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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl19
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl70
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl10
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;
}