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-rw-r--r--indra/newview/app_settings/shaders/class1/environment/decodeNormF.glsl36
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/encodeNormF.glsl31
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/srgbF.glsl62
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl38
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterF.glsl26
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl13
6 files changed, 163 insertions, 43 deletions
diff --git a/indra/newview/app_settings/shaders/class1/environment/decodeNormF.glsl b/indra/newview/app_settings/shaders/class1/environment/decodeNormF.glsl
new file mode 100644
index 0000000000..becc6d89c1
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/environment/decodeNormF.glsl
@@ -0,0 +1,36 @@
+/**
+ * @file decodeNormF.glsl
+ *
+ * $LicenseInfo:firstyear=2018&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2018, 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
+ * $/LicenseInfo$
+ */
+
+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;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/environment/encodeNormF.glsl b/indra/newview/app_settings/shaders/class1/environment/encodeNormF.glsl
new file mode 100644
index 0000000000..50e781fa78
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/environment/encodeNormF.glsl
@@ -0,0 +1,31 @@
+/**
+ * @file encodeNormF.glsl
+ *
+ * $LicenseInfo:firstyear=2018&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2018, 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
+ * $/LicenseInfo$
+ */
+
+vec2 encode_normal(vec3 n)
+{
+ float f = sqrt(8 * n.z + 8);
+ return n.xy / f + 0.5;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl b/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl
new file mode 100644
index 0000000000..835662732a
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl
@@ -0,0 +1,62 @@
+/**
+ * @file srgbF.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
+ * $/LicenseInfo$
+ */
+
+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
+
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
index 0d8dab0a41..e918bdcb9d 100644
--- a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
@@ -56,41 +56,7 @@ VARYING vec4 refCoord;
VARYING vec4 littleWave;
VARYING vec4 view;
-vec4 applyWaterFog(vec4 color, vec3 viewVec)
-{
- //normalize view vector
- vec3 view = normalize(viewVec);
- float es = -view.z;
-
- //find intersection point with water plane and eye vector
-
- //get eye depth
- float e0 = max(-waterPlane.w, 0.0);
-
- //get object depth
- float depth = length(viewVec);
-
- //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);
- //return vec4(1.0, 0.0, 1.0, 1.0);
- return color * D + kc * L;
- //depth /= 10.0;
- //return vec4(depth,depth,depth,0.0);
-}
+vec4 applyWaterFogView(vec3 pos, vec4 color);
void main()
{
@@ -108,5 +74,5 @@ void main()
vec4 fb = texture2D(screenTex, distort);
- frag_color = applyWaterFog(fb,view.xyz);
+ frag_color = applyWaterFogView(view.xyz, fb);
}
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
index 79bffab745..37f109c637 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
@@ -33,6 +33,8 @@ vec3 scaleSoftClip(vec3 inColor);
vec3 atmosTransport(vec3 inColor);
uniform sampler2D bumpMap;
+uniform sampler2D bumpMap2;
+uniform float blend_factor;
uniform sampler2D screenTex;
uniform sampler2D refTex;
@@ -55,6 +57,15 @@ VARYING vec4 refCoord;
VARYING vec4 littleWave;
VARYING vec4 view;
+vec3 BlendNormal(vec3 bump1, vec3 bump2)
+{
+ //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()
{
vec4 color;
@@ -65,9 +76,18 @@ 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(
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
index 4bdfce9260..68ce2843d0 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
@@ -25,7 +25,6 @@
-uniform vec4 lightnorm;
uniform vec4 waterPlane;
uniform vec4 waterFogColor;
uniform float waterFogDensity;
@@ -33,10 +32,10 @@ uniform float waterFogKS;
vec3 getPositionEye();
-vec4 applyWaterFog(vec4 color)
+vec4 applyWaterFogView(vec3 pos, vec4 color)
{
+ vec3 view = normalize(pos);
//normalize view vector
- vec3 view = normalize(getPositionEye());
float es = -(dot(view, waterPlane.xyz));
//find intersection point with water plane and eye vector
@@ -47,7 +46,7 @@ vec4 applyWaterFog(vec4 color)
vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0);
//get object depth
- float depth = length(getPositionEye() - int_v);
+ float depth = length(pos - int_v);
//get "thickness" of water
float l = max(depth, 0.1);
@@ -72,3 +71,9 @@ vec4 applyWaterFog(vec4 color)
return color;
}
+vec4 applyWaterFog(vec4 color)
+{
+ //normalize view vector
+ return applyWaterFogView(getPositionEye(), color);
+}
+