diff options
author | Dave Parks <davep@lindenlab.com> | 2023-03-29 13:24:07 -0500 |
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committer | Dave Parks <davep@lindenlab.com> | 2023-03-29 13:24:07 -0500 |
commit | b130831106d058f0be5414a9a3bcaa99636c7bc0 (patch) | |
tree | f83e82760c4b3a3eeb7186439c8b45d21120ef6e /indra/newview/app_settings | |
parent | 4f651bceabc721c9c05e58c74583373ec5d9bcba (diff) |
DRTVWR-559 Dynamic exposure followup -- stochastic sampling, weight based on luminance and distance to center of screen, rebalance night, don't rely on blending not clamping R16F.
Diffstat (limited to 'indra/newview/app_settings')
4 files changed, 38 insertions, 14 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl index d0269735fd..689929fe38 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl @@ -31,12 +31,22 @@ out vec4 frag_color; uniform sampler2D diffuseRect; uniform sampler2D emissiveRect; +uniform sampler2D exposureMap; + uniform float dt; +uniform vec2 noiseVec; + +// calculate luminance the same way LLColor4::calcHSL does +float lum(vec3 col) +{ + float mx = max(max(col.r, col.g), col.b); + float mn = min(min(col.r, col.g), col.b); + return (mx + mn) * 0.5; +} void main() { - int samples = 16; - float step = 1.0/(samples-4); + float step = 1.0/32.0; float start = step; float end = 1.0-step; @@ -45,23 +55,38 @@ void main() vec3 col; + vec2 nz = noiseVec * step * 0.5; + for (float x = start; x <= end; x += step) { for (float y = start; y <= end; y += step) { - vec2 tc = vec2(x,y); - w += 1.0; - col += texture(diffuseRect, tc).rgb + texture(emissiveRect, tc).rgb; + vec2 tc = vec2(x,y) + nz; + vec3 c = texture(diffuseRect, tc).rgb + texture(emissiveRect, tc).rgb; + float L = max(lum(c), 0.25); + + float d = length(vec2(0.5)-tc); + d = 1.0-d; + d *= d; + d *= d; + d *= d; + L *= d; + + w += L; + + col += c * L; } } col /= w; - // calculate luminance the same way LLColor4::calcHSL does - float mx = max(max(col.r, col.g), col.b); - float mn = min(min(col.r, col.g), col.b); - float lum = (mx + mn) * 0.5; + float L = lum(col); + + float s = clamp(0.1/L, 0.5, 4.0); + + float prev = texture(exposureMap, vec2(0.5,0.5)).r; + s = mix(prev, s, min(dt*2.0, 0.04)); - frag_color = vec4(lum, lum, lum, dt); + frag_color = vec4(s, s, s, dt); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index 834cf9dc43..4ac1ff9368 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -108,9 +108,8 @@ uniform float gamma; vec3 toneMap(vec3 color) { - float exp_sample = texture(exposureMap, vec2(0.5,0.5)).r; + float exp_scale = texture(exposureMap, vec2(0.5,0.5)).r; - float exp_scale = clamp(0.1/exp_sample, 0.5, 8.0); color *= exposure * exp_scale; #ifdef TONEMAP_ACES_NARKOWICZ diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index 08fbc4bce8..fc6291d438 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -91,7 +91,7 @@ void main() vary_LightNormPosDot = rel_pos_lightnorm_dot; // Initialize temp variables - vec3 sunlight = (sun_up_factor == 1) ? sunlight_color*2.0 : moonlight_color*0.5; + vec3 sunlight = (sun_up_factor == 1) ? sunlight_color*2.0 : moonlight_color*0.75; // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl index 7129718ff8..0d3dbf85e2 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl @@ -63,7 +63,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou vec3 rel_pos_norm = normalize(rel_pos); float rel_pos_len = length(rel_pos); float scale = 2.0; - vec3 sunlight = (sun_up_factor == 1) ? sunlight_color * scale: moonlight_color/scale; + vec3 sunlight = (sun_up_factor == 1) ? sunlight_color * scale: moonlight_color*0.75; // sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes |