diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
52 files changed, 1445 insertions, 2222 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index b9c8f34cb0..33e61f2062 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -39,23 +39,11 @@ out vec4 frag_color; uniform float display_gamma; uniform vec4 gamma; -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 ambient; -uniform vec4 blue_horizon; -uniform vec4 blue_density; -uniform float haze_horizon; -uniform float haze_density; -uniform float cloud_shadow; -uniform float density_multiplier; -uniform float distance_multiplier; -uniform float max_y; -uniform vec4 glow; -uniform float scene_light_strength; uniform mat3 env_mat; uniform mat3 ssao_effect_mat; uniform vec3 sun_dir; +uniform vec3 moon_dir; #if HAS_SHADOW uniform sampler2DShadow shadowMap0; @@ -84,12 +72,6 @@ VARYING vec3 vary_norm; VARYING vec4 vertex_color; #endif -vec3 vary_PositionEye; -vec3 vary_SunlitColor; -vec3 vary_AmblitColor; -vec3 vary_AdditiveColor; -vec3 vary_AtmosAttenuation; - uniform mat4 inv_proj; uniform vec2 screen_res; @@ -98,109 +80,60 @@ uniform vec3 light_direction[8]; uniform vec3 light_attenuation[8]; uniform vec3 light_diffuse[8]; -vec3 srgb_to_linear(vec3 cs) -{ - vec3 low_range = cs / vec3(12.92); - vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); - bvec3 lte = lessThanEqual(cs,vec3(0.04045)); - -#ifdef OLD_SELECT - vec3 result; - result.r = lte.r ? low_range.r : high_range.r; - result.g = lte.g ? low_range.g : high_range.g; - result.b = lte.b ? low_range.b : high_range.b; - return result; -#else - return mix(high_range, low_range, lte); -#endif - -} - -vec3 linear_to_srgb(vec3 cl) -{ - cl = clamp(cl, vec3(0), vec3(1)); - vec3 low_range = cl * 12.92; - vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; - bvec3 lt = lessThan(cl,vec3(0.0031308)); - -#ifdef OLD_SELECT - vec3 result; - result.r = lt.r ? low_range.r : high_range.r; - result.g = lt.g ? low_range.g : high_range.g; - result.b = lt.b ? low_range.b : high_range.b; - return result; -#else - return mix(high_range, low_range, lt); +#ifdef WATER_FOG +vec4 applyWaterFogView(vec3 pos, vec4 color); #endif -} - -vec2 encode_normal(vec3 n) -{ - float f = sqrt(8 * n.z + 8); - return n.xy / f + 0.5; -} - -vec3 decode_normal (vec2 enc) -{ - vec2 fenc = enc*4-2; - float f = dot(fenc,fenc); - float g = sqrt(1-f/4); - vec3 n; - n.xy = fenc*g; - n.z = 1-f/2; - return n; -} - -vec3 calcDirectionalLight(vec3 n, vec3 l) -{ - float a = max(dot(n,l),0.0); - a = pow(a, 1.0/1.3); - return vec3(a,a,a); -} +vec2 encode_normal (vec3 n); +vec3 decode_normal (vec2 enc); +vec3 scaleSoftClip(vec3 l); +vec3 atmosFragAmbient(vec3 light, vec3 sunlit); +vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten); +vec3 atmosFragAffectDirectionalLight(float light, vec3 sunlit); +void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) { - //get light vector - vec3 lv = lp.xyz-v; - - //get distance - float d = length(lv); - - float da = 1.0; - - vec3 col = vec3(0); - - if (d > 0.0 && la > 0.0 && fa > 0.0) - { - //normalize light vector - lv = normalize(lv); - - //distance attenuation - float dist = d/la; - float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); - dist_atten *= dist_atten; - dist_atten *= 2.0; - - // spotlight coefficient. - float spot = max(dot(-ln, lv), is_pointlight); - da *= spot*spot; // GL_SPOT_EXPONENT=2 - - //angular attenuation - da *= max(dot(n, lv), 0.0); - - float lit = max(da * dist_atten,0.0); - - col = light_col * lit * diffuse; - - // no spec for alpha shader... - } - - return max(col, vec3(0.0,0.0,0.0)); + //get light vector + vec3 lv = lp.xyz-v; + + //get distance + float d = length(lv); + + float da = 1.0; + + vec3 col = vec3(0); + + if (d > 0.0 && la > 0.0 && fa > 0.0) + { + //normalize light vector + lv = normalize(lv); + + //distance attenuation + float dist = d/la; + float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); + dist_atten *= dist_atten; + dist_atten *= 2.0; + + // spotlight coefficient. + float spot = max(dot(-ln, lv), is_pointlight); + da *= spot*spot; // GL_SPOT_EXPONENT=2 + + //angular attenuation + da *= max(dot(n, lv), 0.0); + + float lit = max(da * dist_atten,0.0); + + col = light_col * lit * diffuse; + + // no spec for alpha shader... + } + + return max(col, vec3(0.0,0.0,0.0)); } #if HAS_SHADOW -float pcfShadow(sampler2DShadow shadowMap, vec4 stc) +float pcfShadowLegacy(sampler2DShadow shadowMap, vec4 stc) { stc.xyz /= stc.w; stc.z += shadow_bias; @@ -219,413 +152,175 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc) } #endif -#ifdef WATER_FOG -uniform vec4 waterPlane; -uniform vec4 waterFogColor; -uniform float waterFogDensity; -uniform float waterFogKS; - -vec4 applyWaterFogDeferred(vec3 pos, vec4 color) -{ - //normalize view vector - vec3 view = normalize(pos); - float es = -(dot(view, waterPlane.xyz)); - - //find intersection point with water plane and eye vector - - //get eye depth - float e0 = max(-waterPlane.w, 0.0); - - vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0); - - //get object depth - float depth = length(pos - int_v); - - //get "thickness" of water - float l = max(depth, 0.1); - - float kd = waterFogDensity; - float ks = waterFogKS; - vec4 kc = waterFogColor; - - float F = 0.98; - - float t1 = -kd * pow(F, ks * e0); - float t2 = kd + ks * es; - float t3 = pow(F, t2*l) - 1.0; - - float L = min(t1/t2*t3, 1.0); - - float D = pow(0.98, l*kd); - - color.rgb = color.rgb * D + kc.rgb * L; - color.a = kc.a + color.a; - - return color; -} -#endif - -vec3 getSunlitColor() -{ - return vary_SunlitColor; -} -vec3 getAmblitColor() -{ - return vary_AmblitColor; -} -vec3 getAdditiveColor() -{ - return vary_AdditiveColor; -} -vec3 getAtmosAttenuation() -{ - return vary_AtmosAttenuation; -} - -void setPositionEye(vec3 v) -{ - vary_PositionEye = v; -} - -void setSunlitColor(vec3 v) -{ - vary_SunlitColor = v; -} - -void setAmblitColor(vec3 v) -{ - vary_AmblitColor = v; -} - -void setAdditiveColor(vec3 v) -{ - vary_AdditiveColor = v; -} - -void setAtmosAttenuation(vec3 v) -{ - vary_AtmosAttenuation = v; -} - -void calcAtmospherics(vec3 inPositionEye, float ambFactor) { - - vec3 P = inPositionEye; - setPositionEye(P); - - vec3 tmpLightnorm = lightnorm.xyz; - - vec3 Pn = normalize(P); - float Plen = length(P); - - vec4 temp1 = vec4(0); - vec3 temp2 = vec3(0); - vec4 blue_weight; - vec4 haze_weight; - vec4 sunlight = sunlight_color; - vec4 light_atten; - - //sunlight attenuation effect (hue and brightness) due to atmosphere - //this is used later for sunlight modulation at various altitudes - light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); - //I had thought blue_density and haze_density should have equal weighting, - //but attenuation due to haze_density tends to seem too strong - - temp1 = blue_density + vec4(haze_density); - blue_weight = blue_density / temp1; - haze_weight = vec4(haze_density) / temp1; - - //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) - temp2.y = max(0.0, tmpLightnorm.y); - temp2.y = 1. / temp2.y; - sunlight *= exp( - light_atten * temp2.y); - - // main atmospheric scattering line integral - temp2.z = Plen * density_multiplier; - - // Transparency (-> temp1) - // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati - // compiler gets confused. - temp1 = exp(-temp1 * temp2.z * distance_multiplier); - - //final atmosphere attenuation factor - setAtmosAttenuation(temp1.rgb); - - //compute haze glow - //(can use temp2.x as temp because we haven't used it yet) - temp2.x = dot(Pn, tmpLightnorm.xyz); - temp2.x = 1. - temp2.x; - //temp2.x is 0 at the sun and increases away from sun - temp2.x = max(temp2.x, .03); //was glow.y - //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - temp2.x *= glow.x; - //higher glow.x gives dimmer glow (because next step is 1 / "angle") - temp2.x = pow(temp2.x, glow.z); - //glow.z should be negative, so we're doing a sort of (1 / "angle") function - - //add "minimum anti-solar illumination" - temp2.x += .25; - - //increase ambient when there are more clouds - vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5; - - /* decrease value and saturation (that in HSV, not HSL) for occluded areas - * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html - * // The following line of code performs the equivalent of: - * float ambAlpha = tmpAmbient.a; - * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis - * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue); - * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha); - */ - tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); - - //haze color - setAdditiveColor( - vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) - + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x - + tmpAmbient))); - - //brightness of surface both sunlight and ambient - setSunlitColor(vec3(sunlight * .5)); - setAmblitColor(vec3(tmpAmbient * .25)); - setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); -} - -vec3 atmosLighting(vec3 light) -{ - light *= getAtmosAttenuation().r; - light += getAdditiveColor(); - return (2.0 * light); -} - -vec3 atmosTransport(vec3 light) { - light *= getAtmosAttenuation().r; - light += getAdditiveColor() * 2.0; - return light; -} -vec3 atmosGetDiffuseSunlightColor() -{ - return getSunlitColor(); -} - -vec3 scaleDownLight(vec3 light) -{ - return (light / vec3(scene_light_strength, scene_light_strength, scene_light_strength)); -} - -vec3 scaleUpLight(vec3 light) -{ - return (light * vec3(scene_light_strength, scene_light_strength, scene_light_strength)); -} - -vec3 atmosAmbient(vec3 light) -{ - return getAmblitColor() + (light * vec3(0.5f, 0.5f, 0.5f)); -} - -vec3 atmosAffectDirectionalLight(float lightIntensity) -{ - return getSunlitColor() * vec3(lightIntensity, lightIntensity, lightIntensity); -} - -vec3 scaleSoftClip(vec3 light) -{ - //soft clip effect: - vec3 zeroes = vec3(0.0f, 0.0f, 0.0f); - vec3 ones = vec3(1.0f, 1.0f, 1.0f); - - light = ones - clamp(light, zeroes, ones); - light = ones - pow(light, gamma.xxx); - - return light; -} - -vec3 fullbrightAtmosTransport(vec3 light) { - float brightness = dot(light.rgb, vec3(0.33333)); - - return mix(atmosTransport(light.rgb), light.rgb + getAdditiveColor().rgb, brightness * brightness); -} - -vec3 fullbrightScaleSoftClip(vec3 light) -{ - //soft clip effect: - return light; -} +float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen); void main() { - vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; - frag *= screen_res; - - vec4 pos = vec4(vary_position, 1.0); - - float shadow = 1.0; + vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; + frag *= screen_res; + + vec4 pos = vec4(vary_position, 1.0); + vec3 norm = vary_norm; -#if HAS_SHADOW - vec4 spos = pos; - - if (spos.z > -shadow_clip.w) - { - shadow = 0.0; - - vec4 lpos; - - vec4 near_split = shadow_clip*-0.75; - vec4 far_split = shadow_clip*-1.25; - vec4 transition_domain = near_split-far_split; - float weight = 0.0; - - if (spos.z < near_split.z) - { - lpos = shadow_matrix[3]*spos; - - float w = 1.0; - w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; - shadow += pcfShadow(shadowMap3, lpos)*w; - weight += w; - shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); - } - - if (spos.z < near_split.y && spos.z > far_split.z) - { - lpos = shadow_matrix[2]*spos; - - float w = 1.0; - w -= max(spos.z-far_split.y, 0.0)/transition_domain.y; - w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; - shadow += pcfShadow(shadowMap2, lpos)*w; - weight += w; - } - - if (spos.z < near_split.x && spos.z > far_split.y) - { - lpos = shadow_matrix[1]*spos; - - float w = 1.0; - w -= max(spos.z-far_split.x, 0.0)/transition_domain.x; - w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; - shadow += pcfShadow(shadowMap1, lpos)*w; - weight += w; - } - - if (spos.z > far_split.x) - { - lpos = shadow_matrix[0]*spos; - - float w = 1.0; - w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; - - shadow += pcfShadow(shadowMap0, lpos)*w; - weight += w; - } - + float shadow = 1.0; - shadow /= weight; - } - else - { - shadow = 1.0; - } +#if HAS_SHADOW + vec4 spos = pos; + + if (spos.z > -shadow_clip.w) + { + shadow = 0.0; + + vec4 lpos; + + vec4 near_split = shadow_clip*-0.75; + vec4 far_split = shadow_clip*-1.25; + vec4 transition_domain = near_split-far_split; + float weight = 0.0; + + if (spos.z < near_split.z) + { + lpos = shadow_matrix[3]*spos; + + float w = 1.0; + w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; + shadow += pcfShadowLegacy(shadowMap3, lpos)*w; + weight += w; + shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); + } + + if (spos.z < near_split.y && spos.z > far_split.z) + { + lpos = shadow_matrix[2]*spos; + + float w = 1.0; + w -= max(spos.z-far_split.y, 0.0)/transition_domain.y; + w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; + shadow += pcfShadowLegacy(shadowMap2, lpos)*w; + weight += w; + } + + if (spos.z < near_split.x && spos.z > far_split.y) + { + lpos = shadow_matrix[1]*spos; + + float w = 1.0; + w -= max(spos.z-far_split.x, 0.0)/transition_domain.x; + w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; + shadow += pcfShadowLegacy(shadowMap1, lpos)*w; + weight += w; + } + + if (spos.z > far_split.x) + { + lpos = shadow_matrix[0]*spos; + + float w = 1.0; + w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; + + shadow += pcfShadowLegacy(shadowMap0, lpos)*w; + weight += w; + } + + + shadow /= weight; + } + else + { + shadow = 1.0; + } #endif #ifdef USE_INDEXED_TEX - vec4 diff = diffuseLookup(vary_texcoord0.xy); + vec4 diff = diffuseLookup(vary_texcoord0.xy); #else - vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy); + vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy); #endif #ifdef FOR_IMPOSTOR - vec4 color; - color.rgb = diff.rgb; - color.a = 1.0; + vec4 color; + color.rgb = diff.rgb; + color.a = 1.0; #ifdef USE_VERTEX_COLOR - float final_alpha = diff.a * vertex_color.a; - diff.rgb *= vertex_color.rgb; + float final_alpha = diff.a * vertex_color.a; + diff.rgb *= vertex_color.rgb; #else - float final_alpha = diff.a; + float final_alpha = diff.a; #endif - - // Insure we don't pollute depth with invis pixels in impostor rendering - // - if (final_alpha < 0.01) - { - discard; - } + + // Insure we don't pollute depth with invis pixels in impostor rendering + // + if (final_alpha < 0.01) + { + discard; + } #else - + #ifdef USE_VERTEX_COLOR - float final_alpha = diff.a * vertex_color.a; - diff.rgb *= vertex_color.rgb; + float final_alpha = diff.a * vertex_color.a; + diff.rgb *= vertex_color.rgb; #else - float final_alpha = diff.a; + float final_alpha = diff.a; #endif + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; + calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten); - vec4 gamma_diff = diff; - diff.rgb = srgb_to_linear(diff.rgb); + vec2 abnormal = encode_normal(norm.xyz); + norm.xyz = decode_normal(abnormal.xy); - vec3 norm = vary_norm; + float sun_da = dot(norm.xyz, sun_dir.xyz); + float moon_da = dot(norm.xyz, moon_dir.xyz); - calcAtmospherics(pos.xyz, 1.0); - - vec2 abnormal = encode_normal(norm.xyz); - norm.xyz = decode_normal(abnormal.xy); - - float da = dot(norm.xyz, sun_dir.xyz); - - float final_da = da; + float final_da = max(sun_da, moon_da); final_da = min(final_da, shadow); - final_da = max(final_da, 0.0f); - final_da = min(final_da, 1.0f); - final_da = pow(final_da, 1.0/1.3); + final_da = clamp(final_da, 0.0f, 1.0f); + final_da = pow(final_da, display_gamma); - vec4 color = vec4(0,0,0,0); + vec4 color = vec4(0,0,0,0); - color.rgb = atmosAmbient(color.rgb); - color.a = final_alpha; + color.rgb = atmosFragAmbient(color.rgb, amblit); + color.a = final_alpha; - float ambient = abs(da); - ambient *= 0.5; - ambient *= ambient; - ambient = (1.0-ambient); + float ambient = abs(final_da); + ambient *= 0.5; + ambient *= ambient; + ambient = (1.0-ambient); - color.rgb *= ambient; - color.rgb += atmosAffectDirectionalLight(final_da); - color.rgb *= gamma_diff.rgb; + color.rgb *= ambient; + color.rgb += (final_da * sunlit); + color.rgb *= diff.rgb; - //color.rgb = mix(diff.rgb, color.rgb, final_alpha); - - color.rgb = atmosLighting(color.rgb); - color.rgb = scaleSoftClip(color.rgb); + //color.rgb = mix(diff.rgb, color.rgb, final_alpha); + + color.rgb = atmosFragLighting(color.rgb, additive, atten); + color.rgb = scaleSoftClip(color.rgb); - vec4 light = vec4(0,0,0,0); + vec4 light = vec4(0,0,0,0); - color.rgb = srgb_to_linear(color.rgb); - #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diff.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); - LIGHT_LOOP(1) - LIGHT_LOOP(2) - LIGHT_LOOP(3) - LIGHT_LOOP(4) - LIGHT_LOOP(5) - LIGHT_LOOP(6) - LIGHT_LOOP(7) - - // keep it linear - // - color.rgb += light.rgb; + LIGHT_LOOP(1) + LIGHT_LOOP(2) + LIGHT_LOOP(3) + LIGHT_LOOP(4) + LIGHT_LOOP(5) + LIGHT_LOOP(6) + LIGHT_LOOP(7) - // straight to display gamma, we're post-deferred - // - color.rgb = linear_to_srgb(color.rgb); + // keep it linear + // + color.rgb += light.rgb; #ifdef WATER_FOG - color = applyWaterFogDeferred(pos.xyz, color); + color = applyWaterFogView(pos.xyz, color); #endif - #endif - frag_color = color; + frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl new file mode 100644 index 0000000000..3bb59dd7f9 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl @@ -0,0 +1,93 @@ +/** + * @file class1/deferred/aoUtil.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, 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 + * $/LicenseInfo$ + */ + +uniform sampler2D noiseMap; + +uniform float ssao_radius; +uniform float ssao_max_radius; +uniform float ssao_factor; +uniform float ssao_factor_inv; + +vec4 getPosition(vec2 pos_screen); + +vec2 getKern(int i) +{ + vec2 kern[8]; + // exponentially (^2) distant occlusion samples spread around origin + kern[0] = vec2(-1.0, 0.0) * 0.125*0.125; + kern[1] = vec2(1.0, 0.0) * 0.250*0.250; + kern[2] = vec2(0.0, 1.0) * 0.375*0.375; + kern[3] = vec2(0.0, -1.0) * 0.500*0.500; + kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625; + kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750; + kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875; + kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000; + + return kern[i]; +} + +//calculate decreases in ambient lighting when crowded out (SSAO) +float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen) +{ + float ret = 1.0; + vec3 pos_world = pos.xyz; + vec2 noise_reflect = texture2D(noiseMap, pos_screen.xy/128.0).xy; + + float angle_hidden = 0.0; + float points = 0; + + float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); + + // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?) + for (int i = 0; i < 8; i++) + { + vec2 samppos_screen = pos_screen + scale * reflect(getKern(i), noise_reflect); + vec3 samppos_world = getPosition(samppos_screen).xyz; + + vec3 diff = pos_world - samppos_world; + float dist2 = dot(diff, diff); + + // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area + // --> solid angle shrinking by the square of distance + //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2 + //(k should vary inversely with # of samples, but this is taken care of later) + + float funky_val = (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) ? 1.0 : 0.0; + angle_hidden = angle_hidden + funky_val * min(1.0/dist2, ssao_factor_inv); + + // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion" + float diffz_val = (diff.z > -1.0) ? 1.0 : 0.0; + points = points + diffz_val; + } + + angle_hidden = min(ssao_factor*angle_hidden/points, 1.0); + + float points_val = (points > 0.0) ? 1.0 : 0.0; + ret = (1.0 - (points_val * angle_hidden)); + + ret = max(ret, 0.0); + return min(ret, 1.0); +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl index 22c9a4d14e..8e9a5fcd41 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl @@ -22,6 +22,8 @@ * $/LicenseInfo$ */ +/*[EXTRA_CODE_HERE]*/ + #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl index c8ddefac26..e68b082d43 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl @@ -34,12 +34,9 @@ mat4 getSkinnedTransform(); void calcAtmospherics(vec3 inPositionEye); float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); -vec3 scaleDownLight(vec3 light); -vec3 scaleUpLight(vec3 light); VARYING vec3 vary_position; VARYING vec3 vary_ambient; @@ -59,12 +56,6 @@ uniform vec3 light_direction[8]; uniform vec3 light_attenuation[8]; uniform vec3 light_diffuse[8]; -float calcDirectionalLight(vec3 n, vec3 l) -{ - float a = max(dot(n,l),0.0); - return a; -} - float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) { //get light vector diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl index 662c762bca..60d83cc623 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl @@ -23,6 +23,8 @@ * $/LicenseInfo$ */ +/*[EXTRA_CODE_HERE]*/ + #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_data[3]; #else @@ -36,11 +38,7 @@ uniform float minimum_alpha; VARYING vec3 vary_normal; VARYING vec2 vary_texcoord0; -vec2 encode_normal(vec3 n) -{ - float f = sqrt(8 * n.z + 8); - return n.xy / f + 0.5; -} +vec2 encode_normal(vec3 n); void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl index b809b73973..8e46425ea8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +/*[EXTRA_CODE_HERE]*/ + #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index cbd8d2ebfc..868eec3926 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -48,97 +48,69 @@ VARYING vec2 vary_fragcoord; uniform mat4 inv_proj; uniform vec2 screen_res; -vec4 getPosition(vec2 pos_screen) -{ - float depth = texture2DRect(depthMap, pos_screen.xy).r; - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} - -vec2 encode_normal(vec3 n) -{ - float f = sqrt(8 * n.z + 8); - return n.xy / f + 0.5; -} - -vec3 decode_normal (vec2 enc) -{ - vec2 fenc = enc*4-2; - float f = dot(fenc,fenc); - float g = sqrt(1-f/4); - vec3 n; - n.xy = fenc*g; - n.z = 1-f/2; - return n; -} +vec4 getPosition(vec2 pos_screen); +vec3 getNorm(vec2 pos_screen); +vec3 decode_normal (vec2 enc); void main() { vec2 tc = vary_fragcoord.xy; - vec3 norm = texture2DRect(normalMap, tc).xyz; - norm = decode_normal(norm.xy); // unpack norm - - vec3 pos = getPosition(tc).xyz; - vec4 ccol = texture2DRect(lightMap, tc).rgba; - - vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy); - dlt /= max(-pos.z*dist_factor, 1.0); - - vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free' - vec4 col = defined_weight.xyxx * ccol; - - // relax tolerance according to distance to avoid speckling artifacts, as angles and distances are a lot more abrupt within a small screen area at larger distances - float pointplanedist_tolerance_pow2 = pos.z*pos.z*0.00005; - - // perturb sampling origin slightly in screen-space to hide edge-ghosting artifacts where smoothing radius is quite large - float tc_mod = 0.5*(tc.x + tc.y); // mod(tc.x+tc.y,2) - tc_mod -= floor(tc_mod); - tc_mod *= 2.0; - tc += ( (tc_mod - 0.5) * kern[1].z * dlt * 0.5 ); - - for (int i = 1; i < 4; i++) - { - vec2 samptc = tc + kern[i].z*dlt; - vec3 samppos = getPosition(samptc).xyz; - - float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane - - if (d*d <= pointplanedist_tolerance_pow2) - { - col += texture2DRect(lightMap, samptc)*kern[i].xyxx; - defined_weight += kern[i].xy; - } - } - - for (int i = 1; i < 4; i++) - { - vec2 samptc = tc - kern[i].z*dlt; - vec3 samppos = getPosition(samptc).xyz; - - float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane - - if (d*d <= pointplanedist_tolerance_pow2) - { - col += texture2DRect(lightMap, samptc)*kern[i].xyxx; - defined_weight += kern[i].xy; - } - } - - col /= defined_weight.xyxx; - col.y *= col.y; - - frag_color = col; + vec3 norm = getNorm(tc); + vec3 pos = getPosition(tc).xyz; + vec4 ccol = texture2DRect(lightMap, tc).rgba; + + vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy); + dlt /= max(-pos.z*dist_factor, 1.0); + + vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free' + vec4 col = defined_weight.xyxx * ccol; + + // relax tolerance according to distance to avoid speckling artifacts, as angles and distances are a lot more abrupt within a small screen area at larger distances + float pointplanedist_tolerance_pow2 = pos.z*pos.z*0.00005; + + // perturb sampling origin slightly in screen-space to hide edge-ghosting artifacts where smoothing radius is quite large + float tc_mod = 0.5*(tc.x + tc.y); // mod(tc.x+tc.y,2) + tc_mod -= floor(tc_mod); + tc_mod *= 2.0; + tc += ( (tc_mod - 0.5) * kern[1].z * dlt * 0.5 ); + + for (int i = 1; i < 4; i++) + { + vec2 samptc = tc + kern[i].z*dlt; + vec3 samppos = getPosition(samptc).xyz; + + float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane + + if (d*d <= pointplanedist_tolerance_pow2) + { + col += texture2DRect(lightMap, samptc)*kern[i].xyxx; + defined_weight += kern[i].xy; + } + } + + for (int i = 1; i < 4; i++) + { + vec2 samptc = tc - kern[i].z*dlt; + vec3 samppos = getPosition(samptc).xyz; + + float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane + + if (d*d <= pointplanedist_tolerance_pow2) + { + col += texture2DRect(lightMap, samptc)*kern[i].xyxx; + defined_weight += kern[i].xy; + } + } + + col /= defined_weight.xyxx; + col.y *= col.y; + + frag_color = col; #ifdef IS_AMD_CARD - // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts. - vec3 dummy1 = kern[0]; - vec3 dummy2 = kern[3]; + // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts. + vec3 dummy1 = kern[0]; + vec3 dummy2 = kern[3]; #endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl index 58fb01d200..b5677a07ee 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl @@ -22,6 +22,8 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ + +/*[EXTRA_CODE_HERE]*/ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_data[3]; @@ -40,11 +42,7 @@ VARYING vec3 vary_mat2; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -vec2 encode_normal(vec3 n) -{ - float f = sqrt(8 * n.z + 8); - return n.xy / f + 0.5; -} +vec2 encode_normal(vec3 n); void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl index 1d8ca04ccd..fe69233e68 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl @@ -22,7 +22,7 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - +/*[EXTRA_CODE_HERE]*/ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_data[3]; @@ -39,9 +39,13 @@ VARYING vec4 vary_CloudColorAmbient; VARYING float vary_CloudDensity; uniform sampler2D cloud_noise_texture; +uniform sampler2D cloud_noise_texture_next; +uniform float blend_factor; uniform vec4 cloud_pos_density1; uniform vec4 cloud_pos_density2; uniform vec4 gamma; +uniform float cloud_scale; +uniform float cloud_variance; VARYING vec2 vary_texcoord0; VARYING vec2 vary_texcoord1; @@ -49,12 +53,14 @@ VARYING vec2 vary_texcoord2; VARYING vec2 vary_texcoord3; /// Soft clips the light with a gamma correction -vec3 scaleSoftClip(vec3 light) { - //soft clip effect: - light = 1. - clamp(light, vec3(0.), vec3(1.)); - light = 1. - pow(light, gamma.xxx); +vec3 scaleSoftClip(vec3 light); - return light; +vec4 cloudNoise(vec2 uv) +{ + vec4 a = texture2D(cloud_noise_texture, uv); + vec4 b = texture2D(cloud_noise_texture_next, uv); + vec4 cloud_noise_sample = mix(a, b, blend_factor); + return cloud_noise_sample; } void main() @@ -69,25 +75,36 @@ void main() vec2 uv3 = vary_texcoord2.xy; vec2 uv4 = vary_texcoord3.xy; + vec2 disturbance = vec2(cloudNoise(uv1 / 8.