diff options
author | Rider Linden <rider@lindenlab.com> | 2019-01-30 14:37:24 -0800 |
---|---|---|
committer | Rider Linden <rider@lindenlab.com> | 2019-01-30 14:37:24 -0800 |
commit | afe5578315fa379b2078b2309bcace0a0b6f3798 (patch) | |
tree | 3cd3072813e7230ca992d89af9960844ccd78a86 /indra/newview/app_settings | |
parent | c7e02b0835cbb50777c677f618c4a957e69fabee (diff) | |
parent | 16b47db736fed0995eaeeed77ba4dd0d310f1072 (diff) |
Merge
Diffstat (limited to 'indra/newview/app_settings')
33 files changed, 201 insertions, 200 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 132364882b..f1b7a1312f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -71,7 +71,6 @@ vec4 applyWaterFogView(vec3 pos, vec4 color); #endif vec2 encode_normal (vec3 n); -vec3 decode_normal (vec2 enc); vec3 scaleSoftClip(vec3 l); vec3 atmosFragAmbient(vec3 light, vec3 sunlit); vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten); @@ -170,7 +169,6 @@ void main() calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten); vec2 abnormal = encode_normal(norm.xyz); - norm.xyz = decode_normal(abnormal.xy); float sun_da = dot(norm.xyz, sun_dir.xyz); float moon_da = dot(norm.xyz, moon_dir.xyz); diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index 812f375f42..596d0274af 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -46,7 +46,6 @@ VARYING vec2 vary_fragcoord; vec4 getPosition(vec2 pos_screen); vec3 getNorm(vec2 pos_screen); -vec3 decode_normal (vec2 enc); void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl index fe336fc3a8..baf54c1fbe 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl @@ -132,7 +132,7 @@ void main() temp2.x = pow(temp2.x, glow.z); // glow.z should be negative, so we're doing a sort of (1 / "angle") function - temp2.x *= sun_up_factor; + //temp2.x *= sun_up_factor; // Add "minimum anti-solar illumination" temp2.x += .25; diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 9d7a7f6556..e27bbce094 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -29,8 +29,6 @@ uniform sampler2DRect depthMap; uniform mat4 inv_proj; uniform vec2 screen_res; -vec3 decode_normal(vec2 enc); - vec2 getScreenCoordinate(vec2 screenpos) { vec2 sc = screenpos.xy * 2.0; @@ -43,8 +41,14 @@ vec2 getScreenCoordinate(vec2 screenpos) vec3 getNorm(vec2 screenpos) { - vec2 enc_norm = texture2DRect(normalMap, screenpos.xy).xy; - return decode_normal(enc_norm); + vec2 enc = texture2DRect(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; } float getDepth(vec2 pos_screen) diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 0f7c514e94..09bb6c5bb8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -183,7 +183,6 @@ VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; vec2 encode_normal(vec3 n); -vec3 decode_normal (vec2 enc); void main() { @@ -227,7 +226,6 @@ void main() norm.xyz = normalize(norm.xyz); vec2 abnormal = encode_normal(norm.xyz); - norm.xyz = decode_normal(abnormal.xy); vec4 final_color = diffcol; diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl index 0a68fc82f7..e1bac4f248 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl @@ -37,10 +37,11 @@ void calcAtmospherics(vec3 eye_pos); void main() { //transform vertex - vec4 vert = vec4(position.xyz, 1.0); + vec3 offset = vec3(0, 0, 50); + vec4 vert = vec4(position.xyz - offset, 1.0); vec4 pos = (modelview_matrix * vert); - gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); + gl_Position = modelview_projection_matrix*vert; calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index e8eef9b94b..29298d7c07 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -36,7 +36,6 @@ out vec4 frag_color; uniform sampler2DRect depthMap; uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; -uniform sampler2DRect normalMap; uniform samplerCube environmentMap; uniform