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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl58
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl49
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl33
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl115
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl20
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/gaussianF.glsl53
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl17
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl52
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl11
10 files changed, 323 insertions, 90 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
index e71d080fc5..6ab966ae01 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
@@ -383,7 +383,8 @@ vec3 pbrIbl(vec3 diffuseColor,
vec3 irradiance, // irradiance map sample
float ao, // ambient occlusion factor
float nv, // normal dot view vector
- float perceptualRough)
+ float perceptualRough,
+ out vec3 specContrib)
{
// retrieve a scale and bias to F0. See [1], Figure 3
vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0-perceptualRough);
@@ -393,9 +394,24 @@ vec3 pbrIbl(vec3 diffuseColor,
vec3 diffuse = diffuseLight * diffuseColor;
vec3 specular = specularLight * (specularColor * brdf.x + brdf.y);
+ specContrib = specular * ao;
+
return (diffuse + specular*0.5) * ao; //reduce by half to place in appropriate color space for atmospherics
}
+vec3 pbrIbl(vec3 diffuseColor,
+ vec3 specularColor,
+ vec3 radiance, // radiance map sample
+ vec3 irradiance, // irradiance map sample
+ float ao, // ambient occlusion factor
+ float nv, // normal dot view vector
+ float perceptualRough)
+{
+ vec3 specContrib;
+ return pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, nv, perceptualRough, specContrib);
+}
+
+
// Encapsulate the various inputs used by the various functions in the shading equation
// We store values in this struct to simplify the integration of alternative implementations
// of the shading terms, outlined in the Readme.MD Appendix.
@@ -460,7 +476,8 @@ vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
float metallic,
vec3 n, // normal
vec3 v, // surface point to camera
- vec3 l) //surface point to light
+ vec3 l, //surface point to light
+ out vec3 specContrib) //specular contribution (exposed to alpha shaders to calculate "glare")
{
// make sure specular highlights from punctual lights don't fall off of polished surfaces
perceptualRoughness = max(perceptualRoughness, 8.0/255.0);
@@ -506,17 +523,30 @@ vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
float G = geometricOcclusion(pbrInputs);
float D = microfacetDistribution(pbrInputs);
- const vec3 u_LightColor = vec3(1.0);
-
// Calculation of analytical lighting contribution
vec3 diffuseContrib = (1.0 - F) * diffuse(pbrInputs);
- vec3 specContrib = F * G * D / (4.0 * NdotL * NdotV);
+ specContrib = F * G * D / (4.0 * NdotL * NdotV);
// Obtain final intensity as reflectance (BRDF) scaled by the energy of the light (cosine law)
- vec3 color = NdotL * u_LightColor * (diffuseContrib + specContrib);
+ vec3 color = NdotL * (diffuseContrib + specContrib);
+
+ specContrib *= NdotL;
+ specContrib = max(specContrib, vec3(0));
return color;
}
+vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
+ float perceptualRoughness,
+ float metallic,
+ vec3 n, // normal
+ vec3 v, // surface point to camera
+ vec3 l) //surface point to light
+{
+ vec3 specContrib;
+
+ return pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n, v, l, specContrib);
+}
+
void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor)
{
vec3 f0 = vec3(0.04);
@@ -525,15 +555,19 @@ void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor
specularColor = mix(f0, baseColor, metallic);
}
-vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v, vec3 norm, float perceptualRoughness, vec3 light_dir, vec3 sunlit, float scol, vec3 radiance, vec3 irradiance, vec3 colorEmissive, float ao, vec3 additive, vec3 atten)
+vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v, vec3 norm, float perceptualRoughness, vec3 light_dir, vec3 sunlit, float scol, vec3 radiance, vec3 irradiance, vec3 colorEmissive, float ao, vec3 additive, vec3 atten, out vec3 specContrib)
{
vec3 color = vec3(0);
float NdotV = clamp(abs(dot(norm, v)), 0.001, 1.0);
- color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, 0.2);
+ vec3 ibl_spec;
+ color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, 0.2, ibl_spec);
- color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm, v, normalize(light_dir)) * sunlit * 2.75 * scol;
+ 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);
@@ -542,6 +576,12 @@ vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v,
return color;
}
+vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v, vec3 norm, float perceptualRoughness, vec3 light_dir, vec3 sunlit, float scol, vec3 radiance, vec3 irradiance, vec3 colorEmissive, float ao, vec3 additive, vec3 atten)
+{
+ vec3 specContrib;
+ return pbrBaseLight(diffuseColor, specularColor, metallic, v, norm, perceptualRoughness, light_dir, sunlit, scol, radiance, irradiance, colorEmissive, ao, additive, atten, specContrib);
+}
+
uniform vec4 waterPlane;
uniform float waterSign;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
new file mode 100644
index 0000000000..4b98e6708f
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -0,0 +1,49 @@
+/**
+* @file materialF.glsl
+*
+* $LicenseInfo:firstyear=2023&license=viewerlgpl$
+* Second Life Viewer Source Code
+* Copyright (C) 2023, 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]*/
+
+// debug stub
+
+#define DIFFUSE_ALPHA_MODE_BLEND 1
+
+#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
+out vec4 frag_color;
+#else
+out vec4 frag_data[3];
+#endif
+
+void main()
+{
+#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
+ frag_color = vec4(0.5, 0, 1, 0.5);
+#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer
+ // deferred path // See: C++: addDeferredAttachment(), shader: softenLightF.glsl
+ frag_data[0] = vec4(0.5, 0, 1, 0); // gbuffer is sRGB for legacy materials
+ frag_data[1] = vec4(0); // XYZ = Specular color. W = Specular exponent.
