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authorRye Mutt <rye@alchemyviewer.org>2023-05-25 16:09:22 -0400
committerGitHub <noreply@github.com>2023-05-25 15:09:22 -0500
commitcbd17fce86cc30434d6d665338a7d771bddcad8b (patch)
tree91682cafd5e23d83e1071b6736528b8fefe2a626 /indra
parentc12712aa9609325ba3247a67354e91e9342106d6 (diff)
Fix underwater fog mismatch between opaque and alpha blend when local lights are nearby (#227)
* Fix water fog mismatch between alpha blend and opaque when local light is nearby * Add PBR underwater alpha blend shader
Diffstat (limited to 'indra')
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/materialF.glsl12
-rw-r--r--indra/newview/lldrawpoolalpha.cpp5
-rw-r--r--indra/newview/llviewershadermgr.cpp62
-rw-r--r--indra/newview/llviewershadermgr.h1
6 files changed, 86 insertions, 12 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index ae8cd97b18..cd57b47eae 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -274,6 +274,10 @@ void main()
color.rgb = atmosFragLightingLinear(color.rgb, additive, atten);
+#ifdef WATER_FOG
+ color = applyWaterFogViewLinear(pos.xyz, color, sunlit_linear);
+#endif // WATER_FOG
+
vec4 light = vec4(0,0,0,0);
#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);
@@ -291,11 +295,6 @@ void main()
color.rgb += light.rgb;
#endif // !defined(LOCAL_LIGHT_KILL)
-
-#ifdef WATER_FOG
- color = applyWaterFogViewLinear(pos.xyz, color, sunlit_linear);
-#endif // WATER_FOG
-
#endif // #else // FOR_IMPOSTOR
#ifdef IS_HUD
diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
index e6aef7abdc..9ac106149e 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
@@ -84,6 +84,10 @@ vec3 linear_to_srgb(vec3 c);
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
vec3 atmosFragLightingLinear(vec3 color, vec3 additive, vec3 atten);
+#ifdef WATER_FOG
+vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit);
+#endif
+
void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist);
float calcLegacyDistanceAttenuation(float distance, float falloff);
float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
@@ -237,6 +241,11 @@ void main()
color.rgb = atmosFragLightingLinear(color.rgb, additive, atten);
+#ifdef WATER_FOG
+ vec4 temp = applyWaterFogViewLinear(pos, vec4(color, 0.0), sunlit_linear);
+ color = temp.rgb;
+#endif
+
vec3 light = vec3(0);
// Punctual lights
diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
index ba19fe0f19..5fb5647d35 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
@@ -38,7 +38,7 @@ uniform float emissive_brightness; // fullbright flag, 1.0 == fullbright, 0.0 o
uniform int sun_up_factor;
#ifdef WATER_FOG
-vec4 applyWaterFogView(vec3 pos, vec4 color);
+vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit);
#endif
vec3 atmosFragLightingLinear(vec3 l, vec3 additive, vec3 atten);
@@ -411,6 +411,11 @@ void main()
color.rgb = atmosFragLightingLinear(color.rgb, additive, atten);
+#ifdef WATER_FOG
+ vec4 temp = applyWaterFogViewLinear(pos, vec4(color, 0.0), sunlit_linear);
+ color = temp.rgb;
+#endif
+
vec3 npos = normalize(-pos.xyz);
vec3 light = vec3(0, 0, 0);
@@ -431,11 +436,6 @@ void main()
glare = min(glare, 1.0);
float al = max(diffcol.a, glare) * vertex_color.a;
-#ifdef WATER_FOG
- vec4 temp = applyWaterFogView(pos, vec4(color, 0.0));
- color = temp.rgb;
-#endif
-
frag_color = max(vec4(color, al), vec4(0));
#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer
diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp
index 67bc0463c8..6aa2316589 100644
--- a/indra/newview/lldrawpoolalpha.cpp
+++ b/indra/newview/lldrawpoolalpha.cpp
@@ -197,7 +197,10 @@ void LLDrawPoolAlpha::renderPostDeferred(S32 pass)
prepare_alpha_shader(&materialShader[i], false, true, water_sign);
}
- pbr_shader = LLPipeline::sRenderingHUDs ? &gHUDPBRAlphaProgram : &gDeferredPBRAlphaProgram;
+ pbr_shader =
+ (LLPipeline::sUnderWaterRender) ? &gDeferredPBRAlphaWaterProgram :
+ (LLPipeline::sRenderingHUDs) ? &gHUDPBRAlphaProgram :
+ &gDeferredPBRAlphaProgram;
prepare_alpha_shader(pbr_shader, false, true, water_sign);
