diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred')
10 files changed, 235 insertions, 168 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl index 22408387b1..03dc3d7113 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl @@ -53,8 +53,11 @@ void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity); +void mirrorClip(vec3 pos); + void main() { + mirrorClip(vary_position); #ifdef HAS_DIFFUSE_LOOKUP vec4 color = diffuseLookup(vary_texcoord0.xy); #else diff --git a/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl index 7f75b16cf0..4af57e3b80 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl @@ -33,7 +33,7 @@ uniform vec3 moon_dir; uniform int sun_up_factor; in vec2 vary_fragcoord; -vec3 getNorm(vec2 pos_screen); +vec4 getNorm(vec2 pos_screen); vec4 getPositionWithDepth(vec2 pos_screen, float depth); void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); @@ -53,8 +53,7 @@ void main() vec2 tc = vary_fragcoord.xy; float depth = getDepth(tc.xy); vec4 pos = getPositionWithDepth(tc, depth); - vec4 norm = texture(normalMap, tc); - norm.xyz = getNorm(tc); + vec4 norm = getNorm(tc); vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; vec3 color = vec3(0); @@ -68,16 +67,16 @@ void main() calcAtmosphericVarsLinear(pos.xyz, norm.xyz, light_dir, sunlit, amblit, additive, atten); vec3 sunlit_linear = srgb_to_linear(sunlit); - + // mask off atmospherics below water (when camera is under water) bool do_atmospherics = false; - + if (dot(vec3(0), waterPlane.xyz) + waterPlane.w > 0.0 || dot(pos.xyz, waterPlane.xyz) + waterPlane.w > 0.0) { do_atmospherics = true; } - + vec3 irradiance = vec3(0); vec3 radiance = vec3(0); @@ -102,5 +101,5 @@ void main() } frag_color = max(vec4(color.rgb, alpha), vec4(0)); //output linear since local lights will be added to this shader's results - + } diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl index 20f063fe3e..d3e19cf4a8 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl @@ -45,6 +45,13 @@ void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float vec3 srgb_to_linear(vec3 cs); vec3 linear_to_srgb(vec3 cs); +uniform mat4 modelview_matrix; +uniform mat3 normal_matrix; + +in vec3 vary_position; + +void mirrorClip(vec3 pos); + #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) out vec4 frag_color; @@ -66,12 +73,12 @@ uniform vec4 morphFactor; uniform vec3 camPosLocal; uniform mat3 env_mat; +uniform float is_mirror; + uniform vec3 sun_dir; uniform vec3 moon_dir; in vec2 vary_fragcoord; -in vec3 vary_position; - uniform mat4 proj_mat; uniform mat4 inv_proj; uniform vec2 screen_res; @@ -209,8 +216,6 @@ in vec3 vary_normal; in vec4 vertex_color; in vec2 vary_texcoord0; -vec2 encode_normal(vec3 n); - // get the transformed normal and apply glossiness component from normal map vec3 getNormal(inout float glossiness) { @@ -285,12 +290,12 @@ float getShadow(vec3 pos, vec3 norm) void main() { + mirrorClip(vary_position); waterClip(); // diffcol == diffuse map combined with vertex color vec4 diffcol = texture(diffuseMap, vary_texcoord0.xy); diffcol.rgb *= vertex_color.rgb; - alphaMask(diffcol.a); // spec == specular map combined with specular color @@ -299,8 +304,6 @@ void main() float glossiness = specular_color.a; vec3 norm = getNormal(glossiness); - vec2 abnormal = encode_normal(norm.xyz); - float emissive = getEmissive(diffcol); #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) @@ -407,10 +410,15 @@ void main() #else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer // deferred path // See: C++: addDeferredAttachment(), shader: softenLightF.glsl - frag_data[0] = vec4(diffcol.rgb, emissive); // gbuffer is sRGB for legacy materials - frag_data[1] = vec4(spec.rgb, glossiness); // XYZ = Specular color. W = Specular exponent. - frag_data[2] = vec4(encode_normal(norm), env, GBUFFER_FLAG_HAS_ATMOS);; // XY = Normal. Z = Env. intensity. W = 1 skip atmos (mask off fog) - frag_data[3] = vec4(0); + + float flag = GBUFFER_FLAG_HAS_ATMOS; + + 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); + #endif } + diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl index 31aca8a745..edfd6cbced 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl @@ -48,7 +48,7 @@ in vec4 vary_fragcoord; 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); vec4 getPosition(vec2 pos_screen); -vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity); +vec4 getNorm(vec2 screenpos); vec2 getScreenXY(vec4 clip); vec2 getScreenCoord(vec4 clip); vec3 srgb_to_linear(vec3 c); @@ -56,8 +56,8 @@ vec3 srgb_to_linear(vec3 c); // Util vec3 hue_to_rgb(float hue); -vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, - float perceptualRoughness, +vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, + float perceptualRoughness, float metallic, vec3 n, // normal vec3 v, // surface point to camera @@ -74,9 +74,8 @@ void main() discard; } - float envIntensity; // not used for this shader - vec3 n; - vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG() + vec4 norm = getNorm(tc); // need `norm.w` for GET_GBUFFER_FLAG() + vec3 n = norm.xyz; vec4 spec = texture(specularRect, tc); vec3 diffuse = texture(diffuseRect, tc).rgb; @@ -92,7 +91,7 @@ void main() float metallic = orm.b; vec3 f0 = vec3(0.04); vec3 baseColor = diffuse.rgb; - + vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0); diffuseColor *= 1.0 - metallic; diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl index c27310cf89..60be9f4407 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl @@ -1,28 +1,28 @@ -/** +/** * @file class3\deferred\pointLightF.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; @@ -52,15 +52,15 @@ uniform vec4 viewport; 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); -vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity); +vec4 getNorm(vec2 screenpos); vec4 getPosition(vec2 pos_screen); vec2 getScreenXY(vec4 clip); vec2 getScreenCoord(vec4 clip); vec3 srgb_to_linear(vec3 c); float getDepth(vec2 tc); -vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, - float perceptualRoughness, +vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, + float perceptualRoughness, float metallic, vec3 n, // normal vec3 v, // surface point to camera @@ -72,9 +72,8 @@ void main() vec2 tc = getScreenCoord(vary_fragcoord); vec3 pos = getPosition(tc).xyz; - float envIntensity; - vec3 n; - vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG() + vec4 norm = getNorm(tc); // need `norm.w` for GET_GBUFFER_FLAG() + vec3 n = norm.xyz; vec3 diffuse = texture(diffuseRect, tc).rgb; vec4 spec = texture(specularRect, tc); @@ -94,13 +93,13 @@ void main() if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) { - vec3 colorEmissive = texture(emissiveRect, tc).rgb; + vec3 colorEmissive = texture(emissiveRect, tc).rgb; vec3 orm = spec.rgb; float perceptualRoughness = orm.g; float metallic = orm.b; vec3 f0 = vec3(0.04); vec3 baseColor = diffuse.rgb; - + vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0); diffuseColor *= 1.0 - metallic; @@ -137,7 +136,7 @@ void main() final_color += lit*scol*color.rgb*spec.rgb; } } - + if (dot(final_color, final_color) <= 0.0) { discard; diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl index ae81a4b472..90c84cc428 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl @@ -31,6 +31,7 @@ float tapScreenSpaceReflection(int totalSamples, vec2 tc, vec3 viewPos, vec3 n, uniform samplerCubeArray reflectionProbes; uniform samplerCubeArray irradianceProbes; + uniform sampler2D sceneMap; uniform int cube_snapshot; uniform float max_probe_lod; @@ -47,14 +48,16 @@ layout (std140) uniform ReflectionProbes /// box[0..2] - plane 0 .. 