+ frag_data[2] = vec4(0); // XY = Normal. Z = Env. intensity. W = 1 skip atmos (mask off fog)
+#endif
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl
new file mode 100644
index 0000000000..2ccd3fd962
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl
@@ -0,0 +1,33 @@
+/**
+ * @file pbralphaF.glsl
+ *
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2023, 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
+ * $/LicenseInfo$
+ */
+
+ // debug stub
+
+out vec4 frag_color;
+
+void main()
+{
+ frag_color = vec4(1.0, 0, 0.5, 0.5);
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
index d44d1a2e6f..a9e114dddc 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
@@ -57,10 +57,9 @@ uniform vec2 texture_emissive_scale;
uniform float texture_emissive_rotation;
uniform vec2 texture_emissive_offset;
-#ifdef HAS_SUN_SHADOW
out vec3 vary_fragcoord;
+
uniform float near_clip;
-#endif
in vec3 position;
in vec4 diffuse_color;
@@ -96,9 +95,7 @@ void main()
#endif
gl_Position = vert;
-#ifdef HAS_SUN_SHADOW
vary_fragcoord.xyz = vert.xyz + vec3(0,0,near_clip);
-#endif
base_color_texcoord = texture_transform(texcoord0, texture_base_color_scale, texture_base_color_rotation, texture_base_color_offset, texture_matrix0);
normal_texcoord = texture_transform(texcoord0, texture_normal_scale, texture_normal_rotation, texture_normal_offset, texture_matrix0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
index 987b2d1fe8..f0e940eb5f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
@@ -41,6 +41,119 @@ uniform float display_gamma;
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
+(
+ 0.59719, 0.07600, 0.02840,
+ 0.35458, 0.90834, 0.13383,
+ 0.04823, 0.01566, 0.83777
+);
+
+
+// ODT_SAT => XYZ => D60_2_D65 => sRGB
+const mat3 ACESOutputMat = mat3
+(
+ 1.60475, -0.10208, -0.00327,
+ -0.53108, 1.10813, -0.07276,
+ -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)
+{
+ const float A = 2.51;
+ const float B = 0.03;
+ const float C = 2.43;
+ const float D = 0.59;
+ const float E = 0.14;
+ return clamp((color * (A * color + B)) / (color * (C * color + D) + E), 0.0, 1.0);
+}
+
+
+// ACES filmic tone map approximation
+// see https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl
+vec3 RRTAndODTFit(vec3 color)
+{
+ vec3 a = color * (color + 0.0245786) - 0.000090537;
+ vec3 b = color * (0.983729 * color + 0.4329510) + 0.238081;
+ return a / b;
+}
+
+
+// tone mapping
+vec3 toneMapACES_Hill(vec3 color)
+{
+ color = ACESInputMat * color;
+
+ // Apply RRT and ODT
+ color = RRTAndODTFit(color);
+
+ color = ACESOutputMat * color;
+
+ // Clamp to [0, 1]
+ color = clamp(color, 0.0, 1.0);
+
+ return color;
+}
+
+uniform float exposure;
+
+vec3 toneMap(vec3 color)
+{
+ color *= exposure;
+
+#ifdef TONEMAP_ACES_NARKOWICZ
+ color = toneMapACES_Narkowicz(color);
+#endif
+
+#ifdef TONEMAP_ACES_HILL
+ color = toneMapACES_Hill(color);
+#endif
+
+#ifdef TONEMAP_ACES_HILL_EXPOSURE_BOOST
+ // 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 /= 0.6;
+ color = toneMapACES_Hill(color);
+#endif
+
+ return linearTosRGB(color);
+}
+
+//===============================================================
+
//=================================
// borrowed noise from:
// <https://www.shadertoy.com/view/4dS3Wd>
@@ -83,7 +196,7 @@ 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 = linear_to_srgb(diff.rgb);
+ diff.rgb = toneMap(diff.rgb);
vec2 tc = vary_fragcoord.xy*screen_res;
vec3 seed = (diff.rgb+vec3(1.0))*vec3(tc.xy, tc.x+tc.y);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
index fffbdb913e..ee3a5f1f31 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
