diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
7 files changed, 82 insertions, 72 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index 5d7a28c359..1b7a1cc6ec 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -191,10 +191,6 @@ void main()      float da = dot(norm, lv);      vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; -    // SL-12005 Projector light pops as we get closer, more objectionable than being in wrong color space. -    //          We can't switch to linear here unless we do it everywhere* -    // *gbuffer IS sRGB, convert to linear since this shader outputs linear -    diff_tex.rgb = srgb_to_linear(diff_tex.rgb);      vec4 spec = texture2DRect(specularRect, frag.xy); diff --git a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl index 1485c515a4..6841a8194f 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl @@ -73,7 +73,21 @@ uniform float ice_level;  vec3 rainbow(float d)  { -    d         = clamp(d, -1.0, 0.0); +    // d is the dot product of view and sun directions, so ranging -1.0..1.0 +    // 'interesting' values of d are the range -0.75..-0.825, when view is nearly opposite of sun vec +    // Rainbox texture mode is GL_REPEAT, so tc of -.75 is equiv to 0.25, -0.825 equiv to 0.175. + +    // SL-13629 Rainbow texture has colors within the correct .175...250 range, but order is inverted. +    // Rather than replace the texture, we mirror and translate the y tc to keep the colors within the +    // interesting range, but in reversed order:  i.e. d = (1 - d) - 1.575 +    d = clamp(-0.575 - d, 0.0, 1.0); + +    // With the colors in the lower 1/4 of the texture, inverting the coords leaves most of it inaccessible. +    // So, we can stretch the texcoord above the colors (ie > 0.25) to fill the entire remaining coordinate +    // space. This improves gradation, reduces banding within the rainbow interior. (1-0.25) / (0.425/0.25) = 4.2857 +    float interior_coord = max(0.0, d - 0.25) * 4.2857; +    d = clamp(d, 0.0, 0.25) + interior_coord; +      float rad = (droplet_radius - 5.0f) / 1024.0f;      return pow(texture2D(rainbow_map, vec2(rad, d)).rgb, vec3(1.8)) * moisture_level;  } diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index f4db53e0b7..7700d16007 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -87,8 +87,9 @@ void main()      float light_gamma = 1.0 / 1.3;      da                = pow(da, light_gamma); -    vec4 diffuse = texture2DRect(diffuseRect, tc); -    vec4 spec    = texture2DRect(specularRect, vary_fragcoord.xy); +    vec4 diffuse     = texture2DRect(diffuseRect, tc); +         diffuse.rgb = linear_to_srgb(diffuse.rgb); // SL-14025 +    vec4 spec        = texture2DRect(specularRect, vary_fragcoord.xy);      vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;      scol_ambocc      = pow(scol_ambocc, vec2(light_gamma)); diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index 5ab0b5c5b4..774f537821 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -189,7 +189,7 @@ void main()  	lv = normalize(lv);  	float da = dot(norm, lv); -	vec3 diff_tex = srgb_to_linear(texture2DRect(diffuseRect, frag.xy).rgb); +	vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;  	vec4 spec = texture2DRect(specularRect, frag.xy);  	vec3 dlit = vec3(0, 0, 0); diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl index d758f85d71..07733bda18 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl @@ -1,5 +1,5 @@  /**  - * @file class2\wl\atmosphericVars.glsl + * @file class2\wl\atmosphericVarsF.glsl   *   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * Second Life Viewer Source Code diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl index 75bf8730df..fa928d993e 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl @@ -26,9 +26,9 @@  /*[EXTRA_CODE_HERE]*/   #ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; +out vec4 frag_color;  #else -#define frag_data gl_FragData +#define frag_color gl_FragColor  #endif  ///////////////////////////////////////////////////////////////////////// @@ -126,8 +126,6 @@ void main()      color.rgb = scaleSoftClip(color.rgb);      /// Gamma correct for WL (soft clip effect). -    frag_data[0] = vec4(color.rgb, alpha1); -    frag_data[1] = vec4(0.0,0.0,0.0,0.0); -    frag_data[2] = vec4(0,0,0,1); +    frag_color = vec4(color.rgb, alpha1);  } diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl index 1f881eb44b..97ffa9feef 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl @@ -1,24 +1,24 @@ -/** +/**    * @file class2\wl\cloudsV.glsl   *   * $LicenseInfo:firstyear=2005&license=viewerlgpl$   * Second Life Viewer Source Code   * Copyright (C) 2005, 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   * $/LicenseInfo$   */ @@ -33,26 +33,26 @@ ATTRIBUTE vec2 texcoord0;  ///////////////////////////////////////////////////////////////////////////////  // Output parameters -VARYING vec4  vary_CloudColorSun; -VARYING vec4  vary_CloudColorAmbient; +VARYING vec4 vary_CloudColorSun; +VARYING vec4 vary_CloudColorAmbient;  VARYING float vary_CloudDensity; -VARYING vec2  vary_texcoord0; -VARYING vec2  vary_texcoord1; -VARYING vec2  vary_texcoord2; -VARYING vec2  vary_texcoord3; +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +VARYING vec2 vary_texcoord2; +VARYING vec2 vary_texcoord3;  VARYING float altitude_blend_factor;  // Inputs  uniform vec3 camPosLocal; -uniform vec4  lightnorm; -uniform vec4  sunlight_color; -uniform vec4  moonlight_color; -uniform int   sun_up_factor; -uniform vec4  ambient_color; -uniform vec4  blue_horizon; -uniform vec4  blue_density; +uniform vec4 lightnorm; +uniform vec4 sunlight_color; +uniform vec4 moonlight_color; +uniform int sun_up_factor; +uniform