diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/environment')
| -rw-r--r-- | indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl | 41 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class3/environment/waterF.glsl | 259 |
2 files changed, 181 insertions, 119 deletions
diff --git a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl index 223e55eb69..fa410e9f11 100644 --- a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl @@ -4,29 +4,29 @@ * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2007, 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 * $/LicenseInfo$ */ - + out vec4 frag_color; -uniform sampler2D diffuseMap; uniform sampler2D bumpMap; +uniform sampler2D exclusionTex; #ifdef TRANSPARENT_WATER uniform sampler2D screenTex; @@ -55,27 +55,32 @@ in vec4 view; in vec3 vary_position; vec4 applyWaterFogViewLinearNoClip(vec3 pos, vec4 color); +void mirrorClip(vec3 position); -void main() +void main() { - vec4 color; + mirrorClip(vary_position); + vec2 screen_tc = (refCoord.xy/refCoord.z) * 0.5 + 0.5; + float water_mask = texture(exclusionTex, screen_tc).r; + + vec4 color; //get detail normals - vec3 wave1 = texture(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; - vec3 wave2 = texture(bumpMap, littleWave.xy).xyz*2.0-1.0; - vec3 wave3 = texture(bumpMap, littleWave.zw).xyz*2.0-1.0; - vec3 wavef = normalize(wave1+wave2+wave3); - - //figure out distortion vector (ripply) - vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; - distort = distort+wavef.xy*refScale; + vec3 wave1 = texture(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; + vec3 wave2 = texture(bumpMap, littleWave.xy).xyz*2.0-1.0; + vec3 wave3 = texture(bumpMap, littleWave.zw).xyz*2.0-1.0; + vec3 wavef = normalize(wave1+wave2+wave3); + + //figure out distortion vector (ripply) + vec2 distort = screen_tc; + distort = mix(distort, distort+wavef.xy*refScale, water_mask); #ifdef TRANSPARENT_WATER - vec4 fb = texture(screenTex, distort); + vec4 fb = texture(screenTex, distort); #else vec4 fb = vec4(waterFogColorLinear, 0.0); #endif - + fb = applyWaterFogViewLinearNoClip(vary_position, fb); frag_color = max(fb, vec4(0)); diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl index b364e454e8..2121088405 100644 --- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl @@ -1,30 +1,32 @@ -/** +/** * @file waterF.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 * $/LicenseInfo$ */ - + // class3/environment/waterF.glsl +#define WATER_MINIMAL 1 + out vec4 frag_color; #ifdef HAS_SUN_SHADOW @@ -35,25 +37,32 @@ vec3 scaleSoftClipFragLinear(vec3 l); void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); vec4 applyWaterFogViewLinear(vec3 pos, vec4 color); +void mirrorClip(vec3 pos); + // PBR interface vec2 BRDF(float NoV, float roughness); void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor); -vec3 pbrIbl(vec3 diffuseColor, +void pbrIbl(vec3 diffuseColor, vec3 specularColor, vec3 radiance, // radiance map sample vec3 irradiance, // irradiance map sample float ao, // ambient occlusion factor float nv, // normal dot view vector - float perceptualRoughness); - -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 diffuse, + out vec3 specular); + +void 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 float nl, + out vec3 diff, + out vec3 spec); vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, @@ -79,23 +88,17 @@ uniform sampler2D screenTex; uniform sampler2D depthMap; #endif -uniform sampler2D refTex; +uniform sampler2D exclusionTex; -uniform float sunAngle; -uniform float sunAngle2; +uniform int classic_mode; uniform vec3 lightDir; uniform vec3 specular; -uniform float lightExp; +uniform float blurMultiplier; uniform float refScale; uniform float kd; -uniform vec2 screenRes; uniform vec3 normScale; uniform float fresnelScale; uniform float fresnelOffset; -uniform float blurMultiplier; -uniform vec4 waterFogColor; -uniform vec3 waterFogColorLinear; - //bigWave is (refCoord.w, view.w); in vec4 refCoord; @@ -115,6 +118,10 @@ vec3 BlendNormal(vec3 bump1, vec3 bump2) vec3 srgb_to_linear(vec3 col); vec3 linear_to_srgb(vec3 col); +vec3 atmosLighting(vec3 light); +vec3 scaleSoftClip(vec3 light); +vec3 toneMapNoExposure(vec3 color); + vec3 vN, vT, vB; vec3 transform_normal(vec3 vNt) @@ -125,163 +132,213 @@ vec3 transform_normal(vec3 vNt) void sampleReflectionProbesWater(inout vec3 ambenv, inout vec3 glossenv, vec2 tc, vec3 pos, vec3 norm, float glossiness, vec3 amblit_linear); +void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, + vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit_linear); + +void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, + vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit); + + vec3 getPositionWithNDC(vec3 ndc); -void main() +void generateWaveNormals(out vec3 wave1, out vec3 wave2, out vec3 wave3) { + // Generate all of our wave normals. + // We layer these back and forth. + + vec2 bigwave = vec2(refCoord.w, view.w); + + vec3 wave1_a = texture(bumpMap, bigwave).xyz * 2.0 - 1.0; + vec3 wave2_a = texture(bumpMap, littleWave.xy).xyz * 2.0 - 1.0; + vec3 wave3_a = texture(bumpMap, littleWave.zw).xyz * 2.0 - 1.0; + + vec3 wave1_b = texture(bumpMap2, bigwave).xyz * 2.0 - 1.0; + vec3 wave2_b = texture(bumpMap2, littleWave.xy).xyz * 2.0 - 1.0; + vec3 wave3_b = texture(bumpMap2, littleWave.zw).xyz * 2.0 - 1.0; + + wave1 = BlendNormal(wave1_a, wave1_b); + wave2 = BlendNormal(wave2_a, wave2_b); + wave3 = BlendNormal(wave3_a, wave3_b); +} + +void calculateFresnelFactors(out vec3 df3, out vec2 df2, vec3 viewVec, vec3 wave1, vec3 wave2, vec3 wave3, vec3 wavef) +{ + // We calculate the fresnel here. + // We do this by getting the dot product for each sets of waves, and applying scale and offset. + + df3 = max(vec3(0), vec3( + dot(viewVec, wave1), + dot(viewVec, (wave2 + wave3) * 0.5), + dot(viewVec, wave3) + ) * fresnelScale + fresnelOffset); + + df3 *= df3; + + df2 = max(vec2(0), vec2( + df3.x + df3.y + df3.z, + dot(viewVec, wavef) * fresnelScale + fresnelOffset + )); +} + +void main() +{ + mirrorClip(vary_position); + vN = vary_normal; vT = vary_tangent; vB = cross(vN, vT); vec3 pos = vary_position.xyz; + float linear_depth = 1 / -pos.z; float dist = length(pos.xyz); //normalize view vector vec3 viewVec = normalize(pos.xyz); - //get wave normals - vec2 bigwave = vec2(refCoord.w, view.w); - vec3 wave1_a = texture(bumpMap, bigwave, -2 ).xyz*2.0-1.0; - vec3 wave2_a = texture(bumpMap, littleWave.xy).xyz*2.0-1.0; - vec3 wave3_a = texture(bumpMap, littleWave.zw).xyz*2.0-1.0; + // Setup our waves. - vec3 wave1_b = texture(bumpMap2, bigwave ).xyz*2.0-1.0; - vec3 wave2_b = texture(bumpMap2, littleWave.xy).xyz*2.0-1.0; - vec3 wave3_b = texture(bumpMap2, littleWave.zw).xyz*2.0-1.0; + vec3 wave1 = vec3(0, 