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); + vec2 disturbance2 = vec2(cloudNoise((uv1 + uv3) / 4.0f).x, cloudNoise((uv4 + uv2) / 8.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); + // Offset texture coords - uv1 += cloud_pos_density1.xy; //large texture, visible density + uv1 += cloud_pos_density1.xy + (disturbance * 0.02); //large texture, visible density uv2 += cloud_pos_density1.xy; //large texture, self shadow uv3 += cloud_pos_density2.xy; //small texture, visible density uv4 += cloud_pos_density2.xy; //small texture, self shadow + float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y)); + + cloudDensity *= 1.0 - (density_variance * density_variance); // Compute alpha1, the main cloud opacity - float alpha1 = (texture2D(cloud_noise_texture, uv1).x - 0.5) + (texture2D(cloud_noise_texture, uv3).x - 0.5) * cloud_pos_density2.z; - alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10. * cloud_pos_density1.z, 1.); + + float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z; + alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10 * cloud_pos_density1.z, 1.); // And smooth alpha1 = 1. - alpha1 * alpha1; alpha1 = 1. - alpha1 * alpha1; + if (alpha1 < 0.001f) + { + discard; + } // Compute alpha2, for self shadowing effect // (1 - alpha2) will later be used as percentage of incoming sunlight - float alpha2 = (texture2D(cloud_noise_texture, uv2).x - 0.5); + float alpha2 = (cloudNoise(uv2).x - 0.5); alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.); // And smooth diff --git a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl index fef1c5a584..380d382020 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl @@ -50,14 +50,7 @@ uniform vec2 screen_res; VARYING vec2 vary_fragcoord; -float getDepth(vec2 pos_screen) -{ - float z = texture2DRect(depthMap, pos_screen.xy).r; - z = z*2.0-1.0; - vec4 ndc = vec4(0.0, 0.0, z, 1.0); - vec4 p = inv_proj*ndc; - return p.z/p.w; -} +float getDepth(vec2 pos_screen); float calc_cof(float depth) { diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl new file mode 100644 index 0000000000..9d7a7f6556 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -0,0 +1,75 @@ +/** + * @file class1/deferred/deferredUtil.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, 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 + * $/LicenseInfo$ + */ + +uniform sampler2DRect normalMap; +uniform sampler2DRect depthMap; + +uniform mat4 inv_proj; +uniform vec2 screen_res; + +vec3 decode_normal(vec2 enc); + +vec2 getScreenCoordinate(vec2 screenpos) +{ + vec2 sc = screenpos.xy * 2.0; + if (screen_res.x > 0 && screen_res.y > 0) + { + sc /= screen_res; + } + return sc - vec2(1.0, 1.0); +} + +vec3 getNorm(vec2 screenpos) +{ + vec2 enc_norm = texture2DRect(normalMap, screenpos.xy).xy; + return decode_normal(enc_norm); +} + +float getDepth(vec2 pos_screen) +{ + float depth = texture2DRect(depthMap, pos_screen).r; + return depth; +} + +vec4 getPosition(vec2 pos_screen) +{ + float depth = getDepth(pos_screen); + vec2 sc = getScreenCoordinate(pos_screen); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; +} + +vec4 getPositionWithDepth(vec2 pos_screen, float depth) +{ + vec2 sc = getScreenCoordinate(pos_screen); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl index 7930b5d18b..b328ee9483 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl @@ -23,6 +23,8 @@ * $/LicenseInfo$ */ +/*[EXTRA_CODE_HERE]*/ + #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_data[3]; #else @@ -37,11 +39,7 @@ VARYING vec3 vary_normal; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -vec2 encode_normal(vec3 n) -{ - float f = sqrt(8 * n.z + 8); - return n.xy / f + 0.5; -} +vec2 encode_normal(vec3 n); void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl index 8525e13333..fc5c86b4d6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl @@ -23,6 +23,8 @@ * $/LicenseInfo$ */ +/*[EXTRA_CODE_HERE]*/ + #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_data[3]; #else @@ -36,11 +38,7 @@ uniform float minimum_alpha; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -vec2 encode_normal(vec3 n) -{ - float f = sqrt(8 * n.z + 8); - return n.xy / f + 0.5; -} +vec2 encode_normal(vec3 n); void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl index 37d70a2412..1bb8eb8bd0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl @@ -23,6 +23,7 @@ * $/LicenseInfo$ */ +/*[EXTRA_CODE_HERE]*/ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_data[3]; @@ -37,11 +38,7 @@ uniform sampler2D diffuseMap; VARYING vec3 vary_normal; VARYING vec2 vary_texcoord0; -vec2 encode_normal(vec3 n) -{ - float f = sqrt(8 * n.z + 8); - return n.xy / f + 0.5; -} +vec2 encode_normal(vec3 n); void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl index 6befb1bd8b..8319e61242 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl @@ -22,6 +22,8 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ + +/*[EXTRA_CODE_HERE]*/ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_data[3]; @@ -35,11 +37,7 @@ VARYING vec3 vary_normal; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -vec2 encode_normal(vec3 n) -{ - float f = sqrt(8 * n.z + 8); - return n.xy / f + 0.5; -} +vec2 encode_normal(vec3 n); void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl index adc361d7a2..828c325c9d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl @@ -23,6 +23,8 @@ * $/LicenseInfo$ */ +/*[EXTRA_CODE_HERE]*/ + #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_data[3]; #else @@ -33,12 +35,7 @@ VARYING vec3 vary_normal; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -vec2 encode_normal(vec3 n) -{ - float f = sqrt(8 * n.z + 8); - return n.xy / f + 0.5; -} - +vec2 encode_normal(vec3 n); void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl index 115b04797f..7fec3e03e7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl @@ -36,9 +36,6 @@ void calcAtmospherics(vec3 inPositionEye); vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); -vec3 scaleDownLight(vec3 light); -vec3 scaleUpLight(vec3 light); - VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index 756e625d07..2db737a427 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -1,5 +1,5 @@ /** - * @file fullbrightF.glsl + * @file deferred/fullbrightF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code @@ -41,44 +41,10 @@ VARYING vec3 vary_position; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; - -vec3 srgb_to_linear(vec3 cs) -{ - vec3 low_range = cs / vec3(12.92); - vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); - bvec3 lte = lessThanEqual(cs,vec3(0.04045)); - -#ifdef OLD_SELECT - vec3 result; - result.r = lte.r ? low_range.r : high_range.r; - result.g = lte.g ? low_range.g : high_range.g; - result.b = lte.b ? low_range.b : high_range.b; - return result; -#else - return mix(high_range, low_range, lte); -#endif - -} - -vec3 linear_to_srgb(vec3 cl) -{ - cl = clamp(cl, vec3(0), vec3(1)); - vec3 low_range = cl * 12.92; - vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; - bvec3 lt = lessThan(cl,vec3(0.0031308)); - -#ifdef OLD_SELECT - vec3 result; - result.r = lt.r ? low_range.r : high_range.r; - result.g = lt.g ? low_range.g : high_range.g; - result.b = lt.b ? low_range.b : high_range.b; - return result; -#else - return mix(high_range, low_range, lt); +#ifdef WATER_FOG +vec4 applyWaterFogView(vec3 pos, vec4 color); #endif -} - vec3 fullbrightAtmosTransportDeferred(vec3 light) { return light; @@ -94,52 +60,6 @@ vec3 fullbrightScaleSoftClipDeferred(vec3 light) uniform float minimum_alpha; #endif -#ifdef WATER_FOG -uniform vec4 waterPlane; -uniform vec4 waterFogColor; -uniform float waterFogDensity; -uniform float waterFogKS; - -vec4 applyWaterFogDeferred(vec3 pos, vec4 color) -{ - //normalize view vector - vec3 view = normalize(pos); - float es = -(dot(view, waterPlane.xyz)); - - //find intersection point with water plane and eye vector - - //get eye depth - float e0 = max(-waterPlane.w, 0.0); - - vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0); - - //get object depth - float depth = length(pos - int_v); - - //get "thickness" of water - float l = max(depth, 0.1); - - float kd = waterFogDensity; - float ks = waterFogKS; - vec4 kc = waterFogColor; - - float F = 0.98; - - float t1 = -kd * pow(F, ks * e0); - float t2 = kd + ks * es; - float t3 = pow(F, t2*l) - 1.0; - - float L = min(t1/t2*t3, 1.0); - - float D = pow(0.98, l*kd); - - color.rgb = color.rgb * D + kc.rgb * L; - color.a = kc.a + color.a; - - return color; -} -#endif - void main() { #if HAS_DIFFUSE_LOOKUP @@ -158,15 +78,12 @@ void main() #endif color.rgb *= vertex_color.rgb; - color.rgb = srgb_to_linear(color.rgb); color.rgb = fullbrightAtmosTransportDeferred(color.rgb); color.rgb = fullbrightScaleSoftClipDeferred(color.rgb); - color.rgb = linear_to_srgb(color.rgb); - #ifdef WATER_FOG vec3 pos = vary_position; - vec4 fogged = applyWaterFogDeferred(pos, vec4(color.rgb, final_alpha)); + vec4 fogged = applyWaterFogView(pos, vec4(color.rgb, final_alpha)); color.rgb = fogged.rgb; color.a = fogged.a; #else diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl index b0db9876d3..30e560450b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ - +/*[EXTRA_CODE_HERE]*/ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl index 8e899e3e0f..816bd0bf3e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl @@ -37,8 +37,6 @@ void calcAtmospherics(vec3 inPositionEye); vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); -vec3 scaleDownLight(vec3 light); -vec3 scaleUpLight(vec3 light); #ifdef WATER_FOG VARYING vec3 vary_position; diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl index f8fdde43f9..d29e8a9423 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl @@ -23,6 +23,8 @@ * $/LicenseInfo$ */ +/*[EXTRA_CODE_HERE]*/ + #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_data[3]; #else @@ -38,42 +40,6 @@ uniform sampler2D specularMap; VARYING vec2 vary_texcoord0; -vec3 decode_normal (vec2 enc) -{ - vec2 fenc = enc*4-2; - float f = dot(fenc,fenc); - float g = sqrt(1-f/4); - vec3 n; - n.xy = fenc*g; - n.z = 1-f/2; - return n; -} - -vec2 encode_normal(vec3 n) -{ - float f = sqrt(8 * n.z + 8); - return n.xy / f + 0.5; -} - -vec3 linear_to_srgb(vec3 cl) -{ - cl = clamp(cl, vec3(0), vec3(1)); - vec3 low_range = cl * 12.92; - vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; - bvec3 lt = lessThan(cl,vec3(0.0031308)); - -#ifdef OLD_SELECT - vec3 result; - result.r = lt.r ? low_range.r : high_range.r; - result.g = lt.g ? low_range.g : high_range.g; - result.b = lt.b ? low_range.b : high_range.b; - return result; -#else - return mix(high_range, low_range, lt); -#endif - -} - void main() { vec4 col = texture2D(diffuseMap, vary_texcoord0.xy); @@ -86,8 +52,6 @@ void main() vec4 norm = texture2D(normalMap, vary_texcoord0.xy); vec4 spec = texture2D(specularMap, vary_texcoord0.xy); - col.rgb = linear_to_srgb(col.rgb); - frag_data[0] = vec4(col.rgb, 0.0); frag_data[1] = spec; frag_data[2] = vec4(norm.xy,0,0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl b/indra/newview/app_settings/shaders/class1/deferred/indirect.glsl index 587f3d5a94..49bfa660f8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/indirect.glsl @@ -1,7 +1,7 @@ /** - * @file srgb.glsl + * @file class1/deferred/indirect.glsl * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2018&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2007, Linden Research, Inc. * @@ -23,24 +23,8 @@ * $/LicenseInfo$ */ -vec3 srgb_to_linear(vec3 cs) +vec3 getIndirect(vec3 ambient, vec3 norm, vec3 pos, vec2 pos_screen) { - vec3 low_range = cs / vec3(12.92); - vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); - - bvec3 lte = lessThanEqual(cs,vec3(0.04045)); - return mix(high_range, low_range, lte); - -} - -vec3 linear_to_srgb(vec3 cl) -{ - cl = clamp(cl, vec3(0), vec3(1)); - vec3 low_range = cl * 12.92; - vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; - - bvec3 lt = lessThan(cl,vec3(0.0031308)); - return mix(high_range, low_range, lt); - + return ambient; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl index dcf474824d..be1003a7e0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl @@ -22,8 +22,8 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - -uniform sampler2DRect diffuseMap; + +/*[EXTRA_CODE_HERE]*/ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; @@ -31,6 +31,7 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif +uniform sampler2DRect diffuseMap; VARYING vec2 vary_fragcoord; void main() diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 07d28ed4cd..a0da8563a2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -23,50 +23,24 @@ * $/LicenseInfo$ */ -#define DIFFUSE_ALPHA_MODE_IGNORE 0 -#define DIFFUSE_ALPHA_MODE_BLEND 1 -#define DIFFUSE_ALPHA_MODE_MASK 2 +/*[EXTRA_CODE_HERE]*/ + +#define DIFFUSE_ALPHA_MODE_IGNORE 0 +#define DIFFUSE_ALPHA_MODE_BLEND 1 +#define DIFFUSE_ALPHA_MODE_MASK 2 #define DIFFUSE_ALPHA_MODE_EMISSIVE 3 uniform float emissive_brightness; uniform float display_gamma; -vec3 srgb_to_linear(vec3 cs) -{ - vec3 low_range = cs / vec3(12.92); - vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); - bvec3 lte = lessThanEqual(cs,vec3(0.04045)); - -#ifdef OLD_SELECT - vec3 result; - result.r = lte.r ? low_range.r : high_range.r; - result.g = lte.g ? low_range.g : high_range.g; - result.b = lte.b ? low_range.b : high_range.b; - return result; -#else - return mix(high_range, low_range, lte); +#ifdef WATER_FOG +vec4 applyWaterFogView(vec3 pos, vec4 color); #endif -} - -vec3 linear_to_srgb(vec3 cl) -{ - cl = clamp(cl, vec3(0), vec3(1)); - vec3 low_range = cl * 12.92; - vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; - bvec3 lt = lessThan(cl,vec3(0.0031308)); - -#ifdef OLD_SELECT - vec3 result; - result.r = lt.r ? low_range.r : high_range.r; - result.g = lt.g ? low_range.g : high_range.g; - result.b = lt.b ? low_range.b : high_range.b; - return result; -#else - return mix(high_range, low_range, lt); -#endif +vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); +vec3 scaleSoftClipFrag(vec3 l); -} +void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) @@ -88,7 +62,7 @@ uniform vec4 shadow_clip; uniform vec2 shadow_res; uniform float shadow_bias; -float pcfShadow(sampler2DShadow shadowMap, vec4 stc) +float pcfShadowLegacy(sampler2DShadow shadowMap, vec4 stc) { stc.xyz /= stc.w; stc.z += shadow_bias; @@ -106,44 +80,26 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc) return shadow*0.2; } +float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen); #endif uniform samplerCube environmentMap; -uniform sampler2D lightFunc; +uniform sampler2D lightFunc; // Inputs uniform vec4 morphFactor; uniform vec3 camPosLocal; //uniform vec4 camPosWorld; uniform vec4 gamma; -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 ambient; -uniform vec4 blue_horizon; -uniform vec4 blue_density; -uniform float haze_horizon; -uniform float haze_density; -uniform float cloud_shadow; -uniform float density_multiplier; -uniform float distance_multiplier; -uniform float max_y; -uniform vec4 glow; -uniform float scene_light_strength; uniform mat3 env_mat; uniform mat3 ssao_effect_mat; uniform vec3 sun_dir; +uniform vec3 moon_dir; VARYING vec2 vary_fragcoord; VARYING vec3 vary_position; -vec3 vary_PositionEye; - -vec3 vary_SunlitColor; -vec3 vary_AmblitColor; -vec3 vary_AdditiveColor; -vec3 vary_AtmosAttenuation; - uniform mat4 inv_proj; uniform vec2 screen_res; @@ -152,329 +108,84 @@ uniform vec3 light_direction[8]; uniform vec3 light_attenuation[8]; uniform vec3 light_diffuse[8]; -#ifdef WATER_FOG -uniform vec4 waterPlane; -uniform vec4 waterFogColor; -uniform float waterFogDensity; -uniform float waterFogKS; - -vec4 applyWaterFogDeferred(vec3 pos, vec4 color) -{ - //normalize view vector - vec3 view = normalize(pos); - float es = -(dot(view, waterPlane.xyz)); - - //find intersection point with water plane and eye vector - - //get eye depth - float e0 = max(-waterPlane.w, 0.0); - - vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0); - - //get object depth - float depth = length(pos - int_v); - - //get "thickness" of water - float l = max(depth, 0.1); - - float kd = waterFogDensity; - float ks = waterFogKS; - vec4 kc = waterFogColor; - - float F = 0.98; - - float t1 = -kd * pow(F, ks * e0); - float t2 = kd + ks * es; - float t3 = pow(F, t2*l) - 1.0; - - float L = min(t1/t2*t3, 1.0); - - float D = pow(0.98, l*kd); - - color.rgb = color.rgb * D + kc.rgb * L; - color.a = kc.a + color.a; - - return color; -} -#endif - -vec3 calcDirectionalLight(vec3 n, vec3 l) -{ - float a = max(dot(n,l),0.0); - return vec3(a,a,a); -} - - vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare) { - //get light vector - vec3 lv = lp.xyz-v; - - //get distance - float d = length(lv); - - float da = 1.0; - - vec3 col = vec3(0,0,0); - - if (d > 0.0 && la > 0.0 && fa > 0.0) - { - //normalize light vector - lv = normalize(lv); - - //distance attenuation - float dist = d/la; - float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); - dist_atten *= dist_atten; - dist_atten *= 2.0; - - // spotlight coefficient. - float spot = max(dot(-ln, lv), is_pointlight); - da *= spot*spot; // GL_SPOT_EXPONENT=2 - - //angular attenuation - da *= max(dot(n, lv), 0.0); - - float lit = max(da * dist_atten, 0.0); - - col = light_col*lit*diffuse; - - if (spec.a > 0.0) - { - //vec3 ref = dot(pos+lv, norm); - vec3 h = normalize(lv+npos); - float nh = dot(n, h); - float nv = dot(n, npos); - float vh = dot(npos, h); - float sa = nh; - float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; - - float gtdenom = 2 * nh; - float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); - - if (nh > 0.0) - { - float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); - vec3 speccol = lit*scol*light_col.rgb*spec.rgb; - col += speccol; - - float cur_glare = max(speccol.r, speccol.g); - cur_glare = max(cur_glare, speccol.b); - glare = max(glare, speccol.r); - glare += max(cur_glare, 0.0); - //col += spec.rgb; - } - } - } - - return max(col, vec3(0.0,0.0,0.0)); + //get light vector + vec3 lv = lp.xyz-v; + + //get distance + float d = length(lv); + + float da = 1.0; + + vec3 col = vec3(0,0,0); + + if (d > 0.0 && la > 0.0 && fa > 0.0) + { + //normalize light vector + lv = normalize(lv); + + //distance attenuation + float dist = d/la; + float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); + dist_atten *= dist_atten; + dist_atten *= 2.0; + + // spotlight coefficient. + float spot = max(dot(-ln, lv), is_pointlight); + da *= spot*spot; // GL_SPOT_EXPONENT=2 + + //angular attenuation + da *= max(dot(n, lv), 0.0); + + float lit = max(da * dist_atten, 0.0); + + col = light_col*lit*diffuse; + + if (spec.a > 0.0) + { + //vec3 ref = dot(pos+lv, norm); + vec3 h = normalize(lv+npos); + float nh = dot(n, h); + float nv = dot(n, npos); + float vh = dot(npos, h); + float sa = nh; + float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; + + float gtdenom = 2 * nh; + float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); + + if (nh > 0.0) + { + float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); + vec3 speccol = lit*scol*light_col.rgb*spec.rgb; + col += speccol; + + float cur_glare = max(speccol.r, speccol.g); + cur_glare = max(cur_glare, speccol.b); + glare = max(glare, speccol.r); + glare += max(cur_glare, 0.0); + //col += spec.rgb; + } + } + } + + return max(col, vec3(0.0,0.0,0.0)); } vec4 getPosition_d(vec2 pos_screen, float depth) { - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; + vec2 sc = pos_screen.xy*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; } -#ifndef WATER_FOG -vec3 getPositionEye() -{ - return vary_PositionEye; -} -#endif - -vec3 getSunlitColor() -{ - return vary_SunlitColor; -} -vec3 getAmblitColor() -{ - return vary_AmblitColor; -} -vec3 getAdditiveColor() -{ - return vary_AdditiveColor; -} -vec3 getAtmosAttenuation() -{ - return vary_AtmosAttenuation; -} - -void setPositionEye(vec3 v) -{ - vary_PositionEye = v; -} - -void setSunlitColor(vec3 v) -{ - vary_SunlitColor = v; -} - -void setAmblitColor(vec3 v) -{ - vary_AmblitColor = v; -} - -void setAdditiveColor(vec3 v) -{ - vary_AdditiveColor = v; -} - -void setAtmosAttenuation(vec3 v) -{ - vary_AtmosAttenuation = v; -} - -void calcAtmospherics(vec3 inPositionEye, float ambFactor) { - - vec3 P = inPositionEye; - setPositionEye(P); - - vec3 tmpLightnorm = lightnorm.xyz; - - vec3 Pn = normalize(P); - float Plen = length(P); - - vec4 temp1 = vec4(0); - vec3 temp2 = vec3(0); - vec4 blue_weight; - vec4 haze_weight; - vec4 sunlight = sunlight_color; - vec4 light_atten; - - //sunlight attenuation effect (hue and brightness) due to atmosphere - //this is used later for sunlight modulation at various altitudes - light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); - //I had thought blue_density and haze_density should have equal weighting, - //but attenuation due to haze_density tends to seem too strong - - temp1 = blue_density + vec4(haze_density); - blue_weight = blue_density / temp1; - haze_weight = vec4(haze_density) / temp1; - - //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) - temp2.y = max(0.0, tmpLightnorm.y); - temp2.y = 1. / temp2.y; - sunlight *= exp( - light_atten * temp2.y); - - // main atmospheric scattering line integral - temp2.z = Plen * density_multiplier; - - // Transparency (-> temp1) - // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati - // compiler gets confused. - temp1 = exp(-temp1 * temp2.z * distance_multiplier); - - //final atmosphere attenuation factor - setAtmosAttenuation(temp1.rgb); - - //compute haze glow - //(can use temp2.x as temp because we haven't used it yet) - temp2.x = dot(Pn, tmpLightnorm.xyz); - temp2.x = 1. - temp2.x; - //temp2.x is 0 at the sun and increases away from sun - temp2.x = max(temp2.x, .03); //was glow.y - //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - temp2.x *= glow.x; - //higher glow.x gives dimmer glow (because next step is 1 / "angle") - temp2.x = pow(temp2.x, glow.z); - //glow.z should be negative, so we're doing a sort of (1 / "angle") function - - //add "minimum anti-solar illumination" - temp2.x += .25; - - //increase ambient when there are more clouds - vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5; - - /* decrease value and saturation (that in HSV, not HSL) for occluded areas - * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html - * // The following line of code performs the equivalent of: - * float ambAlpha = tmpAmbient.a; - * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis - * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue); - * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha); - */ - tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); - - //haze color - setAdditiveColor( - vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) - + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x - + tmpAmbient))); - - //brightness of surface both sunlight and ambient - setSunlitColor(vec3(sunlight * .5)); - setAmblitColor(vec3(tmpAmbient * .25)); - setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); -} - -vec3 atmosLighting(vec3 light) -{ - light *= getAtmosAttenuation().r; - light += getAdditiveColor(); - return (2.0 * light); -} - -vec3 atmosTransport(vec3 light) { - light *= getAtmosAttenuation().r; - light += getAdditiveColor() * 2.0; - return light; -} -vec3 atmosGetDiffuseSunlightColor() -{ - return getSunlitColor(); -} - -vec3 scaleDownLight(vec3 light) -{ - return (light / vec3(scene_light_strength, scene_light_strength, scene_light_strength)); -} - -vec3 scaleUpLight(vec3 light) -{ - return (light * vec3(scene_light_strength, scene_light_strength, scene_light_strength)); -} - -vec3 atmosAmbient(vec3 light) -{ - return getAmblitColor() + (light * vec3(0.5f, 0.5f, 0.5f)); -} - -vec3 atmosAffectDirectionalLight(float lightIntensity) -{ - return getSunlitColor() * vec3(lightIntensity, lightIntensity, lightIntensity); -} - -vec3 scaleSoftClip(vec3 light) -{ - //soft clip effect: - vec3 zeroes = vec3(0.0f, 0.0f, 0.0f); - vec3 ones = vec3(1.0f, 1.0f, 1.0f); - - light = ones - clamp(light, zeroes, ones); - light = ones - pow(light, gamma.xxx); - - return light; -} - -vec3 fullbrightAtmosTransport(vec3 light) { - float brightness = dot(light.rgb, vec3(0.33333)); - - return mix(atmosTransport(light.rgb), light.rgb + getAdditiveColor().rgb, brightness * brightness); -} - -vec3 fullbrightScaleSoftClip(vec3 light) -{ - //soft clip effect: - return light; -} #else #ifdef DEFINE_GL_FRAGCOLOR @@ -515,274 +226,260 @@ VARYING vec3 vary_normal; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -vec2 encode_normal(vec3 n) -{ - float f = sqrt(8 * n.z + 8); - return n.xy / f + 0.5; -} - -vec3 decode_normal (vec2 enc) -{ - vec2 fenc = enc*4-2; - float f = dot(fenc,fenc); - float g = sqrt(1-f/4); - vec3 n; - n.xy = fenc*g; - n.z = 1-f/2; - return n; -} +vec2 encode_normal(vec3 n); +vec3 decode_normal (vec2 enc); void main() { - vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy); - diffcol.rgb *= vertex_color.rgb; + vec2 pos_screen = vary_texcoord0.xy; + + vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy); + diffcol.rgb *= vertex_color.rgb; #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK) - if (diffcol.a < minimum_alpha) - { - discard; - } + if (diffcol.a < minimum_alpha) + { + discard; + } #endif #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) - vec3 gamma_diff = diffcol.rgb; - diffcol.rgb = srgb_to_linear(diffcol.rgb); + vec3 gamma_diff = diffcol.rgb; #endif #if HAS_SPECULAR_MAP - vec4 spec = texture2D(specularMap, vary_texcoord2.xy); - spec.rgb *= specular_color.rgb; + vec4 spec = texture2D(specularMap, vary_texcoord2.xy); + spec.rgb *= specular_color.rgb; #else - vec4 spec = vec4(specular_color.rgb, 1.0); + vec4 spec = vec4(specular_color.rgb, 1.0); #endif #if HAS_NORMAL_MAP - vec4 norm = texture2D(bumpMap, vary_texcoord1.xy); + vec4 norm = texture2D(bumpMap, vary_texcoord1.xy); - norm.xyz = norm.xyz * 2 - 1; + norm.xyz = norm.xyz * 2 - 1; - vec3 tnorm = vec3(dot(norm.xyz,vary_mat0), - dot(norm.xyz,vary_mat1), - dot(norm.xyz,vary_mat2)); + vec3 tnorm = vec3(dot(norm.xyz,vary_mat0), + dot(norm.xyz,vary_mat1), + dot(norm.xyz,vary_mat2)); #else - vec4 norm = vec4(0,0,0,1.0); - vec3 tnorm = vary_normal; + vec4 norm = vec4(0,0,0,1.0); + vec3 tnorm = vary_normal; #endif norm.xyz = tnorm; norm.xyz = normalize(norm.xyz); - vec2 abnormal = encode_normal(norm.xyz); - norm.xyz = decode_normal(abnormal.xy); + vec2 abnormal = encode_normal(norm.xyz); + norm.xyz = decode_normal(abnormal.xy); - vec4 final_color = diffcol; - + vec4 final_color = diffcol; + #if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE) - final_color.a = emissive_brightness; + final_color.a = emissive_brightness; #else - final_color.a = max(final_color.a, emissive_brightness); + final_color.a = max(final_color.a, emissive_brightness); #endif - vec4 final_specular = spec; + vec4 final_specular = spec; #if HAS_SPECULAR_MAP - vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity * spec.a, 0.0); - final_specular.a = specular_color.a * norm.a; + vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity * spec.a, 0.0); + final_specular.a = specular_color.a * norm.a; #else - vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, 0.0); - final_specular.a = specular_color.a; + vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, 0.0); + final_specular.a = specular_color.a; #endif - + #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) - //forward rendering, output just lit RGBA - vec3 pos = vary_position; + //forward rendering, output just lit RGBA + vec3 pos = vary_position; #if HAS_SUN_SHADOW - float shadow = 0.0; - - vec4 spos = vec4(pos,1.0); - - if (spos.z > -shadow_clip.w) - { - vec4 lpos; - - vec4 near_split = shadow_clip*-0.75; - vec4 far_split = shadow_clip*-1.25; - vec4 transition_domain = near_split-far_split; - float weight = 0.0; - - if (spos.z < near_split.z) - { - lpos = shadow_matrix[3]*spos; - - float w = 1.0; - w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; - shadow += pcfShadow(shadowMap3, lpos)*w; - weight += w; - shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); - } - - if (spos.z < near_split.y && spos.z > far_split.z) - { - lpos = shadow_matrix[2]*spos; - - float w = 1.0; - w -= max(spos.z-far_split.y, 0.0)/transition_domain.y; - w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; - shadow += pcfShadow(shadowMap2, lpos)*w; - weight += w; - } - - if (spos.z < near_split.x && spos.z > far_split.y) - { - lpos = shadow_matrix[1]*spos; - - float w = 1.0; - w -= max(spos.z-far_split.x, 0.0)/transition_domain.x; - w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; - shadow += pcfShadow(shadowMap1, lpos)*w; - weight += w; - } - - if (spos.z > far_split.x) - { - lpos = shadow_matrix[0]*spos; - - float w = 1.0; - w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; - - shadow += pcfShadow(shadowMap0, lpos)*w; - weight += w; - } - - - shadow /= weight; - } - else - { - shadow = 1.0; - } + float shadow = 0.0; + + vec4 spos = vec4(pos,1.0); + + if (spos.z > -shadow_clip.w) + { + vec4 lpos; + + vec4 near_split = shadow_clip*-0.75; + vec4 far_split = shadow_clip*-1.25; + vec4 transition_domain = near_split-far_split; + float weight = 0.0; + + if (spos.z < near_split.z) + { + lpos = shadow_matrix[3]*spos; + + float w = 1.0; + w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; + shadow += pcfShadowLegacy(shadowMap3, lpos)*w; + weight += w; + shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); + } + + if (spos.z < near_split.y && spos.z > far_split.z) + { + lpos = shadow_matrix[2]*spos; + + float w = 1.0; + w -= max(spos.z-far_split.y, 0.0)/transition_domain.y; + w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; + shadow += pcfShadowLegacy(shadowMap2, lpos)*w; + weight += w; + } + + if (spos.z < near_split.x && spos.z > far_split.y) + { + lpos = shadow_matrix[1]*spos; + + float w = 1.0; + w -= max(spos.z-far_split.x, 0.0)/transition_domain.x; + w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; + shadow += pcfShadowLegacy(shadowMap1, lpos)*w; + weight += w; + } + + if (spos.z > far_split.x) + { + lpos = shadow_matrix[0]*spos; + + float w = 1.0; + w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; + + shadow += pcfShadowLegacy(shadowMap0, lpos)*w; + weight += w; + } + + + shadow /= weight; + } + else + { + shadow = 1.0; + } #else - float shadow = 1.0; + float shadow = 1.0; #endif - spec = final_specular; - vec4 diffuse = final_color; - float envIntensity = final_normal.z; + spec = final_specular; + vec4 diffuse = final_color; + float envIntensity = final_normal.z; vec3 col = vec3(0.0f,0.0f,0.0f); - float bloom = 0.0; - calcAtmospherics(pos.xyz, 1.0); - - vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); + float bloom = 0.0; + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; - float da =dot(norm.xyz, sun_dir.xyz); + calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten); + + vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); - float final_da = da; + float sun_da = dot(norm.xyz, sun_dir.xyz); + float moon_da = dot(norm.xyz, moon_dir.xyz); + + float final_da = max(sun_da,moon_da); final_da = min(final_da, shadow); //final_da = max(final_da, diffuse.a); final_da = max(final_da, 0.0f); - final_da = min(final_da, 1.0f); - final_da = pow(final_da, 1.0/1.3); + final_da = min(final_da, 1.0f); + final_da = pow(final_da, display_gamma); - col.rgb = atmosAmbient(col); - - float ambient = min(abs(da), 1.0); - ambient *= 0.5; - ambient *= ambient; - ambient = (1.0-ambient); + col.rgb = (col * 0.5) + amblit; + + float ambient = min(abs(final_da), 1.0); + ambient *= 0.5; + ambient *= ambient; + ambient = (1.0-ambient); - col.rgb *= ambient; + col.rgb *= ambient; - col.rgb = col.rgb + atmosAffectDirectionalLight(final_da); + col.rgb = col.rgb + (final_da * sunlit); - col.rgb *= gamma_diff.rgb; - - - float glare = 0.0; + col.rgb *= gamma_diff.rgb; + - if (spec.a > 0.0) // specular reflection - { - // the old infinite-sky shiny reflection - // - - float sa = dot(refnormpersp, sun_dir.xyz); - vec3 dumbshiny = vary_SunlitColor*shadow*(texture2D(lightFunc, vec2(sa, spec.a)).r); - - // add the two types of shiny together - vec3 spec_contrib = dumbshiny * spec.rgb; - bloom = dot(spec_contrib, spec_contrib) / 6; + float glare = 0.0; - glare = max(spec_contrib.r, spec_contrib.g); - glare = max(glare, spec_contrib.b); + if (spec.a > 0.0) // specular reflection + { + // the old infinite-sky shiny reflection + // + + float sa = dot(refnormpersp, sun_dir.xyz); - col += spec_contrib; - } + vec3 dumbshiny = sunlit*shadow*(texture2D(lightFunc, vec2(sa, spec.a)).r); + + // add the two types of shiny together + vec3 spec_contrib = dumbshiny * spec.rgb; + bloom = dot(spec_contrib, spec_contrib) / 6; + glare = max(spec_contrib.r, spec_contrib.g); + glare = max(glare, spec_contrib.b); - col = mix(col.rgb, diffcol.rgb, diffuse.a); + col += spec_contrib; + } - if (envIntensity > 0.0) - { - //add environmentmap - vec3 env_vec = env_mat * refnormpersp; - - vec3 refcol = textureCube(environmentMap, env_vec).rgb; - col = mix(col.rgb, refcol, - envIntensity); + col = mix(col.rgb, diffcol.rgb, diffuse.a); - float cur_glare = max(refcol.r, refcol.g); - cur_glare = max(cur_glare, refcol.b); - cur_glare *= envIntensity*4.0; - glare += cur_glare; - } + if (envIntensity > 0.0) + { + //add environmentmap + vec3 env_vec = env_mat * refnormpersp; + + vec3 refcol = textureCube(environmentMap, env_vec).rgb; - //col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a); - //col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a); + col = mix(col.rgb, refcol, + envIntensity); - col = atmosLighting(col); - col = scaleSoftClip(col); + float cur_glare = max(refcol.r, refcol.g); + cur_glare = max(cur_glare, refcol.b); + cur_glare *= envIntensity*4.0; + glare += cur_glare; + } - //convert to linear space before adding local lights - col = srgb_to_linear(col); + col = atmosFragLighting(col, additive, atten); - vec3 npos = normalize(-pos.xyz); - - vec3 light = vec3(0,0,0); + vec3 npos = normalize(-pos.xyz); + + vec3 light = vec3(0,0,0); #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare); - LIGHT_LOOP(1) - LIGHT_LOOP(2) - LIGHT_LOOP(3) - LIGHT_LOOP(4) - LIGHT_LOOP(5) - LIGHT_LOOP(6) - LIGHT_LOOP(7) + LIGHT_LOOP(1) + LIGHT_LOOP(2) + LIGHT_LOOP(3) + LIGHT_LOOP(4) + LIGHT_LOOP(5) + LIGHT_LOOP(6) + LIGHT_LOOP(7) - col.rgb += light.rgb; + col.rgb += light.rgb; - glare = min(glare, 1.0); - float al = max(diffcol.a,glare)*vertex_color.a; + glare = min(glare, 1.0); + float al = max(diffcol.a,glare)*vertex_color.a; - //convert to gamma space for display on screen - col.rgb = linear_to_srgb(col.rgb); + col = scaleSoftClipFrag(col); #ifdef WATER_FOG - vec4 temp = applyWaterFogDeferred(pos, vec4(col.rgb, al)); - col.rgb = temp.rgb; - al = temp.a; + vec4 temp = applyWaterFogView(pos, vec4(col.rgb, al)); + col.rgb = temp.rgb; + al = temp.a; #endif - frag_color.rgb = col.rgb; - frag_color.a = al; + frag_color.rgb = col.rgb; + frag_color.a = al; #else - frag_data[0] = final_color; - frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent. - frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity. + frag_data[0] = final_color; + 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/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl new file mode 100644 index 0000000000..8bf4551abc --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl @@ -0,0 +1,65 @@ +/** + * @file moonF.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, 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 + * $/LicenseInfo$ + */ + +#extension GL_ARB_texture_rectangle : enable + +/*[EXTRA_CODE_HERE]*/ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_data[3]; +#else +#define frag_data gl_FragData +#endif + +uniform vec4 color; +uniform vec4 sunlight_color; +uniform vec3 lumWeights; +uniform float moon_brightness; +uniform float minLuminance; +uniform sampler2D diffuseMap; +uniform sampler2D altDiffuseMap; +uniform float blend_factor; // interp factor between moon A/B +VARYING vec2 vary_texcoord0; + +void main() +{ + vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy); + vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy); + vec4 c = mix(moonA, moonB, blend_factor); + + // mix factor which blends when sunlight is brighter + // and shows true moon color at night + vec3 luma_weights = vec3(0.2, 0.3, 0.2); + + float mix = 1.0 - dot(normalize(sunlight_color.rgb), luma_weights); + + vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0 - 1.0; + c.rgb = pow(c.rgb, exp); + + frag_data[0] = vec4(c.rgb, c.a); + frag_data[1] = vec4(0.0); + frag_data[2] = vec4(0.0f); +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/srgb_mac.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl index 6cc1e6e798..0325ecead9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/srgb_mac.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl @@ -1,7 +1,7 @@ /** - * @file srgb.glsl + * @file moonV.glsl * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2007, Linden Research, Inc. * @@ -23,32 +23,26 @@ * $/LicenseInfo$ */ -vec3 srgb_to_linear(vec3 cs) -{ - vec3 low_range = cs / vec3(12.92); - vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; - bvec3 lte = lessThanEqual(cs,vec3(0.04045)); +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; - vec3 result; - result.r = lte.r ? low_range.r : high_range.r; - result.g = lte.g ? low_range.g : high_range.g; - result.b = lte.b ? low_range.b : high_range.b; - return result; -} +VARYING vec2 vary_texcoord0; -vec3 linear_to_srgb(vec3 cl) +void calcAtmospherics(vec3 eye_pos); + +void main() { - cl = clamp(cl, vec3(0), vec3(1)); - vec3 low_range = cl * 12.92; - vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; + //transform vertex + vec4 vert = vec4(position.xyz, 1.0); + vec4 pos = (modelview_matrix * vert); - bvec3 lt = lessThan(cl,vec3(0.0031308)); + gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); - vec3 result; - result.r = lt.r ? low_range.r : high_range.r; - result.g = lt.g ? low_range.g : high_range.g; - result.b = lt.b ? low_range.b : high_range.b; - return result; + calcAtmospherics(pos.xyz); + + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; } - diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index 9974f8f31b..e8eef9b94b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -57,35 +57,9 @@ uniform float far_z; uniform mat4 inv_proj; -vec2 encode_normal(vec3 n) -{ - float f = sqrt(8 * n.z + 8); - return n.xy / f + 0.5; -} +vec3 decode_normal (vec2 enc); -vec3 decode_normal (vec2 enc) -{ - vec2 fenc = enc*4-2; - float f = dot(fenc,fenc); - float g = sqrt(1-f/4); - vec3 n; - n.xy = fenc*g; - n.z = 1-f/2; - return n; -} - -vec4 getPosition(vec2 pos_screen) -{ - float depth = texture2DRect(depthMap, pos_screen.xy).r; - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} +vec4 getPosition(vec2 pos_screen); void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 3a3e871ade..7438fac8fc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -30,14 +30,14 @@ #extension GL_ARB_texture_rectangle : enable #extension GL_ARB_shader_texture_lod : enable +/*[EXTRA_CODE_HERE]*/ + #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else #define frag_color gl_FragColor #endif -/*[EXTRA_CODE_HERE]*/ - uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; uniform sampler2DRect depthMap; @@ -72,64 +72,11 @@ uniform vec2 screen_res; uniform mat4 inv_proj; -vec2 encode_normal(vec3 n) -{ - float f = sqrt(8 * n.z + 8); - return n.xy / f + 0.5; -} - -vec3 decode_normal (vec2 enc) -{ - vec2 fenc = enc*4-2; - float f = dot(fenc,fenc); - float g = sqrt(1-f/4); - vec3 n; - n.xy = fenc*g; - n.z = 1-f/2; - return n; -} -vec3 srgb_to_linear(vec3 cs) -{ - vec3 low_range = cs / vec3(12.92); - vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); - bvec3 lte = lessThanEqual(cs,vec3(0.04045)); - -#ifdef OLD_SELECT - vec3 result; - result.r = lte.r ? low_range.r : high_range.r; - result.g = lte.g ? low_range.g : high_range.g; - result.b = lte.b ? low_range.b : high_range.b; - return result; -#else - return mix(high_range, low_range, lte); -#endif - -} - -vec3 linear_to_srgb(vec3 cl) -{ - cl = clamp(cl, vec3(0), vec3(1)); - vec3 low_range = cl * 12.92; - vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; - bvec3 lt = lessThan(cl,vec3(0.0031308)); - -#ifdef OLD_SELECT - vec3 result; - result.r = lt.r ? low_range.r : high_range.r; - result.g = lt.g ? low_range.g : high_range.g; - result.b = lt.b ? low_range.b : high_range.b; - return result; -#else - return