diff options
author | Runitai Linden <davep@lindenlab.com> | 2020-03-24 11:22:01 -0500 |
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committer | Runitai Linden <davep@lindenlab.com> | 2020-03-24 11:22:01 -0500 |
commit | 3d22273726ab4d40f2eb9afc5ceeac37471a9dfa (patch) | |
tree | eafaf3a6a205955a4014bfcf33dec4b531951aa7 /indra | |
parent | 3e472948db34e8efc905b5b50249f4587ba1507f (diff) |
Fix for bad fullbright shiny shininess values and inconsistency between materialF and fullbrightShinyF
Diffstat (limited to 'indra')
6 files changed, 51 insertions, 129 deletions
diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index f4b5d88529..ebc4659bcf 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -1370,7 +1370,7 @@ void LLRender::syncMatrices() } - if (shader->mFeatures.hasLighting || shader->mFeatures.calculatesLighting) + if (shader->mFeatures.hasLighting || shader->mFeatures.calculatesLighting || shader->mFeatures.calculatesAtmospherics) { //also sync light state syncLightState(); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl index af903eeda8..bd0ad3bce8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl @@ -38,12 +38,20 @@ uniform sampler2D diffuseMap; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; VARYING vec3 vary_texcoord1; +VARYING vec4 vary_position; uniform samplerCube environmentMap; vec3 fullbrightShinyAtmosTransport(vec3 light); +vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten); vec3 fullbrightScaleSoftClip(vec3 light); +void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); + +vec3 linear_to_srgb(vec3 c); +vec3 srgb_to_linear(vec3 c); + + void main() { #ifdef HAS_DIFFUSE_LOOKUP @@ -52,20 +60,28 @@ void main() vec4 color = texture2D(diffuseMap, vary_texcoord0.xy); #endif - color.rgb *= vertex_color.rgb; + vec3 pos = vary_position.xyz/vary_position.w; + + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; + + calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false); vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; - color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a); + float env_intensity = vertex_color.a; + color.rgb = mix(color.rgb, envColor.rgb, env_intensity); - color.rgb = pow(color.rgb,vec3(2.2f,2.2f,2.2f)); + //color.rgb = srgb_to_linear(color.rgb); - color.rgb = fullbrightShinyAtmosTransport(color.rgb); + color.rgb = fullbrightAtmosTransportFrag(color.rgb, additive, atten); color.rgb = fullbrightScaleSoftClip(color.rgb); color.a = 1.0; - color.rgb = pow(color.rgb, vec3(1.0/2.2)); + //color.rgb = linear_to_srgb(color.rgb); frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl index 34bd8d445a..8f6eb79668 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl @@ -45,7 +45,7 @@ ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; VARYING vec3 vary_texcoord1; - +VARYING vec4 vary_position; void main() { @@ -53,7 +53,7 @@ void main() vec4 vert = vec4(position.xyz,1.0); passTextureIndex(); vec4 pos = (modelview_matrix * vert); - gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); + vary_position = gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); vec3 norm = normalize(normal_matrix * normal); vec3 ref = reflect(pos.xyz, -norm); diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl index 445d7c6352..4c418e414f 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl @@ -24,6 +24,12 @@ */ // VARYING param funcs + + +uniform vec3 sun_dir; +uniform vec3 moon_dir; +uniform int sun_up_factor; + void setSunlitColor(vec3 v); void setAmblitColor(vec3 v); void setAdditiveColor(vec3 v); @@ -32,124 +38,19 @@ void setPositionEye(vec3 v); vec3 getAdditiveColor(); -//VARYING vec4 vary_CloudUVs; -//VARYING float vary_CloudDensity; - -// Inputs -uniform vec4 morphFactor; -uniform vec3 camPosLocal; -//uniform vec4 camPosWorld; - -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 distance_multiplier; -uniform float max_y; -uniform vec4 glow; +void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); void calcAtmospherics(vec3 inPositionEye) { - - vec3 P = inPositionEye; - setPositionEye(P); - - //(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); - float Plen = length(P); - - vec4 temp1 = vec4(0); - vec3 temp2 = vec3(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); - //I had thought blue_density and haze_density should have equal weighting, - //but attenuation due to haze_density tends to seem too strong - - temp1 = blue_density + vec4(haze_density); - blue_weight = blue_density / temp1; - haze_weight = vec4(haze_density) / temp1; - - //(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); - - // main atmospheric scattering line integral - temp2.z = Plen * density_multiplier; - - // Transparency (-> temp1) - // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati - // compiler gets confused. - temp1 = exp(-temp1 * temp2.z * distance_multiplier); - - //final atmosphere attenuation factor - setAtmosAttenuation(temp1.rgb); - //vary_AtmosAttenuation = distance_multiplier / 10000.; - //vary_AtmosAttenuation = density_multiplier * 100.; - //vary_AtmosAttenuation = vec4(Plen / 100000., 0., 0., 1.); - - //compute haze glow - //(can use temp2.x as temp because we haven't used it yet) - temp2.x = dot(Pn, tmpLightnorm.xyz); - temp2.x = 1. - temp2.x; - //temp2.x is 0 at the sun and increases away from sun - temp2.x = max(temp2.x, .03); //was glow.y - //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 + (vec4(1.) - ambient) * cloud_shadow * 0.5; - - //haze color - setAdditiveColor( - vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) - + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x - + tmpAmbient))); - - //brightness of surface both sunlight and ambient - setSunlitColor(vec3(sunlight * .5)); - setAmblitColor(vec3(tmpAmbient * .25)); - setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); - - // vary_SunlitColor = vec3(0); - // vary_AmblitColor = vec3(0); - // vary_AdditiveColor = vec4(Pn, 1.0); - - /* - const float cloudShadowScale = 100.; - // Get cloud uvs for shadowing - vec3 cloudPos = inPositionEye + camPosWorld - cloudShadowScale / 2.; - vary_CloudUVs.xy = cloudPos.xz / cloudShadowScale; - - // We can take uv1 and multiply it by (TerrainSpan / CloudSpan) -// cloudUVs *= (((worldMaxZ - worldMinZ) * 20) /40000.); - vary_CloudUVs *= (10000./40000.); - - // Offset by sun vector * (CloudAltitude / CloudSpan) - vary_CloudUVs.x += tmpLightnorm.x / tmpLightnorm.y * (3000./40000.); - vary_CloudUVs.y += tmpLightnorm.z / tmpLightnorm.y * (3000./40000.); - */ + vec3 P = inPositionEye; + setPositionEye(P); + vec3 tmpsunlit = vec3(1); + vec3 tmpamblit = vec3(1); + vec3 tmpaddlit = vec3(1); + vec3 tmpattenlit = vec3(1); + vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; + calcAtmosphericVars(inPositionEye, light_dir, 1, tmpsunlit, tmpamblit, tmpaddlit, tmpattenlit, false); + setSunlitColor(tmpsunlit); + setAmblitColor(tmpamblit); + setAdditiveColor(tmpaddlit); + setAtmosAttenuation(tmpattenlit); } - diff --git a/indra/newview/llface.cpp b/indra/newview/llface.cpp index 59269c2115..18ea184da6 100644 --- a/indra/newview/llface.cpp +++ b/indra/newview/llface.cpp @@ -1423,9 +1423,9 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume, static const GLfloat SHININESS_TO_ALPHA[4] = { 0.0000f, - 0.3333f, - 0.6666f, - 1.0000f + 0.25f, + 0.5f, + 0.75f }; llassert(tep->getShiny() <= 3); diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index c8ddc96301..f108d96320 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -2146,8 +2146,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() { gDeferredFullbrightShinyProgram.mName = "Deferred FullbrightShiny Shader"; gDeferredFullbrightShinyProgram.mFeatures.calculatesAtmospherics = true; + gDeferredFullbrightShinyProgram.mFeatures.hasAtmospherics = true; gDeferredFullbrightShinyProgram.mFeatures.hasGamma = true; gDeferredFullbrightShinyProgram.mFeatures.hasTransport = true; + gDeferredFullbrightShinyProgram.mFeatures.hasSrgb = true; gDeferredFullbrightShinyProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels-1; gDeferredFullbrightShinyProgram.mShaderFiles.clear(); gDeferredFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyV.glsl", GL_VERTEX_SHADER_ARB)); @@ -2161,6 +2163,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() { gDeferredSkinnedFullbrightProgram.mName = "Skinned Fullbright Shader"; gDeferredSkinnedFullbrightProgram.mFeatures.calculatesAtmospherics = true; + gDeferredSkinnedFullbrightProgram.mFeatures.hasAtmospherics = true; gDeferredSkinnedFullbrightProgram.mFeatures.hasGamma = true; gDeferredSkinnedFullbrightProgram.mFeatures.hasTransport = true; gDeferredSkinnedFullbrightProgram.mFeatures.hasObjectSkinning = true; @@ -2178,10 +2181,12 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() { gDeferredSkinnedFullbrightShinyProgram.mName = "Skinned Fullbright Shiny Shader"; gDeferredSkinnedFullbrightShinyProgram.mFeatures.calculatesAtmospherics = true; + gDeferredSkinnedFullbrightShinyProgram.mFeatures.hasAtmospherics = true; gDeferredSkinnedFullbrightShinyProgram.mFeatures.hasGamma = true; gDeferredSkinnedFullbrightShinyProgram.mFeatures.hasTransport = true; gDeferredSkinnedFullbrightShinyProgram.mFeatures.hasObjectSkinning = true; gDeferredSkinnedFullbrightShinyProgram.mFeatures.disableTextureIndex = true; + gDeferredSkinnedFullbrightShinyProgram.mFeatures.hasSrgb = true; gDeferredSkinnedFullbrightShinyProgram.mShaderFiles.clear(); gDeferredSkinnedFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinySkinnedV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredSkinnedFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB)); |