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-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/materialF.glsl26
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl17
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class3/environment/waterF.glsl223
10 files changed, 196 insertions, 122 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl
index 03dc3d7113..5e38864d38 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl
@@ -48,7 +48,7 @@ vec3 linear_to_srgb(vec3 c);
vec3 srgb_to_linear(vec3 c);
// reflection probe interface
-void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv,
+void sampleReflectionProbesLegacy(out vec3 ambenv, out vec3 glossenv, out vec3 legacyenv,
vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit_linear);
void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity);
diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
index 7f871c0d5e..f8803f1a29 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
@@ -62,7 +62,7 @@ out vec4 frag_color;
float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
#endif
-void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv,
+void sampleReflectionProbesLegacy(out vec3 ambenv, out vec3 glossenv, out vec3 legacyenv,
vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit_linear);
void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm);
void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity);
@@ -138,9 +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;
}
@@ -159,10 +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)
{
@@ -225,7 +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;
@@ -284,10 +284,10 @@ float getShadow(vec3 pos, vec3 norm)
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
return sampleDirectionalShadow(pos, norm, vary_texcoord0.xy);
#else
- return 1;
+ return 1.;
#endif
#else
- return 1;
+ return 1.;
#endif
}
@@ -377,9 +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;
@@ -396,7 +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;
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl
index 96cda1ef49..b11c2644aa 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl
@@ -153,10 +153,10 @@ void main()
if (spec.a > 0.0)
{
lit = min(nl * 6.0, 1.0) * dist_atten;
- float fres = pow(1 - vh, 5) * 0.4 + 0.5;
+ float fres = pow(1.0 - vh, 5.0) * 0.4 + 0.5;
- float gtdenom = 2 * nh;
- float gt = max(0, min(gtdenom * nv / vh, gtdenom * nl / vh));
+ float gtdenom = 2.0 * nh;
+ float gt = max(0.0, min(gtdenom * nv / vh, gtdenom * nl / vh));
if (nh > 0.0)
{
diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
index ceb37f36a5..6a248f25bc 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
@@ -134,9 +134,9 @@ void main()
lit = min(nl*6.0, 1.0) * dist_atten;
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)));
if (nh > 0.0)
{
diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
index 5dfa196cf6..2f577f8459 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
@@ -38,6 +38,8 @@ uniform float max_probe_lod;
uniform bool transparent_surface;
+uniform int classic_mode;
+
#define MAX_REFMAP_COUNT 256 // must match LL_MAX_REFLECTION_PROBE_COUNT
layout (std140) uniform ReflectionProbes
@@ -739,7 +741,10 @@ void doProbeSample(inout vec3 ambenv, inout vec3 glossenv,
vec3 refnormpersp = reflect(pos.xyz, norm.xyz);
- ambenv = sampleProbeAmbient(pos, norm, amblit);
+ ambenv = amblit;
+
+ if (classic_mode == 0)
+ ambenv = sampleProbeAmbient(pos, norm, amblit);
float lod = (1.0-glossiness)*reflection_lods;
glossenv = sampleProbes(pos, normalize(refnormpersp), lod);
@@ -784,9 +789,6 @@ void sampleReflectionProbesWater(inout vec3 ambenv, inout vec3 glossenv,
