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-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl305
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl21
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl239
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl81
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl27
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl21
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/waterF.glsl192
-rw-r--r--indra/newview/app_settings/shaders/class2/environment/waterF.glsl170
-rw-r--r--indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl218
-rw-r--r--indra/newview/app_settings/shaders/class2/interface/reflectionprobeF.glsl42
-rw-r--r--indra/newview/app_settings/shaders/class2/interface/reflectionprobeV.glsl38
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl171
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl20
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl38
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/skyF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/skyV.glsl38
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/transportF.glsl10
21 files changed, 1580 insertions, 92 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
new file mode 100644
index 0000000000..7435f1c0e1
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -0,0 +1,305 @@
+/**
+ * @file alphaF.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
+ * $/LicenseInfo$
+ */
+
+//class2/deferred/alphaF.glsl
+
+#extension GL_ARB_texture_rectangle : enable
+
+/*[EXTRA_CODE_HERE]*/
+
+#define INDEXED 1
+#define NON_INDEXED 2
+#define NON_INDEXED_NO_COLOR 3
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform mat3 env_mat;
+uniform vec3 sun_dir;
+uniform vec3 moon_dir;
+
+#ifdef USE_DIFFUSE_TEX
+uniform sampler2D diffuseMap;
+#endif
+
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_position;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_norm;
+
+#ifdef USE_VERTEX_COLOR
+VARYING vec4 vertex_color; //vertex color should be treated as sRGB
+#endif
+
+#ifdef HAS_ALPHA_MASK
+uniform float minimum_alpha;
+#endif
+
+uniform mat4 proj_mat;
+uniform mat4 inv_proj;
+uniform vec2 screen_res;
+uniform int sun_up_factor;
+uniform vec4 light_position[8];
+uniform vec3 light_direction[8];
+uniform vec4 light_attenuation[8];
+uniform vec3 light_diffuse[8];
+
+void waterClip(vec3 pos);
+
+#ifdef WATER_FOG
+vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit);
+#endif
+
+vec3 srgb_to_linear(vec3 c);
+vec3 linear_to_srgb(vec3 c);
+
+vec2 encode_normal (vec3 n);
+vec3 scaleSoftClipFragLinear(vec3 l);
+vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten);
+
+void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
+
+#ifdef HAS_SUN_SHADOW
+float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
+#endif
+
+float getAmbientClamp();
+
+void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv,
+ vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity);
+
+vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, float ambiance)
+{
+ // SL-14895 inverted attenuation work-around
+ // This routine is tweaked to match deferred lighting, but previously used an inverted la value. To reconstruct
+ // that previous value now that the inversion is corrected, we reverse the calculations in LLPipeline::setupHWLights()
+ // to recover the `adjusted_radius` value previously being sent as la.
+ float falloff_factor = (12.0 * fa) - 9.0;
+ float inverted_la = falloff_factor / la;
+ // Yes, it makes me want to cry as well. DJH
+
+ vec3 col = vec3(0);
+
+ //get light vector
+ vec3 lv = lp.xyz-v;
+
+ //get distance
+ float dist = length(lv);
+ float da = 1.0;
+
+ /*if (dist > inverted_la)
+ {
+ return col;
+ }
+
+ clip to projector bounds
+ vec4 proj_tc = proj_mat * lp;
+
+ if (proj_tc.z < 0
+ || proj_tc.z > 1
+ || proj_tc.x < 0
+ || proj_tc.x > 1
+ || proj_tc.y < 0
+ || proj_tc.y > 1)
+ {
+ return col;
+ }*/
+
+ if (dist > 0.0 && inverted_la > 0.0)
+ {
+ dist /= inverted_la;
+
+ //normalize light vector
+ lv = normalize(lv);
+
+ //distance attenuation
+ float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
+ dist_atten *= dist_atten;
+ dist_atten *= 2.0f;
+
+ if (dist_atten <= 0.0)
+ {
+ return col;
+ }
+
+ // spotlight coefficient.
+ float spot = max(dot(-ln, lv), is_pointlight);
+ da *= spot*spot; // GL_SPOT_EXPONENT=2
+
+ //angular attenuation
+ da *= dot(n, lv);
+ da = max(0.0, da);
+
+ float lit = 0.0f;
+
+ float amb_da = 0.0;//ambiance;
+ if (da > 0)
+ {
+ lit = max(da * dist_atten,0.0);
+ col = lit * light_col * diffuse;
+ amb_da += (da*0.5+0.5) * ambiance;
+ }
+ amb_da += (da*da*0.5 + 0.5) * ambiance;
+ amb_da *= dist_atten;
+ amb_da = min(amb_da, 1.0f - lit);
+
+ // SL-10969 ... need to work out why this blows out in many setups...
+ //col.rgb += amb_da * light_col * diffuse;
+
+ // no spec for alpha shader...
+ }
+ col = max(col, vec3(0));
+ return col;
+}
+
+void main()
+{
+ vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
+
+ vec4 pos = vec4(vary_position, 1.0);
+#ifndef IS_AVATAR_SKIN
+ // clip against water plane unless this is a legacy avatar skin
+ waterClip(pos.xyz);
+#endif
+ vec3 norm = vary_norm;
+
+ float shadow = 1.0f;
+
+#ifdef HAS_SUN_SHADOW
+ shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, frag);
+#endif
+
+#ifdef USE_DIFFUSE_TEX
+ vec4 diffuse_tap = texture2D(diffuseMap,vary_texcoord0.xy);
+#endif
+
+#ifdef USE_INDEXED_TEX
+ vec4 diffuse_tap = diffuseLookup(vary_texcoord0.xy);
+#endif
+
+ vec4 diffuse_srgb = diffuse_tap;
+
+#ifdef FOR_IMPOSTOR
+ vec4 color;
+ color.rgb = diffuse_srgb.rgb;
+ color.a = 1.0;
+
+ float final_alpha = diffuse_srgb.a * vertex_color.a;
+ diffuse_srgb.rgb *= vertex_color.rgb;
+
+ // Insure we don't pollute depth with invis pixels in impostor rendering
+ //
+ if (final_alpha < minimum_alpha)
+ {
+ discard;
+ }
+
+ color.rgb = diffuse_srgb.rgb;
+ color.a = final_alpha;
+
+#else // FOR_IMPOSTOR
+
+ vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a);
+
+ vec3 light_dir = (sun_up_factor == 1) ? sun_dir: moon_dir; // TODO -- factor out "sun_up_factor" and just send in the appropriate light vector
+
+ float final_alpha = diffuse_linear.a;
+
+#ifdef USE_VERTEX_COLOR
+ final_alpha *= vertex_color.a;
+
+ if (final_alpha < minimum_alpha)
+ { // TODO: figure out how to get invisible faces out of
+ // render batches without breaking glow
+ discard;
+ }
+
