summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings
diff options
context:
space:
mode:
authorGraham Linden <graham@lindenlab.com>2018-11-09 18:31:29 +0000
committerGraham Linden <graham@lindenlab.com>2018-11-09 18:31:29 +0000
commitdb270df7cc00c1e2519749831e7e98c2c10e3ee6 (patch)
tree7638f00884b1b2ec7ee4d08159ddcb967db9a928 /indra/newview/app_settings
parent2929998982f37221a58b9fa8037748a2e905f4b1 (diff)
Back out changes causing broken shadows and other render shenanigans.
Diffstat (limited to 'indra/newview/app_settings')
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl19
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl17
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl24
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl21
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl21
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl19
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl32
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/srgb.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl92
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/waterF.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl51
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl26
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl86
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl77
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/cloudsV.glsl136
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/skyF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/skyV.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl107
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl22
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl89
35 files changed, 806 insertions, 209 deletions
diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl
index c4caed4d71..767fad016c 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl
@@ -38,5 +38,12 @@ mat4 getSkinnedTransform()
ret[1] = mix(matrixPalette[i+15],matrixPalette[i+16], x);
ret[2] = mix(matrixPalette[i+30],matrixPalette[i+31], x);
ret[3] = vec4(0,0,0,1);
+
return ret;
+
+#ifdef IS_AMD_CARD
+ // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts.
+ vec4 dummy1 = matrixPalette[0];
+ vec4 dummy2 = matrixPalette[44];
+#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
index 94de2f7b53..90bf2851c9 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
@@ -61,5 +61,12 @@ mat4 getObjectSkinnedTransform()
ret[3] = vec4(trans, 1.0);
return ret;
+
+#ifdef IS_AMD_CARD
+ // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts.
+ mat3x4 dummy1 = matrixPalette[0];
+ mat3x4 dummy2 = matrixPalette[MAX_JOINTS_PER_MESH_OBJECT-1];
+#endif
+
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index a325faaad7..3ec2ea12da 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -89,7 +89,9 @@ vec2 encode_normal (vec3 n);
vec3 decode_normal (vec2 enc);
vec3 scaleSoftClipFrag(vec3 l);
+vec3 atmosFragAmbient(vec3 light, vec3 sunlit);
vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten);
+vec3 atmosFragAffectDirectionalLight(float light, vec3 sunlit);
void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
@@ -162,8 +164,6 @@ void main()
float shadow = 1.0;
- vec3 norm = vary_norm;
-
#if HAS_SHADOW
vec4 spos = pos;
@@ -268,10 +268,13 @@ void main()
vec4 gamma_diff = diff;
diff.rgb = srgb_to_linear(diff.rgb);
- vec3 sunlit;
- vec3 amblit;
- vec3 additive;
- vec3 atten;
+ vec3 norm = vary_norm;
+
+ vec3 sunlit;
+ vec3 amblit;
+ vec3 additive;
+ vec3 atten;
+
calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten);
vec2 abnormal = encode_normal(norm.xyz);
@@ -287,7 +290,7 @@ void main()
vec4 color = vec4(0,0,0,0);
- color.rgb = (color.rgb * 0.5) + amblit;
+ color.rgb = atmosFragAmbient(color.rgb, amblit);
color.a = final_alpha;
float ambient = abs(da);
@@ -296,7 +299,7 @@ void main()
ambient = (1.0-ambient);
color.rgb *= ambient;
- color.rgb += (final_da * sunlit);
+ color.rgb += atmosFragAffectDirectionalLight(final_da, sunlit);
color.rgb *= gamma_diff.rgb;
//color.rgb = mix(diff.rgb, color.rgb, final_alpha);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
index 394ae80e53..506118d381 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
@@ -73,7 +73,7 @@ void main()
vec3 norm;
//transform vertex
-#if defined(HAS_SKIN)
+#ifdef HAS_SKIN
mat4 trans = getObjectSkinnedTransform();
trans = modelview_matrix * trans;
@@ -83,7 +83,9 @@ void main()
norm = normalize((trans * vec4(norm, 1.0)).xyz - pos.xyz);
vec4 frag_pos = projection_matrix * pos;
gl_Position = frag_pos;
-#elif defined(IS_AVATAR_SKIN)
+#else
+
+#ifdef IS_AVATAR_SKIN
mat4 trans = getSkinnedTransform();
vec4 pos_in = vec4(position.xyz, 1.0);
pos.x = dot(trans[0], pos_in);
@@ -105,11 +107,14 @@ void main()
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
#endif
+#endif
+
#ifdef USE_INDEXED_TEX
passTextureIndex();
#endif
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
vary_norm = norm;
vary_position = pos.xyz;
@@ -117,14 +122,18 @@ void main()
vertex_color = diffuse_color;
#endif
-#if defined(HAS_SKIN)
+#ifdef HAS_SKIN
vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
-#elif defined(IS_AVATAR_SKIN)
+#else
+
+#ifdef IS_AVATAR_SKIN
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
#else
pos = modelview_projection_matrix * vert;
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
#endif
+#endif
+
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
index 7c9382d474..b56abb66d1 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
@@ -33,6 +33,7 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
+uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform sampler2DRect lightMap;
@@ -44,7 +45,22 @@ uniform float kern_scale;
VARYING vec2 vary_fragcoord;
-vec4 getPosition(vec2 pos_screen);
+uniform mat4 inv_proj;
+uniform vec2 screen_res;
+
+vec4 getPosition(vec2 pos_screen)
+{
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
+
vec3 decode_normal (vec2 enc);
void main()
@@ -103,5 +119,11 @@ void main()
col.y *= col.y;
frag_color = col;
+
+#ifdef IS_AMD_CARD
+ // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts.
