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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl11
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl249
2 files changed, 160 insertions, 100 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl
index 7febbe280e..ba917416ce 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl
@@ -135,6 +135,17 @@ void main()
tnorm *= gl_FrontFacing ? 1.0 : -1.0;
+#if 0 // TODO: Remove debug
+ //col.xyz = (tnorm + 1.0) / 2.0;// TODO: Remove
+ //col.xyz = (vary_normal + 1.0) / 2.0;// TODO: Remove
+ //col.xyz = spec; // TODO: Remove
+ //col.xyz = vec3(1); // TODO: Remove
+ //float weight = 1.0; spec.rgb = (weight * spec.rgb) + ((1 - weight) * vec3(1.0, 1.0, 1.0)); // TODO: Remove
+ tnorm = vary_normal; // TODO: Remove
+ spec.r = 1.0; // TODO: Remove
+ spec.gb = vec2(1.0, 0.0); // TODO: Remove
+ emissive.rgb = vec3(0); // TODO: Remove
+#endif
frag_data[0] = max(vec4(col.xyz, 0.0), vec4(0)); // Diffuse
frag_data[1] = max(vec4(spec.rgb, base_color_factor_alpha), vec4(0)); // PBR linear packed Occlusion, Roughness, Metal.
frag_data[2] = max(vec4(encode_normal(tnorm), base_color_factor_alpha, GBUFFER_FLAG_HAS_PBR), vec4(0)); // normal, environment intensity, flags
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl
index b89edc9731..c72bc65cca 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl
@@ -69,7 +69,15 @@ vec4 terrain_mix(vec4[4] samples, float alpha1, float alpha2, float alphaFinal)
// Pre-transformed texture coordinates for each axial uv slice (Packing: xy, yz, (-x)z, unused)
#define TerrainCoord vec4[2]
+#if 0 // TODO: Revert
#define TERRAIN_TRIPLANAR_MIX_THRESHOLD 0.01
+#else
+#define TERRAIN_TRIPLANAR_MIX_THRESHOLD 0.01
+#endif
+
+// Positive value prevents artifacts when weights are close to zero
+// TODO: Wait a minute... this doesn't prevent artifacts :( (or does it?)
+#define TERRAIN_TRIPLANAR_OVERDRAW_THRESHOLD 0.0
vec4 _t_texture(sampler2D tex, vec2 uv_unflipped, float sign)
{
@@ -79,35 +87,60 @@ vec4 _t_texture(sampler2D tex, vec2 uv_unflipped, float sign)
return texture(tex, uv);
}
-vec3 _t_texture_n(sampler2D tex, vec2 uv_unflipped, float sign)
+vec4 _t_texture_c(sampler2D tex, vec2 uv_unflipped, float sign)
{
- // Unpack normal from pixel to vector
- vec3 n = _t_texture(tex, uv_unflipped, sign).xyz*2.0-1.0;
- // If the sign is negative, rotate normal by 180 degrees
- n.xy = (min(0, sign) * n.xy) + (min(0, -sign) * -n.xy);
- return n;
+ vec4 c = _t_texture(tex, uv_unflipped, sign);
+ c.xyz = srgb_to_linear(c.xyz);
+ return c;
}
-vec4 terrain_texture(sampler2D tex, TerrainCoord terrain_coord)
+#define SAMPLE_X 1 << 2
+#define SAMPLE_Y 1 << 1
+#define SAMPLE_Z 1 << 0
+#define terrain_coord_x terrain_coord[0].zw
+#define terrain_coord_y terrain_coord[1].xy
+#define terrain_coord_z terrain_coord[0].xy
+#define TERRAIN_DEBUG 1 // TODO: Remove debug
+struct TerrainWeight
+{
+ vec3 weight;
+#if TERRAIN_DEBUG
+ vec3 usage;
+#endif
+ int type;
+};
+
+TerrainWeight _t_weight(TerrainCoord terrain_coord)
{