2 in [A,B,C,D] notation // box[3][0..2] - plane thickness mat4 refBox[MAX_REFMAP_COUNT]; + mat4 heroBox; // list of bounding spheres for reflection probes sorted by distance to camera (closest first) vec4 refSphere[MAX_REFMAP_COUNT]; - // extra parameters + // extra parameters // x - irradiance scale // y - radiance scale // z - fade in // w - znear vec4 refParams[MAX_REFMAP_COUNT]; + vec4 heroSphere; // index of cube map in reflectionProbes for a corresponding reflection probe // e.g. cube map channel of refSphere[2] is stored in refIndex[2] // refIndex.x - cubemap channel in reflectionProbes @@ -70,6 +73,10 @@ layout (std140) uniform ReflectionProbes // number of reflection probes present in refSphere int refmapCount; + + int heroShape; + int heroMipCount; + int heroProbeCount; }; // Inputs @@ -95,7 +102,7 @@ bool shouldSampleProbe(int i, vec3 pos) if (refIndex[i].w < 0) { vec4 v = refBox[i] * vec4(pos, 1.0); - if (abs(v.x) > 1 || + if (abs(v.x) > 1 || abs(v.y) > 1 || abs(v.z) > 1) { @@ -222,7 +229,7 @@ void preProbeSample(vec3 pos) } } count++; - + ++neighborIdx; } @@ -244,56 +251,56 @@ void preProbeSample(vec3 pos) // original reference implementation: /* -bool intersect(const Ray &ray) const -{ - float t0, t1; // solutions for t if the ray intersects -#if 0 +bool intersect(const Ray &ray) const +{ + float t0, t1; // solutions for t if the ray intersects +#if 0 // geometric solution - Vec3f L = center - orig; - float tca = L.dotProduct(dir); + Vec3f L = center - orig; + float tca = L.dotProduct(dir); // if (tca < 0) return false; - float d2 = L.dotProduct(L) - tca * tca; - if (d2 > radius2) return false; - float thc = sqrt(radius2 - d2); - t0 = tca - thc; - t1 = tca + thc; -#else + float d2 = L.dotProduct(L) - tca * tca; + if (d2 > radius2) return false; + float thc = sqrt(radius2 - d2); + t0 = tca - thc; + t1 = tca + thc; +#else // analytic solution - Vec3f L = orig - center; - float a = dir.dotProduct(dir); - float b = 2 * dir.dotProduct(L); - float c = L.dotProduct(L) - radius2; - if (!solveQuadratic(a, b, c, t0, t1)) return false; -#endif - if (t0 > t1) std::swap(t0, t1); - - if (t0 < 0) { - t0 = t1; // if t0 is negative, let's use t1 instead - if (t0 < 0) return false; // both t0 and t1 are negative - } - - t = t0; - - return true; + Vec3f L = orig - center; + float a = dir.dotProduct(dir); + float b = 2 * dir.dotProduct(L); + float c = L.dotProduct(L) - radius2; + if (!solveQuadratic(a, b, c, t0, t1)) return false; +#endif + if (t0 > t1) std::swap(t0, t1); + + if (t0 < 0) { + t0 = t1; // if t0 is negative, let's use t1 instead + if (t0 < 0) return false; // both t0 and t1 are negative + } + + t = t0; + + return true; } */ // adapted -- assume that origin is inside sphere, return intersection of ray with edge of sphere vec3 sphereIntersect(vec3 origin, vec3 dir, vec3 center, float radius2) -{ - float t0, t1; // solutions for t if the ray intersects +{ + float t0, t1; // solutions for t if the ray intersects - vec3 L = center - origin; + vec3 L = center - origin; float tca = dot(L,dir); - float d2 = dot(L,L) - tca * tca; - - float thc = sqrt(radius2 - d2); - t0 = tca - thc; - t1 = tca + thc; + float d2 = dot(L,L) - tca * tca; + float thc = sqrt(radius2 - d2); + t0 = tca - thc; + t1 = tca + thc; + vec3 v = origin + dir * t1; - return v; -} + return v; +} void swap(inout float a, inout float b) { @@ -305,17 +312,17 @@ void