probeIndex[probeInfluences++] = 0;
doProbeSample(ambenv, glossenv, tc, pos, norm, glossiness, false, amblit);
-
- // fudge factor to get PBR water at a similar luminance ot legacy water
- glossenv *= 0.4;
}
void debugTapRefMap(vec3 pos, vec3 dir, float depth, int i, inout vec4 col)
@@ -837,7 +839,7 @@ vec4 sampleReflectionProbesDebug(vec3 pos)
return col;
}
-void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv,
+void sampleReflectionProbesLegacy(out vec3 ambenv, out vec3 glossenv, out vec3 legacyenv,
vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit)
{
float reflection_lods = max_probe_lod;
@@ -845,7 +847,10 @@ void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout
vec3 refnormpersp = reflect(pos.xyz, norm.xyz);
- ambenv = sampleProbeAmbient(pos, norm, amblit);
+ ambenv = amblit;
+
+ if (classic_mode == 0)
+ ambenv = sampleProbeAmbient(pos, norm, amblit);
if (glossiness > 0.0)
{
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index aac75a0739..6cec65ad83 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -69,7 +69,7 @@ vec3 scaleSoftClipFragLinear(vec3 l);
// reflection probe interface
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,
+void sampleReflectionProbesLegacy(out vec3 ambenv, out vec3 glossenv, out vec3 legacyenv,
vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit_linear);
void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm);
void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity);
@@ -104,6 +104,7 @@ vec3 pbrBaseLight(vec3 diffuseColor,
vec3 atten);
GBufferInfo getGBuffer(vec2 screenpos);
+vec3 clampHDRRange(vec3 color);
void adjustIrradiance(inout vec3 irradiance, float ambocc)
{
@@ -278,6 +279,7 @@ void main()
float final_scale = 1;
if (classic_mode > 0)
final_scale = 1.1;
- frag_color.rgb = max(color.rgb * final_scale, vec3(0)); //output linear since local lights will be added to this shader's results
+
+ frag_color.rgb = clampHDRRange(color.rgb * final_scale); //output linear since local lights will be added to this shader's results
frag_color.a = 0.0;
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
index a46e3688dc..017f8bc844 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
@@ -199,7 +199,7 @@ void main()
proj_tc.x > 0.0 &&
proj_tc.y > 0.0)
{
- float amb_da = 0;
+ float amb_da = 0.0;
float lit = 0.0;
if (nl > 0.0)
@@ -222,10 +222,10 @@ void main()
{
dlit *= min(nl*6.0, 1.0) * dist_atten;
- float fres = pow(1 - vh, 5)*0.4+0.5;
+ float fres = pow(1.0 - vh, 5.0)*0.4+0.5;
- float gtdenom = 2 * nh;
- float gt = max(0, min(gtdenom * nv / vh, gtdenom * nl / vh));
+ float gtdenom = 2.0 * nh;
+ float gt = max(0.0, min(gtdenom * nv / vh, gtdenom * nl / vh));
if (nh > 0.0)
{
@@ -259,7 +259,7 @@ void main()
stc.x > 0.0 &&
stc.y > 0.0)
{
- final_color += color.rgb * texture2DLodSpecular(stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity;
+ final_color += color.rgb * texture2DLodSpecular(stc.xy, (1.0 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity;
}
}
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl
index 2bf785e773..091c25d15e 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl
@@ -35,13 +35,25 @@ vec4 getWaterFogView(vec3 pos);
uniform int above_water;
+uniform sampler2D exclusionTex;
+
void main()
{
vec2 tc = vary_fragcoord.xy/vary_fragcoord.w*0.5+0.5;
float depth = getDepth(tc.xy);
+ float mask = texture(exclusionTex, tc.xy).r;
if (above_water > 0)
{
+ // Just discard if we're in the exclusion mask.
+ // The previous invisiprim hack we're replacing would also crank up water fog desntiy.
+ // But doing that makes exclusion surfaces very slow as we'd need to render even more into the mask.