float sharpness = TERRAIN_TRIPLANAR_BLEND_FACTOR;
- vec3 weight = normalize(pow(abs(vary_vertex_normal), vec3(sharpness)));
float threshold = TERRAIN_TRIPLANAR_MIX_THRESHOLD;
- weight = max(vec3(0), sign(weight - threshold));
-
- #define SAMPLE_X 1 << 2
- #define SAMPLE_Y 1 << 1
- #define SAMPLE_Z 1 << 0
- int sample_type = (int(weight.x) * SAMPLE_X) |
- (int(weight.y) * SAMPLE_Y) |
- (int(weight.z) * SAMPLE_Z);
- #define terrain_coord_x terrain_coord[0].zw
- #define terrain_coord_y terrain_coord[1].xy
- #define terrain_coord_z terrain_coord[0].xy
+ vec3 weight_signed = normalize(pow(abs(vary_vertex_normal), vec3(sharpness)));
+ weight_signed -= vec3(threshold);
+ TerrainWeight tw;
+ tw.weight = max(vec3(0), weight_signed);
+ vec3 usage = max(vec3(0), sign(weight_signed + TERRAIN_TRIPLANAR_OVERDRAW_THRESHOLD));
+#if TERRAIN_DEBUG
+ tw.usage = usage;
+#endif
+ tw.type = (int(usage.x) * SAMPLE_X) |
+ (int(usage.y) * SAMPLE_Y) |
+ (int(usage.z) * SAMPLE_Z);
+ return tw;
+}
+
+struct TerrainSample
+{
vec4 x;
vec4 y;
vec4 z;
- switch (sample_type)
+};
+
+TerrainSample _t_sample(sampler2D tex, TerrainCoord terrain_coord, TerrainWeight tw)
+{
+ vec4 x;
+ vec4 y;
+ vec4 z;
+ switch (tw.type)
{
case SAMPLE_X | SAMPLE_Y | SAMPLE_Z:
x = _t_texture(tex, terrain_coord_x, sign(vary_vertex_normal.x));
@@ -117,37 +150,98 @@ vec4 terrain_texture(sampler2D tex, TerrainCoord terrain_coord)
case SAMPLE_X | SAMPLE_Y:
x = _t_texture(tex, terrain_coord_x, sign(vary_vertex_normal.x));
y = _t_texture(tex, terrain_coord_y, sign(vary_vertex_normal.y));
- z = vec4(0);
+ z = x;
break;
case SAMPLE_X | SAMPLE_Z:
x = _t_texture(tex, terrain_coord_x, sign(vary_vertex_normal.x));
- y = vec4(0);
z = _t_texture(tex, terrain_coord_z, sign(vary_vertex_normal.z));
+ y = x;
break;
case SAMPLE_Y | SAMPLE_Z:
- x = vec4(0);
y = _t_texture(tex, terrain_coord_y, sign(vary_vertex_normal.y));
z = _t_texture(tex, terrain_coord_z, sign(vary_vertex_normal.z));
+ x = y;
break;
case SAMPLE_X:
x = _t_texture(tex, terrain_coord_x, sign(vary_vertex_normal.x));
- y = vec4(0);
- z = vec4(0);
+ y = x;
+ z = x;
break;
case SAMPLE_Y:
- x = vec4(0);
y = _t_texture(tex, terrain_coord_y, sign(vary_vertex_normal.y));
- z = vec4(0);
+ x = y;
+ z = y;
break;
case SAMPLE_Z:
+ z = _t_texture(tex, terrain_coord_z, sign(vary_vertex_normal.z));
+ x = z;
+ y = z;
+ break;
default:
x = vec4(0);
- y = vec4(0);
- z = _t_texture(tex, terrain_coord_z, sign(vary_vertex_normal.z));
+ y = x;
+ z = x;
break;
}
- return ((x * weight.x) + (y * weight.y) + (z * weight.z)) / (weight.x + weight.y + weight.z);
+ TerrainSample ts;
+ ts.x = x;
+ ts.y = y;
+ ts.z = z;
+ return ts;
+}
+
+struct TerrainSampleNormal
+{
+ vec3 x;
+ vec3 y;
+ vec3 z;
+};
+
+TerrainSampleNormal _t_sample_n(sampler2D tex, TerrainCoord terrain_coord, TerrainWeight tw)
+{
+ TerrainSample ts = _t_sample(tex, terrain_coord, tw);
+ TerrainSampleNormal tsn;
+ tsn.x = ts.x.xyz;
+ tsn.y = ts.y.xyz;
+ tsn.z = ts.z.xyz;
+ vec3 ns = sign(vary_vertex_normal);
+ // If the sign is negative, rotate normal by 180 degrees