+ vec3 dummy1 = kern[0];
+ vec3 dummy2 = kern[3];
+#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
index def149d86d..6ba16b169c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
@@ -32,9 +32,11 @@ out vec4 frag_data[3];
#endif
uniform float minimum_alpha;
+
+
uniform sampler2D diffuseMap;
-uniform sampler2D specularMap;
uniform sampler2D normalMap;
+uniform sampler2D specularMap;
VARYING vec2 vary_texcoord0;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 1e566b77bf..c1c17532b8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -40,6 +40,7 @@ vec4 applyWaterFogView(vec3 pos, vec4 color);
vec3 srgb_to_linear(vec3 cs);
vec3 linear_to_srgb(vec3 cl);
+vec3 atmosFragAmbient(vec3 l, vec3 ambient);
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
vec3 scaleSoftClipFrag(vec3 l);
@@ -175,6 +176,19 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
}
+vec4 getPosition_d(vec2 pos_screen, float depth)
+{
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
+
+
#else
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
@@ -219,8 +233,6 @@ vec3 decode_normal (vec2 enc);
void main()
{
- vec2 pos_screen = vary_texcoord0.xy;
-
vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy);
diffcol.rgb *= vertex_color.rgb;
@@ -378,7 +390,7 @@ void main()
final_da = min(final_da, 1.0f);
final_da = pow(final_da, 1.0/1.3);
- col.rgb = (col * 0.5) + amblit;
+ col.rgb = atmosFragAmbient(col, amblit);
float ambient = min(abs(da), 1.0);
ambient *= 0.5;
@@ -432,6 +444,9 @@ void main()
glare += cur_glare;
}
+ //col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a);
+ //col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a);
+
col = atmosFragLighting(col, additive, atten);
col = scaleSoftClipFrag(col);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
index eb65c28645..d1ac19270d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
@@ -59,7 +59,18 @@ uniform mat4 inv_proj;
vec3 decode_normal (vec2 enc);
-vec4 getPosition(vec2 pos_screen);
+vec4 getPosition(vec2 pos_screen)
+{
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
void main()
{
@@ -137,4 +148,12 @@ void main()
frag_color.rgb = out_col;
frag_color.a = 0.0;
+
+#ifdef IS_AMD_CARD
+ // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts.
+ vec4 dummy1 = light[0];
+ vec4 dummy2 = light_col[0];
+ vec4 dummy3 = light[LIGHT_COUNT-1];
+ vec4 dummy4 = light_col[LIGHT_COUNT-1];
+#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
index 3aa7a3a449..1d75322b4c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
@@ -128,7 +128,19 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
return ret;
}
-vec4 getPosition(vec2 pos_screen);
+
+vec4 getPosition(vec2 pos_screen)
+{
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
index df48a66fab..13b803e03e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
@@ -57,7 +57,19 @@ uniform mat4 inv_proj;
uniform vec4 viewport;
vec3 decode_normal (vec2 enc);
-vec4 getPosition(vec2 pos_screen);
+
+vec4 getPosition(vec2 pos_screen)
+{
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
+ vec2 sc = (pos_screen.xy-viewport.xy)*2.0;
+ sc /= viewport.zw;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl
index 3da8531442..a5625fbc16 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl
@@ -1,5 +1,5 @@
/**
- * @file pointLightV.glsl
+ * @file pointLightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
index c2963046c5..e33254304b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
@@ -49,7 +49,18 @@ VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
-vec4 getPosition(vec2 pos_screen);
+vec4 getPosition(vec2 pos_screen)
+{
+ float depth = texture2DRect(depthMap, pos_screen.xy).a;
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
void main()
{
@@ -90,4 +101,10 @@ void main()
col = col*col*blur_quad.x + col*blur_quad.y + blur_quad.z;
frag_color.rgb = col;
+
+#ifdef IS_AMD_CARD
+ // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts.
+ vec2 dummy1 = kern[0];
+ vec2 dummy2 = kern[31];
+#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index cac3e75f1f..5627275df6 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -69,17 +69,33 @@ vec3 srgb_to_linear(vec3 cs);
vec3 linear_to_srgb(vec3 cl);
vec3 decode_normal (vec2 enc);
-vec3 scaleSoftClipFrag(vec3 l);
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
-vec4 getPositionWithDepth(vec2 pos_screen, float depth);
+vec4 getPosition_d(vec2 pos_screen, float depth)
+{
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
+
+vec4 getPosition(vec2 pos_screen)
+{ //get position in screen space (world units) given window coordinate and depth map
+ float depth = texture2DRect(depthMap, pos_screen.xy).a;
+ return getPosition_d(pos_screen, depth);
+}
+
void main()
{
vec2 tc = vary_fragcoord.xy;
float depth = texture2DRect(depthMap, tc.xy).r;
- vec4 pos = getPositionWithDepth(tc, depth);
+ vec3 pos = getPosition_d(tc, depth).xyz;
vec4 norm = texture2DRect(normalMap, tc);
float envIntensity = norm.z;
norm.xyz = decode_normal(norm.xy); // unpack norm
@@ -140,25 +156,27 @@ void main()
if (envIntensity > 0.0)
{ //add environmentmap
vec3 env_vec = env_mat * refnormpersp;
+
+
vec3 refcol = textureCube(environmentMap, env_vec).rgb;
- col = mix(col.rgb, refcol, envIntensity);
+
+ col = mix(col.rgb, refcol,
+ envIntensity);
}
if (norm.w < 0.5)
{
col = atmosFragLighting(col, additive, atten);
- col = scaleSoftClipFrag(col);
}
#ifdef WATER_FOG
- vec4 fogged = applyWaterFogView(pos.xyz,vec4(col, bloom));