sampler2D noiseMap; uniform sampler2D lightFunc; @@ -57,9 +56,8 @@ uniform float far_z; uniform mat4 inv_proj; -vec3 decode_normal (vec2 enc); - vec4 getPosition(vec2 pos_screen); +vec3 getNorm(vec2 pos_screen); void main() { @@ -70,9 +68,8 @@ void main() discard; } - vec3 norm = texture2DRect(normalMap, frag.xy).xyz; - norm = decode_normal(norm.xy); // unpack norm - norm = normalize(norm); + vec3 norm = getNorm(frag.xy); + vec4 spec = texture2DRect(specularRect, frag.xy); vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb; diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 7438fac8fc..24804c3011 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -71,8 +71,7 @@ VARYING vec4 vary_fragcoord; uniform vec2 screen_res; uniform mat4 inv_proj; - -vec3 decode_normal (vec2 enc); +vec3 getNorm(vec2 pos_screen); vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) { @@ -141,12 +140,9 @@ void main() discard; } - vec3 norm = texture2DRect(normalMap, frag.xy).xyz; - float envIntensity = norm.z; + float envIntensity = texture2DRect(normalMap. frag.xy).z; + vec3 norm = getNorm(frag.xy); - norm = decode_normal(norm.xy); - - norm = normalize(norm); float l_dist = -dot(lv, proj_n); vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index df48a66fab..f8264d971c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -56,76 +56,75 @@ uniform vec2 screen_res; uniform mat4 inv_proj; uniform vec4 viewport; -vec3 decode_normal (vec2 enc); +vec3 getNorm(vec2 pos_screen); vec4 getPosition(vec2 pos_screen); void main() { - vec4 frag = vary_fragcoord; - frag.xyz /= frag.w; - frag.xyz = frag.xyz*0.5+0.5; - frag.xy *= screen_res; - - vec3 pos = getPosition(frag.xy).xyz; - vec3 lv = trans_center.xyz-pos; - float dist = length(lv); - dist /= size; - if (dist > 1.0) - { - discard; - } - - vec3 norm = texture2DRect(normalMap, frag.xy).xyz; - norm = decode_normal(norm.xy); // unpack norm - float da = dot(norm, lv); - if (da < 0.0) - { - discard; - } - - norm = normalize(norm); - lv = normalize(lv); - da = dot(norm, lv); - - float noise = texture2D(noiseMap, frag.xy/128.0).b; - - vec3 col = texture2DRect(diffuseRect, frag.xy).rgb; - float fa = falloff+1.0; - float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); - dist_atten *= dist_atten; - dist_atten *= 2.0; - - float lit = da * dist_atten * noise; + vec4 frag = vary_fragcoord; + frag.xyz /= frag.w; + frag.xyz = frag.xyz*0.5+0.5; + frag.xy *= screen_res; + + vec3 pos = getPosition(frag.xy).xyz; + vec3 lv = trans_center.xyz-pos; + float dist = length(lv); + dist /= size; + if (dist > 1.0) + { + discard; + } + + vec3 norm = getNorm(frag.xy); - col = color.rgb*lit*col; + float da = dot(norm, lv); + if (da < 0.0) + { + discard; + } + + lv = normalize(lv); + da = dot(norm, lv); + + float noise = texture2D(noiseMap, frag.xy/128.0).b; + + vec3 col = texture2DRect(diffuseRect, frag.xy).rgb; + float fa = falloff+1.0; + float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); + dist_atten *= dist_atten; + dist_atten *= 2.0; + + float lit = da * dist_atten * noise; - vec4 spec = texture2DRect(specularRect, frag.xy); - if (spec.a > 0.0) - { - lit = min(da*6.0, 1.0) * dist_atten; + col = color.rgb*lit*col; - vec3 npos = -normalize(pos); - vec3 h = normalize(lv+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; - float gtdenom = 2 * nh; - float gt = max(0,(min(gtdenom * nv / vh, gtdenom * da / vh))); + vec4 spec = texture2DRect(specularRect, frag.xy); + if (spec.a > 0.0) + { + lit = min(da*6.0, 1.0) * dist_atten; - if (nh > 0.0) - { - float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); - col += lit*scol*color.rgb*spec.rgb; - } - } - - if (dot(col, col) <= 0.0) - { - discard; - } - - frag_color.rgb = col; - frag_color.a = 0.0; + vec3 npos = -normalize(pos); + vec3 h = normalize(lv+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; + 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); + col += lit*scol*color.rgb*spec.rgb; + } + } + + if (dot(col, col) <= 0.0) + { + discard; + } + + frag_color.rgb = col; + frag_color.