+ tsn.x.xy = (min(0, ns.x) * tsn.x.xy) + (min(0, -ns.x) * -tsn.x.xy);
+ tsn.y.xy = (min(0, ns.y) * tsn.y.xy) + (min(0, -ns.y) * -tsn.y.xy);
+ tsn.z.xy = (min(0, ns.z) * tsn.z.xy) + (min(0, -ns.z) * -tsn.z.xy);
+ // *HACK: Transform normals according to orientation of the UVs
+ tsn.x.xy = vec2(-tsn.x.y, tsn.x.x);
+ tsn.y.xy = -tsn.y.xy;
+ return tsn;
+}
+
+TerrainSample _t_sample_c(sampler2D tex, TerrainCoord terrain_coord, TerrainWeight tw)
+{
+ TerrainSample ts = _t_sample(tex, terrain_coord, tw);
+ ts.x.xyz = srgb_to_linear(ts.x.xyz);
+ ts.y.xyz = srgb_to_linear(ts.y.xyz);
+ ts.z.xyz = srgb_to_linear(ts.z.xyz);
+ return ts;
+}
+
+vec4 terrain_texture(sampler2D tex, TerrainCoord terrain_coord)
+{
+ TerrainWeight tw = _t_weight(terrain_coord);
+
+ TerrainSample ts = _t_sample(tex, terrain_coord, tw);
+
+#if 1
+ return ((ts.x * tw.weight.x) + (ts.y * tw.weight.y) + (ts.z * tw.weight.z)) / (tw.weight.x + tw.weight.y + tw.weight.z);
+#else // TODO: Remove debug
+ //return vec4(((tw.usage - normalize(tw.weight))) / 0.5, 1.0);
+#if 1
+ return vec4(tw.usage, 1.0);
+#else
+ //return vec4(tw.usage, 1.0);
+ return vec4((tw.usage + weight) / 2.0, 1.0);
+#endif
+#endif
}
// Specialized triplanar normal texture sampling implementation, taking into
@@ -156,74 +250,26 @@ vec4 terrain_texture(sampler2D tex, TerrainCoord terrain_coord)
// *TODO: Decide if we want this. It may be better to just calculate the
// tangents on-the-fly here rather than messing with the normals, due to the
// subtleties of the effects of triplanar mapping on UVs. These sampled normals
-// are only valid on the faces of a cube, and the pregenerated tangents are
-// only valid for uv = xy.
+// are only valid on the faces of a cube.
// *NOTE: Bottom face has not been tested
vec3 terrain_texture_normal(sampler2D tex, TerrainCoord terrain_coord)
{
- float sharpness = TERRAIN_TRIPLANAR_BLEND_FACTOR;
- vec3 weight = normalize(pow(abs(vary_vertex_normal), vec3(sharpness)));
- float threshold = TERRAIN_TRIPLANAR_MIX_THRESHOLD;
- weight = max(vec3(0), sign(weight - threshold));
-
- #define SAMPLE_X 1 << 2
- #define SAMPLE_Y 1 << 1
- #define SAMPLE_Z 1 << 0
- int sample_type = (int(weight.x) * SAMPLE_X) |
- (int(weight.y) * SAMPLE_Y) |
- (int(weight.z) * SAMPLE_Z);
- #define terrain_coord_x terrain_coord[0].zw
- #define terrain_coord_y terrain_coord[1].xy
- #define terrain_coord_z terrain_coord[0].xy
- vec3 x;
- vec3 y;
- vec3 z;
- switch (sample_type)
- {
- case SAMPLE_X | SAMPLE_Y | SAMPLE_Z:
- x = _t_texture_n(tex, terrain_coord_x, sign(vary_vertex_normal.x));
- y = _t_texture_n(tex, terrain_coord_y, sign(vary_vertex_normal.y));
- z = _t_texture_n(tex, terrain_coord_z, sign(vary_vertex_normal.z));
- break;
- case SAMPLE_X | SAMPLE_Y:
- x = _t_texture_n(tex, terrain_coord_x, sign(vary_vertex_normal.x));
- y = _t_texture_n(tex, terrain_coord_y, sign(vary_vertex_normal.y));
- z = vec3(0);
- break;
- case SAMPLE_X | SAMPLE_Z:
- x = _t_texture_n(tex, terrain_coord_x, sign(vary_vertex_normal.x));
- y = vec3(0);
