diff options
author | Runitai Linden <davep@lindenlab.com> | 2020-03-20 16:50:37 -0500 |
---|---|---|
committer | Runitai Linden <davep@lindenlab.com> | 2020-03-20 16:50:37 -0500 |
commit | 3e472948db34e8efc905b5b50249f4587ba1507f (patch) | |
tree | 9ec5d453b5beca5f6ce9ee9de719e4be4b8f1a9d /indra/newview/app_settings | |
parent | 8c1b9d3e7a194c106ee79067e3136c37ea7e84e1 (diff) |
WIP - Make EEP match production.
Diffstat (limited to 'indra/newview/app_settings')
10 files changed, 391 insertions, 342 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index 46ec20c8b0..57420158ca 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -79,8 +79,6 @@ void main() color.rgb = fogged.rgb; color.a = fogged.a; #else - color.rgb = fullbrightAtmosTransport(color.rgb); - color.rgb = fullbrightScaleSoftClip(color.rgb); color.a = final_alpha; #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl index 523e7f9e04..af903eeda8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl @@ -51,12 +51,12 @@ void main() #else vec4 color = texture2D(diffuseMap, vary_texcoord0.xy); #endif - + color.rgb *= vertex_color.rgb; vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; - color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a*0.75); // MAGIC NUMBER SL-12574; ALM: Off, Quality > Low + color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a); color.rgb = pow(color.rgb,vec3(2.2f,2.2f,2.2f)); diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index a8a5cc22db..85d664ea1f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -216,98 +216,63 @@ void main() { vec2 pos_screen = vary_texcoord0.xy; - vec4 diffuse_srgb = texture2D(diffuseMap, vary_texcoord0.xy); - diffuse_srgb.rgb *= vertex_color.rgb; - - // For some reason the Transparency slider sets vertex_color.a to 0.0 both for - // fully opaque and for fully transparent objects. This code assumes the 0 alpha - // is always from the opaque end of the scale. TODO: Remove the conditional once - // the root cause of the slider ambiguity is fixed. - if (vertex_color.a > 0.0) - { - diffuse_srgb.a *= vertex_color.a; - } - vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a); + vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy); + diffcol.rgb *= vertex_color.rgb; #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK) - if (diffuse_linear.a < minimum_alpha) + if (diffcol.a < minimum_alpha) { discard; } #endif -#ifdef HAS_SPECULAR_MAP +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) + vec3 gamma_diff = diffcol.rgb; + diffcol.rgb = srgb_to_linear(diffcol.rgb); +#endif + +#if HAS_SPECULAR_MAP != 0 vec4 spec = texture2D(specularMap, vary_texcoord2.xy); spec.rgb *= specular_color.rgb; #else vec4 spec = vec4(specular_color.rgb, 1.0); #endif - vec3 norm = vec3(0); - float bmap_specular = 1.0; +#if HAS_NORMAL_MAP + vec4 norm = texture2D(bumpMap, vary_texcoord1.xy); -#ifdef HAS_NORMAL_MAP - vec4 bump_sample = texture2D(bumpMap, vary_texcoord1.xy); - norm = (bump_sample.xyz * 2) - vec3(1); - bmap_specular = bump_sample.w; - - // convert sampled normal to tangent space normal - norm = vec3(dot(norm, vary_mat0), - dot(norm, vary_mat1), - dot(norm, vary_mat2)); + norm.xyz = norm.xyz * 2 - 1; + + vec3 tnorm = vec3(dot(norm.xyz,vary_mat0), + dot(norm.xyz,vary_mat1), + dot(norm.xyz,vary_mat2)); #else - norm = vary_normal; + vec4 norm = vec4(0,0,0,1.0); + vec3 tnorm = vary_normal; #endif - norm = normalize(norm); - - vec2 abnormal = encode_normal(norm); + norm.xyz = normalize(tnorm.xyz); - vec4 final_color = vec4(diffuse_linear.rgb, 0.0); - -#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_EMISSIVE) - final_color.a = diffuse_linear.a * 0.5; // SL-12171 -#endif + vec2 abnormal = encode_normal(norm.xyz); - final_color.a = max(final_color.a, emissive_brightness); - - // Texture - // [x] Full Bright (emissive_brightness >= 1.0) - // Shininess (specular) - // [X] Texture - // Environment Intensity = 1 - // NOTE: There are two shaders that are used depending on the EI byte value: - // EI = 0 fullbright - // EI > 0 .. 