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl index 70568bc75f..cef9938192 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl @@ -48,44 +48,29 @@ uniform float shadow_bias; uniform float spot_shadow_bias; uniform float spot_shadow_offset; - +uniform float sun_up_factor; uniform mat4 inv_proj; uniform vec2 screen_res; vec3 decode_normal(vec2 enc); -float pcfShadowLegacy(sampler2DShadow shadowMap, vec4 stc) -{ - stc.xyz /= stc.w; - stc.z += shadow_bias; - - stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here - - float cs = shadow2D(shadowMap, stc.xyz).x; - float shadow = cs; - - shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; - shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; - shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; - shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; - - return shadow*0.2; -} - -float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen) +float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_mul, vec2 pos_screen, vec3 light_dir) { stc.xyz /= stc.w; - stc.z += shadow_bias * bias_scale; - - stc.x = floor(stc.x*pos_screen.x + fract(stc.y*pos_screen.y*0.666666666))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here + float offset = max(0.75, light_dir.z); + stc.z += offset * shadow_bias * 3.33 * bias_mul; + + stc.x = floor(stc.x*shadow_res.x + fract(stc.y*pos_screen.y*3.14159))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here float cs = shadow2D(shadowMap, stc.xyz).x; - float shadow = cs; + float shadow = cs * 4.0; + shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; - return shadow*0.2; + + return shadow*0.125; } float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen) @@ -141,7 +126,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen) float w = 1.0; w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; - shadow += pcfShadowLegacy(shadowMap3, lpos)*w; + shadow += pcfShadow(shadowMap3, lpos, 1.0, pos_screen, light_dir)*w; weight += w; shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); } @@ -153,7 +138,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen) float w = 1.0; w -= max(spos.z-far_split.y, 0.0)/transition_domain.y; w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; - shadow += pcfShadowLegacy(shadowMap2, lpos)*w; + shadow += pcfShadow(shadowMap2, lpos, 1.0, pos_screen, light_dir)*w; weight += w; } @@ -164,7 +149,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen) float w = 1.0; w -= max(spos.z-far_split.x, 0.0)/transition_domain.x; w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; - shadow += pcfShadowLegacy(shadowMap1, lpos)*w; + shadow += pcfShadow(shadowMap1, lpos, 1.0, pos_screen, light_dir)*w; weight += w; } @@ -175,14 +160,15 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen) float w = 1.0; w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; - shadow += pcfShadowLegacy(shadowMap0, lpos)*w; + shadow += pcfShadow(shadowMap0, lpos, 1.0, pos_screen, light_dir)*w; weight += w; } shadow /= weight; } - return min(dp_directional_light, shadow); + shadow = min(dp_directional_light, shadow); + return shadow; } float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen) @@ -201,11 +187,19 @@ float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen) float weight = 0.0; { - lpos = shadow_matrix[4 + index]*spos; float w = 1.0; w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; - - shadow += pcfSpotShadow((index == 0) ? shadowMap4 : shadowMap5, lpos, 0.8, spos.xy)*w; + + if (index == 0) + { + lpos = shadow_matrix[4]*spos; + shadow += pcfSpotShadow(shadowMap4, lpos, 0.8, spos.xy)*w; + } + else + { + lpos = shadow_matrix[5]*spos; + shadow += pcfSpotShadow(shadowMap5, lpos, 0.8, spos.xy)*w; + } weight += w; shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index f0b038cc93..9e0079e0e9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -66,7 +66,7 @@ uniform vec2 screen_res; vec4 applyWaterFogView(vec3 pos, vec4 color); #endif -vec3 decode_normal (vec2 enc); +vec3 getNorm(vec2 pos_screen); vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); vec3 fullbrightAtmosTransportFrag(vec3 l, vec3 additive, vec3 atten); void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); @@ -78,14 +78,14 @@ vec4 getPositionWithDepth(vec2 pos_screen, float depth); void main() { - vec2 tc = vary_fragcoord.xy; - float depth = texture2DRect(depthMap, tc.xy).r; - vec4 pos = getPositionWithDepth(tc, depth); - vec4 norm = texture2DRect(normalMap, tc); - float envIntensity = norm.z; - norm.xyz = decode_normal(norm.xy); // unpack norm - - float da_sun = dot(norm.xyz, normalize(sun_dir.xyz)); + vec2 tc = vary_fragcoord.xy; + float depth = texture2DRect(depthMap, tc.xy).r; + vec4 pos = getPositionWithDepth(tc, depth); + vec4 norm = texture2DRect(normalMap, tc); + float envIntensity = norm.z; + norm.xyz = getNorm(tc); + + float da_sun = dot(norm.xyz, normalize(sun_dir.xyz)); float da_moon = dot(norm.xyz, normalize(moon_dir.xyz)); float da = max(da_sun, da_moon); diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index 22488944cd..d09bc25334 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -70,7 +70,7 @@ uniform vec2 screen_res; uniform mat4 inv_proj; -vec3 decode_normal (vec2 enc); +vec3 getNorm(vec2 pos_screen); vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) { @@ -142,7 +142,7 @@ void main() vec3 norm = texture2DRect(normalMap, frag.xy).xyz; float envIntensity = norm.z; - norm = decode_normal(norm.xy); + norm = getNorm(frag.xy); norm = normalize(norm); float l_dist = -dot(lv, proj_n); diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl index 3557c0766e..c66f3f62b2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl @@ -40,17 +40,21 @@ uniform sampler2D diffuseMap; uniform sampler2D altDiffuseMap; uniform float blend_factor; // interp factor between sunDisc A/B VARYING vec2 vary_texcoord0; +VARYING float sun_fade; void main() { - vec4 sunDiscA = texture2D(diffuseMap, vary_texcoord0.xy); - vec4 sunDiscB = texture2D(altDiffuseMap, vary_texcoord0.xy); + vec4 sunDiscA = texture2D(diffuseMap, vary_texcoord0.xy); + vec4 sunDiscB = texture2D(altDiffuseMap, vary_texcoord0.xy); vec4 c = mix(sunDiscA, sunDiscB, blend_factor); c.rgb = clamp(c.rgb, vec3(0), vec3(1)); - c.rgb = pow(c.rgb, vec3(0.7f)); - c.rgb = fullbrightAtmosTransport(c.rgb); + c.rgb = pow(c.rgb, vec3(0.7f)); + c.rgb = fullbrightAtmosTransport(c.rgb); c.rgb = fullbrightScaleSoftClip(c.rgb); - frag_data[0] = c; + + c.a *= sun_fade; + + frag_data[0] = c; frag_data[1] = vec4(0.0f); frag_data[2] = vec4(0.0, 1.0, 0.0, 1.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl index c67ed8e6d9..0d117c6bc7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl @@ -31,18 +31,22 @@ ATTRIBUTE vec3 position; ATTRIBUTE vec2 texcoord0; VARYING vec2 vary_texcoord0; +VARYING float sun_fade; void calcAtmospherics(vec3 eye_pos); void main() { - //transform vertex - vec4 vert = vec4(position.xyz - vec3(0, 0, 50), 1.0); - vec4 pos = modelview_projection_matrix*vert; + //transform vertex + vec3 offset = vec3(0, 0, 50); + vec4 vert = vec4(position.xyz - offset, 1.0); + vec4 pos = modelview_projection_matrix*vert; - gl_Position = pos; - + sun_fade = smoothstep(0.3, 1.0, (position.z + 50) / 512.0f); + + gl_Position = pos; + calcAtmospherics(pos.xyz); - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl index e98ab1f2eb..15f141cbe5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl @@ -40,7 +40,7 @@ uniform sampler2DRect normalMap; // Inputs VARYING vec2 vary_fragcoord; -vec3 decode_normal (vec2 enc); +vec3 getNorm(vec2 pos_screen); vec4 getPosition(vec2 pos_screen); //calculate decreases in ambient lighting when crowded out (SSAO) @@ -53,7 +53,7 @@ void main() //try doing an unproject here vec4 pos = getPosition(pos_screen); - vec3 norm = decode_normal(texture2DRect(normalMap, pos_screen).xy); + vec3 norm = getNorm(pos_screen); frag_color[0] = 1.0; frag_color[1] = calcAmbientOcclusion(pos, norm, pos_screen); diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl index aaa6768ed7..1c43a7332e 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl @@ -36,13 +36,14 @@ VARYING vec2 vary_texcoord0; void main() { - //transform vertex - vec4 vert = vec4(position.xyz, 1.0); - vec4 pos = (modelview_matrix * vert); + //transform vertex + vec3 offset = vec3(0, 0, 50); + vec4 vert = vec4(position.xyz - offset, 1.0); + vec4 pos = (modelview_matrix * vert); - gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); - - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - - calcAtmospherics(pos.xyz); + gl_Position = modelview_projection_matrix*vert; + + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + + calcAtmospherics(pos.xyz); } diff --git a/indra/newview/app_settings/shaders/class1/windlight/sunDiscF.glsl b/indra/newview/app_settings/shaders/class1/windlight/sunDiscF.glsl index 3f2375ee4d..668379164d 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/sunDiscF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/sunDiscF.glsl @@ -40,15 +40,18 @@ uniform sampler2D diffuseMap; uniform sampler2D altDiffuseMap; uniform float blend_factor; // interp factor between sun A/B VARYING vec2 vary_texcoord0; +VARYING float sun_fade; void main() { - vec4 sunA = texture2D(diffuseMap, vary_texcoord0.xy); - vec4 sunB = texture2D(altDiffuseMap, vary_texcoord0.xy); + vec4 sunA = texture2D(diffuseMap, vary_texcoord0.xy); + vec4 sunB = texture2D(altDiffuseMap, vary_texcoord0.xy); vec4 c = mix(sunA, sunB, blend_factor); + c.a *= sun_fade; + c.rgb = pow(c.rgb, vec3(0.7f)); - c.rgb = fullbrightAtmosTransport(c.rgb); + c.rgb = fullbrightAtmosTransport(c.rgb); c.rgb = fullbrightScaleSoftClip(c.rgb); - frag_color = c; + frag_color = c; } diff --git a/indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl b/indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl index dd33a4be60..ca116628f1 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl @@ -31,18 +31,21 @@ ATTRIBUTE vec3 position; ATTRIBUTE vec2 texcoord0; VARYING vec2 vary_texcoord0; +VARYING float sun_fade; void calcAtmospherics(vec3 eye_pos); void main() { - //transform vertex - vec4 vert = vec4(position.xyz - vec3(0, 0, 50), 1.0); - vec4 pos = modelview_projection_matrix*vert; + //transform vertex + vec3 offset = vec3(0, 0, 50); + vec4 vert = vec4(position.xyz - offset, 1.0); + vec4 pos = modelview_projection_matrix*vert; - gl_Position = pos; - + sun_fade = smoothstep(0.3, 1.0, (position.z + 50) / 512.0f); + gl_Position = pos; + calcAtmospherics(pos.xyz); - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index 1c5d3901f5..142b03e095 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -71,7 +71,7 @@ uniform vec2 screen_res; uniform mat4 inv_proj; -vec3 decode_normal (vec2 enc); +vec3 getNorm(vec2 pos_screen); vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) { @@ -155,7 +155,7 @@ void main() float envIntensity = norm.z; - norm = decode_normal(norm.xy); + norm = getNorm(frag.xy); norm = normalize(norm); float l_dist = -dot(lv, proj_n); diff --git a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl index 6ddd7e7c86..792aa4e85c 