diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl | 34 |
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)); } |