vec4 ambient_color; +uniform vec4 blue_horizon; +uniform vec4 blue_density;  uniform float haze_horizon;  uniform float haze_density; @@ -60,7 +60,7 @@ uniform float cloud_shadow;  uniform float density_multiplier;  uniform float max_y; -uniform vec4  glow; +uniform vec4 glow;  uniform float sun_moon_glow_factor;  uniform vec4 cloud_color; @@ -75,8 +75,8 @@ uniform float cloud_scale;  //       indra\newview\llsettingsvo.cpp  void main()  { -    // World / view / projection -    gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); +	// World / view / projection +	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);      // Texture coords      // SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll @@ -93,7 +93,7 @@ void main()      vary_texcoord2 = vary_texcoord0 * 16.;      vary_texcoord3 = vary_texcoord1 * 16.; -    // Get relative position +	// Get relative position      vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0);      // fade clouds beyond a certain point so the bottom of the sky dome doesn't look silly at high altitude @@ -101,27 +101,27 @@ void main()      // Adj position vector to clamp altitude      if (rel_pos.y > 0.) -    { +	{          rel_pos *= (max_y / rel_pos.y); -    } +	}      if (rel_pos.y < 0.) -    { +	{          rel_pos *= (-32000. / rel_pos.y); -    } +	} -    // Can normalize then +	// Can normalize then      vec3  rel_pos_norm = normalize(rel_pos);      float rel_pos_len  = length(rel_pos); -    // Initialize temp variables -    vec4 sunlight = sunlight_color; -    vec4 light_atten; +	// Initialize temp variables +	vec4 sunlight = sunlight_color; +	vec4 light_atten; -    // Sunlight attenuation effect (hue and brightness) due to atmosphere -    // this is used later for sunlight modulation at various altitudes +	// Sunlight attenuation effect (hue and brightness) due to atmosphere +	// this is used later for sunlight modulation at various altitudes      light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); -    // Calculate relative weights +	// Calculate relative weights      vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density));      vec4 blue_weight   = blue_density / combined_haze;      vec4 haze_weight   = haze_density / combined_haze; @@ -130,63 +130,64 @@ void main()      float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y);      sunlight *= exp(-light_atten * off_axis); -    // Distance +	// Distance      float density_dist = rel_pos_len * density_multiplier;      // Transparency (-> combined_haze)      // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati -    // compiler gets confused. +	// compiler gets confused.      combined_haze = exp(-combined_haze * density_dist); -    // Compute haze glow +	// Compute haze glow      float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz);      // haze_glow is 0 at the sun and increases away from sun      haze_glow = max(haze_glow, .001); -    // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) +		// 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") +		// Higher glow.x gives dimmer glow (because next step is 1 / "angle")      haze_glow = pow(haze_glow, glow.z); -    // glow.z should be negative, so we're doing a sort of (1 / "angle") function +		// glow.z should be negative, so we're doing a sort of (1 / "angle") function      haze_glow *= sun_moon_glow_factor; -    // Add "minimum anti-solar illumination" +	// Add "minimum anti-solar illumination"      // For sun, add to glow.  For moon, remove glow entirely. SL-13768      haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25); -    // Increase ambient when there are more clouds -    vec4 tmpAmbient = ambient_color; -    tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; +	// Increase ambient when there are more clouds +	vec4 tmpAmbient = ambient_color; +	tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;  -    // Dim sunlight by cloud shadow percentage -    sunlight *= (1. - cloud_shadow); +	// Dim sunlight by cloud shadow percentage +	sunlight *= (1. - cloud_shadow); -    // Haze color below cloud +	// Haze color below cloud      vec4 additiveColorBelowCloud =          (blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient)); -    // CLOUDS +	// CLOUDS +    sunlight = sunlight_color;  // SL-14707 reset color -- Clouds are unusually dim in EEP      off_axis = 1.0 / max(1e-6, lightnorm.y * 2.);      sunlight *= exp(-light_atten * off_axis); -    // Cloud color out +	// Cloud color out      vary_CloudColorSun     = (sunlight * haze_glow) * cloud_color; -    vary_CloudColorAmbient = tmpAmbient * cloud_color; - -    // Attenuate cloud color by atmosphere +	vary_CloudColorAmbient = tmpAmbient * cloud_color; +	 +	// Attenuate cloud color by atmosphere      combined_haze = sqrt(combined_haze);  // less atmos opacity (more transparency) below clouds      vary_CloudColorSun *= combined_haze;      vary_CloudColorAmbient *= combined_haze;      vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze); -    // Make a nice cloud density based on the cloud_shadow value that was passed in. -    vary_CloudDensity = 2. * (cloud_shadow - 0.25); +	// Make a nice cloud density based on the cloud_shadow value that was passed in. +	vary_CloudDensity = 2. * (cloud_shadow - 0.25); -    // Combine these to minimize register use -    vary_CloudColorAmbient += oHazeColorBelowCloud; +	// Combine these to minimize register use +	vary_CloudColorAmbient += oHazeColorBelowCloud; -    // needs this to compile on mac -    // vary_AtmosAttenuation = vec3(0.0,0.0,0.0); +	// needs this to compile on mac +	//vary_AtmosAttenuation = vec3(0.0,0.0,0.0); -    // END CLOUDS +	// END CLOUDS  }  | 