+ // - Geenz 2025-02-06
+ if (mask < 1)
+ {
+ discard;
+ }
+
// 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
@@ -51,11 +63,13 @@ void main()
{
discard;
}
+
}
vec4 pos = getPositionWithDepth(tc, depth);
vec4 fogged = getWaterFogView(pos.xyz);
+ fogged.a = max(pow(fogged.a, 1.7), 0);
frag_color = max(fogged, vec4(0)); //output linear since local lights will be added to this shader's results
diff --git a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl
index 1c02dc764d..fa410e9f11 100644
--- a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl
@@ -26,6 +26,7 @@
out vec4 frag_color;
uniform sampler2D bumpMap;
+uniform sampler2D exclusionTex;
#ifdef TRANSPARENT_WATER
uniform sampler2D screenTex;
@@ -59,6 +60,9 @@ void mirrorClip(vec3 position);
void main()
{
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
@@ -68,8 +72,8 @@ void main()
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;
+ vec2 distort = screen_tc;
+ distort = mix(distort, distort+wavef.xy*refScale, water_mask);
#ifdef TRANSPARENT_WATER
vec4 fb = texture(screenTex, distort);
diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
index 8bf4ec0a7e..b9de4edc67 100644
--- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
@@ -25,6 +25,8 @@
// class3/environment/waterF.glsl
+#define WATER_MINIMAL 1
+
out vec4 frag_color;
#ifdef HAS_SUN_SHADOW
@@ -86,23 +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;
@@ -122,6 +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)
@@ -132,59 +132,109 @@ 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 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 = 1.0 / -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 waver = wavef*3;
+ 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*3.0;
vec3 up = transform_normal(vec3(0,0,1));
- float vdu = -dot(viewVec, up)*2;
+ float vdu = -dot(viewVec, up)*2.0;
- 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);
+ vdu = clamp(vdu, 0.0, 1.0);
+ //wavef.z *= max(vdu*vdu*vdu, 0.1);
wavef = normalize(wavef);
@@ -194,62 +244,71 @@ void main()
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);
+ vec2 distort2 = distort + waver.xy * refScale / max(dmod, 1.0) * 2.0;
distort2 = clamp(distort2, vec2(0), vec2(0.999));
- vec3 sunlit;
- vec3 amblit;
- vec3 additive;
- vec3 atten;
-
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 = 1.0;
+#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".
+#ifdef SHORELINE_FADE
+ fade = max(0.0,min(1.0, (pos.z - refPos.z) / 10.0));
+#else
+ fade = 1.0;
+#endif
+ fade *= water_mask;
+ distort2 = mix(distort, distort2, min(1.0, fade * 10.0));
+ 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));
-#endif
- // fudge sample on other side of water to be a tad darker
- fb.rgb *= 0.75;
+ if (water_mask < 1.0)
+ discard;
+#endif
- float metallic = 0.0;
- float perceptualRoughness = 0.05;
+ float metallic = 1.0;
+ float perceptualRoughness = blurMultiplier;
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);
@@ -257,46 +316,36 @@ void main()
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);
- float nl = 0;
+ float nl = 0.0;
vec3 diffPunc = vec3(0);
vec3 specPunc = vec3(0);
- pbrPunctual(vec3(0), specularColor, 0.1, metallic, normalize(wavef+up*max(dist, 32.0)/32.0*(1.0-vdu)), v, normalize(light_dir), nl, diffPunc, specPunc);
-
- vec3 punctual = clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10));
-
- vec3 color = punctual * sunlit_linear * 2.75 * shadow;
- vec3 iblDiff;
- vec3 iblSpec;
- pbrIbl(vec3(0), vec3(1), radiance, vec3(0), ao, NdotV, 0.0, iblDiff, iblSpec);
-
- color += iblDiff + iblSpec;
+ pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, normalize(wavef+up*max(dist, 32.0)/32.0*(1.0-vdu)), v, normalize(light_dir), nl, diffPunc, specPunc);
- 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;
+ 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(1.0, df2.x)) + punctual.rgb;
- // incoming scale is [0, 1] with 0.5 being default
- // shift to 0.5 to 1.5
- f *= (fresnelScale - 0.5)+1.0;
+ float water_haze_scale = 4.0;
- // incoming offset is [0, 1] with 0.5 being default
- // shift from -1 to 1
- f += (fresnelOffset - 0.5) * 2.0;
+ if (classic_mode > 0)
+ water_haze_scale = 1.0;
- f = clamp(f, 0, 1);
+ // 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));
- color = ((1.0 - f) * color) + fb.rgb;
+ // We shorten the fade here at the shoreline so it doesn't appear too soft from a distance.
+ fade *= 60.0;
+ fade = min(1.0, fade);
+ color = mix(fb.rgb, color, fade);
- float spec = min(max(max(punctual.r, punctual.g), punctual.b), 0.05);
+ float spec = min(max(max(punctual.r, punctual.g), punctual.b), 0.0);
- frag_color = max(vec4(color, spec), vec4(0));
+ frag_color = min(vec4(1),max(vec4(color.rgb, spec * water_mask), vec4(0)));
}