mix(high_range, low_range, lt); -#endif - -} - +vec3 decode_normal (vec2 enc); vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); - ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -149,7 +96,6 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); - ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -167,7 +113,6 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); - ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = tc-vec2(0.5); @@ -178,19 +123,7 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) return ret; } - -vec4 getPosition(vec2 pos_screen) -{ - float depth = texture2DRect(depthMap, pos_screen.xy).r; - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} +vec4 getPosition(vec2 pos_screen); void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index aba4a01754..8e756c37bf 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -56,35 +56,9 @@ uniform vec2 screen_res; uniform mat4 inv_proj; uniform vec4 viewport; -vec2 encode_normal(vec3 n) -{ - float f = sqrt(8 * n.z + 8); - return n.xy / f + 0.5; -} +vec3 decode_normal (vec2 enc); -vec3 decode_normal (vec2 enc) -{ - vec2 fenc = enc*4-2; - float f = dot(fenc,fenc); - float g = sqrt(1-f/4); - vec3 n; - n.xy = fenc*g; - n.z = 1-f/2; - return n; -} - -vec4 getPosition(vec2 pos_screen) -{ - float depth = texture2DRect(depthMap, pos_screen.xy).r; - vec2 sc = (pos_screen.xy-viewport.xy)*2.0; - sc /= viewport.zw; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} +vec4 getPosition(vec2 pos_screen); void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl index a5625fbc16..3da8531442 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl @@ -1,5 +1,5 @@ /** - * @file pointLightF.glsl + * @file pointLightV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index 6669947d1b..0b943d2527 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -40,30 +40,10 @@ VARYING vec2 vary_fragcoord; uniform float display_gamma; -vec3 linear_to_srgb(vec3 cl) -{ - cl = clamp(cl, vec3(0), vec3(1)); - vec3 low_range = cl * 12.92; - vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; - bvec3 lt = lessThan(cl,vec3(0.0031308)); - -#ifdef OLD_SELECT - vec3 result; - result.r = lt.r ? low_range.r : high_range.r; - result.g = lt.g ? low_range.g : high_range.g; - result.b = lt.b ? low_range.b : high_range.b; - return result; -#else - return mix(high_range, low_range, lt); -#endif - -} - - void main() { - vec4 diff = texture2DRect(diffuseRect, vary_fragcoord); - diff.rgb = linear_to_srgb(diff.rgb); - frag_color = diff; + vec4 diff = texture2DRect(diffuseRect, vary_fragcoord); + diff.rgb = pow(diff.rgb, vec3(display_gamma)); + frag_color = diff; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl index 018ced4cad..e33254304b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl @@ -23,6 +23,8 @@ * $/LicenseInfo$ */ +/*[EXTRA_CODE_HERE]*/ + #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendF.glsl new file mode 100644 index 0000000000..12bc690553 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendF.glsl @@ -0,0 +1,55 @@ +/** + * @file shadowAlphaMaskF.glsl + * + * $LicenseInfo:firstyear=2011&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2011, 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]*/ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +uniform sampler2D diffuseMap; + +#if !DEPTH_CLAMP +VARYING float pos_zd2; +#endif + +VARYING float pos_w; + +VARYING float target_pos_x; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + +void main() +{ + float alpha = diffuseLookup(vary_texcoord0.xy).a * vertex_color.a; + + frag_color = vec4(alpha, alpha, alpha, 1); + +#if !DEPTH_CLAMP + gl_FragDepth = max(pos_zd2/pos_w+0.5, 0.0); +#endif +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendV.glsl new file mode 100644 index 0000000000..11411a605c --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendV.glsl @@ -0,0 +1,67 @@ +/** + * @file shadowAlphaMaskV.glsl + * + * $LicenseInfo:firstyear=2011&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2011, 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 + * $/LicenseInfo$ + */ + +uniform mat4 texture_matrix0; +uniform mat4 modelview_projection_matrix; +uniform float shadow_target_width; + +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; + +#if !DEPTH_CLAMP +VARYING float pos_zd2; +#endif + +VARYING float pos_w; + +VARYING float target_pos_x; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + +void passTextureIndex(); + +void main() +{ + //transform vertex + vec4 pre_pos = vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * pre_pos; + target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; + + pos_w = pos.w; + +#if !DEPTH_CLAMP + pos_zd2 = pos.z * 0.5; + + gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); +#else + gl_Position = pos; +#endif + + passTextureIndex(); + + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + vertex_color = diffuse_color; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl index 91a96977f0..ae1b19a35c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl @@ -23,6 +23,8 @@ * $/LicenseInfo$ */ +/*[EXTRA_CODE_HERE]*/ + #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl index 3d1b182875..242aef821d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl @@ -23,6 +23,8 @@ * $/LicenseInfo$ */ +/*[EXTRA_CODE_HERE]*/ + #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl new file mode 100644 index 0000000000..ae5cb7cbc1 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl @@ -0,0 +1,191 @@ +/** + * @file class1/deferred/shadowUtil.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, 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 + * $/LicenseInfo$ + */ + +uniform sampler2DRect normalMap; +uniform sampler2DRect depthMap; +uniform sampler2D noiseMap; +uniform sampler2DShadow shadowMap0; +uniform sampler2DShadow shadowMap1; +uniform sampler2DShadow shadowMap2; +uniform sampler2DShadow shadowMap3; +uniform sampler2DShadow shadowMap4; +uniform sampler2DShadow shadowMap5; + +uniform float ssao_radius; +uniform float ssao_max_radius; +uniform float ssao_factor; +uniform float ssao_factor_inv; + +uniform vec3 sun_dir; +uniform vec3 moon_dir; +uniform vec2 shadow_res; +uniform vec2 proj_shadow_res; +uniform mat4 shadow_matrix[6]; +uniform vec4 shadow_clip; +uniform float shadow_bias; + +uniform float spot_shadow_bias; +uniform float spot_shadow_offset; + +uniform mat4 inv_proj; +uniform vec2 screen_res; + +vec3 decode_normal(vec2 enc); + +float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen) +{ + stc.xyz /= stc.w; + stc.z += shadow_bias; + + stc.x = floor(stc.x*pos_screen.x + fract(stc.y*shadow_res.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here + + float cs = shadow2D(shadowMap, stc.xyz).x; + float shadow = cs; + shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; + return shadow*0.2; +} + +float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen) +{ + stc.xyz /= stc.w; + stc.z += spot_shadow_bias * bias_scale; + stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap + + float cs = shadow2D(shadowMap, stc.xyz).x; + float shadow = cs; + + vec2 off = 1.0/proj_shadow_res; + off.y *= 1.5; + + shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x; + return shadow*0.2; +} + +float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen) +{ + float dp_sun = max(0.0, dot(sun_dir.xyz, norm)); + float dp_moon = max(0.0, dot(moon_dir.xyz, norm)); + float dp_directional_light = max(dp_sun,dp_moon); + dp_directional_light = clamp(dp_directional_light, 0.0, 1.0); + + vec3 light_dir = (dp_moon > dp_sun) ? moon_dir : sun_dir; + vec3 offset = light_dir * (1.0-dp_directional_light); + vec3 shadow_pos = pos.xyz + (offset * shadow_bias); + + float shadow = 0.0f; + vec4 spos = vec4(shadow_pos,1.0); + if (spos.z > -shadow_clip.w) + { + vec4 lpos; + vec4 near_split = shadow_clip*-0.75; + vec4 far_split = shadow_clip*-1.25; + vec4 transition_domain = near_split-far_split; + float weight = 0.0; + + if (spos.z < near_split.z) + { + lpos = shadow_matrix[3]*spos; + + float w = 1.0; + w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; + shadow += pcfShadow(shadowMap3, lpos, 0.5, pos_screen)*w; + weight += w; + shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); + } + + if (spos.z < near_split.y && spos.z > far_split.z) + { + lpos = shadow_matrix[2]*spos; + + float w = 1.0; + w -= max(spos.z-far_split.y, 0.0)/transition_domain.y; + w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; + shadow += pcfShadow(shadowMap2, lpos, 0.75, pos_screen)*w; + weight += w; + } + + if (spos.z < near_split.x && spos.z > far_split.y) + { + lpos = shadow_matrix[1]*spos; + + float w = 1.0; + w -= max(spos.z-far_split.x, 0.0)/transition_domain.x; + w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; + shadow += pcfShadow(shadowMap1, lpos, 0.88, pos_screen)*w; + weight += w; + } + + if (spos.z > far_split.x) + { + lpos = shadow_matrix[0]*spos; + + float w = 1.0; + w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; + + shadow += pcfShadow(shadowMap0, lpos, 1.0, pos_screen)*w; + weight += w; + } + + shadow /= weight; + } + return shadow; +} + +float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen) +{ + float shadow = 0.0f; + pos += norm * spot_shadow_offset; + + vec4 spos = vec4(pos,1.0); + if (spos.z > -shadow_clip.w) + { + vec4 lpos; + + vec4 near_split = shadow_clip*-0.75; + vec4 far_split = shadow_clip*-1.25; + vec4 transition_domain = near_split-far_split; + float weight = 0.0; + + { + lpos = shadow_matrix[4 + index]*spos; + float w = 1.0; + w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; + + shadow += pcfSpotShadow((index == 0) ? shadowMap4 : shadowMap5, lpos, 0.8, spos.xy)*w; + weight += w; + shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); + } + + shadow /= weight; + } + return shadow; +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl index 22f4729e2e..0613111632 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl @@ -1,5 +1,5 @@ /** - * @file WLSkyF.glsl + * @file class1/deferred/skyF.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code @@ -23,6 +23,8 @@ * $/LicenseInfo$ */ +/*[EXTRA_CODE_HERE]*/ + #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_data[3]; #else @@ -35,17 +37,10 @@ out vec4 frag_data[3]; VARYING vec4 vary_HazeColor; -uniform sampler2D cloud_noise_texture; uniform vec4 gamma; /// Soft clips the light with a gamma correction -vec3 scaleSoftClip(vec3 light) { - //soft clip effect: - light = 1. - clamp(light, vec3(0.), vec3(1.)); - light = 1. - pow(light, gamma.xxx); - - return light; -} +vec3 scaleSoftClip(vec3 light); void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 03bdb754b5..0de38a3d62 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -1,5 +1,5 @@ /** - * @file softenLightF.glsl + * @file class1/deferred/softenLightF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code @@ -41,7 +41,7 @@ uniform sampler2DRect normalMap; uniform sampler2DRect lightMap; uniform sampler2DRect depthMap; uniform samplerCube environmentMap; -uniform sampler2D lightFunc; +uniform sampler2D lightFunc; uniform float blur_size; uniform float blur_fidelity; @@ -51,427 +51,121 @@ uniform vec4 morphFactor; uniform vec3 camPosLocal; //uniform vec4 camPosWorld; uniform vec4 gamma; -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 ambient; -uniform vec4 blue_horizon; -uniform vec4 blue_density; -uniform float haze_horizon; -uniform float haze_density; -uniform float cloud_shadow; -uniform float density_multiplier; -uniform float distance_multiplier; -uniform float max_y; -uniform vec4 glow; uniform float global_gamma; -uniform float scene_light_strength; uniform mat3 env_mat; uniform mat3 ssao_effect_mat; uniform vec3 sun_dir; +uniform vec3 moon_dir; VARYING vec2 vary_fragcoord; -vec3 vary_PositionEye; - -vec3 vary_SunlitColor; -vec3 vary_AmblitColor; -vec3 vary_AdditiveColor; -vec3 vary_AtmosAttenuation; - uniform mat4 inv_proj; uniform vec2 screen_res; -vec3 srgb_to_linear(vec3 cs) -{ - vec3 low_range = cs / vec3(12.92); - vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); - bvec3 lte = lessThanEqual(cs,vec3(0.04045)); - -#ifdef OLD_SELECT - vec3 result; - result.r = lte.r ? low_range.r : high_range.r; - result.g = lte.g ? low_range.g : high_range.g; - result.b = lte.b ? low_range.b : high_range.b; - return result; -#else - return mix(high_range, low_range, lte); -#endif - -} - -vec3 linear_to_srgb(vec3 cl) -{ - vec3 low_range = cl * 12.92; - vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; - bvec3 lt = lessThan(cl,vec3(0.0031308)); - -#ifdef OLD_SELECT - vec3 result; - result.r = lt.r ? low_range.r : high_range.r; - result.g = lt.g ? low_range.g : high_range.g; - result.b = lt.b ? low_range.b : high_range.b; - return result; -#else - return mix(high_range, low_range, lt); -#endif - -} - - -vec3 decode_normal (vec2 enc) -{ - vec2 fenc = enc*4-2; - float f = dot(fenc,fenc); - float g = sqrt(1-f/4); - vec3 n; - n.xy = fenc*g; - n.z = 1-f/2; - return n; -} - -vec4 getPosition_d(vec2 pos_screen, float depth) -{ - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} - -vec4 getPosition(vec2 pos_screen) -{ //get position in screen space (world units) given window coordinate and depth map - float depth = texture2DRect(depthMap, pos_screen.xy).a; - return getPosition_d(pos_screen, depth); -} - -vec3 getPositionEye() -{ - return vary_PositionEye; -} -vec3 getSunlitColor() -{ - return vary_SunlitColor; -} -vec3 getAmblitColor() -{ - return vary_AmblitColor; -} -vec3 getAdditiveColor() -{ - return vary_AdditiveColor; -} -vec3 getAtmosAttenuation() -{ - return vary_AtmosAttenuation; -} - -void