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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/CASF.glsl19
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/MPHDRDisplayGammaF.glsl55
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaBlendF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredTonemap.glsl28
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/effects/bloomBlurF.glsl37
-rw-r--r--indra/newview/app_settings/shaders/class1/effects/bloomBlurV.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/effects/bloomCombineF.glsl21
-rw-r--r--indra/newview/app_settings/shaders/class1/effects/bloomCombineV.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/effects/bloomExtractF.glsl89
-rw-r--r--indra/newview/app_settings/shaders/class1/effects/bloomExtractV.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl1
25 files changed, 311 insertions, 36 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/CASF.glsl b/indra/newview/app_settings/shaders/class1/deferred/CASF.glsl
index 017855325c..8e12d09443 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/CASF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/CASF.glsl
@@ -2545,12 +2545,31 @@ A_STATIC void CasSetup(
#endif
#ifdef A_GPU
+
+#ifdef LEGACY_GAMMA
+uniform float gamma;
+
+vec3 legacyGamma(vec3 color)
+{
+ vec3 c = 1. - clamp(color, vec3(0.), vec3(1.));
+ c = 1. - pow(c, vec3(gamma)); // s/b inverted already CPU-side
+
+ return c;
+}
+#endif
+
void main()
{
vec4 diff = vec4(0.f);
uvec2 point = uvec2(vary_fragcoord * out_screen_res.xy);
CasFilter(diff.r, diff.g, diff.b, point, cas_param_0, cas_param_1, true);
diff.a = texture(diffuseRect, vary_fragcoord).a;
+ diff.rgb = linear_to_srgb(diff.rgb);
+
+#ifdef LEGACY_GAMMA
+ diff.rgb = legacyGamma(diff.rgb);
+#endif
+
frag_color = diff;
}
#endif
diff --git a/indra/newview/app_settings/shaders/class1/deferred/MPHDRDisplayGammaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/MPHDRDisplayGammaF.glsl
new file mode 100644
index 0000000000..503974cb7c
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/MPHDRDisplayGammaF.glsl
@@ -0,0 +1,55 @@
+/**
+ * @file postDeferredGammaCorrect.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
+ * $/LicenseInfo$
+ */
+
+/*[EXTRA_CODE_HERE]*/
+
+out vec4 frag_color;
+
+uniform sampler2D diffuseRect;
+
+uniform float gamma = 2.2;
+uniform float mpHDRBoost = 1.0;
+
+in vec2 vary_fragcoord;
+
+vec3 clampHDRRange(vec3 color);
+
+vec3 HDRDisplayGamma(vec3 linearRGB)
+{
+ bvec3 cutoff = lessThan(linearRGB, vec3(0.0031308));
+ vec3 higher = vec3(1.055)*pow(linearRGB, vec3(1.0/gamma)) - vec3(0.055);
+ vec3 lower = linearRGB * vec3(12.92);
+
+ return mix(higher, lower, cutoff);
+}
+
+void main()
+{
+ vec4 diff = texture(diffuseRect, vary_fragcoord);
+ diff.rgb = mpHDRBoost * HDRDisplayGamma(diff.rgb);
+ diff.rgb = clampHDRRange(diff.rgb);
+ frag_color = diff;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl b/indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl
index fdb77cce6e..10a48f1e01 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl
@@ -1351,6 +1351,10 @@ float4 SMAABlendingWeightCalculationPS(float2 texcoord,
//-----------------------------------------------------------------------------
// Neighborhood Blending Pixel Shader (Third Pass)
+vec3 srgb_to_linear(vec3 cs);
+vec4 srgb_to_linear4(vec4 cs);
+vec3 linear_to_srgb(vec3 cl);
+
float4 SMAANeighborhoodBlendingPS(float2 texcoord,
float4 offset,
SMAATexture2D(colorTex),
@@ -1369,6 +1373,7 @@ float4 SMAANeighborhoodBlendingPS(float2 texcoord,
SMAA_BRANCH
if (dot(a, float4(1.0, 1.0, 1.0, 1.0)) < 1e-5) {
float4 color = SMAASampleLevelZero(colorTex, texcoord);
+ //color.rgb = srgb_to_linear(color.rgb);