+ vec4 fogged = applyWaterFogView(pos,vec4(col, bloom));
col = fogged.rgb;
bloom = fogged.a;
#endif
col = srgb_to_linear(col);
- //col = vec3(1,0,1);
//col.g = envIntensity;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
index 5655c6f99f..b59fcbe017 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
@@ -30,7 +30,6 @@ ATTRIBUTE vec3 position;
uniform vec2 screen_res;
VARYING vec2 vary_fragcoord;
-
void main()
{
//transform vertex
diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
index 022bcbabca..2b6428963d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
@@ -132,7 +132,18 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
}
-vec4 getPosition(vec2 pos_screen);
+vec4 getPosition(vec2 pos_screen)
+{
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl b/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl
index bc3324f543..00ba0e8fad 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl
@@ -48,6 +48,7 @@ vec3 srgb_to_linear(vec3 cs)
bvec3 lte = lessThanEqual(cs,vec3(0.04045));
return mix(high_range, low_range, lte);
+
}
vec3 linear_to_srgb(vec3 cl)
@@ -58,4 +59,6 @@ vec3 linear_to_srgb(vec3 cl)
bvec3 lt = lessThan(cl,vec3(0.0031308));
return mix(high_range, low_range, lt);
+
}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
index 006a49d9a0..403df87853 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
@@ -35,26 +35,102 @@ out vec4 frag_color;
//class 1 -- no shadow, SSAO only
+uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
+uniform sampler2D noiseMap;
+
// Inputs
+uniform float ssao_radius;
+uniform float ssao_max_radius;
+uniform float ssao_factor;
+uniform float ssao_factor_inv;
+
VARYING vec2 vary_fragcoord;
+uniform mat4 inv_proj;
+uniform vec2 screen_res;
+
vec3 decode_normal (vec2 enc);
-vec3 getNorm(vec2 pos_screen);
-vec4 getPosition(vec2 pos_screen);
+
+vec4 getPosition(vec2 pos_screen)
+{
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
//calculate decreases in ambient lighting when crowded out (SSAO)
-float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen);
+float calcAmbientOcclusion(vec4 pos, vec3 norm)
+{
+ float ret = 1.0;
+
+ vec2 kern[8];
+ // exponentially (^2) distant occlusion samples spread around origin
+ kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
+ kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
+ kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
+ kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
+ kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
+ kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
+ kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
+ kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
+
+ vec2 pos_screen = vary_fragcoord.xy;
+ vec3 pos_world = pos.xyz;
+ vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
+
+ float angle_hidden = 0.0;
+ int points = 0;
+
+ float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
+
+ // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations unrolling?)
+ for (int i = 0; i < 8; i++)
+ {
+ vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect);
+ vec3 samppos_world = getPosition(samppos_screen).xyz;
+
+ vec3 diff = pos_world - samppos_world;
+ float dist2 = dot(diff, diff);
+
+ // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
+ // --> solid angle shrinking by the square of distance
+ //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
+ //(k should vary inversely with # of samples, but this is taken care of later)
+
+ angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv);
+
+ // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
+ points = points + int(diff.z > -1.0);
+ }
+
+ angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0);
+
+ ret = (1.0 - (float(points != 0) * angle_hidden));
+
+ return min(ret, 1.0);
+}
void main()
{
- vec2 pos_screen = vary_fragcoord.xy;
- vec4 pos = getPosition(pos_screen);
- vec3 norm = getNorm(pos_screen);
-
+ vec2 pos_screen = vary_fragcoord.xy;
+
+ //try doing an unproject here
+
+ vec4 pos = getPosition(pos_screen);
+
+ vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
+ norm = decode_normal(norm.xy);
+
frag_color[0] = 1.0;
- frag_color[1] = calcAmbientOcclusion(pos, norm, pos_screen);
+ frag_color[1] = calcAmbientOcclusion(pos, norm);
frag_color[2] = 1.0;
frag_color[3] = 1.0;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
index 69543b93ea..73f6d9fec3 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
@@ -41,6 +41,15 @@ uniform sampler2D bumpMap2;
uniform float blend_factor;
uniform sampler2D screenTex;
uniform sampler2D refTex;
+uniform sampler2DRectShadow shadowMap0;
+uniform sampler2DRectShadow shadowMap1;
+uniform sampler2DRectShadow shadowMap2;
+uniform sampler2DRectShadow shadowMap3;
+uniform sampler2D noiseMap;
+
+uniform mat4 shadow_matrix[6];
+uniform vec4 shadow_clip;
+
uniform float sunAngle;
uniform float sunAngle2;
uniform vec3 lightDir;
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl
index 2b8cf9d8df..c1cc3679a7 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl
@@ -23,10 +23,21 @@
* $/LicenseInfo$
*/
+vec3 atmosFragAmbient(vec3 light, vec3 sunlit)
+{
+ /* stub function for fallback compatibility on class1 hardware */
+ return light;
+}
+
vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten)
{
- /* stub function for fallback compatibility on class1 hardware */
- return light;
+ /* stub function for fallback compatibility on class1 hardware */