255 material - // When it is passed to us it is normalized. - // We can either modify the output environment intensity - // OR - // adjust the final color via: - // final_color *= 0.666666; - // We don't remap the environment intensity but adjust the final color to closely simulate what non-EEP is doing. - vec4 final_normal = vec4(abnormal, env_intensity, 0.0); - - vec3 color = vec3(0.0); - float al = 0; + vec4 final_color = diffcol; -#ifdef HAS_SPECULAR_MAP - if (emissive_brightness >= 1.0) // ie, if fullbright - { - float ei = env_intensity*0.5 + 0.5; - final_normal = vec4(abnormal, ei, 0.0); - } +#if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE) + final_color.a = emissive_brightness; +#else + final_color.a = max(final_color.a, emissive_brightness); #endif vec4 final_specular = spec; - - final_specular.a = specular_color.a; - -#ifdef HAS_SPECULAR_MAP - final_specular.a *= bmap_specular; - final_normal.z *= spec.a; + +#if HAS_SPECULAR_MAP != 0 + vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity * spec.a, 0.0); + final_specular.a = specular_color.a * norm.a; +#else + vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, 0.0); + final_specular.a = specular_color.a; #endif - #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) //forward rendering, output just lit sRGBA @@ -316,13 +281,15 @@ void main() float shadow = 1.0f; #ifdef HAS_SUN_SHADOW - shadow = sampleDirectionalShadow(pos.xyz, norm, pos_screen); + shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen); #endif spec = final_specular; - + vec4 diffuse = final_color; float envIntensity = final_normal.z; + vec3 color = vec3(0,0,0); + vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; float bloom = 0.0; @@ -333,117 +300,118 @@ void main() calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false); - if (emissive_brightness >= 1.0) // fullbright, skip lighting calculations - { - color = fullbrightAtmosTransportFrag(diffuse_srgb.rgb, additive, atten); - color = fullbrightScaleSoftClip(color); - al = diffuse_srgb.a; - } - else // not fullbright, calculate lighting - { - vec3 refnormpersp = normalize(reflect(pos.xyz, norm)); - - //we're in sRGB space, so gamma correct this dot product so - // lighting from the sun stays sharp - float da = clamp(dot(normalize(norm.xyz), light_dir.xyz), 0.0, 1.0); - da = pow(da, 1.0 / 1.3); - - //darken ambient for normals perpendicular to light vector so surfaces in shadow - // and facing away from light still have some definition to them. - // do NOT gamma correct this dot product so ambient lighting stays soft - float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); - ambient *= 0.5; - ambient *= ambient; - ambient = (1.0 - ambient); - - vec3 sun_contrib = min(da, shadow) * sunlit; - -#if !defined(AMBIENT_KILL) - color = amblit; - color *= ambient; -#endif + vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); -#if !defined(SUNLIGHT_KILL) - color += sun_contrib; -#endif - color *= diffuse_srgb.rgb; + //we're in sRGB space, so gamma correct this dot product so + // lighting from the sun stays sharp + float da = clamp(dot(normalize(norm.xyz), light_dir.xyz), 0.0, 1.0); + da = pow(da, 1.0 / 1.3); - float glare = 0.0; + color = amblit; - if (spec.a > 0.0) // specular reflection - { - vec3 npos = -normalize(pos.xyz); + //darken ambient for normals perpendicular to light vector so surfaces in shadow + // and facing away from light still have some definition to them. + // do NOT gamma correct this dot product so ambient lighting stays soft + float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); + ambient *= 0.5; + ambient *= ambient; + ambient = (1.0 - ambient); - //vec3 ref = dot(pos+lv, norm); - vec3 h = normalize(light_dir.xyz + npos); - float nh = dot(norm, h); - float nv = dot(norm, npos); - float vh = dot(npos, h); - float sa = nh; - float fres = pow(1 - dot(h, npos), 5)*0.4 + 0.5; + vec3 sun_contrib = min(da, shadow) * sunlit; + + color *= ambient; - float gtdenom = 2 * nh; - float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); + color += sun_contrib; - if (nh > 0.0) - { - float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt / (nh*da); - vec3 sp = sun_contrib*scol / 6.0f; - sp = clamp(sp, vec3(0), vec3(1)); - bloom = dot(sp, sp) / 4.0; -#if !defined(SUNLIGHT_KILL) - color += sp * spec.rgb; -#endif - } - } + color *= gamma_diff.rgb; - if (envIntensity > 0.0) - { - //add environmentmap - vec3 env_vec = env_mat * refnormpersp; + float glare = 0.0; - vec3 reflected_color = textureCube(environmentMap, env_vec).rgb; + if (spec.a > 0.0) // specular reflection + { +#if 1 //EEP -#if !defined(SUNLIGHT_KILL) - color = mix(color, reflected_color, envIntensity); -#endif - float cur_glare = max(reflected_color.r, reflected_color.g); - cur_glare = max(cur_glare, reflected_color.b); - cur_glare *= envIntensity*4.0; - glare += cur_glare; + vec3 npos = -normalize(pos.xyz); + + //vec3 ref = dot(pos+lv, norm); + vec3 h = normalize(light_dir.xyz + npos); + float nh = dot(norm.xyz, h); + float nv = dot(norm.xyz, npos); + float vh = dot(npos, h); + float sa = nh; + float fres = pow(1 - dot(h, npos), 5)*0.4 + 0.5; + + float gtdenom = 2 * nh; + float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); + + if (nh > 0.0) + { + float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt / (nh*da); + vec3 sp = sun_contrib*scol / 6.0f; + sp = clamp(sp, vec3(0), vec3(1)); + bloom = dot(sp, sp) / 4.0; + color += sp * spec.rgb; } +#else // PRODUCTION + float sa = dot(refnormpersp, sun_dir.xyz); + vec3 dumbshiny = sunlit*shadow*(texture2D(lightFunc, vec2(sa, spec.a)).r); + + // add the two types of shiny together + vec3 spec_contrib = dumbshiny * spec.rgb; + bloom = dot(spec_contrib, spec_contrib) / 6; + + glare = max(spec_contrib.r, spec_contrib.g); + glare = max(glare, spec_contrib.b); + + color += spec_contrib; +#endif + } - color = atmosFragLighting(color, additive, atten); - color = scaleSoftClipFrag(color); + color = mix(color.rgb, diffcol.rgb, diffuse.a); + + if (envIntensity > 0.0) + { + //add environmentmap + vec3 env_vec = env_mat * refnormpersp; - vec3 npos = normalize(-pos.xyz); + vec3 reflected_color = textureCube(environmentMap, env_vec).rgb; - vec3 light = vec3(0, 0, 0); + color = mix(color, reflected_color, envIntensity); - //convert to linear before adding local lights - color = srgb_to_linear(color); + float cur_glare = max(reflected_color.r, reflected_color.g); + cur_glare = max(cur_glare, reflected_color.b); + cur_glare *= envIntensity*4.0; + glare += cur_glare; + } -#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse_linear.rgb, final_specular, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w ); + color = atmosFragLighting(color, additive, atten); + color = scaleSoftClipFrag(color); - LIGHT_LOOP(1) - LIGHT_LOOP(2) - LIGHT_LOOP(3) - LIGHT_LOOP(4) - LIGHT_LOOP(5) - LIGHT_LOOP(6) - LIGHT_LOOP(7) + //convert to linear before adding local lights + color = srgb_to_linear(color); - glare = min(glare, 1.0); - al = max(diffuse_linear.a, glare)*vertex_color.a; + vec3 npos = normalize(-pos.xyz); -#if !defined(LOCAL_LIGHT_KILL) - color += light; -#endif + vec3 light = vec3(0, 0, 0); + +#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w ); - //convert to srgb as this color is being written post gamma correction - color = linear_to_srgb(color); - } + LIGHT_LOOP(1) + LIGHT_LOOP(2) + LIGHT_LOOP(3) + LIGHT_LOOP(4) + LIGHT_LOOP(5) + LIGHT_LOOP(6) + LIGHT_LOOP(7) + + color += light; + + glare = min(glare, 1.0); + float al = max(diffcol.a, glare)*vertex_color.a; + + //convert to srgb as this color is being written post gamma correction + color = linear_to_srgb(color); #ifdef WATER_FOG vec4 temp = applyWaterFogView(pos, vec4(color, al)); @@ -451,13 +419,12 @@ void main() al = temp.a; #endif - // Don't allow alpha to exceed input value - SL-12592 - frag_color = vec4(color, min(al, diffuse_srgb.a)); + frag_color = vec4(color, al); #else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer // deferred path - frag_data[0] = vec4(linear_to_srgb(final_color.rgb), final_color.a); //gbuffer is sRGB + frag_data[0] = final_color; //gbuffer is sRGB frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent. frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity. #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 20ac78947b..5b94baf7e6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -63,6 +63,8 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou float getAmbientClamp(); vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); vec3 scaleSoftClipFrag(vec3 l); +vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten); +vec3 fullbrightScaleSoftClip(vec3 light); vec3 linear_to_srgb(vec3 c); vec3 srgb_to_linear(vec3 c); @@ -81,11 +83,13 @@ void main() norm.xyz = getNorm(tc); vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; - float da = clamp(dot(normalize(norm.xyz), light_dir.xyz), 0.0, 1.0); - da = pow(da, 1.0/1.3); + float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0); + //da = pow(da, 1.0/1.3); + + vec4 diffuse = texture2DRect(diffuseRect, tc); - vec4 diffuse_srgb = texture2DRect(diffuseRect, tc); - vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a); + //convert to gamma space + //diffuse.rgb = linear_to_srgb(diffuse.rgb); vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); vec3 color = vec3(0); @@ -100,34 +104,27 @@ void main() calcAtmosphericVars(pos.xyz, light_dir, ambocc, sunlit, amblit, additive, atten, false); + color.rgb = amblit; + float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); ambient *= 0.5; ambient *= ambient; ambient = (1.0 - ambient); - vec3 sun_contrib = da * sunlit; - -#if !defined(AMBIENT_KILL) - color.rgb = amblit; color.rgb *= ambient; -#endif -vec3 post_ambient = color.rgb; + vec3 sun_contrib = da * sunlit; -#if !defined(SUNLIGHT_KILL) color.rgb += sun_contrib; -#endif - -vec3 post_sunlight = color.rgb; - color.rgb *= diffuse_srgb.rgb; - -vec3 post_diffuse = color.rgb; + color.rgb *= diffuse.rgb; vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); if (spec.a > 0.0) // specular reflection { + +#if 1 //EEP vec3 npos = -normalize(pos.xyz); //vec3 ref = dot(pos+lv, norm); @@ -140,71 +137,55 @@ vec3 post_diffuse = color.rgb; float gtdenom = 2 * nh; float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); - + if (nh > 0.0) { float scontrib = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); vec3 sp = sun_contrib*scontrib / 6.0; sp = clamp(sp, vec3(0), vec3(1)); bloom += dot(sp, sp) / 4.0; -#if !defined(SUNLIGHT_KILL) color += sp * spec.rgb; -#endif } +#else //PRODUCTION + float sa = dot(refnormpersp, light_dir.xyz); + vec3 dumbshiny = sunlit*(texture2D(lightFunc, vec2(sa, spec.a)).r); + + // add the two types of shiny together + vec3 spec_contrib = dumbshiny * spec.rgb; + bloom = dot(spec_contrib, spec_contrib) / 6; + color.rgb += spec_contrib; +#endif + } - vec3 post_spec = color.rgb; + color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a); if (envIntensity > 0.0) { //add environmentmap vec3 env_vec = env_mat * refnormpersp; vec3 reflected_color = textureCube(environmentMap, env_vec).rgb; -#if !defined(SUNLIGHT_KILL) - color = mix(color.rgb, reflected_color, envIntensity*0.75); // MAGIC NUMBER SL-12574; ALM: On, Quality <= Mid+ -#endif + color = mix(color.rgb, reflected_color, envIntensity); } - else - { - color.rgb = mix(color.rgb, diffuse_srgb.rgb, diffuse_srgb.a); - } - -vec3 post_env = color.rgb; - - if (norm.w < 1) + + if (norm.w < 0.5) { -#if !defined(SUNLIGHT_KILL) - color = atmosFragLighting(color, additive, atten); - color = scaleSoftClipFrag(color); -#endif + color = mix(atmosFragLighting(color, additive, atten), fullbrightAtmosTransportFrag(color, additive, atten), diffuse.a); + color = mix(scaleSoftClipFrag(color), fullbrightScaleSoftClip(color), diffuse.a); } -vec3 post_atmo = color.rgb; - #ifdef WATER_FOG vec4 fogged = applyWaterFogView(pos.xyz,vec4(color, bloom)); color = fogged.rgb; bloom = fogged.a; #endif -// srgb colorspace debuggables -//color.rgb = amblit; -//color.rgb = sunlit; -//color.rgb = post_ambient; -//color.rgb = sun_contrib; -//color.rgb = post_sunlight; -//color.rgb = diffuse_srgb.rgb; -//color.rgb = post_diffuse; -//color.rgb = post_spec; -//color.rgb = post_env; -//color.rgb = post_atmo; - } // linear debuggables //color.rgb = vec3(final_da); //color.rgb = vec3(ambient); //color.rgb = vec3(scol); -//color.rgb = diffuse_linear.rgb; +//color.rgb = diffuse_srgb.rgb; // convert to linear as fullscreen lights need to sum in linear colorspace // and will be gamma (re)corrected downstream... diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index b86867c460..ceb4b8033d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -164,14 +164,15 @@ void main() color.rgb += spec * specular; - //color.rgb = atmosTransport(color.rgb); + color.rgb = atmosTransport(color.rgb); color.rgb = scaleSoftClip(color.rgb); color.a = spec * sunAngle2; vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz); - frag_data[0] = vec4(color.rgb, color); // diffuse - frag_data[1] = vec4(0); // speccolor, spec - frag_data[2] = vec4(encode_normal(screenspacewavef.xyz*0.5+0.5), 0.0, 0);// normalxy, 0, 0 + //frag_data[0] = color; + frag_data[0] = color; + frag_data[1] = vec4(0); // speccolor, spec + frag_data[2] = vec4(encode_normal(screenspacewavef.xyz), 0.05, 0);// normalxy, 0, 0 } diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl index bbfec3b532..e53bb46177 100644 --- a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl @@ -39,6 +39,8 @@ uniform sampler2D detail_2; uniform sampler2D detail_3; uniform sampler2D alpha_ramp; +vec3 atmosLighting(vec3 light); + vec4 applyWaterFog(vec4 color); void main() @@ -55,10 +57,10 @@ void main() float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a; float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a; vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal ); - - outColor.rgb *= vertex_color.rgb; + + /// Add WL Components + outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb); + outColor = applyWaterFog(outColor); - frag_color = outColor; } - diff --git a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl index b3ae64bd82..d1e6c7da1a 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl @@ -1,5 +1,5 @@ /** - * @file class1/environment/waterF.glsl + * @file waterF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code @@ -32,7 +32,7 @@ out vec4 frag_color; vec3 scaleSoftClip(vec3 inColor); vec3 atmosTransport(vec3 inColor); -uniform sampler2D bumpMap; +uniform sampler2D bumpMap; uniform sampler2D bumpMap2; uniform float blend_factor; uniform sampler2D screenTex; @@ -50,7 +50,7 @@ uniform vec3 normScale; uniform float fresnelScale; uniform float fresnelOffset; uniform float blurMultiplier; -uniform int water_edge; + //bigWave is (refCoord.w, view.w); VARYING vec4 refCoord; @@ -59,27 +59,27 @@ VARYING vec4 view; vec3 BlendNormal(vec3 bump1, vec3 bump2) { - //vec3 normal = bump1.xyz * vec3( 2.0, 2.0, 2.0) - vec3(1.0, 1.0, 0.0); - //vec3 normal2 = bump2.xyz * vec3(-2.0, -2.0, 2.0) + vec3(1.0, 1.0, -1.0); - //vec3 n = normalize(normal * dot(normal, normal2) - (normal2 * normal.z)); - vec3 n = normalize(mix(bump1, bump2, blend_factor)); + vec3 n = mix(bump1, bump2, blend_factor); return n; } + void main() { - vec4 color; - - float dist = length(view.xy); - - //normalize view vector - vec3 viewVec = normalize(view.xyz); - - //get wave normals + vec4 color; + + float dist = length(view.xy); + + //normalize view vector + vec3 viewVec = normalize(view.xyz); + + //get wave normals + //get wave normals vec3 wave1_a = texture2D(bumpMap, vec2(refCoord.w, view.w)).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 = texture2D(bumpMap2, vec2(refCoord.w, view.w)).