diff options
author | Jonathan "Geenz" Goodman <geenz@lindenlab.com> | 2025-01-30 01:59:45 -0500 |
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committer | GitHub <noreply@github.com> | 2025-01-30 01:59:45 -0500 |
commit | 460e77c47eb8167b1dc2c45bbd8ae4ff6937bcdb (patch) | |
tree | bbf182201184709870c94d5e61d95cf62edefeef /indra | |
parent | fd577e3bfc49181ab71f4c13c04c51d8a073dccb (diff) |
#3456 Water improvements to get us closer to 6.6.17 (#3490)
* A lot of tweaking for water.
* Get water much closer to 6.6.17.
This won't produce 1:1 results, but it should be much closer to where we once were.
Diffstat (limited to 'indra')
4 files changed, 92 insertions, 59 deletions
diff --git a/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl b/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl index d7f6d20547..bf8737615f 100644 --- a/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl @@ -41,6 +41,26 @@ vec3 srgb_to_linear(vec3 cs) } + +vec4 srgb_to_linear4(vec4 cs) +{ + vec4 low_range = cs / vec4(12.92); + vec4 high_range = pow((cs+vec4(0.055))/vec4(1.055), vec4(2.4)); + bvec4 lte = lessThanEqual(cs,vec4(0.04045)); + +#ifdef OLD_SELECT + vec4 result; + result.r = lte.r ? low_range.r : high_range.r; + result.g = lte.g ? low_range.g : high_range.g; + result.b = lte.b ? low_range.b : high_range.b; + result.a = lte.a ? low_range.a : high_range.a; + return result; +#else + return mix(high_range, low_range, lte); +#endif + +} + vec3 linear_to_srgb(vec3 cl) { cl = clamp(cl, vec3(0), vec3(1)); diff --git a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl index 20b61e9302..44a979e565 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl @@ -66,11 +66,11 @@ vec4 getWaterFogViewNoClip(vec3 pos) float t2 = kd + ks * es; float t3 = pow(F, t2*l) - 1.0; - float L = min(t1/t2*t3, 1.0); + float L = pow(min(t1/t2*t3, 1.0), 1.0/1.7); float D = pow(0.98, l*kd); - return vec4(srgb_to_linear(kc.rgb*L), D); + return vec4(srgb_to_linear(kc.rgb)*L, D); } vec4 getWaterFogView(vec3 pos) diff --git a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl index 2bf785e773..ee49b4baae 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl @@ -56,7 +56,7 @@ void main() vec4 pos = getPositionWithDepth(tc, depth); vec4 fogged = getWaterFogView(pos.xyz); - + fogged.a = max(pow(fogged.a, 1.7), 0); frag_color = max(fogged, vec4(0)); //output linear since local lights will be added to this shader's results } diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl index 8bf4ec0a7e..f9e300070d 100644 --- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl @@ -132,8 +132,54 @@ vec3 transform_normal(vec3 vNt) void sampleReflectionProbesWater(inout vec3 ambenv, inout vec3 glossenv, vec2 tc, vec3 pos, vec3 norm, float glossiness, vec3 amblit_linear); +void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, + vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit_linear); + +void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, + vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit); + + vec3 getPositionWithNDC(vec3 ndc); +void generateWaveNormals(out vec3 wave1, out vec3 wave2, out vec3 wave3) +{ + // Generate all of our wave normals. + // We layer these back and forth. + + vec2 bigwave = vec2(refCoord.w, view.w); + + vec3 wave1_a = texture(bumpMap, bigwave, -2).xyz * 2.0 - 1.0; + vec3 wave2_a = texture(bumpMap, littleWave.xy).xyz * 2.0 - 1.0; + vec3 wave3_a = texture(bumpMap, littleWave.zw).xyz * 2.0 - 1.0; + + vec3 wave1_b = texture(bumpMap2, bigwave).xyz * 2.0 - 1.0; + vec3 wave2_b = texture(bumpMap2, littleWave.xy).xyz * 2.0 - 1.0; + vec3 wave3_b = texture(bumpMap2, littleWave.zw).xyz * 2.0 - 1.0; + + wave1 = BlendNormal(wave1_a, wave1_b); + wave2 = BlendNormal(wave2_a, wave2_b); + wave3 = BlendNormal(wave3_a, wave3_b); +} + +void calculateFresnelFactors(out vec3 df3, out vec2 df2, vec3 viewVec, vec3 wave1, vec3 wave2, vec3 wave3, vec3 wavef) +{ + // We calculate the fresnel here. + // We do this by getting the dot product for each sets of waves, and applying scale and offset. + + df3 = vec3( + dot(viewVec, wave1), + dot(viewVec, (wave2 + wave3) * 0.5), + dot(viewVec, wave3) + ) * fresnelScale + fresnelOffset; + + df3 *= df3; + + df2 = vec2( + df3.x + df3.y + df3.z, + dot(viewVec, wavef) * fresnelScale + fresnelOffset + ); +} + void main() { mirrorClip(vary_position); @@ -148,30 +194,23 @@ void main() //normalize view vector vec3 viewVec = normalize(pos.xyz); - //get wave normals - vec2 bigwave = vec2(refCoord.w, view.w); - vec3 wave1_a = texture(bumpMap, bigwave, -2 ).xyz*2.0-1.0; - vec3 wave2_a = texture(bumpMap, littleWave.xy).xyz*2.0-1.0; - vec3 wave3_a = texture(bumpMap, littleWave.zw).xyz*2.0-1.0; - - vec3 wave1_b = texture(bumpMap2, bigwave ).xyz*2.0-1.0; - vec3 wave2_b = texture(bumpMap2, littleWave.xy).xyz*2.0-1.0; - vec3 wave3_b = texture(bumpMap2, littleWave.zw).xyz*2.0-1.0; + // Setup our waves. - //wave1_a = wave2_a = wave3_a = wave1_b = wave2_b = wave3_b = vec3(0,0,1); + vec3 wave1 = vec3(0, 0, 1); + vec3 wave2 = vec3(0, 0, 1); + vec3 wave3 = vec3(0, 0, 1); - vec3 wave1 = BlendNormal(wave1_a, wave1_b); - vec3 wave2 = BlendNormal(wave2_a, wave2_b); - vec3 wave3 = BlendNormal(wave3_a, wave3_b); + generateWaveNormals(wave1, wave2, wave3); vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; - //wave1 = transform_normal(wave1); - //wave2 = transform_normal(wave2); - //wave3 = transform_normal(wave3); - vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; + vec3 df3 = vec3(0); + vec2 df2 = vec2(0); + + calculateFresnelFactors(df3, df2, normalize(view.xyz), wave1, wave2, wave3, wavef); + vec3 waver = wavef*3; vec3 up = transform_normal(vec3(0,0,1)); @@ -197,7 +236,7 @@ void main() float dmod = sqrt(dist); //figure out distortion vector (ripply) - vec2 distort2 = distort + waver.xy * refScale / max(dmod, 1.0); + vec2 distort2 = distort + waver.xy * refScale / max(dmod, 1.0) * 2; distort2 = clamp(distort2, vec2(0), vec2(0.999)); @@ -217,8 +256,8 @@ void main() vec3 sunlit_linear = srgb_to_linear(sunlit); #ifdef TRANSPARENT_WATER - vec4 fb = texture(screenTex, distort2); float depth = texture(depthMap, distort2).r; + vec4 fb = texture(screenTex, distort2); vec3 refPos = getPositionWithNDC(vec3(distort2*2.0-vec2(1.0), depth*2.0-1.0)); if (refPos.z > pos.z-0.05) @@ -234,18 +273,16 @@ void main() vec4 fb = applyWaterFogViewLinear(viewVec*2048.0, vec4(1.0)); #endif - // fudge sample on other side of water to be a tad darker - fb.rgb *= 0.75; - - float metallic = 0.0; - float perceptualRoughness = 0.05; - float gloss = 1.0 - perceptualRoughness; + float metallic = 1.0; + float perceptualRoughness = 0.1; + float gloss = 0.95; vec3 irradiance = vec3(0); vec3 radiance = vec3(0); + vec3 legacyenv = vec3(0); sampleReflectionProbesWater(irradiance, radiance, distort2, pos.xyz, wave_ibl.xyz, gloss, amblit); - - irradiance = vec3(0); + //sampleReflectionProbes(irradiance, radiance, distort2, pos.xyz, wave_ibl.xyz, 1, true, amblit); + //sampleReflectionProbesLegacy(irradiance, radiance, legacyenv, distort2, pos.xyz, wave_ibl.xyz, gloss, 1, false, amblit); vec3 diffuseColor = vec3(0); vec3 specularColor = vec3(0); @@ -257,46 +294,22 @@ void main() float ao = 1.0; vec3 light_dir = transform_normal(lightDir); - perceptualRoughness = 0.0; - metallic = 1.0; - float NdotV = clamp(abs(dot(norm, v)), 0.001, 1.0); float nl = 0; vec3 diffPunc = vec3(0); vec3 specPunc = vec3(0); - pbrPunctual(vec3(0), specularColor, 0.1, metallic, normalize(wavef+up*max(dist, 32.0)/32.0*(1.0-vdu)), v, normalize(light_dir), nl, diffPunc, specPunc); - - vec3 punctual = clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10)); - - vec3 color = punctual * sunlit_linear * 2.75 * shadow; - vec3 iblDiff; - vec3 iblSpec; - pbrIbl(vec3(0), vec3(1), radiance, vec3(0), ao, NdotV, 0.0, iblDiff, iblSpec); - - color += iblDiff + iblSpec; - - float nv = clamp(abs(dot(norm.xyz, v)), 0.001, 1.0); - vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0); - float f = 1.0-brdf.y; //1.0 - (brdf.x+brdf.y); - f *= 0.9; - f *= f; - - // incoming scale is [0, 1] with 0.5 being default - // shift to 0.5 to 1.5 - f *= (fresnelScale - 0.5)+1.0; + pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, normalize(wavef+up*max(dist, 32.0)/32.0*(1.0-vdu)), v, normalize(light_dir), nl, diffPunc, specPunc); - // incoming offset is [0, 1] with 0.5 being default - // shift from -1 to 1 - f += (fresnelOffset - 0.5) * 2.0; + vec3 punctual = clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10)) * sunlit_linear * 2.75 * shadow; - f = clamp(f, 0, 1); + vec3 color = vec3(0); - color = ((1.0 - f) * color) + fb.rgb; + color = mix(fb.rgb, radiance * df2.x, df2.x * 0.99999) + punctual.rgb; float spec = min(max(max(punctual.r, punctual.g), punctual.b), 0.05); - frag_color = max(vec4(color, spec), vec4(0)); + frag_color = max(vec4(color.rgb, spec), vec4(0)); } |