0, 1); + vec3 wave2 = vec3(0, 0, 1); + vec3 wave3 = vec3(0, 0, 1); - //wave1_a = wave2_a = wave3_a = wave1_b = wave2_b = wave3_b = vec3(0,0,1); - - vec3 wave1 = BlendNormal(wave1_a, wave1_b); - vec3 wave2 = BlendNormal(wave2_a, wave2_b); - vec3 wave3 = BlendNormal(wave3_a, wave3_b); + generateWaveNormals(wave1, wave2, wave3); + float dmod = sqrt(dist); vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; - - //wave1 = transform_normal(wave1); - //wave2 = transform_normal(wave2); - //wave3 = transform_normal(wave3); vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; + vec3 df3 = vec3(0); + vec2 df2 = vec2(0); + + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; + calcAtmosphericVarsLinear(pos.xyz, wavef, vary_light_dir, sunlit, amblit, additive, atten); + + calculateFresnelFactors(df3, df2, normalize(view.xyz), wave1, wave2, wave3, wavef); + vec3 waver = wavef*3; vec3 up = transform_normal(vec3(0,0,1)); float vdu = -dot(viewVec, up)*2; - - vec3 wave_ibl = wavef; + + vec3 wave_ibl = wavef * normScale; wave_ibl.z *= 2.0; wave_ibl = transform_normal(normalize(wave_ibl)); vec3 norm = transform_normal(normalize(wavef)); vdu = clamp(vdu, 0, 1); - wavef.z *= max(vdu*vdu*vdu, 0.1); + //wavef.z *= max(vdu*vdu*vdu, 0.1); wavef = normalize(wavef); //wavef = vec3(0, 0, 1); wavef = transform_normal(wavef); - - float dist2 = dist; - dist = max(dist, 5.0); - - float dmod = sqrt(dist); - - //figure out distortion vector (ripply) - vec2 distort2 = distort + waver.xy * refScale / max(dmod, 1.0); - distort2 = clamp(distort2, vec2(0), vec2(0.999)); + float dist2 = dist; + dist = max(dist, 5.0); - vec3 sunlit; - vec3 amblit; - vec3 additive; - vec3 atten; + //figure out distortion vector (ripply) + vec2 distort2 = distort + waver.xy * refScale / max(dmod, 1.0) * 2; + + distort2 = clamp(distort2, vec2(0), vec2(0.999)); float shadow = 1.0f; + float water_mask = texture(exclusionTex, distort).r; + #ifdef HAS_SUN_SHADOW shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, distort); #endif - calcAtmosphericVarsLinear(pos.xyz, wavef, vary_light_dir, sunlit, amblit, additive, atten); + vec3 sunlit_linear = sunlit; + float fade = 1; +#ifdef TRANSPARENT_WATER + float depth = texture(depthMap, distort).r; - vec3 sunlit_linear = srgb_to_linear(sunlit); + vec3 refPos = getPositionWithNDC(vec3(distort*2.0-vec2(1.0), depth*2.0-1.0)); -#ifdef TRANSPARENT_WATER - vec4 fb = texture(screenTex, distort2); - float depth = texture(depthMap, distort2).r; - vec3 refPos = getPositionWithNDC(vec3(distort2*2.0-vec2(1.0), depth*2.0-1.0)); + // Calculate some distance fade in the water to better assist with refraction blending and reducing the refraction texture's "disconnect". + fade = max(0,min(1, (pos.z - refPos.z) / 10)) * water_mask; + distort2 = mix(distort, distort2, min(1, fade * 10)); + depth = texture(depthMap, distort2).r; + + refPos = getPositionWithNDC(vec3(distort2 * 2.0 - vec2(1.0), depth * 2.0 - 1.0)); - if (refPos.z > pos.z-0.05) + if (pos.z < refPos.z - 0.05) { - //we sampled an above water sample, don't distort distort2 = distort; - fb = texture(screenTex, distort2); - depth = texture(depthMap, distort2).r; - refPos = getPositionWithNDC(vec3(distort2 * 2.0 - vec2(1.0), depth * 2.0 - 1.0)); } + vec4 fb = texture(screenTex, distort2); + #else vec4 fb = applyWaterFogViewLinear(viewVec*2048.0, vec4(1.0)); + + if (water_mask < 