#if SMAA_REPROJECTION
float2 velocity = SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, texcoord));
@@ -1377,6 +1382,7 @@ float4 SMAANeighborhoodBlendingPS(float2 texcoord,
color.a = sqrt(5.0 * length(velocity));
#endif
+ //color.rgb = linear_to_srgb(color.rgb);
return color;
} else {
bool h = max(a.x, a.z) > max(a.y, a.w); // max(horizontal) > max(vertical)
@@ -1393,8 +1399,13 @@ float4 SMAANeighborhoodBlendingPS(float2 texcoord,
// We exploit bilinear filtering to mix current pixel with the chosen
// neighbor:
- float4 color = blendingWeight.x * SMAASampleLevelZero(colorTex, blendingCoord.xy);
- color += blendingWeight.y * SMAASampleLevelZero(colorTex, blendingCoord.zw);
+ float4 color = SMAASampleLevelZero(colorTex, blendingCoord.xy);
+ //color.rgb = srgb_to_linear(color.rgb);
+ color = blendingWeight.x * color;
+
+ float4 color2 = SMAASampleLevelZero(colorTex, blendingCoord.zw);
+ //color2.rgb = srgb_to_linear(color2.rgb);
+ color += blendingWeight.y * color2;
#if SMAA_REPROJECTION
// Antialias velocity for proper reprojection in a later stage:
@@ -1405,6 +1416,7 @@ float4 SMAANeighborhoodBlendingPS(float2 texcoord,
color.a = sqrt(5.0 * length(velocity));
#endif
+ //color.rgb = linear_to_srgb(color.rgb);
return color;
}
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl
index f1e0295859..084a334346 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl
@@ -23,7 +23,7 @@
* $/LicenseInfo$
*/
-out vec4 frag_color;
+//out vec4 frag_color;
uniform float minimum_alpha;
uniform sampler2D diffuseMap;
@@ -49,5 +49,5 @@ void main()
}
}
- frag_color = vec4(1,1,1,1);
+ //frag_color = vec4(1,1,1,1);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl
index 18ce998cb6..5986e8e462 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl
@@ -23,7 +23,7 @@
* $/LicenseInfo$
*/
-out vec4 frag_color;
+//out vec4 frag_color;
uniform float minimum_alpha;
@@ -51,5 +51,5 @@ void main()
}
}
- frag_color = vec4(1,1,1,1);
+ //frag_color = vec4(1,1,1,1);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
index 37dcbbd328..4396ae89a4 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
@@ -25,10 +25,10 @@
/*[EXTRA_CODE_HERE]*/
-out vec4 frag_color;
+//out vec4 frag_color;
void main()
{
- frag_color = vec4(1,1,1,1);
+ //frag_color = vec4(1,1,1,1);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaBlendF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaBlendF.glsl
index dbaab9bbda..90d81ab6b2 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaBlendF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaBlendF.glsl
@@ -23,7 +23,7 @@
* $/LicenseInfo$
*/
-out vec4 frag_color;
+//out vec4 frag_color;
uniform sampler2D diffuseMap;
@@ -52,5 +52,5 @@ void main()
}
}
- frag_color = vec4(1,1,1,1);
+ //frag_color = vec4(1,1,1,1);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl
index 07a2218db2..2b314db51a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl
@@ -23,7 +23,7 @@
* $/LicenseInfo$
*/
-out vec4 frag_color;
+//out vec4 frag_color;
uniform sampler2D diffuseMap;
@@ -42,5 +42,5 @@ void main()
discard;
}
- frag_color = vec4(1,1,1,1);
+ //frag_color = vec4(1,1,1,1);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
index 4ccc6f54a8..a24e7c0b90 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
@@ -30,7 +30,7 @@ out vec4 frag_color;
uniform sampler2D diffuseRect;
uniform float gamma;
-uniform vec2 screen_res;
+//uniform vec2 screen_res;
in vec2 vary_fragcoord;
vec3 linear_to_srgb(vec3 cl);
@@ -43,8 +43,6 @@ vec3 legacyGamma(vec3 color)
return c;
}
-vec3 clampHDRRange(vec3 color);
-
void main()
{
//this is the one of the rare spots where diffuseRect contains linear color values (not sRGB)
@@ -55,7 +53,7 @@ void main()
