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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl49
3 files changed, 23 insertions, 38 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
index 6ab966ae01..0b4a59c866 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
@@ -396,7 +396,7 @@ vec3 pbrIbl(vec3 diffuseColor,
specContrib = specular * ao;
- return (diffuse + specular*0.5) * ao; //reduce by half to place in appropriate color space for atmospherics
+ return (diffuse + specular) * ao;
}
vec3 pbrIbl(vec3 diffuseColor,
@@ -562,16 +562,13 @@ vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v,
float NdotV = clamp(abs(dot(norm, v)), 0.001, 1.0);
vec3 ibl_spec;
- color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, 0.2, ibl_spec);
+ color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness, ibl_spec);
color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm, v, normalize(light_dir), specContrib) * sunlit * 2.75 * scol;
specContrib *= sunlit * 2.75 * scol;
specContrib += ibl_spec;
- color += colorEmissive*0.5;
-
- color = atmosFragLightingLinear(color, additive, atten);
- color = scaleSoftClipFragLinear(color);
+ color += colorEmissive; //divide by two to correct for magical multiply by two in atmosFragLighting
return color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
index afe504743d..c406c669f2 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
@@ -88,8 +88,11 @@ void main()
#endif
#ifndef IS_HUD
+ color.rgb = fullbrightAtmosTransport(color.rgb);
+ color.rgb = fullbrightScaleSoftClip(color.rgb);
color.rgb = srgb_to_linear(color.rgb);
#endif
+
frag_color.rgb = color.rgb;
frag_color.a = color.a;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
index cc77712347..383fcaa9a7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
@@ -44,9 +44,6 @@ vec3 linear_to_srgb(vec3 cl);
//===============================================================
// tone mapping taken from Khronos sample implementation
//===============================================================
-const float GAMMA = 2.2;
-const float INV_GAMMA = 1.0 / GAMMA;
-
// sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT
const mat3 ACESInputMat = mat3
@@ -65,29 +62,6 @@ const mat3 ACESOutputMat = mat3
-0.07367, -0.00605, 1.07602
);
-
-// linear to sRGB approximation
-// see http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html
-vec3 linearTosRGB(vec3 color)
-{
- return pow(color, vec3(INV_GAMMA));
-}
-
-
-// sRGB to linear approximation
-// see http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html
-vec3 sRGBToLinear(vec3 srgbIn)
-{
- return vec3(pow(srgbIn.xyz, vec3(GAMMA)));
-}
-
-
-vec4 sRGBToLinear(vec4 srgbIn)
-{
- return vec4(sRGBToLinear(srgbIn.xyz), srgbIn.w);
-}
-
-
// ACES tone map (faster approximation)
// see: https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/
vec3 toneMapACES_Narkowicz(vec3 color)
@@ -128,13 +102,13 @@ vec3 toneMapACES_Hill(vec3 color)
}
uniform float exposure;
+uniform float gamma;
vec3 toneMap(vec3 color)
{
color *= exposure;
#ifdef TONEMAP_ACES_NARKOWICZ
- color *= 0.8;
color = toneMapACES_Narkowicz(color);
#endif
@@ -146,11 +120,12 @@ vec3 toneMap(vec3 color)
// boost exposure as discussed in https://github.com/mrdoob/three.js/pull/19621
// this factor is based on the exposure correction of Krzysztof Narkowicz in his
// implemetation of ACES tone mapping
- color *= 0.85/0.6;
+ color *= 1.0/0.6;
+ //color /= 0.6;
color = toneMapACES_Hill(color);
#endif
- return linearTosRGB(color);
+ return linear_to_srgb(color);
}
//===============================================================
@@ -193,16 +168,26 @@ float noise(vec2 x) {
//=============================
+
+vec3 legacyGamma(vec3 color)
+{
+ color = 1. - clamp(color, vec3(0.), vec3(1.));
+ color = 1. - pow(color, vec3(gamma)); // s/b inverted already CPU-side
+
+ return color;
+}
+
void main()
{
//this is the one of the rare spots where diffuseRect contains linear color values (not sRGB)
vec4 diff = texture2D(diffuseRect, vary_fragcoord);
diff.rgb = toneMap(diff.rgb);
- vec2 tc = vary_fragcoord.xy*screen_res;
-
+ diff.rgb = legacyGamma(diff.rgb);
+
+ vec2 tc = vary_fragcoord.xy*screen_res*4.0;
vec3 seed = (diff.rgb+vec3(1.0))*vec3(tc.xy, tc.x+tc.y);
vec3 nz = vec3(noise(seed.rg), noise(seed.gb), noise(seed.rb));
- diff.rgb += nz*0.008;
+ diff.rgb += nz*0.003;
//diff.rgb = nz;
frag_color = diff;
}