diff options
author | Dave Parks <davep@lindenlab.com> | 2022-10-11 16:33:51 -0500 |
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committer | Dave Parks <davep@lindenlab.com> | 2022-10-11 16:33:51 -0500 |
commit | dafa93304335c3c48042e4b5a014dea2480f253f (patch) | |
tree | 6fddc41b3952de3d3542da59543e7c4b75cb886b /indra/newview/app_settings | |
parent | 3ac80d7ec2a1c04e3e4f191285aa5a19f071a40d (diff) |
SL-18190 Fix for mystery circle showing up on east side of reflection probes. Add one probe to rule them all as a fallback for pixels that aren't inside any influence volume.
Diffstat (limited to 'indra/newview/app_settings')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl | 140 |
1 files changed, 51 insertions, 89 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl index 925398671c..6d3bff0562 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl @@ -114,8 +114,7 @@ bool shouldSampleProbe(int i, vec3 pos) void preProbeSample(vec3 pos) { // TODO: make some sort of structure that reduces the number of distance checks - - for (int i = 0; i < refmapCount; ++i) + for (int i = 1; i < refmapCount; ++i) { // found an influencing probe if (shouldSampleProbe(i, pos)) @@ -200,6 +199,12 @@ void preProbeSample(vec3 pos) } } } + + if (probeInfluences == 0) + { // probe at index 0 is a special fallback probe + probeIndex[0] = 0; + probeInfluences = 1; + } } // from https://www.scratchapixel.com/lessons/3d-basic-rendering/minimal-ray-tracer-rendering-simple-shapes/ray-sphere-intersection @@ -316,7 +321,7 @@ vec3 boxIntersect(vec3 origin, vec3 dir, int i) // c - center of probe // r2 - radius of probe squared // i - index of probe -vec3 tapRefMap(vec3 pos, vec3 dir, out vec3 vi, out vec3 wi, float lod, vec3 c, float r2, int i) +vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out vec3 vi, out vec3 wi, float lod, vec3 c, int i) { //lod = max(lod, 1); // parallax adjustment @@ -326,10 +331,26 @@ vec3 tapRefMap(vec3 pos, vec3 dir, out vec3 vi, out vec3 wi, float lod, vec3 c, if (refIndex[i].w < 0) { v = boxIntersect(pos, dir, i); + w = 1.0; } else { - v = sphereIntersect(pos, dir, c, r2); + float r = refSphere[i].w; // radius of sphere volume + float rr = r * r; // radius squared + + v = sphereIntersect(pos, dir, c, rr); + + float p = float(abs(refIndex[i].w)); // priority + + float r1 = r * 0.1; // 90% of radius (outer sphere to start interpolating down) + vec3 delta = pos.xyz - refSphere[i].xyz; + float d2 = max(dot(delta, delta), 0.001); + float r2 = r1 * r1; + + float atten = 1.0 - max(d2 - r2, 0.0) / max((rr - r2), 0.001); + + w = 1.0 / d2; + w *= atten; } vi = v; @@ -352,19 +373,32 @@ vec3 tapRefMap(vec3 pos, vec3 dir, out vec3 vi, out vec3 wi, float lod, vec3 c, // c - center of probe // r2 - radius of probe squared // i - index of probe -vec3 tapIrradianceMap(vec3 pos, vec3 dir, vec3 c, float r2, int i) +vec3 tapIrradianceMap(vec3 pos, vec3 dir, out float w, vec3 c, int i) { - //lod = max(lod, 1); // parallax adjustment - vec3 v; if (refIndex[i].w < 0) { v = boxIntersect(pos, dir, i); + w = 1.0; } else { - v = sphereIntersect(pos, dir, c, r2); + float r = refSphere[i].w; // radius of sphere volume + float p = float(abs(refIndex[i].w)); // priority + float rr = r * r; // radius squred + + v = sphereIntersect(pos, dir, c, rr); + + float r1 = r * 0.1; // 75% of radius (outer sphere to