diff options
author | Graham Linden <graham@lindenlab.com> | 2018-11-12 15:54:53 -0800 |
---|---|---|
committer | Graham Linden <graham@lindenlab.com> | 2018-11-12 15:54:53 -0800 |
commit | a49e2b604e6b505e083e24b10e39053196d917c1 (patch) | |
tree | 931c403bcc66f9831b595b1aeb54534e5a5eff4a /indra/newview | |
parent | bdf4442e216273bb32eeb607857efdad2336ee81 (diff) |
SL-10044 SL-10045
Fix class 1 and 2 transport/gamma funcs and made usage consistent across all shaders.
Fix class1\environment\waterV reverting to old d1/d2 names for wave directions.
Diffstat (limited to 'indra/newview')
18 files changed, 80 insertions, 50 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 3ec2ea12da..f79fc012d1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -88,7 +88,7 @@ vec3 linear_to_srgb(vec3 cl); vec2 encode_normal (vec3 n); vec3 decode_normal (vec2 enc); -vec3 scaleSoftClipFrag(vec3 l); +vec3 scaleSoftClip(vec3 l); vec3 atmosFragAmbient(vec3 light, vec3 sunlit); vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten); vec3 atmosFragAffectDirectionalLight(float light, vec3 sunlit); @@ -305,7 +305,7 @@ void main() //color.rgb = mix(diff.rgb, color.rgb, final_alpha); color.rgb = atmosFragLighting(color.rgb, additive, atten); - color.rgb = scaleSoftClipFrag(color.rgb); + color.rgb = scaleSoftClip(color.rgb); vec4 light = vec4(0,0,0,0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 5627275df6..18259ed9ed 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -70,8 +70,12 @@ vec3 linear_to_srgb(vec3 cl); vec3 decode_normal (vec2 enc); 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); +vec3 scaleSoftClip(vec3 l); +vec3 fullbrightScaleSoftClip(vec3 l); + vec4 getPosition_d(vec2 pos_screen, float depth) { vec2 sc = pos_screen.xy*2.0; @@ -129,8 +133,8 @@ void main() ambient = (1.0 - ambient); col = amblit; - col += (final_da * sunlit); col *= ambient; + col += (final_da * sunlit); col *= diffuse.rgb; vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); @@ -141,7 +145,6 @@ void main() // float sa = dot(refnormpersp, sun_dir.xyz); - vec3 dumbshiny = sunlit*(texture2D(lightFunc, vec2(sa, spec.a)).r); // add the two types of shiny together @@ -166,17 +169,19 @@ void main() if (norm.w < 0.5) { - col = atmosFragLighting(col, additive, atten); + col = mix(atmosFragLighting(col, additive, atten), fullbrightAtmosTransportFrag(col, additive, atten), diffuse.a); + col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a); } #ifdef WATER_FOG - vec4 fogged = applyWaterFogView(pos,vec4(col, bloom)); + vec4 fogged = applyWaterFogView(pos.xyz,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/environment/waterV.glsl b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl index 352cea7aaa..1fe98a9575 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl @@ -31,8 +31,8 @@ ATTRIBUTE vec3 position; void calcAtmospherics(vec3 inPositionEye); -uniform vec2 d1; -uniform vec2 d2; +uniform vec2 waveDir1; +uniform vec2 waveDir2; uniform float time; uniform vec3 eyeVec; uniform float waterHeight; @@ -86,10 +86,10 @@ void main() //pass wave parameters to pixel shader - vec2 bigWave = (v.xy) * vec2(0.04,0.04) + d1 * time * 0.055; + vec2 bigWave = (v.xy) * vec2(0.04,0.04) + waveDir1 * time * 0.055; //get two normal map (detail map) texture coordinates - littleWave.xy = (v.xy) * vec2(0.45, 0.9) + d2 * time * 0.13; - littleWave.zw = (v.xy) * vec2(0.1, 0.2) + d1 * time * 0.1; + littleWave.xy = (v.xy) * vec2(0.45, 0.9) + waveDir2 * time * 0.13; + littleWave.zw = (v.xy) * vec2(0.1, 0.2) + waveDir1 * time * 0.1; view.w = bigWave.y; refCoord.w = bigWave.x; diff --git a/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl index 10958025ac..7059ff31ae 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl @@ -29,6 +29,7 @@ float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 atmosGetDiffuseSunlightColor(); +vec3 scaleDownLight(vec3 light); uniform vec4 light_position[8]; uniform vec3 light_diffuse[8]; @@ -43,6 +44,7 @@ vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor vec4 specularSum = vec4(0.0); col.rgb += light_diffuse[1].rgb * calcDirectionalLightSpecular(specularColor, view, norm, light_position[1].xyz,light_diffuse[1].rgb, 1.0); + col.rgb = scaleDownLight(col.rgb); col.rgb += atmosAmbient(baseCol.rgb); col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, light_position[0].xyz,atmosGetDiffuseSunlightColor()*baseCol.a, 1.0)); diff --git a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl index 569b629ef8..41288c21c1 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl @@ -30,6 +30,7 @@ float calcDirectionalLight(vec3 n, vec3 l); vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); +vec3 scaleDownLight(vec3 light); vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) { @@ -37,6 +38,7 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) col.a = color.a; col.rgb = light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz); + col.rgb = scaleDownLight(col.rgb); col.rgb += atmosAmbient(baseLight.rgb); col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz)); diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl index 9e5893d32a..c16e3d50a2 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl @@ -41,3 +41,9 @@ vec3 atmosGetDiffuseSunlightColor() return sunlight_color.rgb; } +vec3 scaleDownLight(vec3 light) +{ + /* stub function for fallback compatibility on class1 hardware */ + return light; +} + diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl index 01f19087ff..89b6a52909 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl @@ -41,3 +41,15 @@ vec3 atmosGetDiffuseSunlightColor() return sunlight_color.rgb; } +vec3 scaleDownLight(vec3 light) +{ + /* stub function for fallback compatibility on class1 hardware */ + return light; +} + +vec3 scaleUpLight(vec3 light) +{ + /* stub function for fallback compatibility on class1 hardware */ + return light; +} + diff --git a/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl index 768d93f005..667301443a 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl @@ -39,7 +39,7 @@ vec3 scaleSoftClip(vec3 light) return light; } -vec3 fullbrightScaleSoftClipFrag(vec3 light) +vec3 fullbrightScaleSoftClipFrag(vec3 light, vec3 additive, vec3 atten) { // For compatibility with lower cards. Do nothing return light; diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index c92dbda185..308a85d2d9 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -49,6 +49,7 @@ uniform vec4 morphFactor; uniform vec3 camPosLocal; //uniform vec4 camPosWorld; uniform vec4 gamma; +uniform vec4 lightnorm; uniform vec4 sunlight_color; uniform vec4 ambient; uniform vec4 blue_horizon; @@ -83,32 +84,9 @@ vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); vec3 fullbrightScaleSoftClipFrag(vec3 l); vec3 scaleSoftClipFrag(vec3 l); -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); -} +vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten); +vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten); +vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten); vec4 getPosition_d(vec2 pos_screen, float depth) { @@ -175,7 +153,7 @@ void main() ambient *= ambient; ambient = (1.0-ambient); - col.rgb = ambient * amblit; + col.rgb = ambient * ((col * 0.5) + amblit); col += sunlit * max(min(da, scol), 0.0); diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl index eef259349f..3acf9fe883 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl @@ -31,6 +31,7 @@ vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3 vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 atmosGetDiffuseSunlightColor(); +vec3 scaleDownLight(vec3 light); uniform vec4 light_position[8]; uniform vec3 light_attenuation[8]; @@ -49,6 +50,7 @@ vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor col.rgb += light_diffuse[1].rgb * calcDirectionalLightSpecular(specularColor, view, norm, light_position[1].xyz,light_diffuse[1].rgb, 1.0); col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[2].xyz, light_attenuation[2].x, light_attenuation[2].y, light_diffuse[2].rgb); col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[3].xyz, light_attenuation[3].x, light_attenuation[3].y, light_diffuse[3].rgb); + col.rgb = scaleDownLight(col.rgb); // Add windlight lights col.rgb += atmosAmbient(baseCol.rgb); diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl index b42506dd40..c9987ef3b9 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl @@ -28,6 +28,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); +vec3 scaleDownLight(vec3 light); uniform vec4 light_position[8]; uniform vec3 light_direction[8]; @@ -44,6 +45,8 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].z); col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z); + col.rgb = scaleDownLight(col.rgb); + // Add windlight lights col.rgb += atmosAmbient(baseLight.rgb); col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz)); diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl index 229f8073b0..9653e0809e 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl @@ -52,13 +52,13 @@ vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten) return light; } light *= atten.r; - light += additive; + light += additive * 2.0; return light; } vec3 atmosLighting(vec3 light) { - return (no_atmo == 1) ? light : atmosFragLighting(light, getAdditiveColor(), getAtmosAttenuation()); + return atmosFragLighting(light, getAdditiveColor(), getAtmosAttenuation()); } void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten) { diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl index 8648c38501..63c683c99e 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl @@ -37,3 +37,8 @@ vec3 atmosFragAffectDirectionalLight(float lightIntensity, vec3 sunlit) return sunlit * lightIntensity; } +vec3 scaleDownLightFrag(vec3 light) +{ + return (light / scene_light_strength ); +} + diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl index a83aa95f95..62a034ce05 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl @@ -49,3 +49,13 @@ vec3 atmosGetDiffuseSunlightColor() return getSunlitColor(); } +vec3 scaleDownLight(vec3 light) +{ + return (light / scene_light_strength ); +} + +vec3 scaleUpLight(vec3 light) +{ + return (light * scene_light_strength); +} + diff --git a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl index 187876acf7..6401845af2 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl @@ -36,10 +36,10 @@ vec3 scaleSoftClipFrag(vec3 light) { return light; } - //soft clip effect: - light = 1. - clamp(light, vec3(0.), vec3(1.)); - light = 1. - pow(light, gamma.xxx); - return light; + //soft clip effect: + light = 1. - clamp(light, vec3(0.), vec3(1.)); + light = 1. - pow(light, gamma.xxx); + return light; } vec3 scaleSoftClip(vec3 light) @@ -47,13 +47,12 @@ vec3 scaleSoftClip(vec3 light) return scaleSoftClipFrag(light); } -vec3 fullbrightScaleSoftClipFrag(vec3 light) -{ - return scaleSoftClipFrag(light.rgb); +vec3 fullbrightScaleSoftClipFrag(vec3 light) { + return mix(scaleSoftClip(light.rgb), light.rgb, getAtmosAttenuation()); } vec3 fullbrightScaleSoftClip(vec3 light) { - return fullbrightScaleSoftClipFrag(light.rgb); + return fullbrightScaleSoftClipFrag(light); } diff --git a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl index 75d1bb0cd5..359fea3073 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl @@ -38,7 +38,9 @@ vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten) { return light; } - return (light + additive) * atten * 2.0; + light *= atten.r; + light += additive * 2.0; + return light; } vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl index 7870d0516f..e043ac873e 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl @@ -29,6 +29,7 @@ vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3 vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 atmosGetDiffuseSunlightColor(); +vec3 scaleDownLight(vec3 light); uniform vec4 light_position[8]; uniform vec3 light_attenuation[8]; @@ -51,6 +52,7 @@ vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[5].xyz, light_attenuation[5].x, light_attenuation[5].y, light_diffuse[5].rgb); col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[6].xyz, light_attenuation[6].x, light_attenuation[6].y, light_diffuse[6].rgb); col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[7].xyz, light_attenuation[7].x, light_attenuation[7].y, light_diffuse[7].rgb); + col.rgb = scaleDownLight(col.rgb); // Add windlight lights col.rgb += atmosAmbient(baseCol.rgb); diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index cabfd3d2eb..16fc0f702d 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -1973,6 +1973,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredSoftenProgram.mFeatures.calculatesAtmospherics = true; gDeferredSoftenProgram.mFeatures.hasAtmospherics = true; gDeferredSoftenProgram.mFeatures.hasGamma = true; + gDeferredSoftenProgram.mFeatures.hasTransport = true; gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -2004,6 +2005,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredSoftenWaterProgram.mFeatures.calculatesAtmospherics = true; gDeferredSoftenWaterProgram.mFeatures.hasAtmospherics = true; gDeferredSoftenWaterProgram.mFeatures.hasGamma = true; + gDeferredSoftenWaterProgram.mFeatures.hasTransport = true; if (gSavedSettings.getBOOL("RenderDeferredSSAO")) { //if using SSAO, take screen space light map into account as if shadows are enabled |