diff.rgb = legacyGamma(diff.rgb);
#endif
- diff.rgb = clampHDRRange(diff.rgb);
+ diff.rgb = clamp(diff.rgb, vec3(0.0), vec3(1.0));
frag_color = diff;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredTonemap.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredTonemap.glsl
index 1f01c7f16a..b1218d61af 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredTonemap.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredTonemap.glsl
@@ -31,11 +31,25 @@ uniform sampler2D diffuseRect;
in vec2 vary_fragcoord;
+#ifdef GAMMA_CORRECT
+uniform float gamma;
+#endif
+
vec3 linear_to_srgb(vec3 cl);
vec3 toneMap(vec3 color);
vec3 clampHDRRange(vec3 color);
+#ifdef GAMMA_CORRECT
+vec3 legacyGamma(vec3 color)
+{
+ vec3 c = 1. - clamp(color, vec3(0.), vec3(1.));
+ c = 1. - pow(c, vec3(gamma)); // s/b inverted already CPU-side
+
+ return c;
+}
+#endif
+
void main()
{
//this is the one of the rare spots where diffuseRect contains linear color values (not sRGB)
@@ -47,8 +61,18 @@ void main()
diff.rgb = clamp(diff.rgb, vec3(0.0), vec3(1.0));
#endif
- diff.rgb = clampHDRRange(diff.rgb);
+#ifdef GAMMA_CORRECT
+ diff.rgb = linear_to_srgb(diff.rgb);
+
+#ifdef LEGACY_GAMMA
+ diff.rgb = legacyGamma(diff.rgb);
+#endif
+
+#endif
+
+ diff.rgb = clamp(diff.rgb, vec3(0.0), vec3(1.0)); // We should always be 0-1 past this point
+
//debugExposure(diff.rgb);
- frag_color = max(diff, vec4(0));
+ frag_color = diff;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
index f208ac746b..a37e970feb 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
@@ -25,7 +25,7 @@
/*[EXTRA_CODE_HERE]*/
-out vec4 frag_color;
+//out vec4 frag_color;
in vec4 post_pos;
in float target_pos_x;
@@ -59,5 +59,5 @@ void main()
}
}
- frag_color = vec4(1,1,1,1);
+ //frag_color = vec4(1,1,1,1);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
index b55d769fd6..c4e4c4d051 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
@@ -23,9 +23,9 @@
* $/LicenseInfo$
*/
-out vec4 frag_color;
+//out vec4 frag_color;
void main()
{
- frag_color = vec4(1,1,1,1);
+ //frag_color = vec4(1,1,1,1);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
index 6f7bd2bf3c..033c2f924a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
@@ -113,8 +113,8 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
if (spos.z > -shadow_clip.w)
{
vec4 lpos;
- vec4 near_split = shadow_clip*-0.75;
- vec4 far_split = shadow_clip*-1.25;
+ vec4 near_split = shadow_clip*-0.9;
+ vec4 far_split = shadow_clip*-1.1;
vec4 transition_domain = near_split-far_split;
float weight = 0.0;
@@ -131,7 +131,10 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
shadow += contrib;
weight += w;
}
- shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
+
+ //shadow += max( (pos.z+shadow_clip.z) / (shadow_clip.z-shadow_clip.w) * 2.0 - 1.0, 0.0);
+ shadow += max( (pos.z+shadow_clip.z) / (shadow_clip.z-shadow_clip.w) * 1.0, 0.0);
+ //shadow -= max( (shadow_clip.z + pos.z) / (shadow_clip.z - shadow_clip.w) , 0.0);
}
if (spos.z < near_split.y && spos.z > far_split.z)
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl
index 33a5efa45d..4579d4fbe0 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl
@@ -26,7 +26,7 @@
/*[EXTRA_CODE_HERE]*/
-out vec4 frag_color;
+//out vec4 frag_color;
uniform float minimum_alpha;
@@ -43,5 +43,5 @@ void main()
discard;
}
- frag_color = vec4(1,1,1,1);
+ //frag_color = vec4(1,1,1,1);
}
diff --git a/indra/newview/app_settings/shaders/class1/effects/bloomBlurF.glsl b/indra/newview/app_settings/shaders/class1/effects/bloomBlurF.glsl
new file mode 100644
index 0000000000..0efbbdce96
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/effects/bloomBlurF.glsl
@@ -0,0 +1,37 @@
+out vec4 frag_color;
+