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl @@ -153,7 +153,7 @@ void main() // Add "minimum anti-solar illumination" temp2.x += .25; - temp2.x *= sun_up_factor; + //temp2.x *= sun_up_factor; // Haze color above cloud vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient) diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index c80e7fce18..4fd3e73336 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -62,7 +62,7 @@ VARYING vec2 vary_fragcoord; uniform mat4 inv_proj; uniform vec2 screen_res; -vec3 decode_normal (vec2 enc); +vec3 getNorm(vec2 pos_screen); void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); @@ -82,22 +82,22 @@ vec4 applyWaterFogView(vec3 pos, vec4 color); void main() { - vec2 tc = vary_fragcoord.xy; - float depth = texture2DRect(depthMap, tc.xy).r; - vec4 pos = getPositionWithDepth(tc, depth); - vec4 norm = texture2DRect(normalMap, tc); - float envIntensity = norm.z; - norm.xyz = decode_normal(norm.xy); // unpack norm - - float da_sun = dot(norm.xyz, normalize(sun_dir.xyz)); + vec2 tc = vary_fragcoord.xy; + float depth = texture2DRect(depthMap, tc.xy).r; + vec4 pos = getPositionWithDepth(tc, depth); + vec4 norm = texture2DRect(normalMap, tc); + float envIntensity = norm.z; + norm.xyz = getNorm(tc); // unpack norm + + float da_sun = dot(norm.xyz, normalize(sun_dir.xyz)); float da_moon = dot(norm.xyz, normalize(moon_dir.xyz)); float da = max(da_sun, da_moon); da = clamp(da, 0.0, 1.0); - da = pow(da, global_gamma + 0.3); + da = pow(da, global_gamma + 0.3); - vec4 diffuse = texture2DRect(diffuseRect, tc); - + vec4 diffuse = texture2DRect(diffuseRect, tc); + vec3 col; float bloom = 0.0; { diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index 36854b0e66..9b69d8d855 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -71,7 +71,7 @@ uniform vec2 screen_res; uniform mat4 inv_proj; -vec3 decode_normal (vec2 enc); +vec3 getNorm(vec2 pos_screen); vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) { @@ -153,7 +153,7 @@ void main() vec3 norm = texture2DRect(normalMap, frag.xy).xyz; float envIntensity = norm.z; - norm = decode_normal(norm.xy); + norm = getNorm(frag.xy); norm = normalize(norm); float l_dist = -dot(lv, proj_n); diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index fc5756beef..8abdeae5ae 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -42,7 +42,6 @@ uniform vec3 sun_dir; uniform float shadow_bias; vec3 getNorm(vec2 pos_screen); -vec3 decode_normal (vec2 enc); vec4 getPosition(vec2 pos_screen); float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index 390f9fc947..64d99bae2c 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -37,7 +37,6 @@ out vec4 frag_color; // Inputs VARYING vec2 vary_fragcoord; -vec3 decode_normal (vec2 enc); vec4 getPosition(vec2 pos_screen); vec3 getNorm(vec2 pos_screen); diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl index 5cf3cd1dd2..8d1e5e3281 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl @@ -119,7 +119,7 @@ void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, //add "minimum anti-solar illumination" temp2.x += .25; - temp2.x *= sun_up_factor; + //temp2.x *= sun_up_factor; //increase ambient when there are more clouds vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5; diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl index 8c1a7c6281..5ccf786fce 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl @@ -62,8 +62,8 @@ void calcAtmospherics(vec3 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); + //if (P.y > max_y) P *= (max_y / P.y); + //if (P.y < -max_y) P *= (-max_y / P.y); vec3 tmpLightnorm = lightnorm.xyz; diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl index 644cd5a35b..a250cf2c45 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl @@ -131,7 +131,7 @@ void main() temp2.x = pow(temp2.x, glow.z); // glow.z should be negative, so we're doing a sort of (1 / "angle") function - temp2.x *= sun_up_factor; + //temp2.x *= sun_up_factor; // Add "minimum anti-solar illumination" temp2.x += .25; diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl index 04cf4052b8..f509f9f8d4 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl @@ -119,7 +119,7 @@ void main() temp2.x = pow(temp2.x, glow.z); // glow.z should be negative, so we're doing a sort of (1 / "angle") function - temp2.x *= sun_up_factor; + //temp2.x *= sun_up_factor; // Add "minimum anti-solar illumination" temp2.x += .25; diff --git a/indra/newview/app_settings/shaders/class3/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class3/deferred/deferredUtil.glsl index cccd01e0d7..e27bbce094 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/deferredUtil.glsl @@ -1,5 +1,5 @@ /** - * @file class3/deferred/deferredUtil.glsl + * @file class1/deferred/deferredUtil.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code @@ -29,8 +29,6 @@ uniform sampler2DRect depthMap; uniform mat4 inv_proj; uniform vec2 screen_res; -vec3 decode_normal(vec2 enc); - vec2 getScreenCoordinate(vec2 screenpos) { vec2 sc = screenpos.xy * 2.0; @@ -43,8 +41,14 @@ vec2 getScreenCoordinate(vec2 screenpos) vec3 getNorm(vec2 screenpos) { - vec2 enc_norm = texture2DRect(normalMap, screenpos.xy).xy; - return decode_normal(enc_norm); + vec2 enc = texture2DRect(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; } float getDepth(vec2 pos_screen) diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl index 0848adba73..72bccc5627 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl @@ -73,7 +73,7 @@ uniform mat4 inv_proj; vec3 srgb_to_linear(vec3 cs); vec3 linear_to_srgb(vec3 cl); -vec3 decode_normal (vec2 enc); +vec3 getNorm(vec2 pos_screen); vec4 correctWithGamma(vec4 col) { @@ -166,7 +166,7 @@ void main() float envIntensity = norm.z; - norm = decode_normal(norm.xy); + norm = getNorm(frag.xy); norm = normalize(norm); float l_dist = -dot(lv, proj_n); diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 9411e905d3..ad721a80d6 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -76,7 +76,6 @@ vec3 GetSunAndSkyIrradiance(vec3 camPos, vec3 norm, vec3 dir, out vec3 sky_irrad vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance); vec3 GetSkyLuminanceToPoint(vec3 camPos, vec3 pos, float shadow_length, vec3 dir, out vec3 transmittance); -vec3 decode_normal(vec2 xy); vec3 ColorFromRadiance(vec3 radiance); vec4 getPositionWithDepth(vec2 pos_screen, float depth); vec4 getPosition(vec2 pos_screen); @@ -93,7 +92,7 @@ void main() vec3 pos = getPositionWithDepth(tc, depth).xyz; vec4 norm = texture2DRect(normalMap, tc); float envIntensity = norm.z; - norm.xyz = decode_normal(norm.xy); + norm.xyz = getNorm(tc); float da = max(dot(norm.xyz, sun_dir.xyz), 0.0); da = pow(da, global_gamma + 0.3); diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl index 80e2a9dd55..3b2b0d5718 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -71,7 +71,7 @@ uniform vec2 screen_res; uniform mat4 inv_proj; -vec3 decode_normal (vec2 enc); +vec3 getNorm(vec2 pos_screen); vec3 srgb_to_linear(vec3 cs); vec3 linear_to_srgb(vec3 cl); @@ -164,7 +164,7 @@ void main() vec3 norm = texture2DRect(normalMap, frag.xy).xyz; float envIntensity = norm.z; - norm = decode_normal(norm.xy); + norm = getNorm(frag.xy); norm = normalize(norm); float l_dist = -dot(lv, proj_n); diff --git a/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl index e230ebb71c..112b498c90 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl @@ -38,7 +38,6 @@ out vec4 frag_color; // Inputs VARYING vec2 vary_fragcoord; -vec3 decode_normal (vec2 enc); vec4 getPosition(vec2 pos_screen); vec3 getNorm(vec2 pos_screen); |