+ diffuse_srgb.rgb *= vertex_color.rgb;
+ diffuse_linear.rgb = srgb_to_linear(diffuse_srgb.rgb);
+#endif // USE_VERTEX_COLOR
+
+ vec3 sunlit;
+ vec3 amblit;
+ vec3 additive;
+ vec3 atten;
+
+ calcAtmosphericVarsLinear(pos.xyz, norm, light_dir, sunlit, amblit, additive, atten);
+
+ vec3 irradiance;
+ vec3 glossenv;
+ vec3 legacyenv;
+ sampleReflectionProbesLegacy(irradiance, glossenv, legacyenv, frag, pos.xyz, norm.xyz, 0.0, 0.0);
+
+
+ float da = dot(norm.xyz, light_dir.xyz);
+ da = clamp(da, -1.0, 1.0);
+
+ float final_da = da;
+ final_da = clamp(final_da, 0.0f, 1.0f);
+
+ vec4 color = vec4(0.0);
+
+ color.a = final_alpha;
+
+ vec3 sun_contrib = min(final_da, shadow) * sunlit;
+
+ color.rgb = max(amblit, irradiance);
+
+ color.rgb += sun_contrib;
+
+ color.rgb *= diffuse_linear.rgb;
+
+ color.rgb = atmosFragLightingLinear(color.rgb, additive, atten);
+ color.rgb = scaleSoftClipFragLinear(color.rgb);
+
+ vec4 light = vec4(0,0,0,0);
+
+ #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diffuse_linear.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w);
+
+ LIGHT_LOOP(1)
+ LIGHT_LOOP(2)
+ LIGHT_LOOP(3)
+ LIGHT_LOOP(4)
+ LIGHT_LOOP(5)
+ LIGHT_LOOP(6)
+ LIGHT_LOOP(7)
+
+ // sum local light contrib in linear colorspace
+#if !defined(LOCAL_LIGHT_KILL)
+ color.rgb += light.rgb;
+#endif // !defined(LOCAL_LIGHT_KILL)
+
+#ifdef WATER_FOG
+ color = applyWaterFogViewLinear(pos.xyz, color, sunlit);
+#endif // WATER_FOG
+
+#endif // #else // FOR_IMPOSTOR
+
+ frag_color = color;
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
index 1b7a1cc6ec..ba419e7a65 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
@@ -34,12 +34,12 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
-uniform sampler2DRect diffuseRect;
-uniform sampler2DRect specularRect;
-uniform sampler2DRect depthMap;
-uniform sampler2DRect normalMap;
+uniform sampler2D diffuseRect;
+uniform sampler2D specularRect;
+uniform sampler2D depthMap;
+uniform sampler2D normalMap;
uniform samplerCube environmentMap;
-uniform sampler2DRect lightMap;
+uniform sampler2D lightMap;
uniform sampler2D noiseMap;
uniform sampler2D projectionMap;
uniform sampler2D lightFunc;
@@ -138,7 +138,6 @@ void main()
vec4 frag = vary_fragcoord;
frag.xyz /= frag.w;
frag.xyz = frag.xyz*0.5+0.5;
- frag.xy *= screen_res;
vec3 pos = getPosition(frag.xy).xyz;
vec3 lv = center.xyz-pos.xyz;
@@ -154,13 +153,13 @@ void main()
if (proj_shadow_idx >= 0)
{
- vec4 shd = texture2DRect(lightMap, frag.xy);
+ vec4 shd = texture2D(lightMap, frag.xy);
shadow = (proj_shadow_idx==0)?shd.b:shd.a;
shadow += shadow_fade;
shadow = clamp(shadow, 0.0, 1.0);
}
- vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
+ vec3 norm = texture2D(normalMap, frag.xy).xyz;
float envIntensity = norm.z;
@@ -190,13 +189,13 @@ void main()
lv = normalize(lv);
float da = dot(norm, lv);
- vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
+ vec3 diff_tex = texture2D(diffuseRect, frag.xy).rgb;
- vec4 spec = texture2DRect(specularRect, frag.xy);
+ vec4 spec = texture2D(specularRect, frag.xy);
vec3 dlit = vec3(0, 0, 0);
- float noise = texture2D(noiseMap, frag.xy/128.0).b;
+ float noise = texture2D(noiseMap, frag.xy).b;
if (proj_tc.z > 0.0 &&
proj_tc.x < 1.0 &&
proj_tc.y < 1.0 &&
diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
new file mode 100644
index 0000000000..ccf20942e3
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
@@ -0,0 +1,239 @@
+/**
+ * @file class1\deferred\pbralphaF.glsl
+ *
+ * $LicenseInfo:firstyear=2022&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2022, 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]*/
+
+uniform sampler2D diffuseMap; //always in sRGB space
+uniform sampler2D bumpMap;
+uniform sampler2D emissiveMap;
+uniform sampler2D specularMap; // PBR: Packed: Occlusion, Metal, Roughness
+
+uniform float metallicFactor;
+uniform float roughnessFactor;
+uniform vec3 emissiveColor;
+
+#if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO)
+uniform sampler2D lightMap;
+#endif
+
+uniform int sun_up_factor;
+uniform vec3 sun_dir;
+uniform vec3 moon_dir;
+
+out vec4 frag_color;
+
+#ifdef HAS_SUN_SHADOW
+ in vec3 vary_fragcoord;
+ uniform vec2 screen_res;
+#endif
+
+in vec3 vary_position;
+
+in vec2 basecolor_texcoord;
+in vec2 normal_texcoord;
+in vec2 metallic_roughness_texcoord;
+in vec2 emissive_texcoord;
+
+in vec4 vertex_color;
+
+in vec3 vary_normal;
+in vec3 vary_tangent;
+flat in float vary_sign;
+
+
+#ifdef HAS_ALPHA_MASK
+uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff()
+#endif
+
+// Lights
+// See: LLRender::syncLightState()
+uniform vec4 light_position[8];
+uniform vec3 light_direction[8]; // spot direction
+uniform vec4 light_attenuation[8]; // linear, quadratic, is omni, unused, See: LLPipeline::setupHWLights() and syncLightState()
+uniform vec3 light_diffuse[8];
+uniform vec2 light_deferred_attenuation[8]; // light size and falloff
+
+vec3 srgb_to_linear(vec3 c);
+vec3 linear_to_srgb(vec3 c);
+
+void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
+
+void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist);
+float calcLegacyDistanceAttenuation(float distance, float falloff);
+float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
+void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
+ vec2 tc, vec3 pos, vec3 norm, float glossiness);
+
+void waterClip(vec3 pos);
+
+void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor);
+
+vec3 pbrBaseLight(vec3 diffuseColor,
+ vec3 specularColor,
+ float metallic,
+ vec3 pos,
+ vec3 norm,
+ float perceptualRoughness,
+ vec3 light_dir,
+ vec3 sunlit,
+ float scol,
+ vec3 radiance,
+ vec3 irradiance,
+ vec3 colorEmissive,
+ float ao,
+ vec3 additive,
+ vec3 atten);
+
+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 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor,
+ float perceptualRoughness,
+ float metallic,
+ vec3 n, // normal
+ vec3 p, // pixel position
+ vec3 v, // view vector (negative normalized pixel position)
+ vec3 lp, // light position
+ vec3 ld, // light direction (for spotlights)
+ vec3 lightColor,
+ float lightSize, float falloff, float is_pointlight, float ambiance)
+{
+ vec3 color = vec3(0,0,0);
+
+ vec3 lv = lp.xyz - p;
+
+ float lightDist = length(lv);
+
+ float dist = lightDist / lightSize;
+ if (dist <= 1.0)
+ {
+ lv /= lightDist;
+
+ float dist_atten = calcLegacyDistanceAttenuation(dist, falloff);
+
+ // spotlight coefficient.
