diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
33 files changed, 275 insertions, 80 deletions
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 5837308965..10a48f1e01 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl @@ -1373,7 +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); + //color.rgb = srgb_to_linear(color.rgb); #if SMAA_REPROJECTION float2 velocity = SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, texcoord)); @@ -1382,7 +1382,7 @@ float4 SMAANeighborhoodBlendingPS(float2 texcoord, color.a = sqrt(5.0 * length(velocity)); #endif - color.rgb = linear_to_srgb(color.rgb); + //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) @@ -1400,11 +1400,11 @@ float4 SMAANeighborhoodBlendingPS(float2 texcoord, // We exploit bilinear filtering to mix current pixel with the chosen // neighbor: float4 color = SMAASampleLevelZero(colorTex, blendingCoord.xy); - color.rgb = srgb_to_linear(color.rgb); + //color.rgb = srgb_to_linear(color.rgb); color = blendingWeight.x * color; float4 color2 = SMAASampleLevelZero(colorTex, blendingCoord.zw); - color2.rgb = srgb_to_linear(color2.rgb); + //color2.rgb = srgb_to_linear(color2.rgb); color += blendingWeight.y * color2; #if SMAA_REPROJECTION @@ -1416,7 +1416,7 @@ float4 SMAANeighborhoodBlendingPS(float2 texcoord, color.a = sqrt(5.0 * length(velocity)); #endif - color.rgb = linear_to_srgb(color.rgb); + //color.rgb = linear_to_srgb(color.rgb); return color; } } diff --git a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl index ce018623a8..1a065daf89 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl @@ -78,10 +78,10 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen) { float ret = 1.0; vec3 pos_world = pos.xyz; - vec2 noise_reflect = texture(noiseMap, pos_screen.xy * (screen_res / 128)).xy; + vec2 noise_reflect = texture(noiseMap, pos_screen.xy * (screen_res / 128.0)).xy; float angle_hidden = 0.0; - float points = 0; + float points = 0.0; float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); 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/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index dba9c46332..63ab0b9b38 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -265,7 +265,7 @@ vec4 texture2DLodSpecular(vec2 tc, float lod) vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); float det = min(lod/(proj_lod*0.5), 1.0); float d = min(dist.x, dist.y); - d *= min(1, d * (proj_lod - lod)); // BUG? extra factor compared to diffuse causes N repeats + d *= min(1.0, d * (proj_lod - lod)); // BUG? extra factor compared to diffuse causes N repeats float edge = 0.25*det; ret *= clamp(d/edge, 0.0, 1.0); @@ -383,7 +383,7 @@ void pbrIbl(vec3 diffuseColor, out vec3 specularOut) { // retrieve a scale and bias to F0. See [1], Figure 3 - vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0-perceptualRough); + vec2 brdf = BRDF(clamp(nv, 0.0, 1.0), 1.0-perceptualRough); vec3 diffuseLight = irradiance; vec3 specularLight = radiance; @@ -438,9 +438,10 @@ float geometricOcclusion(PBRInfo pbrInputs) float NdotL = pbrInputs.NdotL; float NdotV = pbrInputs.NdotV; float r = pbrInputs.alphaRoughness; + float r2 = r * r; - float attenuationL = 2.0 * NdotL / (NdotL + sqrt(r * r + (1.0 - r * r) * (NdotL * NdotL))); - float attenuationV = 2.0 * NdotV / (NdotV + sqrt(r * r + (1.0 - r * r) * (NdotV * NdotV))); + float attenuationL = 2.0 * NdotL / (NdotL + sqrt(r2 + (1.0 - r2) * (NdotL * NdotL))); + float attenuationV = 2.0 * NdotV / (NdotV + sqrt(r2 + (1.0 - r2) * (NdotV * NdotV))); return attenuationL * attenuationV; } @@ -625,24 +626,11 @@ vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v, uniform vec4 waterPlane; uniform float waterSign; -// discard if given position in eye space is on the wrong side of the waterPlane according to waterSign void waterClip(vec3 pos) { - // TODO: make this less branchy - if (waterSign > 0) + if (((dot(pos.xyz, waterPlane.xyz) + waterPlane.w) * waterSign) < 0.0) { - if ((dot(pos.xyz, waterPlane.xyz) + waterPlane.w) < 0.0) - { - discard; - } - } - else - { - if ((dot(pos.xyz, waterPlane.xyz) + waterPlane.w) > 0.0) - { - discard; - } + discard; } - } diff --git a/indra/newview/app_settings/shaders/class1/deferred/globalF.glsl b/indra/newview/app_settings/shaders/class1/deferred/globalF.glsl index 2ed4ba3163..9060d358cf 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/globalF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/globalF.glsl @@ -34,7 +34,7 @@ uniform float clipSign; void mirrorClip(vec3 pos) { - if (mirror_flag > 0) + if (mirror_flag > 0.0) { if ((dot(pos.xyz, clipPlane.xyz) + clipPlane.w) < 0.0) { diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl index 4acab159cb..4331418b33 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl @@ -37,14 +37,10 @@ uniform sampler2D emissiveRect; uniform sampler2D normalMap; uniform float diffuse_luminance_scale; -float lum(vec3 col) -{ - vec3 l = vec3(0.2126, 0.7152, 0.0722); - return dot(l, col); -} void main() { + const vec3 l = vec3(0.2126, 0.7152, 0.0722); vec2 tc = vary_fragcoord*0.6+0.2; tc.y -= 0.1; // HACK - nudge exposure sample down a little bit to favor ground over sky vec3 c = texture(diffuseRect, tc).rgb; @@ -62,7 +58,7 @@ void main() c += texture(emissiveRect, tc).rgb; - float L = lum(c); + float L = dot(l, c); frag_color = vec4(max(L, 0.0)); } 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/pbrterrainUtilF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl index dc43007dca..fb4b139662 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl @@ -297,7 +297,7 @@ vec3 _t_normal_post_1(vec3 vNt0, float sign_or_zero) sign = (2.0*sign) + 1.0; sign /= abs(sign); // If the sign is negative, rotate normal by 180 degrees - vNt1.xy = (min(0, sign) * vNt1.xy) + (min(0, -sign) * -vNt1.xy); + vNt1.xy = (min(0.0, sign) * vNt1.xy) + (min(0.0, -sign) * -vNt1.xy); return vNt1; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index d7a47ef8cd..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); 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/effects/glowExtractF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl index 72eda80716..bfb592be9b 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl @@ -49,7 +49,7 @@ void main() float warmth = smoothstep(minLuminance, minLuminance+1.0, max(col.r * warmthWeights.r, max(col.g * warmthWeights.g, col.b * warmthWeights.b)) ); #if HAS_NOISE - float TRUE_NOISE_RES = 128; // See mTrueNoiseMap + float TRUE_NOISE_RES = 128.0; // See mTrueNoiseMap // *NOTE: Usually this is vary_fragcoord not vary_texcoord0, but glow extraction is in screen space vec3 glow_noise = texture(glowNoiseMap, vary_texcoord0.xy * (screen_res / TRUE_NOISE_RES)).xyz; // Dithering. Reduces banding effects in the reduced precision glow buffer. diff --git a/indra/newview/app_settings/shaders/class1/interface/gaussianF.glsl b/indra/newview/app_settings/shaders/class1/interface/gaussianF.glsl index 09eb7a6a6a..82f32da048 100644 --- a/indra/newview/app_settings/shaders/class1/interface/gaussianF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/gaussianF.glsl @@ -45,7 +45,7 @@ void main() for (int i = 0; i < 9; ++i) { - vec2 tc = vary_texcoord0 + (i-4)*direction*resScale; + vec2 tc = vary_texcoord0 + float(i-4)*direction*resScale; col += texture(diffuseRect, tc).rgb * w[i]; } 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/objects/simpleColorF.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleColorF.glsl index dea76da5a5..30d70122cb 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleColorF.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleColorF.glsl @@ -33,20 +33,9 @@ uniform float waterSign; void waterClip(vec3 pos) { - // TODO: make this less branchy - if (waterSign > 0) + if (((dot(pos.xyz, waterPlane.xyz) + waterPlane.w) * waterSign) < 0.0) { - if ((dot(pos.xyz, waterPlane.xyz) + waterPlane.w) < 0.0) - { - discard; - } - } - else - { - if ((dot(pos.xyz, waterPlane.xyz) + waterPlane.w) > 0.0) - { - discard; - } + discard; } } 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); diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index 5089b9e31e..9101fc0222 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -99,7 +99,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou haze_glow = max(haze_glow, .001); // set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) haze_glow *= glow.x; // higher glow.x gives dimmer glow (because next step is 1 / "angle") - haze_glow = clamp(pow(haze_glow, glow.z), -100000, 100000); + haze_glow = clamp(pow(haze_glow, glow.z), -100000.0, 100000.0); // glow.z should be negative, so we're doing a sort of (1 / "angle") function // add "minimum anti-solar illumination" diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl index 1372ddbcfa..bdc5b58060 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl @@ -47,7 +47,7 @@ void calcAtmospherics(vec3 inPositionEye) { vec3 tmpaddlit = vec3(1); vec3 tmpattenlit = vec3(1); vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; - calcAtmosphericVars(inPositionEye, light_dir, 1, tmpsunlit, tmpamblit, tmpaddlit, tmpattenlit); + calcAtmosphericVars(inPositionEye, light_dir, 1.0, tmpsunlit, tmpamblit, tmpaddlit, tmpattenlit); setSunlitColor(tmpsunlit); setAmblitColor(tmpamblit); setAdditiveColor(tmpaddlit); |