+ return light;
+}
+
+vec3 atmosFragAffectDirectionalLight(float light, vec3 sunlit)
+{
+ return light * sunlit;
}
vec3 atmosLighting(vec3 light)
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
index 0848adba73..864ba4859d 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
@@ -133,7 +133,18 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
}
-vec4 getPosition(vec2 pos_screen);
+vec4 getPosition(vec2 pos_screen)
+{
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
void main()
{
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 33f3eb46c0..c92dbda185 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -83,12 +83,51 @@ vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
vec3 fullbrightScaleSoftClipFrag(vec3 l);
vec3 scaleSoftClipFrag(vec3 l);
-vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
-vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
-vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
+vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
+{
+ if (no_atmo == 1)
+ {
+ return light;
+ }
+ return (light + additive) * atten.r * 2.0;
+}
+
+vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) {
+ if (no_atmo == 1)
+ {
+ return light;
+ }
+ float brightness = dot(light.rgb, vec3(0.33333));
+ return mix(atmosTransportFrag(light.rgb, additive, atten), light.rgb + additive.rgb, brightness * brightness);
+}
+
+vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) {
+ if (no_atmo == 1)
+ {
+ return light;
+ }
+ float brightness = dot(light.rgb, vec3(0.33333));
+ return mix(atmosTransportFrag(light.rgb, additive, atten), (light.rgb + additive.rgb) * (2.0 - brightness), brightness * brightness);
+}
+
+vec4 getPosition_d(vec2 pos_screen, float depth)
+{
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
+
+vec4 getPosition(vec2 pos_screen)
+{ //get position in screen space (world units) given window coordinate and depth map
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
+ return getPosition_d(pos_screen, depth);
+}
-vec4 getPositionWithDepth(vec2 pos_screen, float depth);
-vec4 getPosition(vec2 pos_screen);
#ifdef WATER_FOG
vec4 applyWaterFogView(vec3 pos, vec4 color);
@@ -98,7 +137,7 @@ void main()
{
vec2 tc = vary_fragcoord.xy;
float depth = texture2DRect(depthMap, tc.xy).r;
- vec4 pos = getPositionWithDepth(tc, depth);
+ vec3 pos = getPosition_d(tc, depth).xyz;
vec4 norm = texture2DRect(normalMap, tc);
float envIntensity = norm.z;
norm.xyz = decode_normal(norm.xy); // unpack norm
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
index 8b8b338f68..c840d72784 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
@@ -36,5 +36,7 @@ void main()
//transform vertex
vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
gl_Position = pos;
+
+
vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
index 80e2a9dd55..a7da140b31 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
@@ -133,7 +133,18 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
}
-vec4 getPosition(vec2 pos_screen);
+vec4 getPosition(vec2 pos_screen)
+{
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
void main()
{
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
index c4018ca61a..aa5e99a2f7 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
@@ -67,9 +67,20 @@ uniform float shadow_offset;
uniform float spot_shadow_bias;
uniform float spot_shadow_offset;
-vec3 getNorm(vec2 pos_screen);
vec3 decode_normal (vec2 enc);
-vec4 getPosition(vec2 pos_screen);
+
+vec4 getPosition(vec2 pos_screen)
+{
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
{
@@ -112,9 +123,14 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_scr
void main()
{
- vec2 pos_screen = vary_fragcoord.xy;
- vec4 pos = getPosition(pos_screen);
- vec3 norm = getNorm(pos_screen);
+ vec2 pos_screen = vary_fragcoord.xy;
+
+ //try doing an unproject here
+
+ vec4 pos = getPosition(pos_screen);
+
+ vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
+ norm = decode_normal(norm.xy); // unpack norm
/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL
{
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
index bd468306ee..58f3f2f91e 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
@@ -70,10 +70,79 @@ uniform float spot_shadow_offset;
vec3 decode_normal (vec2 enc);
-vec4 getPosition(vec2 pos_screen);
-vec3 getNorm(vec2 pos_screen);
+vec4 getPosition(vec2 pos_screen)
+{
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
+
+vec2 getKern(int i)
+{
+ vec2 kern[8];
+ // exponentially (^2) distant occlusion samples spread around origin
+ kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
+ kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
+ kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
+ kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
+ kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
+ kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
+ kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
+ kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
+
+ return kern[i];
+}
+
+//calculate decreases in ambient lighting when crowded out (SSAO)
+float calcAmbientOcclusion(vec4 pos, vec3 norm)
+{
+ float ret = 1.0;
+
+ vec2 pos_screen = vary_fragcoord.xy;
+ vec3 pos_world = pos.xyz;
+ vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
+
+ float angle_hidden = 0.0;
+ float points = 0;
+
+ float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
+
+ // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?)