+ float spot = max(dot(-ld, lv), is_pointlight);
+ // spot*spot => GL_SPOT_EXPONENT=2
+ float spot_atten = spot*spot;
+
+ vec3 intensity = spot_atten * dist_atten * lightColor * 3.0;
+
+ color = intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv);
+ }
+
+ return color;
+}
+
+void main()
+{
+ vec3 color = vec3(0,0,0);
+
+ vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
+ vec3 pos = vary_position;
+
+ waterClip(pos);
+
+ vec4 basecolor = texture(diffuseMap, basecolor_texcoord.xy).rgba;
+ basecolor.rgb = srgb_to_linear(basecolor.rgb);
+#ifdef HAS_ALPHA_MASK
+ if (basecolor.a < minimum_alpha)
+ {
+ discard;
+ }
+#endif
+
+ vec3 col = vertex_color.rgb * basecolor.rgb;
+
+ vec3 vNt = texture(bumpMap, normal_texcoord.xy).xyz*2.0-1.0;
+ float sign = vary_sign;
+ vec3 vN = vary_normal;
+ vec3 vT = vary_tangent.xyz;
+
+ vec3 vB = sign * cross(vN, vT);
+ vec3 norm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN );
+
+ norm *= gl_FrontFacing ? 1.0 : -1.0;
+
+ float scol = 1.0;
+ vec3 sunlit;
+ vec3 amblit;
+ vec3 additive;
+ vec3 atten;
+ calcAtmosphericVarsLinear(pos.xyz, norm, light_dir, sunlit, amblit, additive, atten);
+
+#ifdef HAS_SUN_SHADOW
+ vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
+ scol = sampleDirectionalShadow(pos.xyz, norm.xyz, frag);
+#endif
+
+ vec3 orm = texture(specularMap, metallic_roughness_texcoord.xy).rgb; //orm is packed into "emissiveRect" to keep the data in linear color space
+
+ float perceptualRoughness = orm.g * roughnessFactor;
+ float metallic = orm.b * metallicFactor;
+ float ao = orm.r;
+
+ // emissiveColor is the emissive color factor from GLTF and is already in linear space
+ vec3 colorEmissive = emissiveColor;
+ // emissiveMap here is a vanilla RGB texture encoded as sRGB, manually convert to linear
+ colorEmissive *= srgb_to_linear(texture2D(emissiveMap, emissive_texcoord.xy).rgb);
+
+ // PBR IBL
+ float gloss = 1.0 - perceptualRoughness;
+ vec3 irradiance = vec3(0);
+ vec3 radiance = vec3(0);
+ sampleReflectionProbes(irradiance, radiance, vec2(0), pos.xyz, norm.xyz, gloss);
+ // Take maximium of legacy ambient vs irradiance sample as irradiance
+ // NOTE: ao is applied in pbrIbl (see pbrBaseLight), do not apply here
+ irradiance = max(amblit,irradiance);
+
+ vec3 diffuseColor;
+ vec3 specularColor;
+ calcDiffuseSpecular(col.rgb, metallic, diffuseColor, specularColor);
+
+ vec3 v = -normalize(pos.xyz);
+ color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit, scol, radiance, irradiance, colorEmissive, ao, additive, atten);
+
+ vec3 light = vec3(0);
+
+ // Punctual lights
+#define LIGHT_LOOP(i) light += calcPointLightOrSpotLight(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, pos.xyz, v, light_position[i].xyz, light_direction[i].xyz, light_diffuse[i].rgb, light_deferred_attenuation[i].x, light_deferred_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w);
+
+ LIGHT_LOOP(1)
+ LIGHT_LOOP(2)
+ LIGHT_LOOP(3)
+ LIGHT_LOOP(4)
+ LIGHT_LOOP(5)
+ LIGHT_LOOP(6)
+ LIGHT_LOOP(7)
+
+ color.rgb += light.rgb;
+
+
+ frag_color = vec4(color.rgb,basecolor.a * vertex_color.a);
+}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl
new file mode 100644
index 0000000000..f1ee4b4681
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl
@@ -0,0 +1,81 @@
+/**
+ * @file class2/deferred/reflectionProbeF.glsl
+ *
+ * $LicenseInfo:firstyear=2022&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2022, 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
+ * $/LicenseInfo$
+ */
+
+// Implementation for when reflection probes are disabled
+
+uniform float reflection_probe_ambiance;
+
+uniform samplerCube environmentMap;
+
+uniform mat3 env_mat;
+
+vec3 srgb_to_linear(vec3 c);
+
+void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
+ vec2 tc, vec3 pos, vec3 norm, float glossiness, bool errorCorrect)
+{
+ ambenv = vec3(reflection_probe_ambiance * 0.25);
+
+ vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
+ vec3 env_vec = env_mat * refnormpersp;
+ glossenv = srgb_to_linear(textureCube(environmentMap, env_vec).rgb);
+}
+
+void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
+ vec2 tc, vec3 pos, vec3 norm, float glossiness)
+{
+ sampleReflectionProbes(ambenv, glossenv,
+ tc, pos, norm, glossiness, false);
+}
+
+vec4 sampleReflectionProbesDebug(vec3 pos)
+{
+ // show nothing in debug display
+ return vec4(0, 0, 0, 0);
+}
+
+void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv,
+ vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity)
+{
+ ambenv = vec3(reflection_probe_ambiance * 0.25);
+
+ vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
+ vec3 env_vec = env_mat * refnormpersp;
+
+ legacyenv = srgb_to_linear(textureCube(environmentMap, env_vec).rgb);
+
+ glossenv = legacyenv;
+}
+
+void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm)
+{
+
+}
+
+void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity)
+{
+ color = mix(color.rgb, legacyenv*1.5, envIntensity);
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 7700d16007..fab227f5a4 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -34,11 +34,11 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
-uniform sampler2DRect diffuseRect;
-uniform sampler2DRect specularRect;
-uniform sampler2DRect normalMap;
-uniform sampler2DRect lightMap;
-uniform sampler2DRect depthMap;
+uniform sampler2D diffuseRect;
+uniform sampler2D specularRect;
+uniform sampler2D normalMap;
+uniform sampler2D lightMap;
+uniform sampler2D depthMap;
uniform samplerCube environmentMap;
uniform sampler2D lightFunc;
@@ -58,6 +58,7 @@ uniform vec2 screen_res;
vec3 getNorm(vec2 pos_screen);
vec4 getPositionWithDepth(vec2 pos_screen, float depth);
+float getDepth(vec2 pos_screen);
void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
float getAmbientClamp();
@@ -76,9 +77,9 @@ vec4 applyWaterFogView(vec3 pos, vec4 color);
void main()
{
vec2 tc = vary_fragcoord.xy;
- float depth = texture2DRect(depthMap, tc.xy).r;
+ float depth = getDepth(tc.xy);
vec4 pos = getPositionWithDepth(tc, depth);
- vec4 norm = texture2DRect(normalMap, tc);
+ vec4 norm = texture2D(normalMap, tc);
float envIntensity = norm.z;
norm.xyz = getNorm(tc);
@@ -87,11 +88,11 @@ void main()
float light_gamma = 1.0 / 1.3;
da = pow(da, light_gamma);
- vec4 diffuse = texture2DRect(diffuseRect, tc);
- diffuse.rgb = linear_to_srgb(diffuse.rgb); // SL-14025
- vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
+ vec4 diffuse = texture2D(diffuseRect, tc);
+ diffuse.rgb = linear_to_srgb(diffuse.rgb); // SL-14035
+ vec4 spec = texture2D(specularRect, vary_fragcoord.xy);
- vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
+ vec2 scol_ambocc = texture2D(lightMap, vary_fragcoord.xy).rg;
scol_ambocc = pow(scol_ambocc, vec2(light_gamma));
float scol = max(scol_ambocc.r, diffuse.a);
float ambocc = scol_ambocc.g;
@@ -139,7 +140,7 @@ void main()
color = mix(color.rgb, reflected_color, envIntensity);
}
- if (norm.w < 0.5)
+ if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS))
{
color = mix(atmosFragLighting(color, additive, atten), fullbrightAtmosTransportFrag(color, additive, atten), diffuse.a);
color = mix(scaleSoftClipFrag(color), fullbrightScaleSoftClip(color), diffuse.a);
@@ -153,6 +154,6 @@ void main()
// convert to linear as fullscreen lights need to sum in linear colorspace
// and will be gamma (re)corrected downstream...
