diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred')
8 files changed, 23 insertions, 31 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl index 0b154e82ad..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); diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl index d49db4b74d..2a20eb79d2 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl @@ -415,7 +415,7 @@ 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] = max(vec4(norm, flag), vec4(0)); // XY = Normal. Z = Env. intensity. W = 1 skip atmos (mask off fog) + 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 ec8168465e..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); @@ -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; diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl index 31af1208bd..60be9f4407 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl @@ -52,7 +52,7 @@ 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); @@ -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); diff --git a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl index dbf20fe2d8..deb276ef9d 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl @@ -40,14 +40,13 @@ 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); @@ -57,9 +56,7 @@ 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; @@ -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 f71f8a028f..96c32734e4 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -61,7 +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); @@ -128,14 +128,13 @@ void main() vec2 tc = vary_fragcoord.xy; float depth = getDepth(tc.xy); vec4 pos = getPositionWithDepth(tc, depth); - vec4 norm = texture(normalMap, tc); + vec4 norm = getNorm(tc); vec3 colorEmissive = texture(emissiveRect, tc).rgb; float envIntensity = colorEmissive.r; - norm.xyz = getNorm(tc); 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; @@ -170,7 +169,7 @@ 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; @@ -193,12 +192,12 @@ void main() else if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_HDRI)) { // actual HDRI sky, just copy color value - color = texture(emissiveRect, tc).rgb; + color = colorEmissive.rgb; } else if (GET_GBUFFER_FLAG(GBUFFER_FLAG_SKIP_ATMOS)) { //should only be true of WL sky, port over base color value and scale for fake HDR - color = texture(emissiveRect, tc).rgb; + color = colorEmissive.rgb; color = srgb_to_linear(color); color *= sky_hdr_scale; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl index d31b37fb60..319fa86148 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -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); @@ -121,9 +121,8 @@ void main() 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) @@ -145,7 +144,6 @@ 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; @@ -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); diff --git a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl index f6b8299f91..f6bef1e498 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl @@ -56,7 +56,6 @@ void main() } vec4 pos = getPositionWithDepth(tc, depth); - vec4 norm = texture(normalMap, tc); vec4 fogged = getWaterFogView(pos.xyz); |