+ for (int i = 0; i < 8; i++)
+ {
+ vec2 samppos_screen = pos_screen + scale * reflect(getKern(i), noise_reflect);
+ vec3 samppos_world = getPosition(samppos_screen).xyz;
+
+ vec3 diff = pos_world - samppos_world;
+ float dist2 = dot(diff, diff);
+
+ // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
+ // --> solid angle shrinking by the square of distance
+ //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
+ //(k should vary inversely with # of samples, but this is taken care of later)
+
+ float funky_val = (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) ? 1.0 : 0.0;
+ angle_hidden = angle_hidden + funky_val * min(1.0/dist2, ssao_factor_inv);
+
+ // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
+ float diffz_val = (diff.z > -1.0) ? 1.0 : 0.0;
+ points = points + diffz_val;
+ }
+
+ angle_hidden = min(ssao_factor*angle_hidden/points, 1.0);
+
+ float points_val = (points > 0.0) ? 1.0 : 0.0;
+ ret = (1.0 - (points_val * angle_hidden));
-float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen);
+ ret = max(ret, 0.0);
+ return min(ret, 1.0);
+}
float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
{
@@ -116,8 +185,13 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_scr
void main()
{
vec2 pos_screen = vary_fragcoord.xy;
- vec4 pos = getPosition(pos_screen);
- vec3 norm = getNorm(pos_screen);
+
+ //try doing an unproject here
+
+ vec4 pos = getPosition(pos_screen);
+
+ vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
+ norm = decode_normal(norm.xy); // unpack norm
/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL
{
@@ -217,7 +291,7 @@ void main()
}
frag_color[0] = shadow;
- frag_color[1] = calcAmbientOcclusion(pos, norm, pos_screen);
+ frag_color[1] = calcAmbientOcclusion(pos, norm);
spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0);
diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl
index f8373215f0..9f06319da3 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl
@@ -1,5 +1,5 @@
/**
- * @file class3/deferred/cloudsF.glsl
+ * @file WLCloudsF.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -24,9 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_data[3];
+out vec4 frag_color;
#else
-#define frag_data gl_FragData
+#define frag_color gl_FragColor
#endif
/////////////////////////////////////////////////////////////////////////
@@ -36,37 +36,20 @@ out vec4 frag_data[3];
VARYING vec4 vary_CloudColorSun;
VARYING vec4 vary_CloudColorAmbient;
VARYING float vary_CloudDensity;
-VARYING vec2 vary_texcoord0;
-VARYING vec2 vary_texcoord1;
-VARYING vec2 vary_texcoord2;
-VARYING vec2 vary_texcoord3;
-VARYING vec3 vary_pos;
uniform sampler2D cloud_noise_texture;
uniform sampler2D cloud_noise_texture_next;
uniform float blend_factor;
uniform vec4 cloud_pos_density1;
uniform vec4 cloud_pos_density2;
-uniform vec4 sunlight_color;
-uniform vec4 cloud_color;
-uniform float cloud_shadow;
+uniform vec4 gamma;
uniform float cloud_scale;
uniform float cloud_variance;
-uniform vec3 ambient;
-uniform vec3 camPosLocal;
-uniform vec3 sun_dir;
-uniform float sun_size;
-uniform float far_z;
-
-uniform sampler2D transmittance_texture;
-uniform sampler3D scattering_texture;
-uniform sampler3D single_mie_scattering_texture;
-uniform sampler2D irradiance_texture;
-uniform sampler2D sh_input_r;
-uniform sampler2D sh_input_g;
-uniform sampler2D sh_input_b;
-
-vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance);
+
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+VARYING vec2 vary_texcoord2;
+VARYING vec2 vary_texcoord3;
/// Soft clips the light with a gamma correction
vec3 scaleSoftClip(vec3 light);
@@ -84,9 +67,11 @@ void main()
// Set variables
vec2 uv1 = vary_texcoord0.xy;
vec2 uv2 = vary_texcoord1.xy;
- vec2 uv3 = vary_texcoord2.xy;
- float cloudDensity = 2.0 * (cloud_shadow - 0.25);
+ vec4 cloudColorSun = vary_CloudColorSun;
+ vec4 cloudColorAmbient = vary_CloudColorAmbient;
+ float cloudDensity = vary_CloudDensity;
+ vec2 uv3 = vary_texcoord2.xy;
vec2 uv4 = vary_texcoord3.xy;
vec2 disturbance = vec2(cloudNoise(uv1 / 16.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f);
@@ -97,53 +82,33 @@ void main()
uv3 += cloud_pos_density2.xy + disturbance; //small texture, visible density
uv4 += cloud_pos_density2.xy; //small texture, self shadow
- float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0));
-
- cloudDensity *= 1.0 - (density_variance * density_variance);
// Compute alpha1, the main cloud opacity
+
float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z;
- alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10 * cloud_pos_density1.z, 1.);
+ alpha1 = min(max(alpha1 + cloudDensity, 0.) * (10. + disturbance.y) * cloud_pos_density1.z, 1.);
// And smooth
alpha1 = 1. - alpha1 * alpha1;
alpha1 = 1. - alpha1 * alpha1;
- if (alpha1 < 0.001f)
- {
- discard;
- }
// Compute alpha2, for self shadowing effect
// (1 - alpha2) will later be used as percentage of incoming sunlight
float alpha2 = (cloudNoise(uv2).x - 0.5);
- alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.);
+ alpha2 = min(max(alpha2 + cloudDensity, 0.) * (2.5 + disturbance.x) * cloud_pos_density1.z, 1.);
// And smooth
alpha2 = 1. - alpha2;
alpha2 = 1. - alpha2 * alpha2;
- vec3 view_ray = vary_pos.xyz + camPosLocal;
-
- vec3 view_direction = normalize(view_ray);
- vec3 sun_direction = normalize(sun_dir);
- vec3 earth_center = vec3(0, 0, -6360.0f);
- vec3 camPos = (camPosLocal / 1000.0f) - earth_center;
-
- vec3 transmittance;
- vec3 radiance_sun = GetSkyLuminance(camPos, view_direction, 1.0 - alpha1, sun_direction, transmittance);
-
- vec3 sun_color = vec3(1.0) - exp(-radiance_sun * 0.0001);
-
// Combine
vec4 color;
+ color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient);
+ color *= 2.;
- color.rgb = sun_color * cloud_color.rgb * (1. - alpha2);
- color.rgb = pow(color.rgb, vec3(1.0 / 2.2));
- color.rgb += ambient;
-
- frag_data[0] = vec4(color.rgb, alpha1);
- frag_data[1] = vec4(0);
- frag_data[2] = vec4(0,1,0,1);
+ /// Gamma correct for WL (soft clip effect).