- frag_color.rgb = srgb_to_linear(color.rgb);
+ frag_color.rgb = pos.xyz;// srgb_to_linear(color.rgb);
frag_color.a = bloom;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
index bd11aa3f05..1e7ccb747a 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
@@ -23,8 +23,6 @@
* $/LicenseInfo$
*/
-uniform mat4 modelview_projection_matrix;
-
ATTRIBUTE vec3 position;
uniform vec2 screen_res;
@@ -38,12 +36,12 @@ void setAdditiveColor(vec3 c);
void main()
{
//transform vertex
- vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vec4 pos = vec4(position.xyz, 1.0);
gl_Position = pos;
// appease OSX GLSL compiler/linker by touching all the varyings we said we would
setAtmosAttenuation(vec3(1));
setAdditiveColor(vec3(0));
- vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
+ vary_fragcoord = (pos.xy*0.5+0.5);
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
index 774f537821..e6a627fbf7 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
@@ -34,12 +34,12 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
-uniform sampler2DRect diffuseRect;
-uniform sampler2DRect specularRect;
-uniform sampler2DRect depthMap;
-uniform sampler2DRect normalMap;
+uniform sampler2D diffuseRect;
+uniform sampler2D specularRect;
+uniform sampler2D depthMap;
+uniform sampler2D normalMap;
uniform samplerCube environmentMap;
-uniform sampler2DRect lightMap;
+uniform sampler2D lightMap;
uniform sampler2D noiseMap;
uniform sampler2D projectionMap;
uniform sampler2D lightFunc;
@@ -138,7 +138,6 @@ void main()
vec4 frag = vary_fragcoord;
frag.xyz /= frag.w;
frag.xyz = frag.xyz*0.5+0.5;
- frag.xy *= screen_res;
vec3 pos = getPosition(frag.xy).xyz;
vec3 lv = trans_center.xyz-pos.xyz;
@@ -154,13 +153,13 @@ void main()
if (proj_shadow_idx >= 0)
{
- vec4 shd = texture2DRect(lightMap, frag.xy);
+ vec4 shd = texture2D(lightMap, frag.xy);
shadow = (proj_shadow_idx == 0) ? shd.b : shd.a;
shadow += shadow_fade;
shadow = clamp(shadow, 0.0, 1.0);
}
- vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
+ vec3 norm = texture2D(normalMap, frag.xy).xyz;
float envIntensity = norm.z;
norm = getNorm(frag.xy);
@@ -189,11 +188,11 @@ void main()
lv = normalize(lv);
float da = dot(norm, lv);
- vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
- vec4 spec = texture2DRect(specularRect, frag.xy);
+ vec3 diff_tex = texture2D(diffuseRect, frag.xy).rgb;
+ vec4 spec = texture2D(specularRect, frag.xy);
vec3 dlit = vec3(0, 0, 0);
- float noise = texture2D(noiseMap, frag.xy/128.0).b;
+ float noise = texture2D(noiseMap, frag.xy).b;
if (proj_tc.z > 0.0 &&
proj_tc.x < 1.0 &&
proj_tc.y < 1.0 &&
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl
index bc5eb5181d..3dfca0f655 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl
@@ -23,8 +23,6 @@
* $/LicenseInfo$
*/
-uniform mat4 modelview_projection_matrix;
-
ATTRIBUTE vec3 position;
VARYING vec2 vary_fragcoord;
@@ -34,8 +32,8 @@ uniform vec2 screen_res;
void main()
{
//transform vertex
- vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vec4 pos = vec4(position.xyz, 1.0);
gl_Position = pos;
- vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;
+ vary_fragcoord = (pos.xy * 0.5 + 0.5);
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class2/deferred/waterF.glsl
new file mode 100644
index 0000000000..96739d91d7
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/deferred/waterF.glsl
@@ -0,0 +1,192 @@
+/**
+ * @file class1/deferred/waterF.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
+ * $/LicenseInfo$
+ */
+
+#extension GL_ARB_texture_rectangle : enable
+
+/*[EXTRA_CODE_HERE]*/
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_data[4];
+#else
+#define frag_data gl_FragData
+#endif
+
+vec3 scaleSoftClip(vec3 inColor);
+vec3 atmosTransport(vec3 inColor);
+
+uniform sampler2D bumpMap;
+uniform sampler2D bumpMap2;
+uniform float blend_factor;
+uniform sampler2D screenTex;
+uniform sampler2D refTex;
+uniform float sunAngle;
+uniform float sunAngle2;
+uniform vec3 lightDir;
+uniform vec3 specular;
+uniform float lightExp;
+uniform float refScale;
+uniform float kd;
+uniform vec2 screenRes;
+uniform vec3 normScale;
+uniform float fresnelScale;
+uniform float fresnelOffset;
+uniform float blurMultiplier;
+uniform vec2 screen_res;
+uniform mat4 norm_mat; //region space to screen space
+uniform int water_edge;
+
+//bigWave is (refCoord.w, view.w);
+VARYING vec4 refCoord;
+VARYING vec4 littleWave;
+VARYING vec4 view;
+VARYING vec4 vary_position;
+
+vec2 encode_normal(vec3 n);
+vec3 scaleSoftClip(vec3 l);
+vec3 srgb_to_linear(vec3 c);
+vec3 linear_to_srgb(vec3 c);
+
+vec3 BlendNormal(vec3 bump1, vec3 bump2)
+{
+ vec3 n = mix(bump1, bump2, blend_factor);
+ return n;
+}
+
+void main()
+{
+ vec4 color;
+ float dist = length(view.xyz);
+
+ //normalize view vector
+ vec3 viewVec = normalize(view.xyz);
+
+ //get wave normals
+ vec3 wave1_a = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
+ vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
+ vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
+
+
+ vec3 wave1_b = texture2D(bumpMap2, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
+ vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0;
+ vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0;
+
+ vec3 wave1 = BlendNormal(wave1_a, wave1_b);
+ vec3 wave2 = BlendNormal(wave2_a, wave2_b);
+ vec3 wave3 = BlendNormal(wave3_a, wave3_b);
+
+ //get base fresnel components
+
+ vec3 df = vec3(
+ dot(viewVec, wave1),
+ dot(viewVec, (wave2 + wave3) * 0.5),
+ dot(viewVec, wave3)
+ ) * fresnelScale + fresnelOffset;
+ df *= df;
+
+ vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
+
+ float dist2 = dist;
+ dist = max(dist, 5.0);
+
+ float dmod = sqrt(dist);
+
+ vec2 dmod_scale = vec2(dmod*dmod, dmod);
+
+ //get reflected color
+ vec2 refdistort1 = wave1.xy*normScale.x;
+ vec2 refvec1 = distort+refdistort1/dmod_scale;
+ vec4 refcol1 = texture2D(refTex, refvec1);
+
+ vec2 refdistort2 = wave2.xy*normScale.y;
+ vec2 refvec2 = distort+refdistort2/dmod_scale;
+ vec4 refcol2 = texture2D(refTex, refvec2);
+
+ vec2 refdistort3 = wave3.xy*normScale.z;
+ vec2 refvec3 = distort+refdistort3/dmod_scale;
+ vec4 refcol3 = texture2D(refTex, refvec3);
+
+ vec4 refcol = refcol1 + refcol2 + refcol3;
+ float df1 = df.x + df.y + df.z;
+ refcol *= df1 * 0.333;
+
+ vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
+ wavef.z *= max(-viewVec.z, 0.1);
+ wavef = normalize(wavef);
+
+ float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset;
+
+ vec2 refdistort4 = wavef.xy*0.125;
+ refdistort4.y -= abs(refdistort4.y);
+ vec2 refvec4 = distort+refdistort4/dmod;
+ float dweight = min(dist2*blurMultiplier, 1.0);
+ vec4 baseCol = texture2D(refTex, refvec4);
+
+ refcol = mix(baseCol*df2, refcol, dweight);
+
+ //get specular component
+ float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
+
+ //harden specular
+ spec = pow(spec, 128.0);
+
+ //figure out distortion vector (ripply)
+ vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0);
+
+ vec4 fb = texture2D(screenTex, distort2);
+
+ //mix with reflection
+ // Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug
+ color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999f);
+
+ vec4 pos = vary_position;
+
+ //color.rgb += spec * specular;
+
+ //color.rgb = atmosTransport(color.rgb);
+ //color.rgb = scaleSoftClip(color.rgb);
+
+ //color.rgb = refcol.rgb;
+ color.rgb = vec3(0.0);
+ color.a = spec * sunAngle2;
+
+ vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz);
+
+ //frag_data[0] = color;
+
+ // TODO: The non-obvious assignment below is copied from the pre-EEP WL shader code
+ // Unfortunately, fixing it causes a mismatch for EEP, and so it remains... for now
+ // SL-12975 (unfix pre-EEP broken alpha)
+ frag_data[0] = vec4(srgb_to_linear(color.rgb), 0.0);
+
+ frag_data[1] = vec4(1.0, 0.1, 0.0, 0.0); // occlusion, roughness, metalness
+ frag_data[2] = vec4(encode_normal(screenspacewavef.xyz), 0.0, GBUFFER_FLAG_HAS_PBR);// normalxy, env intens, flags (atmo kill)
+ //frag_data[3] = vec4(srgb_to_linear(refcol.rgb),0);
+ frag_data[3] = vec4(0, 0, 0, 0);
+
+
+ //frag_data[0] = vec4(0.0,0,0,0);
+ //frag_data[1] = vec4(0, 1.0, 0.0, 0.0);
+ //frag_data[3] = vec4(0);
+}
diff --git a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl
new file mode 100644
index 0000000000..d485379a56
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl
@@ -0,0 +1,170 @@
+/**
+ * @file waterF.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
+ * $/LicenseInfo$
+ */
+
+//class2/environment/waterF.glsl
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+vec3 scaleSoftClip(vec3 inColor);
+vec3 atmosTransport(vec3 inColor);
+
+uniform sampler2D bumpMap;
+uniform sampler2D bumpMap2;
+uniform float blend_factor;
+uniform sampler2D screenTex;
+uniform sampler2D refTex;
+
+uniform float sunAngle;
+uniform float sunAngle2;
+uniform vec3 lightDir;
+uniform vec3 specular;
+uniform float lightExp;
+uniform float refScale;
+uniform float kd;
+uniform vec2 screenRes;
+uniform vec3 normScale;
+uniform float fresnelScale;
+uniform float fresnelOffset;
+uniform float blurMultiplier;
+
+
+//bigWave is (refCoord.w, view.w);
+VARYING vec4 refCoord;
+VARYING vec4 littleWave;
+VARYING vec4 view;
+
+vec3 BlendNormal(vec3 bump1, vec3 bump2)
+{
+ vec3 n = mix(bump1, bump2, blend_factor);
+ return n;
+}
+
+
+void main()
+{
+ vec4 color;
+
+ float dist = length(view.xy);
+
+ //normalize view vector
+ vec3 viewVec = normalize(view.xyz);
+
+ //get wave normals
+ vec2 bigwave = vec2(refCoord.w, view.w);
+ vec3 wave1_a = texture2D(bumpMap, bigwave ).xyz*2.0-1.0;
+ vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
+ vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
+
+
+ vec3 wave1_b = texture2D(bumpMap2, bigwave ).xyz*2.0-1.0;
+ vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0;
+ vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0;
+
+ vec3 wave1 = BlendNormal(wave1_a, wave1_b);
+ vec3 wave2 = BlendNormal(wave2_a, wave2_b);
+ vec3 wave3 = BlendNormal(wave3_a, wave3_b);
+
+
+ //get base fresnel components
+
+ vec3 df = vec3(
+ dot(viewVec, wave1),
+ dot(viewVec, (wave2 + wave3) * 0.5),
+ dot(viewVec, wave3)
+ ) * fresnelScale + fresnelOffset;
+ df *= df;
+
+ vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
+
+ float dist2 = dist;
+ dist = max(dist, 5.0);
+
+ float dmod = sqrt(dist);
+
+ vec2 dmod_scale = vec2(dmod*dmod, dmod);
+
+ //get reflected color
+ vec2 refdistort1 = wave1.xy*normScale.x;
+ vec2 refvec1 = distort+refdistort1/dmod_scale;
+ vec4 refcol1 = texture2D(refTex, refvec1);
+
+ vec2 refdistort2 = wave2.xy*normScale.y;
+ vec2 refvec2 = distort+refdistort2/dmod_scale;
+ vec4 refcol2 = texture2D(refTex, refvec2);
+
+ vec2 refdistort3 = wave3.xy*normScale.z;
+ vec2 refvec3 = distort+refdistort3/dmod_scale;
+ vec4 refcol3 = texture2D(refTex, refvec3);
+
+ vec4 refcol = refcol1 + refcol2 + refcol3;
+ float df1 = df.x + df.y + df.z;
+ refcol *= df1 * 0.333;
+
+ vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
+
+ wavef.z *= max(-viewVec.z, 0.1);
+ wavef = normalize(wavef);
+
+ float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset;
+
+ vec2 refdistort4 = wavef.xy*0.125;
+ refdistort4.y -= abs(refdistort4.y);
+ vec2 refvec4 = distort+refdistort4/dmod;
+ float dweight = min(dist2*blurMultiplier, 1.0);
+ vec4 baseCol = texture2D(refTex, refvec4);
+ refcol = mix(baseCol*df2, refcol, dweight);
+
+ //get specular component
+ float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
+
+ //harden specular
+ spec = pow(spec, 128.0);
+
+ //figure out distortion vector (ripply)
+ vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0);
+
+ vec4 fb = texture2D(screenTex, distort2);
+
+ //mix with reflection
+ // Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug
+ color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);
+ color.rgb += spec * specular;
+
+ color.rgb = atmosTransport(color.rgb);
+ color.rgb = scaleSoftClip(color.rgb);
+ color.a = spec * sunAngle2;
+
+ frag_color = color;
+
+#if defined(WATER_EDGE)
+ gl_FragDepth = 0.9999847f;
+#endif
+
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl b/indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl
new file mode 100644
index 0000000000..c7da23fb00
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl
@@ -0,0 +1,218 @@
+/**
+ * @file irradianceGenF.glsl
+ *
+ * $LicenseInfo:firstyear=2022&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2022, 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 samplerCubeArray reflectionProbes;
+uniform int sourceIdx;
+
+uniform float max_probe_lod;
+uniform float ambiance_scale;
+
+in vec3 vary_dir;
+
+// Code below is derived from the Khronos GLTF Sample viewer:
+// https://github.com/KhronosGroup/glTF-Sample-Viewer/blob/master/source/shaders/ibl_filtering.frag
+
+
+#define MATH_PI 3.1415926535897932384626433832795
+
+float u_roughness = 1.0;
+int u_sampleCount = 32;
+float u_lodBias = 2.0;
+int u_width = 64;
+
+// Hammersley Points on the Hemisphere
+// CC BY 3.0 (Holger Dammertz)
+// http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
+// with adapted interface
+float radicalInverse_VdC(uint bits)
+{
+ bits = (bits << 16u) | (bits >> 16u);
+ bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
+ bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
+ bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
+ bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
+ return float(bits) * 2.3283064365386963e-10; // / 0x100000000
+}
+
+// hammersley2d describes a sequence of points in the 2d unit square [0,1)^2
+// that can be used for quasi Monte Carlo integration
+vec2 hammersley2d(int i, int N) {
+ return vec2(float(i)/float(N), radicalInverse_VdC(uint(i)));
+}
+
+// Hemisphere Sample
+
+// TBN generates a tangent bitangent normal coordinate frame from the normal
+// (the normal must be normalized)
+mat3 generateTBN(vec3 normal)
+{
+ vec3 bitangent = vec3(0.0, 1.0, 0.0);
+
+ float NdotUp = dot(normal, vec3(0.0, 1.0, 0.0));
+ float epsilon = 0.0000001;
+ /*if (1.0 - abs(NdotUp) <= epsilon)
+ {
+ // Sampling +Y or -Y, so we need a more robust bitangent.