- z = _t_texture_n(tex, terrain_coord_z, sign(vary_vertex_normal.z));
- break;
- case SAMPLE_Y | SAMPLE_Z:
- x = vec3(0);
- y = _t_texture_n(tex, terrain_coord_y, sign(vary_vertex_normal.y));
- z = _t_texture_n(tex, terrain_coord_z, sign(vary_vertex_normal.z));
- break;
- case SAMPLE_X:
- x = _t_texture_n(tex, terrain_coord_x, sign(vary_vertex_normal.x));
- y = vec3(0);
- z = vec3(0);
- break;
- case SAMPLE_Y:
- x = vec3(0);
- y = _t_texture_n(tex, terrain_coord_y, sign(vary_vertex_normal.y));
- z = vec3(0);
- break;
- case SAMPLE_Z:
- default:
- x = vec3(0);
- y = vec3(0);
- z = _t_texture_n(tex, terrain_coord_z, sign(vary_vertex_normal.z));
- break;
- }
+ TerrainWeight tw = _t_weight(terrain_coord);
- // *HACK: Transform normals according to orientation of the UVs
- x.xy = vec2(-x.y, x.x);
- y.xy = -y.xy;
+ TerrainSampleNormal ts = _t_sample_n(tex, terrain_coord, tw);
- return ((x * weight.x) + (y * weight.y) + (z * weight.z)) / (weight.x + weight.y + weight.z);
+ return ((ts.x * tw.weight.x) + (ts.y * tw.weight.y) + (ts.z * tw.weight.z)) / (tw.weight.x + tw.weight.y + tw.weight.z);
}
+
+vec4 terrain_texture_color(sampler2D tex, TerrainCoord terrain_coord)
+{
+ TerrainWeight tw = _t_weight(terrain_coord);
+
+ TerrainSample ts = _t_sample_c(tex, terrain_coord, tw);
+
+ return ((ts.x * tw.weight.x) + (ts.y * tw.weight.y) + (ts.z * tw.weight.z)) / (tw.weight.x + tw.weight.y + tw.weight.z);
+}
+
#elif TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 1
#define TerrainCoord vec2
vec4 terrain_texture(sampler2D tex, TerrainCoord terrain_coord)
@@ -235,6 +281,13 @@ vec3 terrain_texture_normal(sampler2D tex, TerrainCoord terrain_coord)
{
return texture(tex, terrain_coord).xyz*2.0-1.0;
}
+
+vec4 terrain_texture_color(sampler2D tex, TerrainCoord terrain_coord)
+{
+ vec4 col = texture(tex, terrain_coord);
+ col.xyz = srgb_to_linear(col.xyz);
+ return col;
+}
#endif
vec3 sample_and_mix_color3(float alpha1, float alpha2, float alphaFinal, TerrainCoord texcoord, vec3[4] factors, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3)
@@ -258,14 +311,10 @@ vec3 sample_and_mix_color3(float alpha1, float alpha2, float alphaFinal, Terrain
vec4 sample_and_mix_color4(float alpha1, float alpha2, float alphaFinal, TerrainCoord texcoord, vec4[4] factors, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3)
{
vec4[4] samples;
- samples[0] = terrain_texture(tex0, texcoord);
- samples[1] = terrain_texture(tex1, texcoord);
- samples[2] = terrain_texture(tex2, texcoord);
- samples[3] = terrain_texture(tex3, texcoord);
- samples[0].xyz = srgb_to_linear(samples[0].xyz);
- samples[1].xyz = srgb_to_linear(samples[1].xyz);
- samples[2].xyz = srgb_to_linear(samples[2].xyz);
- samples[3].xyz = srgb_to_linear(samples[3].xyz);
+ samples[0] = terrain_texture_color(tex0, texcoord);
+ samples[1] = terrain_texture_color(tex1, texcoord);
+ samples[2] = terrain_texture_color(tex2, texcoord);
+ samples[3] = terrain_texture_color(tex3, texcoord);
samples[0] *= factors[0];
samples[1] *= factors[1];
samples[2] *= factors[2];