diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
3 files changed, 16 insertions, 34 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index da5f997429..b63f3b60f9 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -71,7 +71,6 @@ vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit); vec3 srgb_to_linear(vec3 c); vec3 linear_to_srgb(vec3 c); -vec3 legacy_adjust(vec3 c); vec2 encode_normal (vec3 n); vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten); @@ -85,7 +84,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); float getAmbientClamp(); void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, - vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent); + vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit_linear); vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, float ambiance) { @@ -234,7 +233,6 @@ void main() } diffuse_srgb.rgb *= vertex_color.rgb; - diffuse_srgb.rgb = legacy_adjust(diffuse_srgb.rgb); diffuse_linear.rgb = srgb_to_linear(diffuse_srgb.rgb); #endif // USE_VERTEX_COLOR @@ -251,7 +249,7 @@ void main() vec3 irradiance; vec3 glossenv; vec3 legacyenv; - sampleReflectionProbesLegacy(irradiance, glossenv, legacyenv, frag, pos.xyz, norm.xyz, 0.0, 0.0, true); + sampleReflectionProbesLegacy(irradiance, glossenv, legacyenv, frag, pos.xyz, norm.xyz, 0.0, 0.0, true, amblit_linear); float da = dot(norm.xyz, light_dir.xyz); @@ -266,7 +264,7 @@ void main() vec3 sun_contrib = min(final_da, shadow) * sunlit_linear; - color.rgb = max(amblit, irradiance); + color.rgb = irradiance; color.rgb += sun_contrib; @@ -291,9 +289,7 @@ void main() LIGHT_LOOP(7) // sum local light contrib in linear colorspace -#if !defined(LOCAL_LIGHT_KILL) color.rgb += light.rgb; -#endif // !defined(LOCAL_LIGHT_KILL) #endif // #else // FOR_IMPOSTOR diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl index e8db856b1f..35d752be02 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl @@ -92,7 +92,7 @@ void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float 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, bool transparent); + vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit_linear); void waterClip(vec3 pos); @@ -112,16 +112,14 @@ vec3 pbrBaseLight(vec3 diffuseColor, vec3 colorEmissive, float ao, vec3 additive, - vec3 atten, - out vec3 specContrib); + 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 - out vec3 specContrib); + vec3 l); //surface point to light vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor, float perceptualRoughness, @@ -132,7 +130,7 @@ vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor, vec3 lp, // light position vec3 ld, // light direction (for spotlights) vec3 lightColor, - float lightSize, float falloff, float is_pointlight, inout float glare, float ambiance) + float lightSize, float falloff, float is_pointlight, float ambiance) { vec3 color = vec3(0,0,0); @@ -154,10 +152,7 @@ vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor, vec3 intensity = spot_atten * dist_atten * lightColor * 3.0; //magic number to balance with legacy materials - vec3 speccol; - color = intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv, speccol); - speccol *= intensity; - glare += max(max(speccol.r, speccol.g), speccol.b); + color = intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv); } return color; @@ -166,7 +161,6 @@ vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor, void main() { vec3 color = vec3(0,0,0); - float glare = 0.0; vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; vec3 pos = vary_position; @@ -224,20 +218,15 @@ void main() float gloss = 1.0 - perceptualRoughness; vec3 irradiance = vec3(0); vec3 radiance = vec3(0); - sampleReflectionProbes(irradiance, radiance, vary_position.xy*0.5+0.5, pos.xyz, norm.xyz, gloss, true); - // 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); - + sampleReflectionProbes(irradiance, radiance, vary_position.xy*0.5+0.5, pos.xyz, norm.xyz, gloss, true, amblit); + vec3 diffuseColor; vec3 specularColor; calcDiffuseSpecular(col.rgb, metallic, diffuseColor, specularColor); vec3 v = -normalize(pos.xyz); - vec3 spec; - 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 = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, colorEmissive, ao, additive, atten); color.rgb = atmosFragLightingLinear(color.rgb, additive, atten); @@ -249,7 +238,7 @@ void main() 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, glare, light_attenuation[i].w); +#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) @@ -264,9 +253,6 @@ void main() float a = basecolor.a*vertex_color.a; - glare = min(glare, 1.0); - a = max(a, glare); - frag_color = max(vec4(color.rgb,a), vec4(0)); } diff --git a/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl index aa6f5a3b62..52e71edcac 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl @@ -34,7 +34,7 @@ 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 transparent) + vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit_linear) { ambenv = vec3(reflection_probe_ambiance * 0.25); @@ -44,9 +44,9 @@ void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, } void sampleReflectionProbesWater(inout vec3 ambenv, inout vec3 glossenv, - vec2 tc, vec3 pos, vec3 norm, float glossiness) + vec2 tc, vec3 pos, vec3 norm, float glossiness, vec3 amblit_linear) { - sampleReflectionProbes(ambenv, glossenv, tc, pos, norm, glossiness, false); + sampleReflectionProbes(ambenv, glossenv, tc, pos, norm, glossiness, false, amblit_linear); } vec4 sampleReflectionProbesDebug(vec3 pos) @@ -56,7 +56,7 @@ vec4 sampleReflectionProbesDebug(vec3 pos) } void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, - vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent) + vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit_linear) { ambenv = vec3(reflection_probe_ambiance * 0.25); |