+ if (NdotUp > 0.0)
+ {
+ bitangent = vec3(0.0, 0.0, 1.0);
+ }
+ else
+ {
+ bitangent = vec3(0.0, 0.0, -1.0);
+ }
+ }*/
+
+ vec3 tangent = normalize(cross(bitangent, normal));
+ bitangent = cross(normal, tangent);
+
+ return mat3(tangent, bitangent, normal);
+}
+
+struct MicrofacetDistributionSample
+{
+ float pdf;
+ float cosTheta;
+ float sinTheta;
+ float phi;
+};
+
+MicrofacetDistributionSample Lambertian(vec2 xi, float roughness)
+{
+ MicrofacetDistributionSample lambertian;
+
+ // Cosine weighted hemisphere sampling
+ // http://www.pbr-book.org/3ed-2018/Monte_Carlo_Integration/2D_Sampling_with_Multidimensional_Transformations.html#Cosine-WeightedHemisphereSampling
+ lambertian.cosTheta = sqrt(1.0 - xi.y);
+ lambertian.sinTheta = sqrt(xi.y); // equivalent to `sqrt(1.0 - cosTheta*cosTheta)`;
+ lambertian.phi = 2.0 * MATH_PI * xi.x;
+
+ lambertian.pdf = lambertian.cosTheta / MATH_PI; // evaluation for solid angle, therefore drop the sinTheta
+
+ return lambertian;
+}
+
+
+// getImportanceSample returns an importance sample direction with pdf in the .w component
+vec4 getImportanceSample(int sampleIndex, vec3 N, float roughness)
+{
+ // generate a quasi monte carlo point in the unit square [0.1)^2
+ vec2 xi = hammersley2d(sampleIndex, u_sampleCount);
+
+ MicrofacetDistributionSample importanceSample;
+
+ // generate the points on the hemisphere with a fitting mapping for
+ // the distribution (e.g. lambertian uses a cosine importance)
+ importanceSample = Lambertian(xi, roughness);
+
+ // transform the hemisphere sample to the normal coordinate frame
+ // i.e. rotate the hemisphere to the normal direction
+ vec3 localSpaceDirection = normalize(vec3(
+ importanceSample.sinTheta * cos(importanceSample.phi),
+ importanceSample.sinTheta * sin(importanceSample.phi),
+ importanceSample.cosTheta
+ ));
+ mat3 TBN = generateTBN(N);
+ vec3 direction = TBN * localSpaceDirection;
+
+ return vec4(direction, importanceSample.pdf);
+}
+
+// Mipmap Filtered Samples (GPU Gems 3, 20.4)
+// https://developer.nvidia.com/gpugems/gpugems3/part-iii-rendering/chapter-20-gpu-based-importance-sampling
+// https://cgg.mff.cuni.cz/~jaroslav/papers/2007-sketch-fis/Final_sap_0073.pdf
+float computeLod(float pdf)
+{
+ // // Solid angle of current sample -- bigger for less likely samples
+ // float omegaS = 1.0 / (float(u_sampleCount) * pdf);
+ // // Solid angle of texel
+ // // note: the factor of 4.0 * MATH_PI
+ // float omegaP = 4.0 * MATH_PI / (6.0 * float(u_width) * float(u_width));
+ // // Mip level is determined by the ratio of our sample's solid angle to a texel's solid angle
+ // // note that 0.5 * log2 is equivalent to log4
+ // float lod = 0.5 * log2(omegaS / omegaP);
+
+ // babylon introduces a factor of K (=4) to the solid angle ratio
+ // this helps to avoid undersampling the environment map
+ // this does not appear in the original formulation by Jaroslav Krivanek and Mark Colbert
+ // log4(4) == 1
+ // lod += 1.0;
+
+ // We achieved good results by using the original formulation from Krivanek & Colbert adapted to cubemaps
+
+ // https://cgg.mff.cuni.cz/~jaroslav/papers/2007-sketch-fis/Final_sap_0073.pdf
+ float lod = 0.5 * log2( 6.0 * float(u_width) * float(u_width) / (float(u_sampleCount) * pdf));
+
+
+ return lod;
+}
+
+vec4 filterColor(vec3 N)
+{
+ //return textureLod(uCubeMap, N, 3.0).rgb;
+ vec4 color = vec4(0.f);
+
+ for(int i = 0; i < u_sampleCount; ++i)
+ {
+ vec4 importanceSample = getImportanceSample(i, N, 1.0);
+
+ vec3 H = vec3(importanceSample.xyz);
+ float pdf = importanceSample.w;
+
+ // mipmap filtered samples (GPU Gems 3, 20.4)
+ float lod = computeLod(pdf);
+
+ // apply the bias to the lod
+ lod += u_lodBias;
+
+ lod = clamp(lod, 0, 7);
+ // sample lambertian at a lower resolution to avoid fireflies
+ vec4 lambertian = textureLod(reflectionProbes, vec4(H, sourceIdx), lod);
+
+ color += lambertian;
+ }
+
+ color /= float(u_sampleCount);
+
+ color.rgb *= ambiance_scale;
+
+ return color;
+}
+
+// entry point
+void main()
+{
+ vec4 color = vec4(0);
+
+ color = filterColor(vary_dir);
+
+ frag_color = color;
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/interface/reflectionprobeF.glsl b/indra/newview/app_settings/shaders/class2/interface/reflectionprobeF.glsl
new file mode 100644
index 0000000000..986b233e0b
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/interface/reflectionprobeF.glsl
@@ -0,0 +1,42 @@
+/**
+ * @file reflectionprobeF.glsl
+ *
+ * $LicenseInfo:firstyear=2022&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2022, 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;
+
+in vec2 vary_fragcoord;
+
+vec4 getPositionWithDepth(vec2 pos_screen, float depth);
+float getDepth(vec2 pos_screen);
+
+vec4 sampleReflectionProbesDebug(vec3 pos);
+
+void main()
+{
+ vec2 tc = vary_fragcoord.xy;
+ float depth = getDepth(tc.xy);
+ vec4 pos = getPositionWithDepth(tc, depth);
+
+ frag_color = sampleReflectionProbesDebug(pos.xyz);
+}
diff --git a/indra/newview/app_settings/shaders/class2/interface/reflectionprobeV.glsl b/indra/newview/app_settings/shaders/class2/interface/reflectionprobeV.glsl
new file mode 100644
index 0000000000..e45b1c288b
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/interface/reflectionprobeV.glsl
@@ -0,0 +1,38 @@
+/**
+ * @file reflectionprobeV.glsl
+ *
+ * $LicenseInfo:firstyear=2022&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2011, 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
+ * $/LicenseInfo$
+ */
+
+
+in vec3 position;
+
+out vec2 vary_fragcoord;
+
+void main()
+{
+ //transform vertex
+ vec4 pos = vec4(position.xyz, 1.0);
+ gl_Position = pos;
+
+ vary_fragcoord = (pos.xy*0.5+0.5);
+}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
index ee9c990b12..1463d507bc 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
@@ -29,8 +29,11 @@ vec3 scaleSoftClipFrag(vec3 light);
uniform int no_atmo;
+vec3 srgb_to_linear(vec3 col);
+vec3 linear_to_srgb(vec3 col);
+
vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten)
-{
+{
if (no_atmo == 1)
{
return light;
@@ -40,6 +43,11 @@ vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten)
return light * 2.0;
}
+vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten)
+{
+ return atmosFragLighting(light, additive, atten);
+}
+
vec3 atmosLighting(vec3 light)
{
return atmosFragLighting(light, getAdditiveColor(), getAtmosAttenuation());
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
new file mode 100644
index 0000000000..ba02070e45
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
@@ -0,0 +1,171 @@
+/**
+ * @file class2\windlight\atmosphericsFuncs.glsl
+ *