swap(inout float a, inout float b) // debug implementation, make no assumptions about origin void sphereIntersectDebug(vec3 origin, vec3 dir, vec3 center, float radius2, float depth, inout vec4 col) { - float t[2]; // solutions for t if the ray intersects + float t[2]; // solutions for t if the ray intersects // geometric solution - vec3 L = center - origin; + vec3 L = center - origin; float tca = dot(L, dir); // if (tca < 0) return false; - float d2 = dot(L, L) - tca * tca; - if (d2 > radius2) return; - float thc = sqrt(radius2 - d2); - t[0] = tca - thc; - t[1] = tca + thc; + float d2 = dot(L, L) - tca * tca; + if (d2 > radius2) return; + float thc = sqrt(radius2 - d2); + t[0] = tca - thc; + t[1] = tca + thc; for (int i = 0; i < 2; ++i) { @@ -365,11 +372,11 @@ return texCUBE(envMap, ReflDirectionWS); // i - probe index in refBox/refSphere // d - distance to nearest wall in clip space // scale - scale of box, default 1.0 -vec3 boxIntersect(vec3 origin, vec3 dir, int i, out float d, float scale) +vec3 boxIntersect(vec3 origin, vec3 dir, mat4 i, out float d, float scale) { // Intersection with OBB convert to unit box space // Transform in local unit parallax cube space (scaled and rotated) - mat4 clipToLocal = refBox[i]; + mat4 clipToLocal = i; vec3 RayLS = mat3(clipToLocal) * dir; vec3 PositionLS = (clipToLocal * vec4(origin, 1.0)).xyz; @@ -388,7 +395,7 @@ vec3 boxIntersect(vec3 origin, vec3 dir, int i, out float d, float scale) return IntersectPositionCS; } -vec3 boxIntersect(vec3 origin, vec3 dir, int i, out float d) +vec3 boxIntersect(vec3 origin, vec3 dir, mat4 i, out float d) { return boxIntersect(origin, dir, i, d, 1.0); } @@ -404,8 +411,8 @@ void debugBoxCol(vec3 ro, vec3 rd, float t, vec3 p, inout vec4 col) bool behind = dot(v,v) > dot(pos,pos); float w = 0.25; - - if (behind) + + if (behind) { w *= 0.5; w /= (length(v)-length(pos))*0.5+1.0; @@ -419,7 +426,7 @@ void debugBoxCol(vec3 ro, vec3 rd, float t, vec3 p, inout vec4 col) // cribbed from https://iquilezles.org/articles/intersectors/ // axis aligned box centered at the origin, with size boxSize -void boxIntersectionDebug( in vec3 ro, in vec3 p, vec3 boxSize, inout vec4 col) +void boxIntersectionDebug( in vec3 ro, in vec3 p, vec3 boxSize, inout vec4 col) { vec3 rd = normalize(p-ro); @@ -443,10 +450,10 @@ void boxIntersectionDebug( in vec3 ro, in vec3 p, vec3 boxSize, inout vec4 col) } -void boxIntersectDebug(vec3 origin, vec3 pos, int i, inout vec4 col) +void boxIntersectDebug(vec3 origin, vec3 pos, mat4 i, inout vec4 col) { - mat4 clipToLocal = refBox[i]; - + mat4 clipToLocal = i; + // transform into unit cube space origin = (clipToLocal * vec4(origin, 1.0)).xyz; pos = (clipToLocal * vec4(pos, 1.0)).xyz; @@ -462,16 +469,16 @@ void boxIntersectDebug(vec3 origin, vec3 pos, int i, inout vec4 col) // r - radius of probe influence volume // i - index of probe in refSphere // dw - distance weight -float sphereWeight(vec3 pos, vec3 dir, vec3 origin, float r, int i, out float dw) +float sphereWeight(vec3 pos, vec3 dir, vec3 origin, float r, vec4 i, out float dw) { - float r1 = r * 0.5; // 50% of radius (outer sphere to start interpolating down) + float r1 = r * 0.5; // 50% of radius (outer sphere to start interpolating down) vec3 delta = pos.xyz - origin; float d2 = max(length(delta), 0.001); float atten = 1.0 - max(d2 - r1, 0.0) / max((r - r1), 0.001); float w = 1.0 / d2; - w *= refParams[i].z; + w *= i.z; dw = w * atten * max(r, 1.0)*4; @@ -488,7 +495,7 @@ float sphereWeight(vec3 pos, vec3 dir, vec3 origin, float r, int i, out float dw // lod - which mip to sample (lower is higher res, sharper reflections) // c - center of probe // r2 - radius of