@@ -59,12 +59,12 @@ float pcfShadow(sampler2DShadow shadowMap, vec3 norm, vec4 stc, float bias_mul,
stc.xyz /= stc.w;
stc.z += offset * 2.0;
stc.x = floor(stc.x*shadow_res.x + fract(pos_screen.y*shadow_res.y))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
- float cs = texture(shadowMap, stc.xyz).x;
+ float cs = texture(shadowMap, stc.xyz);
float shadow = cs * 4.0;
- shadow += texture(shadowMap, stc.xyz+vec3( 1.5/shadow_res.x, 0.5/shadow_res.y, 0.0)).x;
- shadow += texture(shadowMap, stc.xyz+vec3( 0.5/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
- shadow += texture(shadowMap, stc.xyz+vec3(-1.5/shadow_res.x, -0.5/shadow_res.y, 0.0)).x;
- shadow += texture(shadowMap, stc.xyz+vec3(-0.5/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
+ shadow += texture(shadowMap, stc.xyz+vec3( 1.5/shadow_res.x, 0.5/shadow_res.y, 0.0));
+ shadow += texture(shadowMap, stc.xyz+vec3( 0.5/shadow_res.x, -1.5/shadow_res.y, 0.0));
+ shadow += texture(shadowMap, stc.xyz+vec3(-1.5/shadow_res.x, -0.5/shadow_res.y, 0.0));
+ shadow += texture(shadowMap, stc.xyz+vec3(-0.5/shadow_res.x, 1.5/shadow_res.y, 0.0));
return clamp(shadow * 0.125, 0.0, 1.0);
#else
return 1.0;
@@ -78,16 +78,16 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2
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 = texture(shadowMap, stc.xyz).x;
+ float cs = texture(shadowMap, stc.xyz);
float shadow = cs;
vec2 off = 1.0/proj_shadow_res;
off.y *= 1.5;
- shadow += texture(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x;
- shadow += texture(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x;
- shadow += texture(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x;
- shadow += texture(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x;
+ shadow += texture(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0));
+ shadow += texture(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0));
+ shadow += texture(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0));
+ shadow += texture(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0));
return shadow*0.2;
#else
return 1.0;
diff --git a/indra/newview/app_settings/shaders/class1/interface/gaussianF.glsl b/indra/newview/app_settings/shaders/class1/interface/gaussianF.glsl
new file mode 100644
index 0000000000..8e341503f5
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/gaussianF.glsl
@@ -0,0 +1,53 @@
+/**
+ * @file gaussianF.glsl
+ *
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2023, 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
+ * $/LicenseInfo$
+ */
+
+out vec4 frag_color;
+
+uniform sampler2D diffuseRect;
+
+uniform float resScale;
+
+// texture direction, will be <1, 0> or <0, 1>
+uniform vec2 direction;
+
+in vec2 vary_texcoord0;
+
+// get linear depth value given a depth buffer sample d and znear and zfar values
+float linearDepth(float d, float znear, float zfar);
+
+void main()
+{
+ vec3 col = vec3(0,0,0);
+
+ float w[] = { 0.0002, 0.0060, 0.0606, 0.2417, 0.3829, 0.2417, 0.0606, 0.0060, 0.0002 };
+
+ for (int i = 0; i < 9; ++i)
+ {
+ vec2 tc = vary_texcoord0 + (i-4)*direction*resScale;
+ col += texture(diffuseRect, tc).rgb * w[i];
+ }
+
+ frag_color = vec4(col, 0.0);
+}
diff --git a/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl b/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl
index e60ddcd569..b6f080739e 100644
--- a/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl
@@ -127,14 +127,11 @@ vec4 prefilterEnvMap(vec3 R)
vec3 V = R;
vec4 color = vec4(0.0);
float totalWeight = 0.0;
- float envMapDim = u_width;
- int numSamples = 4;
-
- float numMips = max_probe_lod;
+ float envMapDim = float(textureSize(reflectionProbes, 0).s);
