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authorDave Parks <davep@lindenlab.com>2023-02-24 14:54:25 -0600
committerDave Parks <davep@lindenlab.com>2023-02-24 14:54:25 -0600
commit86427ec145c7b956ec9ff5d9aa7ddde630cf45e1 (patch)
tree10cb985632f3bc903efea8c47cde0f22f0e29433 /indra/newview/app_settings
parent63ae47d8fd479a3cb05ff1d2364d683975e1b052 (diff)
SL-19212 Resurrect glare and apply to PBR materials as well (and fix color mismatch in legacy alpha vs opaque).
Diffstat (limited to 'indra/newview/app_settings')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl58
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl49
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl33
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl32
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/materialF.glsl162
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl4
6 files changed, 248 insertions, 90 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
index e71d080fc5..6ab966ae01 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
@@ -383,7 +383,8 @@ vec3 pbrIbl(vec3 diffuseColor,
vec3 irradiance, // irradiance map sample
float ao, // ambient occlusion factor
float nv, // normal dot view vector
- float perceptualRough)
+ float perceptualRough,
+ out vec3 specContrib)
{
// retrieve a scale and bias to F0. See [1], Figure 3
vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0-perceptualRough);
@@ -393,9 +394,24 @@ vec3 pbrIbl(vec3 diffuseColor,
vec3 diffuse = diffuseLight * diffuseColor;
vec3 specular = specularLight * (specularColor * brdf.x + brdf.y);
+ specContrib = specular * ao;
+
return (diffuse + specular*0.5) * ao; //reduce by half to place in appropriate color space for atmospherics
}
+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 perceptualRough)
+{
+ vec3 specContrib;
+ return pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, nv, perceptualRough, specContrib);
+}
+
+
// Encapsulate the various inputs used by the various functions in the shading equation
// We store values in this struct to simplify the integration of alternative implementations
// of the shading terms, outlined in the Readme.MD Appendix.
@@ -460,7 +476,8 @@ vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
float metallic,
vec3 n, // normal
vec3 v, // surface point to camera
- vec3 l) //surface point to light
+ vec3 l, //surface point to light
+ out vec3 specContrib) //specular contribution (exposed to alpha shaders to calculate "glare")
{
// make sure specular highlights from punctual lights don't fall off of polished surfaces
perceptualRoughness = max(perceptualRoughness, 8.0/255.0);
@@ -506,17 +523,30 @@ vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
float G = geometricOcclusion(pbrInputs);
float D = microfacetDistribution(pbrInputs);
- const vec3 u_LightColor = vec3(1.0);
-
// Calculation of analytical lighting contribution
vec3 diffuseContrib = (1.0 - F) * diffuse(pbrInputs);
- vec3 specContrib = F * G * D / (4.0 * NdotL * NdotV);
+ specContrib = F * G * D / (4.0 * NdotL * NdotV);
// Obtain final intensity as reflectance (BRDF) scaled by the energy of the light (cosine law)
- vec3 color = NdotL * u_LightColor * (diffuseContrib + specContrib);
+ vec3 color = NdotL * (diffuseContrib + specContrib);
+
+ specContrib *= NdotL;
+ specContrib = max(specContrib, vec3(0));
return color;
}
+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 specContrib;
+
+ return pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n, v, l, specContrib);
+}
+
void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor)
{
vec3 f0 = vec3(0.04);
@@ -525,15 +555,19 @@ void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor
specularColor = mix(f0, baseColor, metallic);
}
-vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v, vec3 norm, float perceptualRoughness, vec3 light_dir, vec3 sunlit, float scol, vec3 radiance, vec3 irradiance, vec3 colorEmissive, float ao, vec3 additive, vec3 atten)
+vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v, vec3 norm, float perceptualRoughness, vec3 light_dir, vec3 sunlit, float scol, vec3 radiance, vec3 irradiance, vec3 colorEmissive, float ao, vec3 additive, vec3 atten, out vec3 specContrib)
{
vec3 color = vec3(0);
float NdotV = clamp(abs(dot(norm, v)), 0.001, 1.0);
- color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, 0.2);
+ vec3 ibl_spec;
+ color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, 0.2, ibl_spec);
- color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm, v, normalize(light_dir)) * sunlit * 2.75 * scol;
+ color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm, v, normalize(light_dir), specContrib) * sunlit * 2.75 * scol;
+ specContrib *= sunlit * 2.75 * scol;
+ specContrib += ibl_spec;
+
color += colorEmissive*0.5;
color = atmosFragLightingLinear(color, additive, atten);
@@ -542,6 +576,12 @@ vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v,
return color;
}
+vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v, vec3 norm, float perceptualRoughness, vec3 light_dir, vec3 sunlit, float scol, vec3 radiance, vec3 irradiance, vec3 colorEmissive, float ao, vec3 additive, vec3 atten)
+{
+ vec3 specContrib;
+ return pbrBaseLight(diffuseColor, specularColor, metallic, v, norm, perceptualRoughness, light_dir, sunlit, scol, radiance, irradiance, colorEmissive, ao, additive, atten, specContrib);
+}
+
uniform vec4 waterPlane;
uniform float waterSign;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
new file mode 100644
index 0000000000..4b98e6708f
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -0,0 +1,49 @@
+/**
+* @file materialF.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]*/
+
+// debug stub
+
+#define DIFFUSE_ALPHA_MODE_BLEND 1
+
+#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
+out vec4 frag_color;
+#else
+out vec4 frag_data[3];
+#endif
+
+void main()
+{
+#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
+ frag_color = vec4(0.5, 0, 1, 0.5);
+#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer
+ // deferred path // See: C++: addDeferredAttachment(), shader: softenLightF.glsl
+ frag_data[0] = vec4(0.5, 0, 1, 0); // gbuffer is sRGB for legacy materials
+ frag_data[1] = vec4(0); // XYZ = Specular color. W = Specular exponent.