+ frag_color.rgb = scaleSoftClip(color.rgb);
+ frag_color.a = alpha1;
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudsV.glsl
index 53b6d88ef5..c1dd45cd67 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/cloudsV.glsl
@@ -24,7 +24,6 @@
*/
uniform mat4 modelview_projection_matrix;
-uniform mat4 modelview_matrix;
ATTRIBUTE vec3 position;
ATTRIBUTE vec2 texcoord0;
@@ -34,37 +33,158 @@ ATTRIBUTE vec2 texcoord0;
///////////////////////////////////////////////////////////////////////////////
// Output parameters
+VARYING vec4 vary_CloudColorSun;
+VARYING vec4 vary_CloudColorAmbient;
+VARYING float vary_CloudDensity;
VARYING vec2 vary_texcoord0;
VARYING vec2 vary_texcoord1;
VARYING vec2 vary_texcoord2;
VARYING vec2 vary_texcoord3;
-VARYING vec3 vary_pos;
// Inputs
+uniform vec3 camPosLocal;
+
+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 max_y;
+
+uniform vec4 glow;
+
+uniform vec4 cloud_color;
+
uniform float cloud_scale;
-uniform vec4 lightnorm;
-uniform vec3 camPosLocal;
void main()
{
- vary_pos = position;
// World / view / projection
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = texcoord0;
+
+ // Get relative position
+ vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
+
+ // Set altitude
+ if (P.y > 0.)
+ {
+ P *= (max_y / P.y);
+ }
+ else
+ {
+ P *= (-32000. / P.y);
+ }
+
+ // Can normalize then
+ vec3 Pn = normalize(P);
+ float Plen = length(P);
+
+ // Initialize temp variables
+ vec4 temp1 = vec4(0.);
+ vec4 temp2 = vec4(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);
+
+ // Calculate relative weights
+ temp1 = blue_density + haze_density;
+ blue_weight = blue_density / temp1;
+ haze_weight = haze_density / temp1;
+
+ // Compute sunlight from P & lightnorm (for long rays like sky)
+ temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
+ temp2.y = 1. / temp2.y;
+ sunlight *= exp( - light_atten * temp2.y);
+
+ // Distance
+ temp2.z = Plen * density_multiplier;
+
+ // Transparency (-> temp1)
+ // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
+ // compiler gets confused.
+ temp1 = exp(-temp1 * temp2.z);
+
+
+ // Compute haze glow
+ temp2.x = dot(Pn, lightnorm.xyz);
+ temp2.x = 1. - temp2.x;
+ // temp2.x is 0 at the sun and increases away from sun
+ temp2.x = max(temp2.x, .001);
+ // 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;
+ tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;
+
+ // Dim sunlight by cloud shadow percentage
+ sunlight *= (1. - cloud_shadow);
+
+ // Haze color below cloud
+ vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
+ + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
+ );
+
+ // CLOUDS
+
+ sunlight = sunlight_color;
+ temp2.y = max(0., lightnorm.y * 2.);
+ temp2.y = 1. / temp2.y;
+ sunlight *= exp( - light_atten * temp2.y);
+
+ // Cloud color out
+ vary_CloudColorSun = (sunlight * temp2.x) * cloud_color;
+ vary_CloudColorAmbient = tmpAmbient * cloud_color;
+
+ // Attenuate cloud color by atmosphere
+ temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds
+ vary_CloudColorSun *= temp1;
+ vary_CloudColorAmbient *= temp1;
+ vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1);
+
+ // Make a nice cloud density based on the cloud_shadow value that was passed in.
+ vary_CloudDensity = 2. * (cloud_shadow - 0.25);
+
+
// Texture coords
vary_texcoord0 = texcoord0;
vary_texcoord0.xy -= 0.5;
- vary_texcoord0.xy /= cloud_scale;
- vary_texcoord0.xy += 0.5;
+ vary_texcoord0.xy /= cloud_scale;
+ vary_texcoord0.xy += 0.5;
vary_texcoord1 = vary_texcoord0;
vary_texcoord1.x += lightnorm.x * 0.0125;
- vary_texcoord1.y += lightnorm.z * 0.0125;
+ vary_texcoord1.y += lightnorm.z * 0.0125;
vary_texcoord2 = vary_texcoord0 * 16.;
vary_texcoord3 = vary_texcoord1 * 16.;
+ // Combine these to minimize register use
+ vary_CloudColorAmbient += oHazeColorBelowCloud;
+
+ // needs this to compile on mac
+ //vary_AtmosAttenuation = vec3(0.0,0.0,0.0);
+
// END CLOUDS
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
index 0848adba73..864ba4859d 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
@@ -133,7 +133,18 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
}
-vec4 getPosition(vec2 pos_screen);
+vec4 getPosition(vec2 pos_screen)
+{
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
void main()
{
diff --git a/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl
index d0514f7d23..2073fc066f 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl
@@ -1,5 +1,5 @@
/**
- * @file class3/deferred/skyF.glsl
+ * @file class3/skyF.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -44,7 +44,6 @@ uniform sampler3D single_mie_scattering_texture;
uniform sampler2D irradiance_texture;
uniform sampler2D rainbow_map;
uniform sampler2D halo_map;
-uniform vec4 gamma;
uniform float moisture_level;
uniform float droplet_radius;
@@ -54,7 +53,6 @@ vec3 GetSolarLuminance();
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 ColorFromRadiance(vec3 radiance);
vec3 rainbow(float d)
{
float rad = (droplet_radius - 5.0f) / 1024.0f;
@@ -95,15 +93,18 @@ void main()
}
s = smoothstep(0.9, 1.0, s) * 16.0f;
- vec3 color = ColorFromRadiance(radiance_sun);
+ vec3 color = vec3(1.0) - exp(-radiance_sun * 0.0001);
float optic_d = dot(view_direction, sun_direction);
+
vec3 halo_22 = halo22(optic_d);
- color.rgb += rainbow(optic_d) * optic_d;
+ if (optic_d <= 0)
+ color.rgb += rainbow(optic_d);
+
color.rgb += halo_22;