+in vec2 vary_texcoord0;
+
+uniform sampler2D bloomEMap;
+
+uniform bool bloomHorizontal;
+uniform float bloomBlurRadius = 1.5;
+
+uniform float weight[5] = float[] (0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
+
+void main()
+{
+ vec2 size = vec2(bloomBlurRadius, bloomBlurRadius);
+
+ vec2 tex_offset = size / textureSize(bloomEMap, 0); // gets size of single texel
+ vec3 result = texture(bloomEMap, vary_texcoord0).rgb * weight[0]; // current fragment's contribution
+
+ if(bloomHorizontal)
+ {
+ for(int i = 1; i < 5; i++)
+ {
+ result += texture(bloomEMap, vary_texcoord0 + vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
+ result += texture(bloomEMap, vary_texcoord0 - vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
+ }
+ }
+ else
+ {
+ for(int i = 1; i < 5; i++)
+ {
+ result += texture(bloomEMap, vary_texcoord0 + vec2(0.0, tex_offset.y * i)).rgb * weight[i];
+ result += texture(bloomEMap, vary_texcoord0 - vec2(0.0, tex_offset.y * i)).rgb * weight[i];
+ }
+ }
+
+ frag_color = vec4(result, 1.0);
+} \ No newline at end of file
diff --git a/indra/newview/app_settings/shaders/class1/effects/bloomBlurV.glsl b/indra/newview/app_settings/shaders/class1/effects/bloomBlurV.glsl
new file mode 100644
index 0000000000..e40b60ed3c
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/effects/bloomBlurV.glsl
@@ -0,0 +1,8 @@
+in vec3 position;
+out vec2 vary_texcoord0;
+
+void main()
+{
+ gl_Position = vec4(position, 1.0);
+ vary_texcoord0.xy = position.xy * 0.5 + 0.5;
+} \ No newline at end of file
diff --git a/indra/newview/app_settings/shaders/class1/effects/bloomCombineF.glsl b/indra/newview/app_settings/shaders/class1/effects/bloomCombineF.glsl
new file mode 100644
index 0000000000..40cfdd6bff
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/effects/bloomCombineF.glsl
@@ -0,0 +1,21 @@
+out vec4 frag_color;
+
+in vec2 vary_texcoord0;
+
+uniform sampler2D diffuseMap;
+uniform sampler2D bloomBlurredMap;
+
+uniform float bloomStrength;
+uniform float bloomClampValue;
+
+void main()
+{
+ vec4 hdrColor = texture(diffuseMap, vary_texcoord0);
+ vec4 bloomColor = texture(bloomBlurredMap, vary_texcoord0);
+ vec4 result = hdrColor;
+
+ result.rgb += bloomStrength * bloomColor.rgb;
+ result.rgb = clamp(result.rgb, vec3(0.0), vec3(bloomClampValue));
+
+ frag_color = result;
+} \ No newline at end of file
diff --git a/indra/newview/app_settings/shaders/class1/effects/bloomCombineV.glsl b/indra/newview/app_settings/shaders/class1/effects/bloomCombineV.glsl
new file mode 100644
index 0000000000..e40b60ed3c
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/effects/bloomCombineV.glsl
@@ -0,0 +1,8 @@
+in vec3 position;
+out vec2 vary_texcoord0;
+
+void main()
+{
+ gl_Position = vec4(position, 1.0);
+ vary_texcoord0.xy = position.xy * 0.5 + 0.5;
+} \ No newline at end of file
diff --git a/indra/newview/app_settings/shaders/class1/effects/bloomExtractF.glsl b/indra/newview/app_settings/shaders/class1/effects/bloomExtractF.glsl
new file mode 100644
index 0000000000..66d86eec1f
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/effects/bloomExtractF.glsl
@@ -0,0 +1,89 @@
+out vec4 frag_color;
+
+uniform sampler2D diffuseMap;
+uniform sampler2D bloomExtractORM; // orm
+//uniform sampler2D bloomExtractEmissive; // emissive
+uniform sampler2D bloomExtractEmissive2; // emissive 2
+
+uniform float bloomExtractBrightness = 0.9;
+uniform float bloomExtractMetal = 0.20;
+uniform float bloomExtractNonMetal = 0.20;
+
+in vec2 vary_texcoord0;
+
+void main()
+{
+ vec4 col = texture(diffuseMap, vary_texcoord0.xy);
+
+ if(col.a > 0.001)
+ {
+ discard;
+ return;
+ }
+
+ //int valid = 0;
+ //float brightness = dot(col.rgb, vec3(0.2126, 0.7152, 0.0722));