probe squared -// i - index of probe +// i - index of probe vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out float dw, float lod, vec3 c, int i) { // parallax adjustment @@ -497,7 +504,7 @@ vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out float dw, float lod, vec3 c, if (refIndex[i].w < 0) { // box probe float d = 0; - v = boxIntersect(pos, dir, i, d); + v = boxIntersect(pos, dir, refBox[i], d); w = max(d, 0.001); } @@ -507,18 +514,18 @@ vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out float dw, float lod, vec3 c, float rr = r * r; - v = sphereIntersect(pos, dir, c, + v = sphereIntersect(pos, dir, c, refIndex[i].w < 1 ? 4096.0*4096.0 : // <== effectively disable parallax correction for automatically placed probes to keep from bombing the world with obvious spheres rr); - w = sphereWeight(pos, dir, refSphere[i].xyz, r, i, dw); + w = sphereWeight(pos, dir, refSphere[i].xyz, r, refParams[i], dw); } v -= c; vec3 d = normalize(v); v = env_mat * v; - + vec4 ret = textureLod(reflectionProbes, vec4(v.xyz, refIndex[i].x), lod) * refParams[i].y; return ret.rgb; @@ -529,7 +536,7 @@ vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out float dw, float lod, vec3 c, // dir - pixel normal // w - weight of sample (distance and angular attenuation) // dw - weight of sample (distance only) -// i - index of probe +// i - index of probe vec3 tapIrradianceMap(vec3 pos, vec3 dir, out float w, out float dw, vec3 c, int i, vec3 amblit) { // parallax adjustment @@ -537,7 +544,7 @@ vec3 tapIrradianceMap(vec3 pos, vec3 dir, out float w, out float dw, vec3 c, int if (refIndex[i].w < 0) { float d = 0.0; - v = boxIntersect(pos, dir, i, d, 3.0); + v = boxIntersect(pos, dir, refBox[i], d, 3.0); w = max(d, 0.001); } else @@ -547,16 +554,16 @@ vec3 tapIrradianceMap(vec3 pos, vec3 dir, out float w, out float dw, vec3 c, int // pad sphere for manual probe extending into automatic probe space float rr = r * r; - v = sphereIntersect(pos, dir, c, + v = sphereIntersect(pos, dir, c, refIndex[i].w < 1 ? 4096.0*4096.0 : // <== effectively disable parallax correction for automatically placed probes to keep from bombing the world with obvious spheres rr); - w = sphereWeight(pos, dir, refSphere[i].xyz, r, i, dw); + w = sphereWeight(pos, dir, refSphere[i].xyz, r, refParams[i], dw); } v -= c; v = env_mat * v; - + vec3 col = textureLod(irradianceProbes, vec4(v.xyz, refIndex[i].x), 0).rgb * refParams[i].x; col = mix(amblit, col, min(refParams[i].x, 1.0)); @@ -618,7 +625,7 @@ vec3 sampleProbes(vec3 pos, vec3 dir, float lod) col[1] *= 1.0/wsum[1]; col[0] = vec3(0); } - + return col[1]+col[0]; } @@ -647,7 +654,7 @@ vec3 sampleProbeAmbient(vec3 pos, vec3 dir, vec3 amblit) { continue; } - + { float w = 0; float dw = 0; @@ -677,10 +684,53 @@ vec3 sampleProbeAmbient(vec3 pos, vec3 dir, vec3 amblit) col[1] *= 1.0/wsum[1]; col[0] = vec3(0); } - + return col[1]+col[0]; } +#if defined(HERO_PROBES) + +uniform vec4 clipPlane; +uniform samplerCubeArray heroProbes; + +void tapHeroProbe(inout vec3 glossenv, vec3 pos, vec3 norm, float glossiness) +{ + float clipDist = dot(pos.xyz, clipPlane.xyz) + clipPlane.w; + float w = 0; + float dw = 0; + float falloffMult = 10; + vec3 refnormpersp = reflect(pos.xyz, norm.xyz); + if (heroShape < 1) + { + float d = 0; + boxIntersect(pos, norm, heroBox, d, 1.0); + + w = max(d, 0); + } + else + { + float r = heroSphere.w; + + w = sphereWeight(pos, refnormpersp, heroSphere.xyz, r, vec4(1), dw); + } + + clipDist = clipDist * 0.95 + 0.05; + clipDist = clamp(clipDist * falloffMult, 0, 1); + w = clamp(w * falloffMult * clipDist, 0, 1); + w = mix(0, w, clamp(glossiness - 0.75, 0, 1) * 4); // We only generate a