diff options
| author | Runitai Linden <davep@lindenlab.com> | 2020-03-04 15:56:02 -0600 | 
|---|---|---|
| committer | Runitai Linden <davep@lindenlab.com> | 2020-03-04 15:56:02 -0600 | 
| commit | cc5044bce06598aab9f405bba745f0e8209fc5ce (patch) | |
| tree | 3be14e0073c2ade563b920cb7c381c562735bd24 /indra/newview | |
| parent | c40dd9917ffa9711f883d2a3ea57855bb98a7e23 (diff) | |
WIP - fix various inconsistencies in sRGB vs linear color space.  Fix inconsistencies between softenLightF.glsl, materialF.glsl, and alphaF.glsl
Diffstat (limited to 'indra/newview')
4 files changed, 50 insertions, 52 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 546a502ee1..814d5036db 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -22,7 +22,9 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -  + +//class1/deferred/alphaF.glsl +  #extension GL_ARB_texture_rectangle : enable  /*[EXTRA_CODE_HERE]*/ @@ -51,7 +53,7 @@ VARYING vec2 vary_texcoord0;  VARYING vec3 vary_norm;  #ifdef USE_VERTEX_COLOR -VARYING vec4 vertex_color; +VARYING vec4 vertex_color; //vertex color should be treated as sRGB  #endif  uniform mat4 proj_mat; @@ -190,7 +192,7 @@ void main()      float final_alpha = diffuse_srgb.a * vertex_color.a;      diffuse_srgb.rgb *= vertex_color.rgb; -    diffuse_linear.rgb *= vertex_color.rgb; +    diffuse_linear.rgb = srgb_to_linear(diffuse_srgb.rgb);       // Insure we don't pollute depth with invis pixels in impostor rendering      // @@ -207,7 +209,7 @@ void main()  #ifdef USE_VERTEX_COLOR      final_alpha *= vertex_color.a;      diffuse_srgb.rgb *= vertex_color.rgb; -    diffuse_linear.rgb *= vertex_color.rgb; +    diffuse_linear.rgb = srgb_to_linear(diffuse_srgb.rgb);  #endif      vec3 sunlit; @@ -249,7 +251,7 @@ vec3 post_ambient = color.rgb;  vec3 post_sunlight = color.rgb; -    color.rgb *= diffuse_srgb.rgb; +    color.rgb *= diffuse_linear.rgb;  vec3 post_diffuse = color.rgb; @@ -258,10 +260,7 @@ vec3 post_diffuse = color.rgb;  vec3 post_atmo = color.rgb;      vec4 light = vec4(0,0,0,0); - -    // to linear! -    color.rgb = srgb_to_linear(color.rgb); - +         #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diffuse_linear.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w);      LIGHT_LOOP(1) @@ -298,7 +297,7 @@ vec3 post_atmo = color.rgb;  #endif // WATER_FOG  #endif - +          frag_color = color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index eebb0a5fe5..c6ba489d52 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -25,6 +25,10 @@  /*[EXTRA_CODE_HERE]*/ +//class1/deferred/materialF.glsl + +// This shader is used for both writing opaque/masked content to the gbuffer and writing blended content to the framebuffer during the alpha pass. +  #define DIFFUSE_ALPHA_MODE_NONE     0  #define DIFFUSE_ALPHA_MODE_BLEND    1  #define DIFFUSE_ALPHA_MODE_MASK     2 @@ -180,7 +184,7 @@ out vec4 frag_data[3];  #endif  #endif -uniform sampler2D diffuseMap; +uniform sampler2D diffuseMap;  //always in sRGB space  #ifdef HAS_NORMAL_MAP  uniform sampler2D bumpMap; @@ -218,14 +222,16 @@ void main()      vec2 pos_screen = vary_texcoord0.xy;      vec4 diffuse_tap = texture2D(diffuseMap, vary_texcoord0.xy); +    diffuse_tap.rgb *= vertex_color.rgb; +    //diffuse_tap = vec4(1,1,1,1); -#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) +//#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)      vec4 diffuse_srgb = diffuse_tap;      vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a); -#else +/*#else      vec4 diffuse_linear = diffuse_tap;      vec4 diffuse_srgb = vec4(linear_to_srgb(diffuse_linear.rgb), diffuse_linear.a); -#endif +#endif*/  #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)      if (diffuse_linear.a < minimum_alpha) @@ -234,9 +240,6 @@ void main()      }  #endif -    diffuse_linear.rgb *= vertex_color.rgb; -    diffuse_srgb.rgb *= linear_to_srgb(vertex_color.rgb); -  #ifdef HAS_SPECULAR_MAP      vec4 spec = texture2D(specularMap, vary_texcoord2.xy);      spec.rgb *= specular_color.rgb; @@ -298,10 +301,10 @@ void main()      if (emissive_brightness >= 1.0)      { -#ifdef HAS_SPECULAR_MAP +/*#ifdef HAS_SPECULAR_MAP          // Note: We actually need to adjust all 4 channels not just .rgb          final_color *= 0.666666; -#endif +#endif*/          color.rgb = final_color.rgb;          al        = vertex_color.a;      } @@ -320,11 +323,12 @@ void main()      if (emissive_brightness >= 1.0)      {          // fullbright = diffuse texture pass-through, no lighting -        frag_color = diffuse_srgb; +        color = diffuse_linear.rgb; +        al = diffuse_linear.a;      }      else      { -        //forward rendering, output just lit RGBA +        //forward rendering, output just lit sRGBA          vec3 pos = vary_position;          float shadow = 1.0f; @@ -349,13 +353,14 @@ void main()          vec3 refnormpersp = normalize(reflect(pos.xyz, norm)); -        float da = dot(norm, normalize(light_dir)); -        da = clamp(da, 0.0, 1.0);   // No negative light contributions +        float da = clamp(dot(normalize(norm.xyz), light_dir.xyz), 0.0, 1.0); -        // ambient weight varies from 0.75 at max direct light to 1.0 with sun at grazing angle -        float ambient = 1.0 - (0.25 * da * da); +        float ambient = da; +        ambient *= 0.5; +        ambient *= ambient; +        ambient = (1.0 - ambient); -        vec3 sun_contrib = additive + (min(da, shadow) * sunlit); +        vec3 sun_contrib = da * sunlit;  #if !defined(AMBIENT_KILL)          color.rgb = amblit; @@ -367,11 +372,7 @@ void main()  #endif          color.rgb *= diffuse_linear.rgb; // SL-12006 - -        // ad-hoc brighten and de-saturate (normal-mapped only), to match windlight - SL-12638 -        color.rgb = desat(color.rgb, 0.33 * (eep_bump_gain - 1.0)); -        color.rgb *= eep_bump_gain; - +                  float glare = 0.0;          if (spec.a > 0.0) // specular reflection @@ -391,9 +392,9 @@ void main()              if (nh > 0.0)              {                  float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); -                vec3 sp = sun_contrib*scol / 16.0f; +                vec3 sp = sun_contrib*scol / 6.0f;                  sp = clamp(sp, vec3(0), vec3(1)); -                bloom = dot(sp, sp) / 6.0; +                bloom = dot(sp, sp) / 4.0;  #if !defined(SUNLIGHT_KILL)                  color += sp * spec.rgb;  #endif @@ -418,9 +419,6 @@ void main()          color = atmosFragLighting(color, additive, atten); -        //convert to linear space before adding local lights -        color = srgb_to_linear(color); -          vec3 npos = normalize(-pos.xyz);          vec3 light = vec3(0,0,0); @@ -444,23 +442,23 @@ void main()          color = scaleSoftClipFrag(color); -        // (only) post-deferred needs inline gamma correction -        color.rgb = linear_to_srgb(color.rgb); - -#ifdef WATER_FOG +/*#ifdef WATER_FOG          vec4 temp = applyWaterFogView(pos, vec4(color.rgb, al));          color.rgb = temp.rgb;          al = temp.a; -#endif - -        frag_color.rgb = color.rgb; -        frag_color.a   = al; +#endif*/      } -#else // if DIFFUSE_ALPHA_MODE_BLEND ... +    // (only) post-deferred needs inline gamma correction +    color.rgb = linear_to_srgb(color.rgb); +     +    frag_color = vec4(color, al); +     +#else // if DIFFUSE_ALPHA_MODE_BLEND ... +          // deferred path -    frag_data[0] = final_color; +    frag_data[0] = vec4(linear_to_srgb(final_color.rgb), final_color.a); //gbuffer is sRGB      frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent.      frag_data[2] = final_normal; // XY = Normal.  Z = Env. intensity.  #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index 9f519708a2..966c73ef24 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -44,7 +44,8 @@ vec3 linear_to_srgb(vec3 cl);  void main()   {      vec4 diff = texture2DRect(diffuseRect, vary_fragcoord); -    diff.rgb = pow(diff.rgb, vec3(display_gamma)); +    //diff.rgb = pow(diff.rgb, vec3(display_gamma)); +    diff.rgb = linear_to_srgb(diff.rgb);      frag_color = diff;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 705cc2f04e..da2eb47e3b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -119,7 +119,7 @@ vec3 post_ambient = color.rgb;  vec3 post_sunlight = color.rgb; -        color.rgb *= diffuse_srgb.rgb; +        color.rgb *= diffuse_linear.rgb;  vec3 post_diffuse = color.rgb; @@ -157,7 +157,7 @@ vec3 post_diffuse = color.rgb;  #ifdef WATER_FOG          color.rgb += diffuse_srgb.rgb * diffuse_srgb.a * 0.25;  #else -        color.rgb = mix(color.rgb, diffuse_srgb.rgb, diffuse_srgb.a); +        color.rgb = mix(color.rgb, diffuse_linear.rgb, diffuse_linear.a);  #endif          if (envIntensity > 0.0) @@ -201,7 +201,7 @@ vec3 post_atmo = color.rgb;  // convert to linear as fullscreen lights need to sum in linear colorspace  // and will be gamma (re)corrected downstream... -        color.rgb = srgb_to_linear(color.rgb); +        //color.rgb = srgb_to_linear(color.rgb);      }  // linear debuggables @@ -209,7 +209,7 @@ vec3 post_atmo = color.rgb;  //color.rgb = vec3(ambient);  //color.rgb = vec3(scol);  //color.rgb = diffuse_linear.rgb; - +          frag_color.rgb = color.rgb; -    frag_color.a = bloom; +    frag_color.a = 0.0; //bloom;  } | 