+ * $LicenseInfo:firstyear=2022&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2022, 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
+ * $/LicenseInfo$
+ */
+
+uniform vec3 lightnorm;
+uniform vec3 sunlight_color;
+uniform vec3 sunlight_linear;
+uniform vec3 moonlight_color;
+uniform vec3 moonlight_linear;
+uniform int sun_up_factor;
+uniform vec3 ambient_color;
+uniform vec3 ambient_linear;
+uniform vec3 blue_horizon;
+uniform vec3 blue_horizon_linear;
+uniform vec3 blue_density;
+uniform vec3 blue_density_linear;
+uniform float haze_horizon;
+uniform float haze_density;
+uniform float haze_density_linear;
+uniform float cloud_shadow;
+uniform float density_multiplier;
+uniform float distance_multiplier;
+uniform float max_y;
+uniform vec3 glow;
+uniform float scene_light_strength;
+uniform mat3 ssao_effect_mat;
+uniform int no_atmo;
+uniform float sun_moon_glow_factor;
+
+float getAmbientClamp() { return 1.0f; }
+
+vec3 srgb_to_linear(vec3 col);
+
+// return colors in sRGB space
+void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive,
+ out vec3 atten, bool use_ao)
+{
+ vec3 rel_pos = inPositionEye;
+
+ //(TERRAIN) limit altitude
+ if (abs(rel_pos.y) > max_y) rel_pos *= (max_y / rel_pos.y);
+
+ vec3 rel_pos_norm = normalize(rel_pos);
+ float rel_pos_len = length(rel_pos);
+ vec3 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
+
+ // sunlight attenuation effect (hue and brightness) due to atmosphere
+ // this is used later for sunlight modulation at various altitudes
+ vec3 light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y);
+ // I had thought blue_density and haze_density should have equal weighting,
+ // but attenuation due to haze_density tends to seem too strong
+
+ vec3 combined_haze = blue_density + vec3(haze_density);
+ vec3 blue_weight = blue_density / combined_haze;
+ vec3 haze_weight = vec3(haze_density) / combined_haze;
+
+ //(TERRAIN) compute sunlight from lightnorm y component. Factor is roughly cosecant(sun elevation) (for short rays like terrain)
+ float above_horizon_factor = 1.0 / max(1e-6, lightnorm.y);
+ sunlight *= exp(-light_atten * above_horizon_factor); // for sun [horizon..overhead] this maps to an exp curve [0..1]
+
+ // main atmospheric scattering line integral
+ float density_dist = rel_pos_len * density_multiplier;
+
+ // Transparency (-> combined_haze)
+ // ATI Bugfix -- can't store combined_haze*density_dist*distance_multiplier in a variable because the ati
+ // compiler gets confused.
+ combined_haze = exp(-combined_haze * density_dist * distance_multiplier);
+
+ // final atmosphere attenuation factor
+ atten = combined_haze.rgb;
+
+ // compute haze glow
+ float haze_glow = dot(rel_pos_norm, lightnorm.xyz);
+
+ // dampen sun additive contrib when not facing it...
+ // SL-13539: This "if" clause causes an "additive" white artifact at roughly 77 degreees.
+ // if (length(light_dir) > 0.01)
+ haze_glow *= max(0.0f, dot(light_dir, rel_pos_norm));
+
+ haze_glow = 1. - haze_glow;
+ // 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)
+ haze_glow *= glow.x;
+ // 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
+
+ // add "minimum anti-solar illumination"
+ haze_glow += .25;
+
+ haze_glow *= sun_moon_glow_factor;
+
+ vec3 amb_color = ambient_color;
+
+ // increase ambient when there are more clouds
+ vec3 tmpAmbient = amb_color + (vec3(1.) - amb_color) * cloud_shadow * 0.5;
+
+ /* decrease value and saturation (that in HSV, not HSL) for occluded areas
+ * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html
+ * // The following line of code performs the equivalent of:
+ * float ambAlpha = tmpAmbient.a;
+ * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis
+ * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue);
+ * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat,
+ * ambAlpha);
+ */
+ if (use_ao)
+ {
+ tmpAmbient = mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor);
+ }
+
+ // Similar/Shared Algorithms:
+ // indra\llinventory\llsettingssky.cpp -- LLSettingsSky::calculateLightSettings()
+ // indra\newview\app_settings\shaders\class1\windlight\atmosphericsFuncs.glsl -- calcAtmosphericVars()
+ // haze color
+ vec3 cs = sunlight.rgb * (1. - cloud_shadow);
+ additive = (blue_horizon.rgb * blue_weight.rgb) * (cs + tmpAmbient.rgb) + (haze_horizon * haze_weight.rgb) * (cs * haze_glow + tmpAmbient.rgb);
+
+ // brightness of surface both sunlight and ambient
+ sunlit = sunlight.rgb;
+ amblit = tmpAmbient.rgb;
+ additive *= vec3(1.0 - combined_haze);
+}
+
+
+vec3 srgb_to_linear(vec3 col);
+
+// provide a touch of lighting in the opposite direction of the sun light
+ // so areas in shadow don't lose all detail
+float ambientLighting(vec3 norm, vec3 light_dir)
+{
+ float ambient = min(abs(dot(norm.xyz, light_dir.xyz)), 1.0);
+ ambient *= 0.56;
+ ambient *= ambient;
+ ambient = (1.0 - ambient);
+ return ambient;
+}
+
+
+// return colors in linear space
+void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 additive,
+ out vec3 atten)
+{
+ calcAtmosphericVars(inPositionEye, light_dir, 1.0, sunlit, amblit, additive, atten, false);
+ sunlit = srgb_to_linear(sunlit);
+ additive = srgb_to_linear(additive);
+ amblit = ambient_linear;
+
+ amblit *= ambientLighting(norm, light_dir);
+}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
index fa928d993e..6f4bdbde28 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
@@ -35,15 +35,15 @@ out vec4 frag_color;
// The fragment shader for the sky
/////////////////////////////////////////////////////////////////////////
-VARYING vec4 vary_CloudColorSun;
-VARYING vec4 vary_CloudColorAmbient;
+VARYING vec3 vary_CloudColorSun;
+VARYING vec3 vary_CloudColorAmbient;
VARYING float vary_CloudDensity;
uniform sampler2D cloud_noise_texture;
uniform sampler2D cloud_noise_texture_next;
uniform float blend_factor;
-uniform vec4 cloud_pos_density1;
-uniform vec4 cloud_pos_density2;
+uniform vec3 cloud_pos_density1;
+uniform vec3 cloud_pos_density2;
uniform float cloud_scale;
uniform float cloud_variance;
@@ -70,8 +70,8 @@ void main()
vec2 uv1 = vary_texcoord0.xy;
vec2 uv2 = vary_texcoord1.xy;
- vec4 cloudColorSun = vary_CloudColorSun;
- vec4 cloudColorAmbient = vary_CloudColorAmbient;
+ vec3 cloudColorSun = vary_CloudColorSun;
+ vec3 cloudColorAmbient = vary_CloudColorAmbient;
float cloudDensity = vary_CloudDensity;
vec2 uv3 = vary_texcoord2.xy;
vec2 uv4 = vary_texcoord3.xy;
@@ -120,12 +120,18 @@ void main()
alpha2 = 1. - alpha2 * alpha2;
// Combine
- vec4 color;
+ vec3 color;
color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient);
color.rgb *= 2.;
color.rgb = scaleSoftClip(color.rgb);
/// Gamma correct for WL (soft clip effect).