quarter of the mips for the hero probes. Linearly interpolate between normal probes and hero probes based upon glossiness. + glossenv = mix(glossenv, textureLod(heroProbes, vec4(env_mat * refnormpersp, 0), (1.0-glossiness)*heroMipCount).xyz, w); +} + +#else + +void tapHeroProbe(inout vec3 glossenv, vec3 pos, vec3 norm, float glossiness) +{ +} + +#endif + + + void doProbeSample(inout vec3 ambenv, inout vec3 glossenv, vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit) { @@ -712,6 +762,8 @@ void doProbeSample(inout vec3 ambenv, inout vec3 glossenv, glossenv = mix(glossenv, ssr.rgb, ssr.a); } #endif + + tapHeroProbe(glossenv, pos, norm, glossiness); } void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, @@ -747,7 +799,7 @@ void debugTapRefMap(vec3 pos, vec3 dir, float depth, int i, inout vec4 col) { if (refIndex[i].w < 0) { - boxIntersectDebug(origin, pos, i, col); + boxIntersectDebug(origin, pos, refBox[i], col); } else { @@ -799,8 +851,9 @@ void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout { float lod = (1.0-glossiness)*reflection_lods; glossenv = sampleProbes(pos, normalize(refnormpersp), lod); + } - + if (envIntensity > 0.0) { legacyenv = sampleProbes(pos, normalize(refnormpersp), 0.0); @@ -826,6 +879,9 @@ void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout } #endif + tapHeroProbe(glossenv, pos, norm, glossiness); + tapHeroProbe(legacyenv, pos, norm, 1.0); + glossenv = clamp(glossenv, vec3(0), vec3(10)); } diff --git a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl index 63fa4ecc55..deb276ef9d 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl @@ -40,36 +40,33 @@ uniform sampler2D specularRect; uniform sampler2D diffuseRect; uniform sampler2D diffuseMap; -vec3 getNorm(vec2 screenpos); +vec4 getNorm(vec2 screenpos); float getDepth(vec2 pos_screen); float linearDepth(float d, float znear, float zfar); float linearDepth01(float d, float znear, float zfar); vec4 getPositionWithDepth(vec2 pos_screen, float depth); vec4 getPosition(vec2 pos_screen); -vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity); float random (vec2 uv); float tapScreenSpaceReflection(int totalSamples, vec2 tc, vec3 viewPos, vec3 n, inout vec4 collectedColor, sampler2D source, float glossiness); -void main() +void main() { vec2 tc = vary_fragcoord.xy; float depth = linearDepth01(getDepth(tc), zNear, zFar); - float envIntensity; - vec3 n; - vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG() + vec4 norm = getNorm(tc); // need `norm.w` for GET_GBUFFER_FLAG() vec3 pos = getPositionWithDepth(tc, getDepth(tc)).xyz; vec4 spec = texture(specularRect, tc); vec2 hitpixel; - + vec4 diffuse = texture(diffuseRect, tc); vec3 specCol = spec.rgb; vec4 fcol = texture(diffuseMap, tc); - if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) + if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) { vec3 orm = specCol.rgb; float perceptualRoughness = orm.g; @@ -84,7 +81,7 @@ void main() vec4 collectedColor = vec4(0); - float w = tapScreenSpaceReflection(4, tc, pos, n, collectedColor, diffuseMap, 0); + float w = tapScreenSpaceReflection(4, tc, pos, norm.xyz, collectedColor, diffuseMap, 0); collectedColor.rgb *= specCol.rgb; diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 47b5934b84..96c32734e4 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -50,6 +50,7 @@ uniform float ssao_irradiance_max; #endif // Inputs +uniform vec4 clipPlane; uniform mat3 env_mat; uniform mat3 ssao_effect_mat; uniform vec3 sun_dir; @@ -60,7 +61,7 @@ in vec2 vary_fragcoord; uniform mat4 inv_proj; uniform vec2 screen_res; -vec3 getNorm(vec2 pos_screen); +vec4 getNorm(vec2 pos_screen); vec4 getPositionWithDepth(vec2 