- color = pow(color, vec3(1.0/2.2));
+ color = pow(color, vec3(1.0 / 2.2));
frag_data[0] = vec4(color, 1.0 + s);
frag_data[1] = vec4(0.0);
diff --git a/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl
index 2eb222ada4..a5cc49ca30 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl
@@ -1,5 +1,5 @@
/**
- * @file class3/deferred/skyV.glsl
+ * @file advancedAtmoV.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -23,6 +23,12 @@
* $/LicenseInfo$
*/
+uniform vec3 cameraPosLocal;
+uniform mat4 modelview_projection_matrix;
+uniform mat4 modelview_matrix;
+uniform mat4 inv_proj;
+uniform mat4 inv_modelview;
+
ATTRIBUTE vec3 position;
ATTRIBUTE vec2 texcoord0;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index ecf6858136..2615400e52 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -38,21 +38,30 @@ uniform sampler2DRect specularRect;
uniform sampler2DRect normalMap;
uniform sampler2DRect lightMap;
uniform sampler2DRect depthMap;
-uniform sampler2D lightFunc;
-
-uniform float blur_size;
uniform samplerCube environmentMap;
+uniform sampler2D lightFunc;
+uniform float blur_size;
uniform float blur_fidelity;
// Inputs
uniform vec4 morphFactor;
uniform vec3 camPosLocal;
+//uniform vec4 camPosWorld;
uniform vec4 gamma;
+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;
uniform float global_gamma;
+uniform float scene_light_strength;
uniform mat3 env_mat;
uniform vec4 shadow_clip;
uniform mat3 ssao_effect_mat;
@@ -65,29 +74,28 @@ uniform mat4 inv_modelview;
uniform vec2 screen_res;
-uniform sampler2D transmittance_texture;
-uniform sampler3D scattering_texture;
-uniform sampler3D single_mie_scattering_texture;
-uniform sampler2D irradiance_texture;
-
-uniform sampler2D sh_input_r;
-uniform sampler2D sh_input_g;
-uniform sampler2D sh_input_b;
-
-vec3 GetSunAndSkyIrradiance(vec3 camPos, vec3 norm, vec3 dir, out vec3 sky_irradiance);
-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 scaleSoftClipFrag(vec3 c);
-vec3 fullbrightScaleSoftClipFrag(vec3 c);
vec3 srgb_to_linear(vec3 cs);
vec3 linear_to_srgb(vec3 cl);
vec3 decode_normal (vec2 enc);
-vec3 ColorFromRadiance(vec3 radiance);
-vec4 getPositionWithDepth(vec2 pos_screen, float depth);
-vec4 getPosition(vec2 pos_screen);
-vec3 getNorm(vec2 pos_screen);
+vec4 getPosition_d(vec2 pos_screen, float depth)
+{
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
+
+vec4 getPosition(vec2 pos_screen)
+{ //get position in screen space (world units) given window coordinate and depth map
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
+ return getPosition_d(pos_screen, depth);
+}
+
#ifdef WATER_FOG
vec4 applyWaterFogView(vec3 pos, vec4 color);
@@ -97,22 +105,24 @@ void main()
{
vec2 tc = vary_fragcoord.xy;
float depth = texture2DRect(depthMap, tc.xy).r;
- vec3 pos = getPositionWithDepth(tc, depth).xyz;
+ vec3 pos = getPosition_d(tc, depth).xyz;
vec4 norm = texture2DRect(normalMap, tc);
float envIntensity = norm.z;
- norm.xyz = decode_normal(norm.xy);
-
+ norm.xyz = decode_normal(norm.xy); // unpack norm
+
float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
float light_gamma = 1.0/1.3;
+ da = pow(da, light_gamma);
- vec4 diffuse = texture2DRect(diffuseRect, tc); // linear
+ vec4 diffuse = texture2DRect(diffuseRect, tc);
+ //convert to gamma space
+ diffuse.rgb = linear_to_srgb(diffuse.rgb);
+
vec3 col;
float bloom = 0.0;
{
- vec3 camPos = (camPosLocal / 1000.0f) + vec3(0, 0, 6360.0f);
-
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
@@ -122,37 +132,17 @@ void main()
float ambocc = scol_ambocc.g;
- vec4 l1tap = vec4(1.0/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265));
- vec4 l1r = texture2D(sh_input_r, vec2(0,0));
- vec4 l1g = texture2D(sh_input_g, vec2(0,0));
- vec4 l1b = texture2D(sh_input_b, vec2(0,0));
-
- vec3 indirect = vec3(dot(l1r, l1tap * vec4(1, norm.xyz)),
- dot(l1g, l1tap * vec4(1, norm.xyz)),
- dot(l1b, l1tap * vec4(1, norm.xyz)));
-
- indirect = clamp(indirect, vec3(0), vec3(1.0));
-
- vec3 transmittance;
- vec3 sky_irradiance;
- vec3 sun_irradiance = GetSunAndSkyIrradiance(camPos, norm.xyz, sun_dir, sky_irradiance);
- vec3 inscatter = GetSkyLuminanceToPoint(camPos, (pos / 1000.f) + vec3(0, 0, 6360.0f), scol, sun_dir, transmittance);
-
- vec3 radiance = scol * (sun_irradiance + sky_irradiance) + inscatter;
- vec3 atmo_color = ColorFromRadiance(radiance);
-
- col = atmo_color + indirect;
- col *= transmittance;
- col *= diffuse.rgb;
-
+ col *= diffuse.rgb;
+
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
if (spec.a > 0.0) // specular reflection
{
// the old infinite-sky shiny reflection
//
+
float sa = dot(refnormpersp, sun_dir.xyz);
- vec3 dumbshiny = scol * texture2D(lightFunc, vec2(sa, spec.a)).r * atmo_color;
+ vec3 dumbshiny = sunlit*(texture2D(lightFunc, vec2(sa, spec.a)).r);
// add the two types of shiny together
vec3 spec_contrib = dumbshiny * spec.rgb;
@@ -165,24 +155,17 @@ void main()
if (envIntensity > 0.0)
{ //add environmentmap
vec3 env_vec = env_mat * refnormpersp;
- vec3 sun_direction = (inv_modelview * vec4(sun_dir, 1.0)).xyz;
- vec3 radiance_sun = GetSkyLuminance(camPos, env_vec, 0.0f, sun_direction, transmittance);
- vec3 refcol = ColorFromRadiance(radiance_sun);
- col = mix(col.rgb, refcol, envIntensity);
+ vec3 refcol = textureCube(environmentMap, env_vec).rgb;
+ col = mix(col.rgb, refcol, envintensity);
}
- /*if (norm.w < 0.5)
- {
- col = scaleSoftClipFrag(col);
