diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
6 files changed, 11 insertions, 32 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index e7322c14fb..70be9a9029 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -276,9 +276,7 @@ void main()      color.rgb *= diffuse_linear.rgb; -    color.rgb = linear_to_srgb(color.rgb);      color.rgb = atmosFragLightingLinear(color.rgb, additive, atten); -    color.rgb = srgb_to_linear(color.rgb);      vec4 light = vec4(0,0,0,0); diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl index fb76db99a0..b76443f0f0 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl @@ -83,7 +83,6 @@ 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);  vec3 atmosFragLightingLinear(vec3 color, vec3 additive, vec3 atten); -vec3 scaleSoftClipFragLinear(vec3 color);  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); @@ -236,11 +235,8 @@ void main()      color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, colorEmissive, ao, additive, atten, spec);      glare += max(max(spec.r, spec.g), spec.b); -    color.rgb = linear_to_srgb(color.rgb);      color.rgb = atmosFragLightingLinear(color.rgb, additive, atten); -    color.rgb = scaleSoftClipFragLinear(color.rgb); -    color.rgb = srgb_to_linear(color.rgb); - +          vec3 light = vec3(0);      // Punctual lights diff --git a/indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl b/indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl index baf68e11f4..d21af946e0 100644 --- a/indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl +++ b/indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl @@ -32,7 +32,6 @@ uniform samplerCubeArray   reflectionProbes;  uniform int sourceIdx;  uniform float max_probe_lod; -uniform float ambiance_scale;  in vec3 vary_dir; @@ -200,8 +199,6 @@ vec4 filterColor(vec3 N)      color /= float(u_sampleCount); -    color.rgb *= ambiance_scale; -      return color;  } diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl index 1d02498209..22e93496d2 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl @@ -30,10 +30,14 @@ vec3 scaleSoftClipFrag(vec3 light);  vec3 srgb_to_linear(vec3 col);  vec3 linear_to_srgb(vec3 col); +uniform int sun_up_factor; +  vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten)  {       light *= atten.r; -    light += additive * 2.0; +    additive = srgb_to_linear(additive*2.0); +    additive *= sun_up_factor + 1.0; +    light += additive;      return light;  } diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl index c2527db218..12a99edc34 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl @@ -63,9 +63,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou      vec3  rel_pos_norm = normalize(rel_pos);      float rel_pos_len  = length(rel_pos); -    float scale = sun_up_factor + 1;      vec3  sunlight     = (sun_up_factor == 1) ? sunlight_color: moonlight_color; -    sunlight *= scale;      // sunlight attenuation effect (hue and brightness) due to atmosphere      // this is used later for sunlight modulation at various altitudes @@ -143,7 +141,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou      // fudge sunlit and amblit to get consistent lighting compared to legacy      // midday before PBR was a thing -    sunlit = sunlight.rgb / scale; +    sunlit = sunlight.rgb;      amblit = tmpAmbient.rgb * 0.25;      additive *= vec3(1.0 - combined_haze); diff --git a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl index 6aa719d200..8221ba9516 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl @@ -30,14 +30,13 @@  vec3 getAdditiveColor();  vec3 getAtmosAttenuation(); -vec3 srgb_to_linear(vec3 col); -vec3 linear_to_srgb(vec3 col); +vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten); + +// the below implementations are deprecated but remain here as adapters for shaders that haven't been refactored yet  vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten)  { -    light *= atten.r; -	light += additive * 2.0; -	return light; +    return atmosFragLighting(light, additive, atten);  }  vec3 atmosTransport(vec3 light) @@ -45,30 +44,17 @@ 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); -    return atmosTransportFrag(light, additive, atten); -} -  vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten)  { -    //float brightness = dot(light.rgb * 0.5, vec3(0.3333)) + 0.1;     -    //return mix(atmosTransportFrag(light.rgb, additive, atten), light.rgb + additive, brightness * brightness);      return atmosTransportFrag(light, additive, atten);  }  vec3 fullbrightAtmosTransport(vec3 light)  { -    //return fullbrightAtmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());      return atmosTransport(light);  }  vec3 fullbrightShinyAtmosTransport(vec3 light)  { -    //float brightness = dot(light.rgb, vec3(0.33333)); -    //return mix(atmosTransport(light.rgb), (light.rgb + getAdditiveColor().rgb) * (2.0 - brightness), brightness * brightness);      return atmosTransport(light);  } | 
