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Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl34
1 files changed, 25 insertions, 9 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
index b9337a357f..95b2f80e06 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
@@ -1,32 +1,32 @@
-/**
+/**
* @file luminanceF.glsl
*
* $LicenseInfo:firstyear=2023&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2023, Linden Research, Inc.
- *
+ *
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
- *
+ *
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
- *
+ *
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
+ *
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
/*[EXTRA_CODE_HERE]*/
-// take a luminance sample of diffuseRect and emissiveRect
+// take a luminance sample of diffuseRect and emissiveRect
out vec4 frag_color;
@@ -34,6 +34,8 @@ in vec2 vary_fragcoord;
uniform sampler2D diffuseRect;
uniform sampler2D emissiveRect;
+uniform sampler2D normalMap;
+uniform float diffuse_luminance_scale;
float lum(vec3 col)
{
@@ -41,11 +43,25 @@ float lum(vec3 col)
return dot(l, col);
}
-void main()
+void main()
{
vec2 tc = vary_fragcoord*0.6+0.2;
tc.y -= 0.1; // HACK - nudge exposure sample down a little bit to favor ground over sky
- vec3 c = texture(diffuseRect, tc).rgb + texture(emissiveRect, tc).rgb;
+ vec3 c = texture(diffuseRect, tc).rgb;
+
+ vec4 norm = texture(normalMap, tc);
+
+ if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_HDRI) &&
+ !GET_GBUFFER_FLAG(GBUFFER_FLAG_SKIP_ATMOS))
+ {
+ // Apply the diffuse luminance scale to objects but not the sky
+ // Prevents underexposing when looking at bright environments
+ // while still allowing for realistically bright skies.
+ c *= diffuse_luminance_scale;
+ }
+
+ c += texture(emissiveRect, tc).rgb;
+
float L = lum(c);
frag_color = vec4(max(L, 0.0));
}