start interpolating down) + vec3 delta = pos.xyz - refSphere[i].xyz; + float d2 = dot(delta, delta); + float r2 = r1 * r1; + + w = 1.0 / d2; + + float atten = 1.0 - max(d2 - r2, 0.0) / (rr - r2); + w *= atten; } v -= c; @@ -387,26 +421,17 @@ vec3 sampleProbes(vec3 pos, vec3 dir, float lod, bool errorCorrect) { continue; } - float r = refSphere[i].w; // radius of sphere volume - float p = float(abs(refIndex[i].w)); // priority - - float rr = r*r; // radius squred - float r1 = r * 0.1; // 90% of radius (outer sphere to start interpolating down) - vec3 delta = pos.xyz-refSphere[i].xyz; - float d2 = dot(delta,delta); - float r2 = r1*r1; - - { - vec3 vi, wi; - float atten = 1.0 - max(d2 - r2, 0.0) / (rr - r2); - float w; - vec3 refcol; + float w; + vec3 vi, wi; + vec3 refcol; + + { if (errorCorrect && refIndex[i].w >= 0) { // error correction is on and this probe is a sphere //take a sample to get depth value, then error correct - refcol = tapRefMap(pos, dir, vi, wi, abs(lod + 2), refSphere[i].xyz, rr, i); + refcol = tapRefMap(pos, dir, w, vi, wi, abs(lod + 2), refSphere[i].xyz, i); //adjust lookup by distance result float d = length(vi - wi); @@ -425,43 +450,15 @@ vec3 sampleProbes(vec3 pos, vec3 dir, float lod, bool errorCorrect) } else { - w = 1.0 / d2; - refcol = tapRefMap(pos, dir, vi, wi, lod, refSphere[i].xyz, rr, i); + refcol = tapRefMap(pos, dir, w, vi, wi, lod, refSphere[i].xyz, i); } - w *= atten; - - //w *= p; // boost weight based on priority col += refcol.rgb*w; wsum += w; } } - if (probeInfluences < 1) - { //edge-of-scene probe or no probe influence, mix in with embiggened version of probes closest to camera - for (int idx = 0; idx < 8; ++idx) - { - if (refIndex[idx].w < 0) - { // don't fallback to box probes, they are *very* specific - continue; - } - int i = idx; - vec3 delta = pos.xyz-refSphere[i].xyz; - float d2 = dot(delta,delta); - - { - vec3 vi, wi; - vec3 refcol = tapRefMap(pos, dir, vi, wi, lod, refSphere[i].xyz, d2, i); - - float w = 1.0/d2; - w *= w; - col += refcol.rgb*w; - wsum += w; - } - } - } - if (wsum > 0.0) { col *= 1.0/wsum; @@ -487,52 +484,17 @@ vec3 sampleProbeAmbient(vec3 pos, vec3 dir) { continue; } - float r = refSphere[i].w; // radius of sphere volume - float p = float(abs(refIndex[i].w)); // priority - - float rr = r*r; // radius squred - float r1 = r * 0.1; // 75% of radius (outer sphere to start interpolating down) - vec3 delta = pos.xyz-refSphere[i].xyz; - float d2 = dot(delta,delta); - float r2 = r1*r1; { - vec3 refcol = tapIrradianceMap(pos, dir, refSphere[i].xyz, rr, i); - - float w = 1.0/d2; + float w; + vec3 refcol = tapIrradianceMap(pos, dir, w, refSphere[i].xyz, i); - float atten = 1.0-max(d2-r2, 0.0)/(rr-r2); - w *= atten; - //w *= p; // boost weight based on priority col += refcol*w; wsum += w; } } - if (probeInfluences <= 1) - { //edge-of-scene probe or no probe influence, mix in with embiggened version of probes closest to camera - for (int idx = 0; idx < 8; ++idx) - { - if (refIndex[idx].w < 0) - { // don't fallback to box probes, they are *very* specific - continue; - } - int i = idx; - vec3 delta = pos.xyz-refSphere[i].xyz; - float d2 = dot(delta,delta); - - { - vec3 refcol = tapIrradianceMap(pos, dir, refSphere[i].xyz, d2, i); - - float w = 1.0/d2; - w *= w; - col += refcol*w; - wsum += w; - } - } - } - if (wsum > 0.0) { col *= 1.0/wsum; |