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 } |