+ float brightness = dot(col.rgb, vec3(0.3, 0.5, 0.2));
+
+ if(brightness < bloomExtractBrightness)
+ {
+ discard;
+ return;
+ }
+
+ /*
+ vec3 emi = texture(bloomExtractEmissive, vary_texcoord0.xy).rgb;
+ if(emi.r + emi.g + emi.b > 0.01)
+ {
+ discard;
+ return;
+ }
+ */
+
+ vec3 emi = texture(bloomExtractEmissive2, vary_texcoord0.xy).rgb;
+ if(emi.r + emi.g + emi.b > 0.01)
+ {
+ discard;
+ return;
+ }
+
+ vec4 orm = texture(bloomExtractORM, vary_texcoord0.xy);
+
+ if(orm.r < 0.7)
+ {
+ discard;
+ return;
+ }
+
+ if(bloomExtractMetal == 1.0 && bloomExtractNonMetal == 1.0)
+ {
+ frag_color = vec4(col.rgb, 0.0);
+ return;
+ }
+
+ if(orm.b < 0.15)
+ {
+ // non metal
+ if(orm.g >= bloomExtractNonMetal)
+ {
+ discard;
+ return;
+ }
+ }
+ else if(orm.b > 0.8)
+ {
+ // metal
+ if(orm.g >= bloomExtractMetal)
+ {
+ discard;
+ return;
+ }
+ }
+ else
+ {
+ discard;
+ return;
+ }
+
+ frag_color = vec4(col.rgb, 0.0);
+} \ No newline at end of file
diff --git a/indra/newview/app_settings/shaders/class1/effects/bloomExtractV.glsl b/indra/newview/app_settings/shaders/class1/effects/bloomExtractV.glsl
new file mode 100644
index 0000000000..e40b60ed3c
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/effects/bloomExtractV.glsl
@@ -0,0 +1,8 @@
+in vec3 position;
+out vec2 vary_texcoord0;
+
+void main()
+{
+ gl_Position = vec4(position, 1.0);
+ vary_texcoord0.xy = position.xy * 0.5 + 0.5;
+} \ No newline at end of file
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl
index c7cb076099..ffc5d86d9d 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl
@@ -28,7 +28,6 @@ out vec4 frag_color;
uniform float minimum_alpha;
vec3 atmosLighting(vec3 light);
-vec3 scaleSoftClip(vec3 light);
in vec4 vertex_color;
in vec2 vary_texcoord0;
@@ -45,7 +44,6 @@ void default_lighting()
color *= vertex_color;
color.rgb = atmosLighting(color.rgb);
- color.rgb = scaleSoftClip(color.rgb);
frag_color = max(color, vec4(0));
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl
index 77324edcff..0519ae1090 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl
@@ -30,7 +30,6 @@ uniform float minimum_alpha;
uniform sampler2D diffuseMap;
vec3 atmosLighting(vec3 light);
-vec3 scaleSoftClip(vec3 light);
in vec4 vertex_color;
in vec2 vary_texcoord0;
@@ -48,7 +47,6 @@ void default_lighting()
color.rgb = atmosLighting(color.rgb);
- color.rgb = scaleSoftClip(color.rgb);
frag_color = max(color, vec4(0));
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl
index e8523935ed..2d43ef60be 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl
@@ -29,7 +29,6 @@ in vec4 vertex_color;
in vec2 vary_texcoord0;
vec3 atmosLighting(vec3 light);
-vec3 scaleSoftClip(vec3 light);
void default_lighting()
{
@@ -37,7 +36,6 @@ void default_lighting()
color.rgb = atmosLighting(color.rgb);
- color.rgb = scaleSoftClip(color.rgb);
frag_color = max(color, vec4(0));
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl
index 95200444b9..83c36dea6d 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl
@@ -31,7 +31,7 @@ in vec2 vary_texcoord0;
uniform sampler2D diffuseMap;
vec3 atmosLighting(vec3 light);
-vec3 scaleSoftClip(vec3 light);
+//vec3 scaleSoftClip(vec3 light);
void default_lighting()
{
@@ -39,7 +39,7 @@ void default_lighting()
color.rgb = atmosLighting(color.rgb);
- color.rgb = scaleSoftClip(color.rgb);
+ //color.rgb = scaleSoftClip(color.rgb);
frag_color = max(color, vec4(0));
}
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl
index a892ff9cdc..6fc1747089 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl
@@ -25,7 +25,6 @@
vec3 getAdditiveColor();
vec3 getAtmosAttenuation();
-vec3 scaleSoftClipFrag(vec3 light);
vec3 srgb_to_linear(vec3 col);
vec3 linear_to_srgb(vec3 col);