setPositionEye(vec3 v) -{ - vary_PositionEye = v; -} - -void setSunlitColor(vec3 v) -{ - vary_SunlitColor = v; -} - -void setAmblitColor(vec3 v) -{ - vary_AmblitColor = v; -} - -void setAdditiveColor(vec3 v) -{ - vary_AdditiveColor = v; -} - -void setAtmosAttenuation(vec3 v) -{ - vary_AtmosAttenuation = v; -} - - #ifdef WATER_FOG -uniform vec4 waterPlane; -uniform vec4 waterFogColor; -uniform float waterFogDensity; -uniform float waterFogKS; - -vec4 applyWaterFogDeferred(vec3 pos, vec4 color) -{ - //normalize view vector - vec3 view = normalize(pos); - float es = -(dot(view, waterPlane.xyz)); - - //find intersection point with water plane and eye vector - - //get eye depth - float e0 = max(-waterPlane.w, 0.0); - - vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0); - - //get object depth - float depth = length(pos - int_v); - - //get "thickness" of water - float l = max(depth, 0.1); - - float kd = waterFogDensity; - float ks = waterFogKS; - vec4 kc = waterFogColor; - - float F = 0.98; - - float t1 = -kd * pow(F, ks * e0); - float t2 = kd + ks * es; - float t3 = pow(F, t2*l) - 1.0; - - float L = min(t1/t2*t3, 1.0); - - float D = pow(0.98, l*kd); - - color.rgb = color.rgb * D + kc.rgb * L; - color.a = kc.a + color.a; - - return color; -} +vec4 applyWaterFogView(vec3 pos, vec4 color); #endif -void calcAtmospherics(vec3 inPositionEye, float ambFactor) { - - vec3 P = inPositionEye; - setPositionEye(P); - - vec3 tmpLightnorm = lightnorm.xyz; - - vec3 Pn = normalize(P); - float Plen = length(P); - - vec4 temp1 = vec4(0); - vec3 temp2 = vec3(0); - vec4 blue_weight; - vec4 haze_weight; - vec4 sunlight = sunlight_color; - vec4 light_atten; - - //sunlight attenuation effect (hue and brightness) due to atmosphere - //this is used later for sunlight modulation at various altitudes - light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); - //I had thought blue_density and haze_density should have equal weighting, - //but attenuation due to haze_density tends to seem too strong - - temp1 = blue_density + vec4(haze_density); - blue_weight = blue_density / temp1; - haze_weight = vec4(haze_density) / temp1; - - //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) - temp2.y = max(0.0, tmpLightnorm.y); - temp2.y = 1. / temp2.y; - sunlight *= exp( - light_atten * temp2.y); - - // main atmospheric scattering line integral - temp2.z = Plen * density_multiplier; - - // Transparency (-> temp1) - // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati - // compiler gets confused. - temp1 = exp(-temp1 * temp2.z * distance_multiplier); - - //final atmosphere attenuation factor - setAtmosAttenuation(temp1.rgb); - - //compute haze glow - //(can use temp2.x as temp because we haven't used it yet) - temp2.x = dot(Pn, tmpLightnorm.xyz); - temp2.x = 1. - temp2.x; - //temp2.x is 0 at the sun and increases away from sun - temp2.x = max(temp2.x, .03); //was glow.y - //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - temp2.x *= glow.x; - //higher glow.x gives dimmer glow (because next step is 1 / "angle") - temp2.x = pow(temp2.x, glow.z); - //glow.z should be negative, so we're doing a sort of (1 / "angle") function - - //add "minimum anti-solar illumination" - temp2.x += .25; - - //increase ambient when there are more clouds - vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5; - - /* decrease value and saturation (that in HSV, not HSL) for occluded areas - * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html - * // The following line of code performs the equivalent of: - * float ambAlpha = tmpAmbient.a; - * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis - * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue); - * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha); - */ - tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); - - //haze color - setAdditiveColor( - vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) - + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x - + tmpAmbient))); - - //brightness of surface both sunlight and ambient - setSunlitColor(vec3(sunlight * .5)); - setAmblitColor(vec3(tmpAmbient * .25)); - setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); -} - -vec3 atmosLighting(vec3 light) -{ - light *= getAtmosAttenuation().r; - light += getAdditiveColor(); - return (2.0 * light); -} - -vec3 atmosTransport(vec3 light) { - light *= getAtmosAttenuation().r; - light += getAdditiveColor() * 2.0; - return light; -} - -vec3 fullbrightAtmosTransport(vec3 light) { - float brightness = dot(light.rgb, vec3(0.33333)); - - return mix(atmosTransport(light.rgb), light.rgb + getAdditiveColor().rgb, brightness * brightness); -} - - - -vec3 atmosGetDiffuseSunlightColor() -{ - return getSunlitColor(); -} - -vec3 scaleDownLight(vec3 light) -{ - return (light / scene_light_strength ); -} - -vec3 scaleUpLight(vec3 light) -{ - return (light * scene_light_strength); -} - -vec3 atmosAmbient(vec3 light) -{ - return getAmblitColor() + light / 2.0; -} +vec3 decode_normal (vec2 enc); +vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); +vec3 fullbrightAtmosTransportFrag(vec3 l, vec3 additive, vec3 atten); +void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); -vec3 atmosAffectDirectionalLight(float lightIntensity) -{ - return getSunlitColor() * lightIntensity; -} +vec3 scaleSoftClip(vec3 l); +vec3 fullbrightScaleSoftClip(vec3 l); -vec3 scaleSoftClip(vec3 light) +vec4 getPosition_d(vec2 pos_screen, float depth) { - //soft clip effect: - light = 1. - clamp(light, vec3(0.), vec3(1.)); - light = 1. - pow(light, gamma.xxx); - - return light; + vec2 sc = pos_screen.xy*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; } - -vec3 fullbrightScaleSoftClip(vec3 light) -{ - //soft clip effect: - return light; -} +vec4 getPositionWithDepth(vec2 pos_screen, float depth); +vec4 getPosition(vec2 pos_screen); void main() { - vec2 tc = vary_fragcoord.xy; - float depth = texture2DRect(depthMap, tc.xy).r; - vec3 pos = getPosition_d(tc, depth).xyz; - vec4 norm = texture2DRect(normalMap, tc); - float envIntensity = norm.z; - norm.xyz = decode_normal(norm.xy); // unpack norm - - float da = dot(norm.xyz, sun_dir.xyz); - - float final_da = max(0.0,da); - final_da = min(final_da, 1.0f); - final_da = pow(final_da, 1.0/1.3); - - vec4 diffuse = texture2DRect(diffuseRect, tc); - - //convert to gamma space - diffuse.rgb = linear_to_srgb(diffuse.rgb); - - vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); - vec3 col; - float bloom = 0.0; - { - calcAtmospherics(pos.xyz, 1.0); - - col = atmosAmbient(vec3(0)); - float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); - ambient *= 0.5; - ambient *= ambient; - ambient = (1.0-ambient); - - col.rgb *= ambient; - - col += atmosAffectDirectionalLight(final_da); - - col *= diffuse.rgb; - - vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); - - if (spec.a > 0.0) // specular reflection - { - // the old infinite-sky shiny reflection - // - - float sa = dot(refnormpersp, sun_dir.xyz); - vec3 dumbshiny = vary_SunlitColor*(texture2D(lightFunc, vec2(sa, spec.a)).r); - - // add the two types of shiny together - vec3 spec_contrib = dumbshiny * spec.rgb; - bloom = dot(spec_contrib, spec_contrib) / 6; - col += spec_contrib; - } - - - col = mix(col.rgb, diffuse.rgb, diffuse.a); - - if (envIntensity > 0.0) - { //add environmentmap - vec3 env_vec = env_mat * refnormpersp; - - - vec3 refcol = textureCube(environmentMap, env_vec).rgb; - - col = mix(col.rgb, refcol, - envIntensity); - } - - if (norm.w < 0.5) - { - col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a); - col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a); - } - - #ifdef WATER_FOG - vec4 fogged = applyWaterFogDeferred(pos,vec4(col, bloom)); - col = fogged.rgb; - bloom = fogged.a; - #endif - - col = srgb_to_linear(col); - - //col = vec3(1,0,1); - //col.g = envIntensity; - } - - frag_color.rgb = col.rgb; - frag_color.a = bloom; + vec2 tc = vary_fragcoord.xy; + float depth = texture2DRect(depthMap, tc.xy).r; + vec3 pos = getPositionWithDepth(tc, depth).xyz; + vec4 norm = texture2DRect(normalMap, tc); + float envIntensity = norm.z; + norm.xyz = decode_normal(norm.xy); // unpack norm + + float da_sun = dot(norm.xyz, normalize(sun_dir.xyz)); + float da_moon = dot(norm.xyz, normalize(moon_dir.xyz)); + float da = max(da_sun, da_moon); + + float final_da = clamp(da, 0.0, 1.0); + final_da = pow(final_da, global_gamma + 0.3); + + vec4 diffuse = texture2DRect(diffuseRect, tc); + + vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); + vec3 col; + float bloom = 0.0; + { + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; + calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten); + + float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); + ambient *= 0.5; + ambient *= ambient; + ambient = (1.0 - ambient); + + col = amblit; + col *= ambient; + col += (final_da * sunlit); + col *= diffuse.rgb; + + vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); + + if (spec.a > 0.0) // specular reflection + { + // the old infinite-sky shiny reflection + // + + float sa = dot(refnormpersp, sun_dir.xyz); + vec3 dumbshiny = sunlit*(texture2D(lightFunc, vec2(sa, spec.a)).r); + + // add the two types of shiny together + vec3 spec_contrib = dumbshiny * spec.rgb; + bloom = dot(spec_contrib, spec_contrib) / 6; + col += spec_contrib; + } + + col = mix(col.rgb, diffuse.rgb, diffuse.a); + + if (envIntensity > 0.0) + { //add environmentmap + vec3 env_vec = env_mat * refnormpersp; + vec3 refcol = textureCube(environmentMap, env_vec).rgb; + col = mix(col.rgb, refcol, envIntensity); + } + + if (norm.w < 0.5) + { + col = mix(atmosFragLighting(col, additive, atten), fullbrightAtmosTransportFrag(col, additive, atten), diffuse.a); + col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a); + } + + #ifdef WATER_FOG + vec4 fogged = applyWaterFogView(pos.xyz,vec4(col, bloom)); + col = fogged.rgb; + bloom = fogged.a; + #endif + } + + frag_color.rgb = col.rgb; + frag_color.a = bloom; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl index b59fcbe017..e992776cb4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl @@ -1,5 +1,5 @@ /** - * @file softenLightF.glsl + * @file softenLightV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index f1aec315cc..22488944cd 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -70,69 +70,11 @@ uniform vec2 screen_res; uniform mat4 inv_proj; -vec2 encode_normal(vec3 n) -{ - float f = sqrt(8 * n.z + 8); - return n.xy / f + 0.5; -} - -vec3 decode_normal (vec2 enc) -{ - vec2 fenc = enc*4-2; - float f = dot(fenc,fenc); - float g = sqrt(1-f/4); - vec3 n; - n.xy = fenc*g; - n.z = 1-f/2; - return n; -} - -vec3 srgb_to_linear(vec3 cs) -{ - vec3 low_range = cs / vec3(12.92); - vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); - bvec3 lte = lessThanEqual(cs,vec3(0.04045)); - -#ifdef OLD_SELECT - vec3 result; - result.r = lte.r ? low_range.r : high_range.r; - result.g = lte.g ? low_range.g : high_range.g; - result.b = lte.b ? low_range.b : high_range.b; - return result; -#else - return mix(high_range, low_range, lte); -#endif - -} - -vec3 linear_to_srgb(vec3 cl) -{ - cl = clamp(cl, vec3(0), vec3(1)); - vec3 low_range = cl * 12.92; - vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; - bvec3 lt = lessThan(cl,vec3(0.0031308)); - -#ifdef OLD_SELECT - vec3 result; - result.r = lt.r ? low_range.r : high_range.r; - result.g = lt.g ? low_range.g : high_range.g; - result.b = lt.b ? low_range.b : high_range.b; - return result; -#else - return mix(high_range, low_range, lt); -#endif - -} - -vec4 correctWithGamma(vec4 col) -{ - return vec4(srgb_to_linear(col.rgb), col.a); -} +vec3 decode_normal (vec2 enc); vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); - ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -152,7 +94,6 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); - ret = correctWithGamma(ret); vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -170,7 +111,6 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); - ret = correctWithGamma(ret); vec2 dist = tc-vec2(0.5); @@ -181,19 +121,7 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) return ret; } - -vec4 getPosition(vec2 pos_screen) -{ - float depth = texture2DRect(depthMap, pos_screen.xy).r; - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} +vec4 getPosition(vec2 pos_screen); void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl index 821058804c..4ae3f7b76f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl @@ -23,6 +23,8 @@ * $/LicenseInfo$ */ +/*[EXTRA_CODE_HERE]*/ + #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_data[3]; #else @@ -31,14 +33,34 @@ out vec4 frag_data[3]; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; +VARYING vec2 screenpos; uniform sampler2D diffuseMap; +uniform sampler2D altDiffuseMap; +uniform float blend_factor; +uniform float custom_alpha; +uniform vec4 sunlight_color; +uniform float time; + +float twinkle(){ + float d = fract(screenpos.x + screenpos.y); + return abs(d); +} void main() { - vec4 col = vertex_color * texture2D(diffuseMap, vary_texcoord0.xy); - + vec4 col_a = texture2D(diffuseMap, vary_texcoord0.xy); + vec4 col_b = texture2D(diffuseMap, vary_texcoord0.xy); + vec4 col = mix(col_b, col_a, blend_factor); + col.rgb *= vertex_color.rgb; + + float factor = smoothstep(0.0f, 0.9f, custom_alpha); + + col.a = (col.a * factor) * 32.0f; + col.a *= twinkle(); + frag_data[0] = col; - frag_data[1] = vec4(0,0,0,0); - frag_data[2] = vec4(0,0,1,0); + frag_data[1] = vec4(0.0f); + frag_data[2] = vec4(0.0, 1.0, 0.0, 1.0); } + diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl index 8bc5b06379..bb2a2ee72b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl @@ -25,6 +25,7 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; +uniform float time; ATTRIBUTE vec3 position; ATTRIBUTE vec4 diffuse_color; @@ -32,11 +33,20 @@ ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; +VARYING vec2 screenpos; void main() { //transform vertex - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position, 1.0); + +// bias z to fix SL-9806 and get stars to depth test against clouds + pos.z += 0.001f; + + gl_Position = pos; + + float t = mod(time, 1.25f); + screenpos = position.xy * vec2(t, t); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; vertex_color = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl new file mode 100644 index 0000000000..3557c0766e --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl @@ -0,0 +1,57 @@ +/** + * @file sunDiscF.