diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
6 files changed, 42 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl index 83b0ba096c..43863dd37a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl @@ -26,6 +26,7 @@ uniform mat3 normal_matrix; uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; +uniform mat4 modelview_matrix; in vec3 position; in vec3 normal; @@ -35,10 +36,12 @@ in vec2 texcoord0; out vec3 vary_normal; out vec4 vertex_color; out vec2 vary_texcoord0; +out vec3 vary_position; void main() { //transform vertex + vary_position = (modelview_matrix * vec4(position.xyz, 1.0)).xyz; gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl index c83a6be85d..57c0a6024f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl @@ -133,6 +133,7 @@ uniform vec4 minimum_alphas; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlpha #if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3 in vec4[2] vary_coords; #endif +in vec3 vary_position; in vec3 vary_normal; in vec3 vary_tangent; flat in float vary_sign; @@ -140,11 +141,14 @@ in vec4 vary_texcoord0; in vec4 vary_texcoord1; vec2 encode_normal(vec3 n); +void mirrorClip(vec3 position); float terrain_mix(TerrainMix tm, vec4 tms4); void main() { + // Make sure we clip the terrain if we're in a mirror. + mirrorClip(vary_position); #if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3 TerrainCoord terrain_texcoord = vary_coords; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl index dbb9404219..489fc26e3f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl @@ -25,6 +25,7 @@ uniform mat3 normal_matrix; uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; in vec3 position; @@ -42,6 +43,7 @@ out vec3 vary_tangent; flat out float vary_sign; out vec4 vary_texcoord0; out vec4 vary_texcoord1; +out vec3 vary_position; // *HACK: tangent_space_transform should use texture_normal_transform, or maybe // we shouldn't use tangent_space_transform at all. See the call to @@ -55,6 +57,7 @@ void main() { //transform vertex gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz; vec3 n = normal_matrix * normal; vary_vertex_normal = normal; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index 3443785e1a..d89377326e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -97,6 +97,7 @@ vec3 toneMapACES_Hill(vec3 color) uniform float exposure; uniform float gamma; +uniform float aces_mix; vec3 toneMap(vec3 color) { @@ -106,7 +107,7 @@ vec3 toneMap(vec3 color) color *= exposure * exp_scale; // mix ACES and Linear here as a compromise to avoid over-darkening legacy content - color = mix(toneMapACES_Hill(color), color, 0.3); + color = mix(toneMapACES_Hill(color), color, aces_mix); #endif return color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl index 9d9ba49d82..cc5280d929 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl @@ -27,6 +27,13 @@ in vec3 vary_HazeColor; in float vary_LightNormPosDot; +#ifdef HAS_HDRI +in vec3 vary_position; +uniform float sky_hdr_scale; +uniform mat3 env_mat; +uniform sampler2D environmentMap; +#endif + uniform sampler2D rainbow_map; uniform sampler2D halo_map; @@ -37,6 +44,9 @@ uniform float ice_level; out vec4 frag_data[4]; vec3 srgb_to_linear(vec3 c); +vec3 linear_to_srgb(vec3 c); + +#define PI 3.14159265 ///////////////////////////////////////////////////////////////////////// // The fragment shader for the sky @@ -71,6 +81,14 @@ vec3 halo22(float d) void main() { +#ifdef HAS_HDRI + vec3 pos = normalize(vary_position); + pos = env_mat * pos; + vec2 texCoord = vec2(atan(pos.z, pos.x) + PI, acos(pos.y)) / vec2(2.0 * PI, PI); + vec3 color = textureLod(environmentMap, texCoord.xy, 0).rgb * sky_hdr_scale; + color = min(color, vec3(8192*8192*16)); +#else + // Potential Fill-rate optimization. Add cloud calculation // back in and output alpha of 0 (so that alpha culling kills // the fragment) if the sky wouldn't show up because the clouds @@ -86,9 +104,12 @@ void main() color.rgb *= 2.; color.rgb = clamp(color.rgb, vec3(0), vec3(5)); +#endif + frag_data[0] = vec4(0); frag_data[1] = vec4(0); - frag_data[2] = vec4(0.0,0.0,0.0,GBUFFER_FLAG_SKIP_ATMOS); //1.0 in norm.w masks off fog + frag_data[2] = vec4(0.0,0.0,0.0,GBUFFER_FLAG_SKIP_ATMOS); frag_data[3] = vec4(color.rgb, 1.0); + } diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index 17ce2dee5b..bbe9a5a838 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -35,6 +35,10 @@ in vec3 position; out vec3 vary_HazeColor; out float vary_LightNormPosDot; +#ifdef HAS_HDRI +out vec3 vary_position; +#endif + // Inputs uniform vec3 camPosLocal; @@ -72,6 +76,10 @@ void main() // Get relative position vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0); +#ifdef HAS_HDRI + vary_position = rel_pos; +#endif + // Adj position vector to clamp altitude if (rel_pos.y > 0.) { |