pos_screen, float depth); void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); @@ -104,8 +105,8 @@ vec3 pbrBaseLight(vec3 diffuseColor, vec3 additive, vec3 atten); -vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, - float perceptualRoughness, +vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, + float perceptualRoughness, float metallic, vec3 n, // normal vec3 v, // surface point to camera @@ -127,13 +128,13 @@ void main() vec2 tc = vary_fragcoord.xy; float depth = getDepth(tc.xy); vec4 pos = getPositionWithDepth(tc, depth); - vec4 norm = texture(normalMap, tc); - float envIntensity = norm.z; - norm.xyz = getNorm(tc); + vec4 norm = getNorm(tc); + vec3 colorEmissive = texture(emissiveRect, tc).rgb; + float envIntensity = colorEmissive.r; vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; vec4 baseColor = texture(diffuseRect, tc); - vec4 spec = texture(specularRect, vary_fragcoord.xy); // NOTE: PBR linear Emissive + vec4 spec = texture(specularRect, tc); // NOTE: PBR linear Emissive #if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO) vec2 scol_ambocc = texture(lightMap, vary_fragcoord.xy).rg; @@ -168,15 +169,15 @@ void main() if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) { - vec3 orm = texture(specularRect, tc).rgb; + vec3 orm = spec.rgb; float perceptualRoughness = orm.g; float metallic = orm.b; float ao = orm.r; - vec3 colorEmissive = texture(emissiveRect, tc).rgb; + // PBR IBL float gloss = 1.0 - perceptualRoughness; - + sampleReflectionProbes(irradiance, radiance, tc, pos.xyz, norm.xyz, gloss, false, amblit_linear); adjustIrradiance(irradiance, ambocc); @@ -188,10 +189,15 @@ void main() vec3 v = -normalize(pos.xyz); color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, colorEmissive, ao, additive, atten); } - else if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS)) + else if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_HDRI)) + { + // actual HDRI sky, just copy color value + color = colorEmissive.rgb; + } + else if (GET_GBUFFER_FLAG(GBUFFER_FLAG_SKIP_ATMOS)) { - //should only be true of WL sky, just port over base color value - color = texture(emissiveRect, tc).rgb; + //should only be true of WL sky, port over base color value and scale for fake HDR + color = colorEmissive.rgb; color = srgb_to_linear(color); color *= sky_hdr_scale; } @@ -199,7 +205,7 @@ void main() { // legacy shaders are still writng sRGB to gbuffer baseColor.rgb = srgb_to_linear(baseColor.rgb); - + spec.rgb = srgb_to_linear(spec.rgb); float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0); @@ -218,7 +224,7 @@ void main() vec3 sun_contrib = min(da, scol) * sunlit_linear; color.rgb += sun_contrib; color.rgb *= baseColor.rgb; - + vec3 refnormpersp = reflect(pos.xyz, norm.xyz); if (spec.a > 0.0) @@ -244,10 +250,11 @@ void main() // add radiance map applyGlossEnv(color, glossenv, spec, pos.xyz, norm.xyz); + } color.rgb = mix(color.rgb, baseColor.rgb, baseColor.a); - + if (envIntensity > 0.0) { // add environment map applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, envIntensity); diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl index 871c7ce812..319fa86148 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -1,28 +1,28 @@ -/** +/** * @file class3\deferred\spotLightF.