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, 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 + * $/LicenseInfo$ + */ + +#extension GL_ARB_texture_rectangle : enable + +/*[EXTRA_CODE_HERE]*/ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_data[3]; +#else +#define frag_data gl_FragData +#endif + +vec3 fullbrightAtmosTransport(vec3 light); +vec3 fullbrightScaleSoftClip(vec3 light); + +uniform sampler2D diffuseMap; +uniform sampler2D altDiffuseMap; +uniform float blend_factor; // interp factor between sunDisc A/B +VARYING vec2 vary_texcoord0; + +void main() +{ + vec4 sunDiscA = texture2D(diffuseMap, vary_texcoord0.xy); + vec4 sunDiscB = texture2D(altDiffuseMap, vary_texcoord0.xy); + vec4 c = mix(sunDiscA, sunDiscB, blend_factor); + c.rgb = clamp(c.rgb, vec3(0), vec3(1)); + c.rgb = pow(c.rgb, vec3(0.7f)); + c.rgb = fullbrightAtmosTransport(c.rgb); + c.rgb = fullbrightScaleSoftClip(c.rgb); + frag_data[0] = c; + frag_data[1] = vec4(0.0f); + frag_data[2] = vec4(0.0, 1.0, 0.0, 1.0); +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl new file mode 100644 index 0000000000..c67ed8e6d9 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl @@ -0,0 +1,48 @@ +/** + * @file sunDiscV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, 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 + * $/LicenseInfo$ + */ + +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; + +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; + +VARYING vec2 vary_texcoord0; + +void calcAtmospherics(vec3 eye_pos); + +void main() +{ + //transform vertex + vec4 vert = vec4(position.xyz - vec3(0, 0, 50), 1.0); + vec4 pos = modelview_projection_matrix*vert; + + gl_Position = pos; + + calcAtmospherics(pos.xyz); + + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl index 930255729b..6d65ee2add 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl @@ -41,97 +41,15 @@ uniform sampler2D noiseMap; // Inputs -uniform float ssao_radius; -uniform float ssao_max_radius; -uniform float ssao_factor; -uniform float ssao_factor_inv; - VARYING vec2 vary_fragcoord; uniform mat4 inv_proj; uniform vec2 screen_res; -vec2 encode_normal(vec3 n) -{ - float f = sqrt(8 * n.z + 8); - return n.xy / f + 0.5; -} - -vec3 decode_normal (vec2 enc) -{ - vec2 fenc = enc*4-2; - float f = dot(fenc,fenc); - float g = sqrt(1-f/4); - vec3 n; - n.xy = fenc*g; - n.z = 1-f/2; - return n; -} - -vec4 getPosition(vec2 pos_screen) -{ - float depth = texture2DRect(depthMap, pos_screen.xy).r; - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} - -//calculate decreases in ambient lighting when crowded out (SSAO) -float calcAmbientOcclusion(vec4 pos, vec3 norm) -{ - float ret = 1.0; - - vec2 kern[8]; - // exponentially (^2) distant occlusion samples spread around origin - kern[0] = vec2(-1.0, 0.0) * 0.125*0.125; - kern[1] = vec2(1.0, 0.0) * 0.250*0.250; - kern[2] = vec2(0.0, 1.0) * 0.375*0.375; - kern[3] = vec2(0.0, -1.0) * 0.500*0.500; - kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625; - kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750; - kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875; - kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000; - - vec2 pos_screen = vary_fragcoord.xy; - vec3 pos_world = pos.xyz; - vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy; - - float angle_hidden = 0.0; - int points = 0; - - float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); - - // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations unrolling?) - for (int i = 0; i < 8; i++) - { - vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect); - vec3 samppos_world = getPosition(samppos_screen).xyz; - - vec3 diff = pos_world - samppos_world; - float dist2 = dot(diff, diff); - - // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area - // --> solid angle shrinking by the square of distance - //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2 - //(k should vary inversely with # of samples, but this is taken care of later) - - angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv); - - // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion" - points = points + int(diff.z > -1.0); - } - - angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0); - - ret = (1.0 - (float(points != 0) * angle_hidden)); - - return min(ret, 1.0); -} +vec3 decode_normal (vec2 enc); +vec4 getPosition(vec2 pos_screen); +vec3 getNorm(vec2 pos_screen); +float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen); void main() { @@ -139,13 +57,11 @@ void main() //try doing an unproject here - vec4 pos = getPosition(pos_screen); - - vec3 norm = texture2DRect(normalMap, pos_screen).xyz; - norm = decode_normal(norm.xy); + vec4 pos = getPosition(pos_screen); + vec3 norm = getNorm(pos_screen); - frag_color[0] = 1.0; - frag_color[1] = calcAmbientOcclusion(pos, norm); - frag_color[2] = 1.0; - frag_color[3] = 1.0; + frag_color.r = 1.0; + frag_color.g = calcAmbientOcclusion(pos, norm, pos_screen); + frag_color.b = 1.0; + frag_color.a = 1.0; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl index 52a429465f..0cd90b0d97 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl @@ -23,6 +23,8 @@ * $/LicenseInfo$ */ +/*[EXTRA_CODE_HERE]*/ + #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_data[3]; #else @@ -39,11 +41,7 @@ VARYING vec3 vary_normal; VARYING vec4 vary_texcoord0; VARYING vec4 vary_texcoord1; -vec2 encode_normal(vec3 n) -{ - float f = sqrt(8 * n.z + 8); - return n.xy / f + 0.5; -} +vec2 encode_normal(vec3 n); void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl index 808750496f..89e354558a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl @@ -23,6 +23,8 @@ * $/LicenseInfo$ */ +/*[EXTRA_CODE_HERE]*/ + #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_data[3]; #else @@ -37,11 +39,7 @@ VARYING vec2 vary_texcoord0; uniform float minimum_alpha; -vec2 encode_normal(vec3 n) -{ - float f = sqrt(8 * n.z + 8); - return n.xy / f + 0.5; -} +vec2 encode_normal(vec3 n); void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl index d4d2f5f571..e34d75ba1d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl @@ -23,6 +23,8 @@ * $/LicenseInfo$ */ +/*[EXTRA_CODE_HERE]*/ + #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else diff --git a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl index 78f841c733..e95a688e1f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl @@ -23,6 +23,8 @@ * $/LicenseInfo$ */ +/*[EXTRA_CODE_HERE]*/ + #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_data[3]; #else @@ -56,48 +58,7 @@ VARYING vec4 refCoord; VARYING vec4 littleWave; VARYING vec4 view; -vec3 srgb_to_linear(vec3 cs) -{ - vec3 low_range = cs / vec3(12.92); - vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); - bvec3 lte = lessThanEqual(cs,vec3(0.04045)); - -#ifdef OLD_SELECT - vec3 result; - result.r = lte.r ? low_range.r : high_range.r; - result.g = lte.g ? low_range.g : high_range.g; - result.b = lte.b ? low_range.b : high_range.b; - return result; -#else - return mix(high_range, low_range, lte); -#endif - -} - -vec3 linear_to_srgb(vec3 cl) -{ - cl = clamp(cl, vec3(0), vec3(1)); - vec3 low_range = cl * 12.92; - vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; - bvec3 lt = lessThan(cl,vec3(0.0031308)); - -#ifdef OLD_SELECT - vec3 result; - result.r = lt.r ? low_range.r : high_range.r; - result.g = lt.g ? low_range.g : high_range.g; - result.b = lt.b ? low_range.b : high_range.b; - return result; -#else - return mix(high_range, low_range, lt); -#endif - -} - -vec2 encode_normal(vec3 n) -{ - float f = sqrt(8 * n.z + 8); - return n.xy / f + 0.5; -} +vec2 encode_normal(vec3 n); vec4 applyWaterFog(vec4 color, vec3 viewVec) { @@ -151,7 +112,7 @@ void main() vec4 fb = texture2D(screenTex, distort); - frag_data[0] = vec4(linear_to_srgb(fb.rgb), 1.0); // diffuse + frag_data[0] = vec4(fb.rgb, 1.0); // diffuse frag_data[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec frag_data[2] = vec4(encode_normal(wavef), 0.0, 0.0); // normalxyz, displace } diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index 37dcd3ad34..9da2548586 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -1,5 +1,5 @@ /** - * @file waterF.glsl + * @file class1/deferred/waterF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code @@ -37,17 +37,10 @@ vec3 scaleSoftClip(vec3 inColor); vec3 atmosTransport(vec3 inColor); uniform sampler2D bumpMap; +uniform sampler2D bumpMap2; +uniform float blend_factor; uniform sampler2D screenTex; uniform sampler2D refTex; -uniform sampler2DRectShadow shadowMap0; -uniform sampler2DRectShadow shadowMap1; -uniform sampler2DRectShadow shadowMap2; -uniform sampler2DRectShadow shadowMap3; -uniform sampler2D noiseMap; - -uniform mat4 shadow_matrix[6]; -uniform vec4 shadow_clip; - uniform float sunAngle; uniform float sunAngle2; uniform vec3 lightDir; @@ -69,47 +62,16 @@ VARYING vec4 littleWave; VARYING vec4 view; VARYING vec4 vary_position; -vec3 srgb_to_linear(vec3 cs) -{ - vec3 low_range = cs / vec3(12.92); - vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); - bvec3 lte = lessThanEqual(cs,vec3(0.04045)); - -#ifdef OLD_SELECT - vec3 result; - result.r = lte.r ? low_range.r : high_range.r; - result.g = lte.g ? low_range.g : high_range.g; - result.b = lte.b ? low_range.b : high_range.b; - return result; -#else - return mix(high_range, low_range, lte); -#endif +vec2 encode_normal(vec3 n); +vec3 scaleSoftClipFrag(vec3 l); -} - -vec3 linear_to_srgb(vec3 cl) +vec3 BlendNormal(vec3 bump1, vec3 bump2) { - cl = clamp(cl, vec3(0), vec3(1)); - vec3 low_range = cl * 12.92; - vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; - bvec3 lt = lessThan(cl,vec3(0.0031308)); - -#ifdef OLD_SELECT - vec3 result; - result.r = lt.r ? low_range.r : high_range.r; - result.g = lt.g ? low_range.g : high_range.g; - result.b = lt.b ? low_range.b : high_range.b; - return result; -#else - return mix(high_range, low_range, lt); -#endif - -} - -vec2 encode_normal(vec3 n) -{ - float f = sqrt(8 * n.z + 8); - return n.xy / f + 0.5; + //vec3 normal = bump1.xyz * vec3( 2.0, 2.0, 2.0) - vec3(1.0, 1.0, 0.0); + //vec3 normal2 = bump2.xyz * vec3(-2.0, -2.0, 2.0) + vec3(1.0, 1.0, -1.0); + //vec3 n = normalize(normal * dot(normal, normal2) - (normal2 * normal.z)); + vec3 n = normalize(mix(bump1, bump2, blend_factor)); + return n; } void main() @@ -121,9 +83,19 @@ void main() vec3 viewVec = normalize(view.xyz); //get wave normals - vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; - vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; - vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; + vec3 wave1_a = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; + vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; + vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; + + + vec3 wave1_b = texture2D(bumpMap2, vec2(refCoord.w, view.w)).xyz*2.0-1.0; + vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0; + vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0; + + vec3 wave1 = BlendNormal(wave1_a, wave1_b); + vec3 wave2 = BlendNormal(wave2_a, wave2_b); + vec3 wave3 = BlendNormal(wave3_a, wave3_b); + //get base fresnel components vec3 df = vec3( @@ -186,6 +158,7 @@ void main() //mix with reflection // Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug + refcol.rgb = pow(refcol.rgb, vec3(0.45)); // boost the reflect color a little to get stars to show up SL-1475 color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999); vec4 pos = vary_position; @@ -193,7 +166,7 @@ void main() color.rgb += spec * specular; color.rgb = atmosTransport(color.rgb); - color.rgb = scaleSoftClip(color.rgb); + color.rgb = scaleSoftClipFrag(color.rgb); color.a = spec * sunAngle2; vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz); diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl index 9734acf005..8863869e44 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl @@ -31,8 +31,8 @@ ATTRIBUTE vec3 position; void calcAtmospherics(vec3 inPositionEye); -uniform vec2 d1; -uniform vec2 d2; +uniform vec2 waveDir1; +uniform vec2 waveDir2; uniform float time; uniform vec3 eyeVec; uniform float waterHeight; @@ -88,10 +88,10 @@ void main() calcAtmospherics(pos.xyz); //pass wave parameters to pixel shader - vec2 bigWave = (v.xy) * vec2(0.04,0.04) + d1 * time * 0.055; + vec2 bigWave = (v.xy) * vec2(0.04,0.04) + waveDir1 * time * 0.055; //get two normal map (detail map) texture coordinates - littleWave.xy = (v.xy) * vec2(0.45, 0.9) + d2 * time * 0.13; - littleWave.zw = (v.xy) * vec2(0.1, 0.2) + d1 * time * 0.1; + littleWave.xy = (v.xy) * vec2(0.45, 0.9) + waveDir2 * time * 0.13; + littleWave.zw = (v.xy) * vec2(0.1, 0.2) + waveDir1 * time * 0.1; view.w = bigWave.y; refCoord.w = bigWave.x; |