diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
4 files changed, 29 insertions, 39 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;  } diff --git a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl index 16651dcdbc..e3a201c724 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl @@ -33,6 +33,7 @@ uniform float waterFogKS;  vec3 getPositionEye();  vec3 srgb_to_linear(vec3 col); +vec3 linear_to_srgb(vec3 col);  vec4 applyWaterFogView(vec3 pos, vec4 color)  { @@ -68,6 +69,7 @@ vec4 applyWaterFogView(vec3 pos, vec4 color)      float D = pow(0.98, l*kd);      color.rgb = color.rgb * D + kc.rgb * L; +    color.a = kc.a + color.a;      return color;  } @@ -120,7 +122,10 @@ vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit)          return color;      } -    return applyWaterFogViewLinearNoClip(pos, color, sunlit); +    color.rgb = linear_to_srgb(color.rgb); +    color = applyWaterFogView(pos, color); +    color.rgb = srgb_to_linear(color.rgb); +    return color;  }  vec4 applyWaterFogViewLinear(vec3 pos, vec4 color) | 