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; @@ -72,7 +72,7 @@ uniform mat4 inv_proj; 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); bool clipProjectedLightVars(vec3 center, vec3 pos, out float dist, out float l_dist, out vec3 lv, out vec4 proj_tc ); -vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity); +vec4 getNorm(vec2 screenpos); vec3 getProjectedLightAmbiance(float amb_da, float attenuation, float lit, float nl, float noise, vec2 projected_uv); vec3 getProjectedLightDiffuseColor(float light_distance, vec2 projected_uv ); vec2 getScreenCoord(vec4 clip); @@ -83,8 +83,8 @@ vec4 getPosition(vec2 pos_screen); const float M_PI = 3.14159265; -vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, - float perceptualRoughness, +vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, + float perceptualRoughness, float metallic, vec3 n, // normal vec3 v, // surface point to camera @@ -112,18 +112,17 @@ void main() } float shadow = 1.0; - + if (proj_shadow_idx >= 0) { vec4 shd = texture(lightMap, tc); shadow = (proj_shadow_idx==0)?shd.b:shd.a; shadow += shadow_fade; - shadow = clamp(shadow, 0.0, 1.0); + shadow = clamp(shadow, 0.0, 1.0); } - float envIntensity; - vec3 n; - vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); + vec4 norm = getNorm(tc); + vec3 n = norm.xyz; float dist_atten = calcLegacyDistanceAttenuation(dist, falloff); if (dist_atten <= 0.0) @@ -145,13 +144,12 @@ void main() if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) { - vec3 colorEmissive = texture(emissiveRect, tc).rgb; vec3 orm = spec.rgb; float perceptualRoughness = orm.g; float metallic = orm.b; vec3 f0 = vec3(0.04); vec3 baseColor = diffuse.rgb; - + vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0); diffuseColor *= 1.0 - metallic; @@ -169,7 +167,7 @@ void main() if (nl > 0.0) { amb_da += (nl*0.5 + 0.5) * proj_ambiance; - + dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy ); vec3 intensity = dist_atten * dlit * 3.25 * shadow; // Legacy attenuation, magic number to balance with legacy materials @@ -182,6 +180,8 @@ void main() } else { + float envIntensity = texture(emissiveRect, tc).r; + diffuse = srgb_to_linear(diffuse); spec.rgb = srgb_to_linear(spec.rgb); @@ -205,11 +205,11 @@ void main() // unshadowed for consistency between forward and deferred? amb_da += (nl*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance; } - + amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, 1.0, proj_tc.xy ); final_color += diffuse.rgb * amb_rgb * max(dot(-normalize(lv), n), 0.0); } - + if (spec.a > 0.0) { dlit *= min(nl*6.0, 1.0) * dist_atten; @@ -218,7 +218,7 @@ void main() float gtdenom = 2 * nh; float gt = max(0, min(gtdenom * nv / vh, gtdenom * nl / vh)); - + if (nh > 0.0) { float scol = fres*texture(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl); @@ -226,26 +226,26 @@ void main() speccol = clamp(speccol, vec3(0), vec3(1)); final_color += speccol; } - } + } if (envIntensity > 0.0) { vec3 ref = reflect(normalize(pos), n); - + //project from point pos in direction ref to plane proj_p, proj_n vec3 pdelta = proj_p-pos; float ds = dot(ref, proj_n); - + if (ds < 0.0) { vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; - + vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); if (stc.z > 0.0) { stc /= stc.w; - + if (stc.x < 1.0 && stc.y < 1.0 && stc.x > 0.0 && diff --git a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl index 61059e2339..f6bef1e498 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl @@ -43,7 +43,7 @@ void main() float depth = getDepth(tc.xy); if (above_water > 0) - { + { // we want to depth test when the camera is above water, but some GPUs have a hard time // with depth testing against render targets that are bound for sampling in the same shader // so we do it manually here @@ -56,10 +56,9 @@ void main() } vec4 pos = getPositionWithDepth(tc, depth); - vec4 norm = texture(normalMap, tc); vec4 fogged = getWaterFogView(pos.xyz); frag_color = max(fogged, vec4(0)); //output linear since local lights will be added to this shader's results - + } |