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 8e5f5ef866..44147184ef 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -222,6 +222,8 @@ LLGLSLShader gDeferredSkinnedPBROpaqueProgram;
LLGLSLShader gHUDPBRAlphaProgram;
LLGLSLShader gDeferredPBRAlphaProgram;
LLGLSLShader gDeferredSkinnedPBRAlphaProgram;
+LLGLSLShader gDeferredPBRAlphaWaterProgram;
+LLGLSLShader gDeferredSkinnedPBRAlphaWaterProgram;
//helper for making a rigged variant of a given shader
bool make_rigged_variant(LLGLSLShader& shader, LLGLSLShader& riggedShader)
@@ -296,8 +298,10 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
mShaderList.push_back(&gDeferredWLMoonProgram);
mShaderList.push_back(&gDeferredWLSunProgram);
mShaderList.push_back(&gDeferredPBRAlphaProgram);
+ mShaderList.push_back(&gDeferredPBRAlphaWaterProgram);
mShaderList.push_back(&gHUDPBRAlphaProgram);
mShaderList.push_back(&gDeferredSkinnedPBRAlphaProgram);
+ mShaderList.push_back(&gDeferredSkinnedPBRAlphaWaterProgram);
mShaderList.push_back(&gDeferredPostGammaCorrectProgram); // for gamma
mShaderList.push_back(&gNoPostGammaCorrectProgram);
mShaderList.push_back(&gLegacyPostGammaCorrectProgram);
@@ -1020,6 +1024,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSkinnedPBROpaqueProgram.unload();
gDeferredPBRAlphaProgram.unload();
gDeferredSkinnedPBRAlphaProgram.unload();
+ gDeferredPBRAlphaWaterProgram.unload();
+ gDeferredSkinnedPBRAlphaWaterProgram.unload();
return TRUE;
}
@@ -1413,6 +1419,62 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
+ LLGLSLShader* shader = &gDeferredPBRAlphaWaterProgram;
+ shader->mName = "Deferred PBR Alpha Underwater Shader";
+
+ shader->mFeatures.calculatesLighting = false;
+ shader->mFeatures.hasLighting = false;
+ shader->mFeatures.isAlphaLighting = true;
+ shader->mFeatures.hasWaterFog = true;
+ shader->mFeatures.hasSrgb = true;
+ shader->mFeatures.encodesNormal = true;
+ shader->mFeatures.calculatesAtmospherics = true;
+ shader->mFeatures.hasAtmospherics = true;
+ shader->mFeatures.hasGamma = true;
+ shader->mFeatures.hasShadows = use_sun_shadow;
+ shader->mFeatures.isDeferred = true; // include deferredUtils
+ shader->mFeatures.hasReflectionProbes = mShaderLevel[SHADER_DEFERRED];
+
+ shader->mShaderGroup = LLGLSLShader::SG_WATER;
+
+ shader->mShaderFiles.clear();
+ shader->mShaderFiles.push_back(make_pair("deferred/pbralphaV.glsl", GL_VERTEX_SHADER));
+ shader->mShaderFiles.push_back(make_pair("deferred/pbralphaF.glsl", GL_FRAGMENT_SHADER));
+
+ shader->clearPermutations();
+
+ U32 alpha_mode = LLMaterial::DIFFUSE_ALPHA_MODE_BLEND;
+ shader->addPermutation("DIFFUSE_ALPHA_MODE", llformat("%d", alpha_mode));
+ shader->addPermutation("HAS_NORMAL_MAP", "1");
+ shader->addPermutation("HAS_SPECULAR_MAP", "1"); // PBR: Packed: Occlusion, Metal, Roughness
+ shader->addPermutation("HAS_EMISSIVE_MAP", "1");
+ shader->addPermutation("USE_VERTEX_COLOR", "1");
+ shader->addPermutation("WATER_FOG", "1");
+
+ if (use_sun_shadow)
+ {
+ shader->addPermutation("HAS_SUN_SHADOW", "1");
+ }
+
+ shader->mShaderLevel = mShaderLevel[SHADER_DEFERRED];
+ success = make_rigged_variant(*shader, gDeferredSkinnedPBRAlphaWaterProgram);
+ if (success)
+ {
+ success = shader->createShader(NULL, NULL);
+ }
+ llassert(success);
+
+ // Alpha Shader Hack
+ // See: LLRender::syncMatrices()
+ shader->mFeatures.calculatesLighting = true;
+ shader->mFeatures.hasLighting = true;
+
+ shader->mRiggedVariant->mFeatures.calculatesLighting = true;
+ shader->mRiggedVariant->mFeatures.hasLighting = true;
+ }
+
+ if (success)
+ {
LLGLSLShader* shader = &gHUDPBRAlphaProgram;
shader->mName = "HUD PBR Alpha Shader";
diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h
index 492e60b840..f4d5df701d 100644
--- a/indra/newview/llviewershadermgr.h
+++ b/indra/newview/llviewershadermgr.h
@@ -277,5 +277,6 @@ extern LLGLSLShader gHUDPBROpaqueProgram;
extern LLGLSLShader gPBRGlowProgram;
extern LLGLSLShader gDeferredPBROpaqueProgram;
extern LLGLSLShader gDeferredPBRAlphaProgram;
+extern LLGLSLShader gDeferredPBRAlphaWaterProgram;
extern LLGLSLShader gHUDPBRAlphaProgram;
#endif