+ float roughness = mipLevel/max_probe_lod;
+ int numSamples = max(int(32*roughness), 1);
- float roughness = mipLevel/numMips;
-
- numSamples = max(int(numSamples*roughness), 1);
+ float numMips = max_probe_lod+1;
for(uint i = 0u; i < numSamples; i++) {
vec2 Xi = hammersley2d(i, numSamples);
@@ -154,11 +151,9 @@ vec4 prefilterEnvMap(vec3 R)
// Solid angle of 1 pixel across all cube faces
float omegaP = 4.0 * PI / (6.0 * envMapDim * envMapDim);
// Biased (+1.0) mip level for better result
- float mip = roughness == 0.0 ? 0.0 : clamp(0.5 * log2(omegaS / omegaP) + 1.0, 0.0f, numMips);
- //float mip = clamp(0.5 * log2(omegaS / omegaP) + 1.0, 0.0f, 7.f);
- color += textureLod(reflectionProbes, vec4(L,sourceIdx), mip) * dotNL;
+ float mipLevel = roughness == 0.0 ? 0.0 : max(0.5 * log2(omegaS / omegaP) + 1.0, 0.0f);
+ color += textureLod(reflectionProbes, vec4(L, sourceIdx), mipLevel) * dotNL;
totalWeight += dotNL;
-
}
}
return (color / totalWeight);
diff --git a/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl b/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl
index a9c28b2974..9f7706fe36 100644
--- a/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl
@@ -23,18 +23,8 @@
* $/LicenseInfo$
*/
-#extension GL_ARB_texture_rectangle : enable
-
-/*[EXTRA_CODE_HERE]*/
-
-#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-// NOTE screenMap should always be texture channel 0 and
-// depthmap should always be channel 1
uniform sampler2D diffuseRect;
uniform sampler2D depthMap;
@@ -42,48 +32,13 @@ uniform float resScale;
uniform float znear;
uniform float zfar;
-VARYING vec2 vary_texcoord0;
+in vec2 vary_texcoord0;
// get linear depth value given a depth buffer sample d and znear and zfar values
float linearDepth(float d, float znear, float zfar);
void main()
{
-#if 0
- float w[9];
-
- float c = 1.0/16.0; //corner weight
- float e = 1.0/8.0; //edge weight
- float m = 1.0/4.0; //middle weight
-
- //float wsum = c*4+e*4+m;
-
- w[0] = c; w[1] = e; w[2] = c;
- w[3] = e; w[4] = m; w[5] = e;
- w[6] = c; w[7] = e; w[8] = c;
-
- vec2 tc[9];
-
- float ed = 1;
- float cd = 1;
-
-
- tc[0] = vec2(-cd, cd); tc[1] = vec2(0, ed); tc[2] = vec2(cd, cd);
- tc[3] = vec2(-ed, 0); tc[4] = vec2(0, 0); tc[5] = vec2(ed, 0);
- tc[6] = vec2(-cd, -cd); tc[7] = vec2(0, -ed); tc[8] = vec2(cd, -1);
-
- vec3 color = vec3(0,0,0);
-
- for (int i = 0; i < 9; ++i)
- {
- color += texture2D(screenMap, vary_texcoord0.xy+tc[i]).rgb * w[i];
- //color += texture2D(screenMap, vary_texcoord0.xy+tc[i]*2.0).rgb * w[i]*0.5;
- }
-
- //color /= wsum;
-
- frag_color = vec4(color, 1.0);
-#else
float depth = texture(depthMap, vary_texcoord0.xy).r;
float dist = linearDepth(depth, znear, zfar);
@@ -94,7 +49,6 @@ void main()
v = normalize(v);
dist /= v.z;
- vec3 col = texture2D(diffuseRect, vary_texcoord0.xy).rgb;
- frag_color = vec4(col, dist/256.0);
-#endif
+ vec3 col = texture(diffuseRect, vary_texcoord0.xy).rgb;
+ frag_color = vec4(col, dist/256.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl b/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl
index 641d670c26..edc0a9628b 100644
--- a/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl
@@ -25,17 +25,16 @@
uniform mat4 modelview_projection_matrix;
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec2 texcoord0;
-ATTRIBUTE vec4 diffuse_color;
+in vec3 position;
+in vec4 diffuse_color;
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
+out vec4 vertex_color;
+out vec2 vary_texcoord0;
void main()
{
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- vary_texcoord0 = texcoord0;
+ vary_texcoord0 = position.xy*0.5+0.5;
vertex_color = diffuse_color;
}