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path: root/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
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-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/materialF.glsl64
1 files changed, 43 insertions, 21 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
index 5ee9aea09d..f8803f1a29 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
@@ -36,6 +36,7 @@
uniform float emissive_brightness; // fullbright flag, 1.0 == fullbright, 0.0 otherwise
uniform int sun_up_factor;
+uniform int classic_mode;
vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color);
vec3 scaleSoftClipFragLinear(vec3 l);
@@ -51,6 +52,7 @@ uniform mat3 normal_matrix;
in vec3 vary_position;
void mirrorClip(vec3 pos);
+vec4 encodeNormal(vec3 n, float env, float gbuffer_flag);
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
@@ -136,9 +138,9 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
float lit = 0.0f;
float amb_da = ambiance;
- if (da >= 0)
+ if (da >= 0.0)
{
- lit = max(da * dist_atten, 0.0);
+ lit = clamp(da * dist_atten, 0.0, 1.0);
col = lit * light_col * diffuse;
amb_da += (da*0.5 + 0.5) * ambiance;
}
@@ -157,10 +159,10 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
float nv = dot(n, npos);
float vh = dot(npos, h);
float sa = nh;
- float fres = pow(1 - dot(h, npos), 5)*0.4 + 0.5;
+ float fres = pow(1.0 - dot(h, npos), 5.0)*0.4 + 0.5;
- float gtdenom = 2 * nh;
- float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
+ float gtdenom = 2.0 * nh;
+ float gt = max(0.0, min(gtdenom * nv / vh, gtdenom * da / vh));
if (nh > 0.0)
{
@@ -176,8 +178,10 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
}
}
}
-
- return max(col, vec3(0.0, 0.0, 0.0));
+ float final_scale = 1.0;
+ if (classic_mode > 0)
+ final_scale = 0.9;
+ return max(col * final_scale, vec3(0.0, 0.0, 0.0));
}
#else
@@ -221,7 +225,7 @@ vec3 getNormal(inout float glossiness)
#ifdef HAS_NORMAL_MAP
vec4 vNt = texture(bumpMap, vary_texcoord1.xy);
glossiness *= vNt.a;
- vNt.xyz = vNt.xyz * 2 - 1;
+ vNt.xyz = vNt.xyz * 2.0 - 1.0;
float sign = vary_sign;
vec3 vN = vary_normal;
vec3 vT = vary_tangent.xyz;
@@ -327,11 +331,12 @@ void main()
vec3 additive;
vec3 atten;
calcAtmosphericVarsLinear(pos.xyz, norm.xyz, light_dir, sunlit, amblit, additive, atten);
-
- vec3 sunlit_linear = srgb_to_linear(sunlit);
+ if (classic_mode > 0)
+ sunlit *= 1.35;
+ vec3 sunlit_linear = sunlit;
vec3 amblit_linear = amblit;
- vec3 ambenv;
+ vec3 ambenv = amblit;
vec3 glossenv;
vec3 legacyenv;
sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, pos.xy*0.5+0.5, pos.xyz, norm.xyz, glossiness, env, true, amblit_linear);
@@ -339,8 +344,20 @@ void main()
color = ambenv;
float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0);
- vec3 sun_contrib = min(da, shadow) * sunlit_linear;
- color.rgb += sun_contrib;
+ if (classic_mode > 0)
+ {
+ da = pow(da,1.2);
+ vec3 sun_contrib = vec3(min(da, shadow));
+
+ color.rgb = srgb_to_linear(color.rgb * 0.9 + linear_to_srgb(sun_contrib) * sunlit_linear * 0.7);
+ sunlit_linear = srgb_to_linear(sunlit_linear);
+ }
+ else
+ {
+ vec3 sun_contrib = min(da, shadow) * sunlit_linear;
+ color.rgb += sun_contrib;
+ }
+
color *= diffcol.rgb;
vec3 refnormpersp = reflect(pos.xyz, norm.xyz);
@@ -360,9 +377,9 @@ void main()
float lit = min(nl*6.0, 1.0);
float sa = nh;
- float fres = pow(1 - vh, 5) * 0.4+0.5;
- float gtdenom = 2 * nh;
- float gt = max(0,(min(gtdenom * nv / vh, gtdenom * nl / vh)));
+ float fres = pow(1.0 - vh, 5.0) * 0.4+0.5;
+ float gtdenom = 2.0 * nh;
+ float gt = max(0.0,(min(gtdenom * nv / vh, gtdenom * nl / vh)));
float scol = shadow*fres*texture(lightFunc, vec2(nh, glossiness)).r*gt/(nh*nl);
color.rgb += lit*scol*sunlit_linear.rgb*spec.rgb;
@@ -379,7 +396,7 @@ void main()
applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, env);
float cur_glare = max(max(legacyenv.r, legacyenv.g), legacyenv.b);
- cur_glare = clamp(cur_glare, 0, 1);
+ cur_glare = clamp(cur_glare, 0.0, 1.0);
cur_glare *= env;
glare += cur_glare;
}
@@ -404,8 +421,10 @@ void main()
glare *= 1.0-emissive;
glare = min(glare, 1.0);
float al = max(diffcol.a, glare) * vertex_color.a;
-
- frag_color = max(vec4(color, al), vec4(0));
+ float final_scale = 1;
+ if (classic_mode > 0)
+ final_scale = 1.1;
+ frag_color = max(vec4(color * final_scale, al), vec4(0));
#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer
// deferred path // See: C++: addDeferredAttachment(), shader: softenLightF.glsl
@@ -414,8 +433,11 @@ void main()
frag_data[0] = max(vec4(diffcol.rgb, emissive), vec4(0)); // gbuffer is sRGB for legacy materials
frag_data[1] = max(vec4(spec.rgb, glossiness), vec4(0)); // XYZ = Specular color. W = Specular exponent.
- frag_data[2] = vec4(norm, flag); // XY = Normal. Z = Env. intensity. W = 1 skip atmos (mask off fog)
- frag_data[3] = vec4(env, 0, 0, 0);
+ frag_data[2] = encodeNormal(norm, env, flag); // XY = Normal. Z = Env. intensity. W = 1 skip atmos (mask off fog)
+
+#if defined(HAS_EMISSIVE)
+ frag_data[3] = vec4(0, 0, 0, 0);
+#endif
#endif
}