+ frag_data[2] = vec4(0); // XY = Normal. Z = Env. intensity. W = 1 skip atmos (mask off fog)
+#endif
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl
new file mode 100644
index 0000000000..3f3c11517e
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl
@@ -0,0 +1,33 @@
+/**
+ * @file pbralphaF.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
+ * $/LicenseInfo$
+ */
+
+ // debug stub
+
+out vec4 frag_color;
+
+void main()
+{
+ frag_color = vec4(1.0, 0, 0.5, 0.5);
+} \ No newline at end of file
diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
index a95feb8e2f..987b0ca1d5 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
@@ -107,16 +107,16 @@ vec3 pbrBaseLight(vec3 diffuseColor,
vec3 colorEmissive,
float ao,
vec3 additive,
- vec3 atten);
+ vec3 atten,
+ out vec3 specContrib);
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
-
-vec2 BRDF(float NoV, float roughness);
+ vec3 l, //surface point to light
+ out vec3 specContrib);
vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor,
float perceptualRoughness,
@@ -127,7 +127,7 @@ vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor,
vec3 lp, // light position
vec3 ld, // light direction (for spotlights)
vec3 lightColor,
- float lightSize, float falloff, float is_pointlight, float ambiance)
+ float lightSize, float falloff, float is_pointlight, inout float glare, float ambiance)
{
vec3 color = vec3(0,0,0);
@@ -149,7 +149,10 @@ vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor,
vec3 intensity = spot_atten * dist_atten * lightColor * 3.0;
- color = intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv);
+ vec3 speccol;
+ color = intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv, speccol);
+ speccol *= intensity;
+ glare += max(max(speccol.r, speccol.g), speccol.b);
}
return color;
@@ -158,6 +161,7 @@ vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor,
void main()
{
vec3 color = vec3(0,0,0);
+ float glare = 0.0;
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
vec3 pos = vary_position;
@@ -224,15 +228,14 @@ void main()
vec3 v = -normalize(pos.xyz);
- color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit, scol, radiance, irradiance, colorEmissive, ao, additive, atten);
-
- float nv = clamp(abs(dot(norm.xyz, v)), 0.001, 1.0);
- vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0-perceptualRoughness);
+ vec3 spec;
+ color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit, scol, radiance, irradiance, colorEmissive, ao, additive, atten, spec);
+ glare += max(max(spec.r, spec.g), spec.b);
vec3 light = vec3(0);
// Punctual lights
-#define LIGHT_LOOP(i) light += calcPointLightOrSpotLight(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, pos.xyz, v, light_position[i].xyz, light_direction[i].xyz, light_diffuse[i].rgb, light_deferred_attenuation[i].x, light_deferred_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w);
+#define LIGHT_LOOP(i) light += calcPointLightOrSpotLight(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, pos.xyz, v, light_position[i].xyz, light_direction[i].xyz, light_diffuse[i].rgb, light_deferred_attenuation[i].x, light_deferred_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w);
LIGHT_LOOP(1)
LIGHT_LOOP(2)
@@ -246,11 +249,10 @@ void main()
float a = basecolor.a*vertex_color.a;
- vec3 spec = radiance; // *specularColor;
- float lum = max(max(spec.r, spec.g), spec.b);
- float f = brdf.y;
- a += f;
+ glare = min(glare, 1.0);
+ a = max(a, glare);
+
frag_color = vec4(color.rgb,a);
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
index 8d2a65d4a9..48dd8e942e 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
@@ -92,7 +92,7 @@ uniform vec3 light_diffuse[8];
float getAmbientClamp();
void waterClip(vec3 pos);
-vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, float ambiance)
+vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance)
{
// SL-14895 inverted attenuation work-around
// This routine is tweaked to match deferred lighting, but previously used an inverted la value. To reconstruct