1) + discard; #endif - // fudge sample on other side of water to be a tad darker - fb.rgb *= 0.75; + float metallic = 1.0; + float perceptualRoughness = blurMultiplier; + float gloss = 1 - perceptualRoughness; - float metallic = 0.0; - float perceptualRoughness = 0.05; - float gloss = 1.0 - perceptualRoughness; - vec3 irradiance = vec3(0); vec3 radiance = vec3(0); - sampleReflectionProbesWater(irradiance, radiance, distort2, pos.xyz, wave_ibl.xyz, gloss, amblit); + vec3 legacyenv = vec3(0); - irradiance = vec3(0); + // TODO: Make this an option. +#ifdef WATER_MINIMAL + sampleReflectionProbesWater(irradiance, radiance, distort2, pos.xyz, wave_ibl.xyz, gloss, amblit); +#elif WATER_MINIMAL_PLUS + sampleReflectionProbes(irradiance, radiance, distort2, pos.xyz, wave_ibl.xyz, gloss, false, amblit); +#endif vec3 diffuseColor = vec3(0); vec3 specularColor = vec3(0); - calcDiffuseSpecular(vec3(1), metallic, diffuseColor, specularColor); + vec3 specular_linear = srgb_to_linear(specular); + calcDiffuseSpecular(specular_linear, metallic, diffuseColor, specularColor); vec3 v = -normalize(pos.xyz); vec3 colorEmissive = vec3(0); float ao = 1.0; vec3 light_dir = transform_normal(lightDir); - - perceptualRoughness = 0.0; - metallic = 1.0; float NdotV = clamp(abs(dot(norm, v)), 0.001, 1.0); - vec3 punctual = pbrPunctual(vec3(0), specularColor, 0.1, metallic, normalize(wavef+up*max(dist, 32.0)/32.0*(1.0-vdu)), v, normalize(light_dir)); - - vec3 color = punctual * sunlit_linear * 2.75 * shadow; + float nl = 0; + vec3 diffPunc = vec3(0); + vec3 specPunc = vec3(0); - vec3 ibl = pbrIbl(vec3(0), vec3(1), radiance, vec3(0), ao, NdotV, 0.0); + pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, normalize(wavef+up*max(dist, 32.0)/32.0*(1.0-vdu)), v, normalize(light_dir), nl, diffPunc, specPunc); - color += ibl; + vec3 punctual = clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10)) * sunlit_linear * shadow * atten; + radiance *= df2.y; + //radiance = toneMapNoExposure(radiance); + vec3 color = vec3(0); + color = mix(fb.rgb, radiance, min(1, df2.x)) + punctual.rgb; - float nv = clamp(abs(dot(norm.xyz, v)), 0.001, 1.0); - vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0); - float f = 1.0-brdf.y; //1.0 - (brdf.x+brdf.y); - f *= 0.9; - f *= f; + float water_haze_scale = 4; - // incoming scale is [0, 1] with 0.5 being default - // shift to 0.5 to 1.5 - f *= (fresnelScale - 0.5)+1.0; + if (classic_mode > 0) + water_haze_scale = 1; - // incoming offset is [0, 1] with 0.5 being default - // shift from -1 to 1 - f += (fresnelOffset - 0.5) * 2.0; + // This looks super janky, but we do this to restore water haze in the distance. + // These values were finagled in to try and bring back some of the distant brightening on legacy water. Also works reasonably well on PBR skies such as PBR midday. + // color = mix(color, additive * water_haze_scale, (1 - atten)); - f = clamp(f, 0, 1); + // We shorten the fade here at the shoreline so it doesn't appear too soft from a distance. + fade *= 60; + fade = min(1, fade); + color = mix(fb.rgb, color, fade); - color = ((1.0 - f) * color) + fb.rgb; + float spec = min(max(max(punctual.r, punctual.g), punctual.b), 0); - float spec = min(max(max(punctual.r, punctual.g), punctual.b), 0.05); - - frag_color = max(vec4(color, spec), vec4(0)); + frag_color = min(vec4(1),max(vec4(color.rgb, spec * water_mask), vec4(0))); } |