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; @@ -88,80 +88,81 @@ void main() vec3 wave2 = BlendNormal(wave2_a, wave2_b); vec3 wave3 = BlendNormal(wave3_a, wave3_b); - //get base fresnel components - - vec3 df = vec3( - dot(viewVec, wave1), - dot(viewVec, (wave2 + wave3) * 0.5), - dot(viewVec, wave3) - ) * fresnelScale + fresnelOffset; - df *= df; - - 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); - - //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); - - vec4 refcol = refcol1 + refcol2 + refcol3; - float df1 = df.x + df.y + df.z; - df1 *= 0.666666f; - refcol *= df1; - - 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+wavef.xy*refScale*0.16/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 * 0.9999999); - color.rgb += spec * specular; - - color.a = spec * sunAngle2; - - //color.rgb = atmosTransport(color.rgb); + + //get base fresnel components + + vec3 df = vec3( + dot(viewVec, wave1), + dot(viewVec, (wave2 + wave3) * 0.5), + dot(viewVec, wave3) + ) * fresnelScale + fresnelOffset; + df *= df; + + 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); + + //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); + + 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+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) gl_FragDepth = 0.9999847f; #endif - - frag_color = color; + } + diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 9c7a4df767..0658b3ede5 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -63,6 +63,8 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou float getAmbientClamp(); vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); vec3 scaleSoftClipFrag(vec3 l); +vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten); +vec3 fullbrightScaleSoftClip(vec3 light); vec3 linear_to_srgb(vec3 c); vec3 srgb_to_linear(vec3 c); @@ -162,6 +164,8 @@ vec3 post_diffuse = color.rgb; vec3 post_spec = color.rgb; + color.rgb = mix(color.rgb, diffuse_srgb.rgb, diffuse_srgb.a); + if (envIntensity > 0.0) { //add environmentmap vec3 env_vec = env_mat * refnormpersp; @@ -170,19 +174,15 @@ vec3 post_diffuse = color.rgb; color = mix(color.rgb, reflected_color, envIntensity*0.75); // MAGIC NUMBER SL-12574; ALM: On, Quality >= High #endif } - else - { - color.rgb = mix(color.rgb, diffuse_srgb.rgb, diffuse_srgb.a); - } vec3 post_env = color.rgb; - if (norm.w < 1) + if (norm.w < 0.5) { #if !defined(SUNLIGHT_KILL) vec3 p = normalize(pos.xyz); - color = atmosFragLighting(color, additive, atten); - color = scaleSoftClipFrag(color); + color = mix(atmosFragLighting(color, additive, atten), fullbrightAtmosTransportFrag(color, additive, atten), diffuse_srgb.a); + color = mix(scaleSoftClipFrag(color), fullbrightScaleSoftClip(color), diffuse_srgb.a); #endif } diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl index a4bd0d566b..445d7c6352 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl @@ -32,20 +32,124 @@ void setPositionEye(vec3 v); vec3 getAdditiveColor(); -void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); +//VARYING vec4 vary_CloudUVs; +//VARYING float vary_CloudDensity; + +// Inputs +uniform vec4 morphFactor; +uniform vec3 camPosLocal; +//uniform vec4 camPosWorld; + +uniform vec4 lightnorm; +uniform vec4 sunlight_color; +uniform vec4 ambient; +uniform vec4 blue_horizon; +uniform vec4 blue_density; +uniform float haze_horizon; +uniform float haze_density; +uniform float cloud_shadow; +uniform float density_multiplier; +uniform float distance_multiplier; +uniform float max_y; +uniform vec4 glow; void calcAtmospherics(vec3 inPositionEye) { + + vec3 P = inPositionEye; + setPositionEye(P); + + //(TERRAIN) limit altitude + if (P.y > max_y) P *= (max_y / P.y); + if (P.y < -max_y) P *= (-max_y / P.y); + + vec3 tmpLightnorm = lightnorm.xyz; + + vec3 Pn = normalize(P); + float Plen = length(P); + + vec4 temp1 = vec4(0); + vec3 temp2 = vec3(0); + vec4 blue_weight; + vec4 haze_weight; + vec4 sunlight = sunlight_color; + vec4 light_atten; + + //sunlight attenuation effect (hue and brightness) due to atmosphere + //this is used later for sunlight modulation at various altitudes + light_atten = (blue_density + vec4(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 + + temp1 = blue_density + vec4(haze_density); + blue_weight = blue_density / temp1; + haze_weight = vec4(haze_density) / temp1; + + //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) + temp2.y = max(0.0, tmpLightnorm.y); + temp2.y = 1. / temp2.y; + sunlight *= exp( - light_atten * temp2.y); + + // main atmospheric scattering line integral + temp2.z = Plen * density_multiplier; + + // Transparency (-> temp1) + // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati + // compiler gets confused. + temp1 = exp(-temp1 * temp2.z * distance_multiplier); + + //final atmosphere attenuation factor + setAtmosAttenuation(temp1.rgb); + //vary_AtmosAttenuation = distance_multiplier / 10000.; + //vary_AtmosAttenuation = density_multiplier * 100.; + //vary_AtmosAttenuation = vec4(Plen / 100000., 0., 0., 1.); + + //compute haze glow + //(can use temp2.x as temp because we haven't used it yet) + temp2.x = dot(Pn, tmpLightnorm.xyz); + temp2.x = 1. - temp2.x; + //temp2.x is 0 at the sun and increases away from sun + temp2.x = max(temp2.x, .03); //was glow.y + //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) + temp2.x *= glow.x; + //higher glow.x gives dimmer glow (because next step is 1 / "angle") + temp2.x = pow(temp2.x, glow.z); + //glow.z should be negative, so we're doing a sort of (1 / "angle") function + + //add "minimum anti-solar illumination" + temp2.x += .25; + + + //increase ambient when there are more clouds + vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5; + + //haze color + setAdditiveColor( + vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) + + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x + + tmpAmbient))); + + //brightness of surface both sunlight and ambient + setSunlitColor(vec3(sunlight * .5)); + setAmblitColor(vec3(tmpAmbient * .25)); + setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); + + // vary_SunlitColor = vec3(0); + // vary_AmblitColor = vec3(0); + // vary_AdditiveColor = vec4(Pn, 1.0); + + /* + const float cloudShadowScale = 100.; + // Get cloud uvs for shadowing + vec3 cloudPos = inPositionEye + camPosWorld - cloudShadowScale / 2.; + vary_CloudUVs.xy = cloudPos.xz / cloudShadowScale; + + // We can take uv1 and multiply it by (TerrainSpan / CloudSpan) +// cloudUVs *= (((worldMaxZ - worldMinZ) * 20) /40000.); + vary_CloudUVs *= (10000./40000.); - vec3 P = inPositionEye; - setPositionEye(P); - vec3 tmpsunlit = vec3(1); - vec3 tmpamblit = vec3(1); - vec3 tmpaddlit = vec3(1); - vec3 tmpattenlit = vec3(1); - calcAtmosphericVars(inPositionEye, vec3(0), 1, tmpsunlit, tmpamblit, tmpaddlit, tmpattenlit, false); - setSunlitColor(tmpsunlit); - setAmblitColor(tmpamblit); - setAdditiveColor(tmpaddlit); - setAtmosAttenuation(tmpattenlit); + // Offset by sun vector * (CloudAltitude / CloudSpan) + vary_CloudUVs.x += tmpLightnorm.x / tmpLightnorm.y * (3000./40000.); + vary_CloudUVs.y += tmpLightnorm.z / tmpLightnorm.y * (3000./40000.); + */ } diff --git a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl index f69d36f715..b0cf9b0002 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl @@ -34,14 +34,9 @@ uniform int no_atmo; vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten) { - if (no_atmo == 1) - { - return light * 2.0; - } - // fullbright responds minimally to atmos scatter effects - light *= min(15.0 * atten.r, 1.0); - light += (0.1 * additive); - return light * 2.0; + light *= atten.r; + light += additive * 2.0; + return light; } vec3 atmosTransport(vec3 light) @@ -52,7 +47,7 @@ vec3 atmosTransport(vec3 light) vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) { float brightness = dot(light.rgb * 0.5, vec3(0.3333)) + 0.1; - return atmosTransportFrag(light * 0.5, additive * brightness, atten); + return mix(atmosTransport(light.rgb), light.rgb + additive, brightness * brightness); } vec3 fullbrightAtmosTransport(vec3 light) @@ -62,6 +57,6 @@ vec3 fullbrightAtmosTransport(vec3 light) vec3 fullbrightShinyAtmosTransport(vec3 light) { - float brightness = dot(light.rgb * 0.5, vec3(0.33333)) + 0.1; - return atmosTransportFrag(light * 0.5, getAdditiveColor() * (brightness * brightness), getAtmosAttenuation()); + float brightness = dot(light.rgb, vec3(0.33333)); + return mix(atmosTransport(light.rgb), (light.rgb + getAdditiveColor().rgb) * (2.0 - brightness), brightness * brightness); } |