- }*/
-
#ifdef WATER_FOG
vec4 fogged = applyWaterFogView(pos,vec4(col, bloom));
col = fogged.rgb;
bloom = fogged.a;
#endif
- col = pow(col, vec3(light_gamma));
+ col = srgb_to_linear(col);
}
frag_color.rgb = col;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl
index 9d872b8df8..c840d72784 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl
@@ -1,5 +1,5 @@
/**
- * @file class3/deferred/softenLightV.glsl
+ * @file softenLightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -22,17 +22,21 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-ATTRIBUTE vec3 position;
-
-VARYING vec2 vary_fragcoord;
uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+
uniform vec2 screen_res;
+VARYING vec2 vary_fragcoord;
+
void main()
{
//transform vertex
vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
gl_Position = pos;
+
+
vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
index 80e2a9dd55..a7da140b31 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
@@ -133,7 +133,18 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
}
-vec4 getPosition(vec2 pos_screen);
+vec4 getPosition(vec2 pos_screen)
+{
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
void main()
{
diff --git a/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl
index 894534b105..aa5e99a2f7 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl
@@ -68,8 +68,19 @@ uniform float spot_shadow_bias;
uniform float spot_shadow_offset;
vec3 decode_normal (vec2 enc);
-vec4 getPosition(vec2 pos_screen);
-vec3 getNorm(vec2 pos_screen);
+
+vec4 getPosition(vec2 pos_screen)
+{
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
{
@@ -113,8 +124,13 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_scr
void main()
{
vec2 pos_screen = vary_fragcoord.xy;
+
+ //try doing an unproject here
+
vec4 pos = getPosition(pos_screen);
- vec3 norm = getNorm(pos_screen);
+
+ vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
+ norm = decode_normal(norm.xy); // unpack norm
/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL
{
diff --git a/indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl
index 0870a80a32..58f3f2f91e 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl
@@ -68,11 +68,81 @@ uniform float shadow_offset;
uniform float spot_shadow_bias;
uniform float spot_shadow_offset;
-vec4 getPosition(vec2 pos_screen);
-vec3 getNorm(vec2 pos_screen);
+vec3 decode_normal (vec2 enc);
+
+vec4 getPosition(vec2 pos_screen)
+{
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
+
+vec2 getKern(int i)
+{
+ vec2 kern[8];
+ // exponentially (^2) distant occlusion samples spread around origin
+ kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
+ kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
+ kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
+ kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
+ kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
+ kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
+ kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
+ kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
+
+ return kern[i];
+}
//calculate decreases in ambient lighting when crowded out (SSAO)
-float calcAmbientOcclusion(vec4 pos, vec3 norm, pos_screen);
+float calcAmbientOcclusion(vec4 pos, vec3 norm)
+{
+ float ret = 1.0;
+
+ vec2 pos_screen = vary_fragcoord.xy;
+ vec3 pos_world = pos.xyz;
+ vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
+
+ float angle_hidden = 0.0;
+ float points = 0;
+
+ float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
+
+ // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?)
+ for (int i = 0; i < 8; i++)
+ {
+ vec2 samppos_screen = pos_screen + scale * reflect(getKern(i), noise_reflect);
+ vec3 samppos_world = getPosition(samppos_screen).xyz;
+
+ vec3 diff = pos_world - samppos_world;
+ float dist2 = dot(diff, diff);
+
+ // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
+ // --> solid angle shrinking by the square of distance
+ //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
+ //(k should vary inversely with # of samples, but this is taken care of later)
+
+ float funky_val = (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) ? 1.0 : 0.0;
+ angle_hidden = angle_hidden + funky_val * min(1.0/dist2, ssao_factor_inv);
+
+ // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
+ float diffz_val = (diff.z > -1.0) ? 1.0 : 0.0;
+ points = points + diffz_val;
+ }
+
+ angle_hidden = min(ssao_factor*angle_hidden/points, 1.0);
+
+ float points_val = (points > 0.0) ? 1.0 : 0.0;
+ ret = (1.0 - (points_val * angle_hidden));
+
+ ret = max(ret, 0.0);
+ return min(ret, 1.0);
+}
float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
{
@@ -114,9 +184,14 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_scr
void main()
{
- vec2 pos_screen = vary_fragcoord.xy;
- vec4 pos = getPosition(pos_screen);
- vec3 norm = getNorm(pos_screen);
+ vec2 pos_screen = vary_fragcoord.xy;
+
+ //try doing an unproject here
+
+ vec4 pos = getPosition(pos_screen);
+
+ vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
+ norm = decode_normal(norm.xy); // unpack norm
/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL
{
@@ -216,7 +291,7 @@ void main()
}
frag_color[0] = shadow;
- frag_color[1] = calcAmbientOcclusion(pos, norm, pos_screen);
+ frag_color[1] = calcAmbientOcclusion(pos, norm);
spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0);