frag_color = vec4(color.rgb, alpha1);
+
+ // SL-14113 Moon Haze -- When the camera is underwater fix clouds clipping into moon
+ // camera above water: class1\deferred\cloudsF.glsl
+ // camera below water: class2\windlight\coudsV.glsl
+ // See: starsV.glsl, cloudsV.glsl, moonF.glsl
+ gl_FragDepth = LL_SHADER_CONST_CLOUD_MOON_DEPTH;
}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
index 97ffa9feef..650009d393 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
@@ -33,8 +33,8 @@ ATTRIBUTE vec2 texcoord0;
///////////////////////////////////////////////////////////////////////////////
// Output parameters
-VARYING vec4 vary_CloudColorSun;
-VARYING vec4 vary_CloudColorAmbient;
+VARYING vec3 vary_CloudColorSun;
+VARYING vec3 vary_CloudColorAmbient;
VARYING float vary_CloudDensity;
VARYING vec2 vary_texcoord0;
@@ -46,13 +46,13 @@ VARYING float altitude_blend_factor;
// Inputs
uniform vec3 camPosLocal;
-uniform vec4 lightnorm;
-uniform vec4 sunlight_color;
-uniform vec4 moonlight_color;
+uniform vec3 lightnorm;
+uniform vec3 sunlight_color;
+uniform vec3 moonlight_color;
uniform int sun_up_factor;
-uniform vec4 ambient_color;
-uniform vec4 blue_horizon;
-uniform vec4 blue_density;
+uniform vec3 ambient_color;
+uniform vec3 blue_horizon;
+uniform vec3 blue_density;
uniform float haze_horizon;
uniform float haze_density;
@@ -60,10 +60,10 @@ uniform float cloud_shadow;
uniform float density_multiplier;
uniform float max_y;
-uniform vec4 glow;
+uniform vec3 glow;
uniform float sun_moon_glow_factor;
-uniform vec4 cloud_color;
+uniform vec3 cloud_color;
uniform float cloud_scale;
@@ -114,17 +114,17 @@ void main()
float rel_pos_len = length(rel_pos);
// Initialize temp variables
- vec4 sunlight = sunlight_color;
- vec4 light_atten;
+ vec3 sunlight = sunlight_color;
+ vec3 light_atten;
// 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);
+ light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y);
// 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;
+ vec3 combined_haze = abs(blue_density) + vec3(abs(haze_density));
+ vec3 blue_weight = blue_density / combined_haze;
+ vec3 haze_weight = haze_density / combined_haze;
// Compute sunlight from rel_pos & lightnorm (for long rays like sky)
float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y);
@@ -155,14 +155,14 @@ void main()
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;
+ vec3 tmpAmbient = ambient_color;
tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;
// Dim sunlight by cloud shadow percentage
sunlight *= (1. - cloud_shadow);
// Haze color below cloud
- vec4 additiveColorBelowCloud =
+ vec3 additiveColorBelowCloud =
(blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient));
// CLOUDS
@@ -178,7 +178,7 @@ void main()
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);
+ vec3 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);
diff --git a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl
index 68db7fcbb1..a32a572461 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl
@@ -28,6 +28,21 @@ uniform int no_atmo;
vec3 getAtmosAttenuation();
vec3 getAdditiveColor();
+vec3 srgb_to_linear(vec3 col);
+vec3 linear_to_srgb(vec3 col);
+
+vec3 scaleSoftClipFragLinear(vec3 light)
+{ // identical to non-linear version and that's probably close enough
+ if (no_atmo == 1)
+ {
+ return light;
+ }
+ //soft clip effect:
+ light = 1. - clamp(light, vec3(0.), vec3(1.));
+ light = 1. - pow(light, vec3(gamma)); // s/b inverted already CPU-side
+ return light;
+}
+
vec3 scaleSoftClipFrag(vec3 light)
{
if (no_atmo == 1)
diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
index 7146349453..7a229e0f5e 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
@@ -33,7 +33,7 @@ out vec4 frag_color;
// The fragment shader for the sky
/////////////////////////////////////////////////////////////////////////
-VARYING vec4 vary_HazeColor;
+VARYING vec3 vary_HazeColor;
/// Soft clips the light with a gamma correction
vec3 scaleSoftClip(vec3 light);
@@ -45,7 +45,7 @@ void main()
// the fragment) if the sky wouldn't show up because the clouds
// are fully opaque.
- vec4 color;
+ vec3 color;
color = vary_HazeColor;
color.rgb *= 2.;
/// Gamma correct for WL (soft clip effect).
diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
index a0a33b8642..8f7726bb0b 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
@@ -32,18 +32,18 @@ ATTRIBUTE vec3 position;
///////////////////////////////////////////////////////////////////////////////
// Output parameters
-VARYING vec4 vary_HazeColor;
+VARYING vec3 vary_HazeColor;
// Inputs
uniform vec3 camPosLocal;
-uniform vec4 lightnorm;
-uniform vec4 sunlight_color;
-uniform vec4 moonlight_color;
+uniform vec3 lightnorm;
+uniform vec3 sunlight_color;
+uniform vec3 moonlight_color;
uniform int sun_up_factor;
-uniform vec4 ambient_color;
-uniform vec4 blue_horizon;
-uniform vec4 blue_density;
+uniform vec3 ambient_color;
+uniform vec3 blue_horizon;
+uniform vec3 blue_density;
uniform float haze_horizon;
uniform float haze_density;
@@ -52,11 +52,9 @@ uniform float density_multiplier;
uniform float distance_multiplier;
uniform float max_y;
-uniform vec4 glow;
+uniform vec3 glow;
uniform float sun_moon_glow_factor;
-uniform vec4 cloud_color;
-
void main()
{
// World / view / projection
@@ -83,17 +81,17 @@ void main()
float rel_pos_len = length(rel_pos);
// Initialize temp variables
- vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
- vec4 light_atten;
+ vec3 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
+ vec3 light_atten;
// 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);
+ light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y);
// 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;
+ vec3 combined_haze = abs(blue_density) + vec3(abs(haze_density));
+ vec3 blue_weight = blue_density / combined_haze;
+ vec3 haze_weight = haze_density / combined_haze;
// Compute sunlight from rel_pos & lightnorm (for long rays like sky)
float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y);
@@ -121,21 +119,21 @@ void main()
// 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);
- vec4 color =
+ vec3 color =
(blue_horizon * blue_weight * (sunlight + ambient_color) + (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient_color));
// Final atmosphere additive
color *= (1. - combined_haze);
// Increase ambient when there are more clouds
- vec4 tmpAmbient = ambient_color;
- tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5;
+ vec3 tmpAmbient = ambient_color;
+ tmpAmbient += max(vec3(0), (1. - ambient_color)) * cloud_shadow * 0.5;
// Dim sunlight by cloud shadow percentage
sunlight *= max(0.0, (1. - cloud_shadow));
// Haze color below cloud
- vec4 additiveColorBelowCloud =
+ vec3 additiveColorBelowCloud =
(blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient));
// Attenuate cloud color by atmosphere
diff --git a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
index b53a2e237f..ecf0430a88 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
@@ -32,6 +32,9 @@ vec3 getAtmosAttenuation();
uniform int no_atmo;
+vec3 srgb_to_linear(vec3 col);
+vec3 linear_to_srgb(vec3 col);
+
vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
{
light *= atten.r;
@@ -44,6 +47,13 @@ vec3 atmosTransport(vec3 light)
return atmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());
}
+vec3 fullbrightAtmosTransportFragLinear(vec3 light, vec3 additive, vec3 atten)
+{
+ // same as non-linear version, probably fine
+ float brightness = dot(light.rgb * 0.5, vec3(0.3333)) + 0.1;
+ return mix(atmosTransportFrag(light.rgb, additive, atten), light.rgb + additive, brightness * brightness);
+}
+
vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
{
float brightness = dot(light.rgb * 0.5, vec3(0.3333)) + 0.1;