@@ -170,6 +170,11 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
vec3 speccol = lit*scol*light_col.rgb*spec.rgb;
speccol = clamp(speccol, vec3(0), vec3(1));
col += speccol;
+
+ float cur_glare = max(speccol.r, speccol.g);
+ cur_glare = max(cur_glare, speccol.b);
+ glare = max(glare, speccol.r);
+ glare += max(cur_glare, 0.0);
}
}
}
@@ -218,83 +223,104 @@ VARYING vec2 vary_texcoord0;
vec2 encode_normal(vec3 n);
-void main()
+// get the transformed normal and apply glossiness component from normal map
+vec3 getNormal(inout float glossiness)
{
-#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
- waterClip(vary_position.xyz);
-#endif
+#ifdef HAS_NORMAL_MAP
+ vec4 norm = texture2D(bumpMap, vary_texcoord1.xy);
+ glossiness *= norm.a;
- vec2 pos_screen = vary_texcoord0.xy;
+ norm.xyz = norm.xyz * 2 - 1;
- vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy);
- diffcol.rgb *= vertex_color.rgb;
+ return normalize(vec3(dot(norm.xyz,vary_mat0),
+ dot(norm.xyz,vary_mat1),
+ dot(norm.xyz,vary_mat2)));
+#else
+ return normalize(vary_normal);
+#endif
+}
-#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
+vec4 getSpecular()
+{
+#ifdef HAS_SPECULAR_MAP
+ vec4 spec = texture2D(specularMap, vary_texcoord2.xy);
+ spec.rgb *= specular_color.rgb;
+#else
+ vec4 spec = vec4(specular_color.rgb, 1.0);
+#endif
+ return spec;
+}
+void alphaMask(float alpha)
+{
+#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
// Comparing floats cast from 8-bit values, produces acne right at the 8-bit transition points
float bias = 0.001953125; // 1/512, or half an 8-bit quantization
- if (diffcol.a < minimum_alpha-bias)
+ if (alpha < minimum_alpha-bias)
{
discard;
}
#endif
+}
-#ifdef HAS_SPECULAR_MAP
- vec4 spec = texture2D(specularMap, vary_texcoord2.xy);
- spec.rgb *= specular_color.rgb;
-#else
- vec4 spec = vec4(specular_color.rgb, 1.0);
+void waterClip()
+{
+#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
+ waterClip(vary_position.xyz);
#endif
+}
-#ifdef HAS_NORMAL_MAP
- vec4 norm = texture2D(bumpMap, vary_texcoord1.xy);
-
- norm.xyz = norm.xyz * 2 - 1;
+float getEmissive(vec4 diffcol)
+{
+#if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE)
+ return emissive_brightness;
+#else
+ return max(diffcol.a, emissive_brightness);
+#endif
+}
- vec3 tnorm = vec3(dot(norm.xyz,vary_mat0),
- dot(norm.xyz,vary_mat1),
- dot(norm.xyz,vary_mat2));
+float getShadow(vec3 pos, vec3 norm)
+{
+#ifdef HAS_SUN_SHADOW
+ #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
+ return sampleDirectionalShadow(pos, norm, vary_texcoord0.xy);
+ #else
+ return 1;
+ #endif
#else
- vec4 norm = vec4(0,0,0,1.0);
- vec3 tnorm = vary_normal;
+ return 1;
#endif
+}
- norm.xyz = normalize(tnorm.xyz);
+void main()
+{
+ waterClip();
- vec2 abnormal = encode_normal(norm.xyz);
+ // diffcol == diffuse map combined with vertex color
+ vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy);
+ diffcol.rgb *= vertex_color.rgb;
- vec4 final_color = diffcol;
+ alphaMask(diffcol.a);
-#if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE)
- final_color.a = emissive_brightness;
-#else
- final_color.a = max(final_color.a, emissive_brightness);
-#endif
+ // spec == specular map combined with specular color
+ vec4 spec = getSpecular();
+ float glossiness = specular_color.a;
+ vec3 norm = getNormal(glossiness);
- vec4 final_specular = spec;
-
-#ifdef HAS_SPECULAR_MAP
- vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity * spec.a, GBUFFER_FLAG_HAS_ATMOS);
- final_specular.a = specular_color.a * norm.a;
-#else
- vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, GBUFFER_FLAG_HAS_ATMOS);
- final_specular.a = specular_color.a;
-#endif
+ vec2 abnormal = encode_normal(norm.xyz);
+
+ float emissive = getEmissive(diffcol);
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
//forward rendering, output lit linear color
diffcol.rgb = srgb_to_linear(diffcol.rgb);
- final_specular.rgb = srgb_to_linear(final_specular.rgb);
