diff options
author | Graham Linden <graham@lindenlab.com> | 2019-02-11 09:36:01 -0800 |
---|---|---|
committer | Graham Linden <graham@lindenlab.com> | 2019-02-11 09:36:01 -0800 |
commit | aafa561215b7b69a72d00ed709d6411f6438474d (patch) | |
tree | a9063b0bd31c0c1932b3193b1164f32e561c4975 /indra/newview | |
parent | 3e0c9087cd6b26a64831f99bf9be05daa1dec510 (diff) |
SL-10500
Replace clamp on height in atmospherics calcs on fragment shader path.
Fix colorspace conversions in material shaders in forward rendering mode.
Fix deferred shaders not setting the sun_up_factor uniform and getting moonlight instead of sunlight.
Diffstat (limited to 'indra/newview')
4 files changed, 18 insertions, 7 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 09bb6c5bb8..c8f4d7c570 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -42,6 +42,9 @@ vec3 scaleSoftClipFrag(vec3 l); void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); +vec3 srgb_to_linear(vec3 cs); +vec3 linear_to_srgb(vec3 cs); + #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) #ifdef DEFINE_GL_FRAGCOLOR @@ -199,7 +202,7 @@ void main() #endif #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) - vec3 gamma_diff = diffcol.rgb; + vec3 gamma_diff = linear_to_srgb(diffcol.rgb); #endif #if HAS_SPECULAR_MAP @@ -332,6 +335,7 @@ void main() } col = atmosFragLighting(col, additive, atten); + col = scaleSoftClipFrag(col); vec3 npos = normalize(-pos.xyz); @@ -352,7 +356,8 @@ void main() glare = min(glare, 1.0); float al = max(diffcol.a,glare)*vertex_color.a; - col = scaleSoftClipFrag(col); + //convert to gamma space for display on screen + col.rgb = linear_to_srgb(col.rgb); #ifdef WATER_FOG vec4 temp = applyWaterFogView(pos, vec4(col.rgb, al)); diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index cbc19bbba3..058e939ec8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -44,8 +44,8 @@ vec3 linear_to_srgb(vec3 cl); void main() { - vec4 diff = texture2DRect(diffuseRect, vary_fragcoord); - diff.rgb = linear_to_srgb(diff.rgb); - frag_color = diff; + vec4 diff = texture2DRect(diffuseRect, vary_fragcoord); + diff.rgb = linear_to_srgb(diff.rgb); + frag_color = diff; } diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl index efcf848ab1..565c00ba79 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl @@ -67,7 +67,11 @@ vec3 atmosLighting(vec3 light) void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten) { vec3 P = inPositionEye; - + + //(TERRAIN) limit altitude + if (P.y > max_y) P *= (max_y / P.y); + if (P.y < -max_y) P *= (-max_y / P.y); + vec3 tmpLightnorm = lightnorm.xyz; vec3 Pn = normalize(P); @@ -93,7 +97,7 @@ void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) temp2.y = max(0.0, tmpLightnorm.y); temp2.y = 1. / temp2.y; - sunlight *= exp( - light_atten * temp2.y); + sunlight *= exp(-light_atten * temp2.y); // main atmospheric scattering line integral temp2.z = Plen * density_multiplier; diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 8bc8de3dba..efb3b7c69b 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -8507,6 +8507,8 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_ shader.uniform1f(LLShaderMgr::DEFERRED_DEPTH_CUTOFF, RenderEdgeDepthCutoff); shader.uniform1f(LLShaderMgr::DEFERRED_NORM_CUTOFF, RenderEdgeNormCutoff); + LLEnvironment& environment = LLEnvironment::instance(); + shader.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0); if (shader.getUniformLocation(LLShaderMgr::DEFERRED_NORM_MATRIX) >= 0) { |