refTex; + +uniform float sunAngle; +uniform float sunAngle2; +uniform vec3 lightDir; +uniform vec3 specular; +uniform float lightExp; +uniform float refScale; +uniform float kd; +uniform vec2 screenRes; +uniform vec3 normScale; +uniform float fresnelScale; +uniform float fresnelOffset; +uniform float blurMultiplier; +uniform vec4 waterFogColor; + + +//bigWave is (refCoord.w, view.w); +VARYING vec4 refCoord; +VARYING vec4 littleWave; +VARYING vec4 view; +in vec3 vary_position; +in vec3 vary_normal; +in vec3 vary_tangent; +in vec3 vary_light_dir; + +vec3 BlendNormal(vec3 bump1, vec3 bump2) +{ + vec3 n = mix(bump1, bump2, blend_factor); + return n; +} + +vec3 srgb_to_linear(vec3 col); + +void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, + vec3 pos, vec3 norm, float glossiness, float envIntensity); + +vec3 vN, vT, vB; + +vec3 transform_normal(vec3 vNt) +{ + return normalize(vNt.x * vT + vNt.y * vB + vNt.z * vN); +} + +void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, + vec3 pos, vec3 norm, float glossiness); + +vec3 getPositionWithNDC(vec3 ndc); + +void main() +{ + vec4 color; + + vN = vary_normal; + vT = vary_tangent; + vB = cross(vN, vT); + + vec3 pos = vary_position.xyz; + + float dist = length(pos.xyz); + + //normalize view vector + vec3 viewVec = normalize(pos.xyz); + + //get wave normals + vec2 bigwave = vec2(refCoord.w, view.w); + vec3 wave1_a = texture(bumpMap, bigwave, -2 ).xyz*2.0-1.0; + vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; + vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; + + vec3 wave1_b = texture(bumpMap2, bigwave ).xyz*2.0-1.0; + vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0; + vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0; + + vec3 wave1 = BlendNormal(wave1_a, wave1_b); + vec3 wave2 = BlendNormal(wave2_a, wave2_b); + vec3 wave3 = BlendNormal(wave3_a, wave3_b); + + wave1 = transform_normal(wave1); + wave2 = transform_normal(wave2); + wave3 = transform_normal(wave3); + + vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; + + //wavef.z *= max(-viewVec.z, 0.1); + + wavef = normalize(wavef); + + //get base fresnel components + + vec3 df = vec3( + dot(viewVec, wave1), + dot(viewVec, (wave2 + wave3) * 0.5), + dot(viewVec, wave3) + ) * fresnelScale + fresnelOffset; + + vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; + + float dist2 = dist; + dist = max(dist, 5.0); + + float dmod = sqrt(dist); + + vec2 dmod_scale = vec2(dmod*dmod, dmod); + + float df1 = df.x + df.y + df.z; + + //wavef = normalize(wavef - vary_normal); + //wavef = vary_normal; + + vec3 waver = reflect(viewVec, -wavef)*3; + + //figure out distortion vector (ripply) + vec2 distort2 = distort + waver.xy * refScale / max(dmod * df1, 1.0); + distort2 = clamp(distort2, vec2(0), vec2(0.99)); + + vec4 fb = texture2D(screenTex, distort2); + float depth = texture2D(screenDepth, distort2).r; + vec3 refPos = getPositionWithNDC(vec3(distort2*2.0-vec2(1.0), depth*2.0-1.0)); + + if (refPos.z > pos.z-0.05) + { + //we sampled an above water sample, don't distort + distort2 = distort; + fb = texture2D(screenTex, distort2); + depth = texture2D(screenDepth, distort2).r; + refPos = getPositionWithNDC(vec3(distort2 * 2.0 - vec2(1.0), depth * 2.0 - 1.0)); + } + + fb = applyWaterFogViewLinear(refPos, fb); + + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; + + calcAtmosphericVarsLinear(pos.xyz, wavef, vary_light_dir, sunlit, amblit, additive, atten); + sunlit = vec3(1); // TODO -- figure out why sunlit is breaking at some view angles + vec3 v = -viewVec; + float NdotV = clamp(abs(dot(wavef.xyz, v)), 0.001, 1.0); + + float metallic = fresnelOffset * 0.1; // fudge -- use fresnelOffset as metalness + float roughness = 0.1; + float gloss = 1.0 - roughness; + + vec3 baseColor = vec3(0.25); + vec3 f0 = vec3(0.04); + vec3 diffuseColor = baseColor.rgb * (vec3(1.0) - f0); + diffuseColor *= gloss; + + vec3 specularColor = mix(f0, baseColor.rgb, metallic); + + vec3 refnorm = normalize(wavef + vary_normal); + //vec3 refnorm = wavef; + + vec3 irradiance = vec3(0); + vec3 radiance = vec3(0); + sampleReflectionProbes(irradiance, radiance, pos, refnorm, gloss); + radiance *= 0.5; + irradiance = fb.rgb; + + color.rgb = pbrIbl(diffuseColor, specularColor, radiance, irradiance, gloss, NdotV, 0.0); + + // fudge -- for punctual lighting, pretend water is metallic + diffuseColor = vec3(0); + specularColor = vec3(1); + roughness = 0.1; + float scol = 1.0; // TODO -- incorporate shadow map + + //color.rgb += pbrPunctual(diffuseColor, specularColor, roughness, metallic, wavef, v, vary_light_dir) * sunlit * 2.75 * scol; + + //get specular component + float spec = clamp(dot(vary_light_dir, (reflect(viewVec, wavef))), 0.0, 1.0); + + //harden specular + spec = pow(spec, 128.0); + + color.rgb += spec * specular; + + color.rgb = atmosFragLightingLinear(color.rgb, additive, atten); + color.rgb = scaleSoftClipFragLinear(color.rgb); + + color.a = 0.f; + //color.rgb = fb.rgb; + //color.rgb = vec3(depth*depth*depth*depth); + //color.rgb = srgb_to_linear(normalize(refPos) * 0.5 + 0.5); + //color.rgb = srgb_to_linear(normalize(pos) * 0.5 + 0.5); + //color.rgb = srgb_to_linear(wavef * 0.5 + 0.5); + + //color.rgb = radiance; + frag_color = color; + +#if defined(WATER_EDGE) + gl_FragDepth = 0.9999847f; +#endif + +} + |