+ spec.rgb = srgb_to_linear(spec.rgb);
vec3 pos = vary_position;
- float shadow = 1.0f;
-
-#ifdef HAS_SUN_SHADOW
- shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen);
-#endif
+ float shadow = getShadow(pos, norm);
- vec4 diffuse = final_color;
+ vec4 diffuse = diffcol;
vec3 color = vec3(0,0,0);
@@ -310,7 +336,7 @@ void main()
vec3 ambenv;
vec3 glossenv;
vec3 legacyenv;
- sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, pos_screen, pos.xyz, norm.xyz, final_specular.a, env_intensity);
+ sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, pos.xy*0.5+0.5, pos.xyz, norm.xyz, glossiness, env_intensity);
// use sky settings ambient or irradiance map sample, whichever is brighter
color = max(amblit, ambenv);
@@ -322,28 +348,37 @@ void main()
vec3 refnormpersp = reflect(pos.xyz, norm.xyz);
- if (final_specular.a > 0.0) // specular reflection
+ float glare = 0.0;
+
+ if (glossiness > 0.0) // specular reflection
{
float sa = dot(normalize(refnormpersp), light_dir.xyz);
- vec3 dumbshiny = sunlit * shadow * (texture2D(lightFunc, vec2(sa, final_specular.a)).r);
+ vec3 dumbshiny = sunlit * shadow * (texture2D(lightFunc, vec2(sa, glossiness)).r);
// add the two types of shiny together
- vec3 spec_contrib = dumbshiny * final_specular.rgb;
+ 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;
- applyGlossEnv(color, glossenv, final_specular, pos.xyz, norm.xyz);
+ applyGlossEnv(color, glossenv, spec, pos.xyz, norm.xyz);
}
- color = mix(color.rgb, diffcol.rgb, diffuse.a);
+ color = mix(color.rgb, diffcol.rgb, emissive);
if (env_intensity > 0.0)
{ // add environmentmap
- applyLegacyEnv(color, legacyenv, final_specular, pos.xyz, norm.xyz, env_intensity);
+ applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, env_intensity);
+
+ float cur_glare = max(max(legacyenv.r, legacyenv.g), legacyenv.b);
+ cur_glare *= env_intensity*4.0;
+ glare += cur_glare;
}
- color.rgb = mix(atmosFragLightingLinear(color.rgb, additive, atten), fullbrightAtmosTransportFragLinear(color, additive, atten), diffuse.a);
+ color.rgb = mix(atmosFragLightingLinear(color.rgb, additive, atten), fullbrightAtmosTransportFragLinear(color, additive, atten), emissive);
color.rgb = scaleSoftClipFragLinear(color.rgb);
#ifdef WATER_FOG
@@ -354,7 +389,7 @@ void main()
vec3 npos = normalize(-pos.xyz);
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, light_attenuation[i].w );
+#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, spec, 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 );
LIGHT_LOOP(1)
LIGHT_LOOP(2)
@@ -366,15 +401,16 @@ void main()
color += light;
- float al = diffcol.a*vertex_color.a;
-
+ glare = min(glare, 1.0);
+ float al = max(diffcol.a, glare) * vertex_color.a;
+
frag_color = vec4(color, al);
-#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer
+#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer
// deferred path // See: C++: addDeferredAttachment(), shader: softenLightF.glsl
- frag_data[0] = final_color; // gbuffer is sRGB for legacy materials
- frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent.
- frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity. W = 1 skip atmos (mask off fog)
+ 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_intensity, GBUFFER_FLAG_HAS_ATMOS);; // XY = Normal. Z = Env. intensity. W = 1 skip atmos (mask off fog)
#endif
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
index d9cbae45a6..8229ecbbb7 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
@@ -37,7 +37,6 @@ uniform sampler2D diffuseRect;
uniform sampler2D specularRect;
uniform sampler2D normalMap;
uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
-uniform sampler2D noiseMap;
uniform sampler2D lightFunc;
uniform sampler2D depthMap;
@@ -126,8 +125,7 @@ void main()
diffuse = srgb_to_linear(diffuse);
spec.rgb = srgb_to_linear(spec.rgb);
- float noise = texture2D(noiseMap, tc).b;
- float lit = nl * dist_atten * noise;
+ float lit = nl * dist_atten;
final_color = color.rgb*lit*diffuse;