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-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl46
-rw-r--r--indra/newview/app_settings/shaders/class3/environment/waterF.glsl4
2 files changed, 31 insertions, 19 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
index ec9218f00e..925398671c 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
@@ -374,7 +374,7 @@ vec3 tapIrradianceMap(vec3 pos, vec3 dir, vec3 c, float r2, int i)
}
}
-vec3 sampleProbes(vec3 pos, vec3 dir, float lod, float minweight)
+vec3 sampleProbes(vec3 pos, vec3 dir, float lod, bool errorCorrect)
{
float wsum = 0.0;
vec3 col = vec3(0,0,0);
@@ -399,12 +399,15 @@ vec3 sampleProbes(vec3 pos, vec3 dir, float lod, float minweight)
{
vec3 vi, wi;
- vec3 refcol = tapRefMap(pos, dir, vi, wi, lod, refSphere[i].xyz, rr, i);
+ float atten = 1.0 - max(d2 - r2, 0.0) / (rr - r2);
+ float w;
+ vec3 refcol;
- float atten = 1.0-max(d2-r2, 0.0)/(rr-r2);
+ if (errorCorrect && refIndex[i].w >= 0)
+ { // error correction is on and this probe is a sphere
+ //take a sample to get depth value, then error correct
+ refcol = tapRefMap(pos, dir, vi, wi, abs(lod + 2), refSphere[i].xyz, rr, i);
- if (refIndex[i].w >= 0)
- {
//adjust lookup by distance result
float d = length(vi - wi);
vi += dir * d;
@@ -414,16 +417,20 @@ vec3 sampleProbes(vec3 pos, vec3 dir, float lod, float minweight)
vi = env_mat * vi;
refcol = textureLod(reflectionProbes, vec4(vi, refIndex[i].x), lod).rgb;
+
+ // weight by vector correctness
+ vec3 pi = normalize(wi - pos);
+ w = max(dot(pi, dir), 0.1);
+ w = pow(w, 32.0);
+ }
+ else
+ {
+ w = 1.0 / d2;
+ refcol = tapRefMap(pos, dir, vi, wi, lod, refSphere[i].xyz, rr, i);
}
- //float w = 1.0 / max(d3, 1.0);
- vec3 pi = normalize(wi - pos);
- float w = max(dot(pi, dir), 0.1);
- w = pow(w, 32.0);
-
w *= atten;
-
//w *= p; // boost weight based on priority
col += refcol.rgb*w;
@@ -431,7 +438,6 @@ vec3 sampleProbes(vec3 pos, vec3 dir, float lod, float minweight)
}
}
-#if 1
if (probeInfluences < 1)
{ //edge-of-scene probe or no probe influence, mix in with embiggened version of probes closest to camera
for (int idx = 0; idx < 8; ++idx)
@@ -455,7 +461,6 @@ vec3 sampleProbes(vec3 pos, vec3 dir, float lod, float minweight)
}
}
}
-#endif
if (wsum > 0.0)
{
@@ -537,7 +542,7 @@ vec3 sampleProbeAmbient(vec3 pos, vec3 dir)
}
void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
- vec3 pos, vec3 norm, float glossiness)
+ vec3 pos, vec3 norm, float glossiness, bool errorCorrect)
{
// TODO - don't hard code lods
float reflection_lods = 7;
@@ -548,7 +553,14 @@ void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
ambenv = sampleProbeAmbient(pos, norm);
float lod = (1.0-glossiness)*reflection_lods;
- glossenv = sampleProbes(pos, normalize(refnormpersp), lod, 1.f);
+ glossenv = sampleProbes(pos, normalize(refnormpersp), lod, errorCorrect);
+}
+
+void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
+ vec3 pos, vec3 norm, float glossiness)
+{
+ sampleReflectionProbes(ambenv, glossenv,
+ pos, norm, glossiness, false);
}
void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv,
@@ -565,12 +577,12 @@ void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout
if (glossiness > 0.0)
{
float lod = (1.0-glossiness)*reflection_lods;
- glossenv = sampleProbes(pos, normalize(refnormpersp), lod, 1.f);
+ glossenv = sampleProbes(pos, normalize(refnormpersp), lod, false);
}
if (envIntensity > 0.0)
{
- legacyenv = sampleProbes(pos, normalize(refnormpersp), 0.0, 1.f);
+ legacyenv = sampleProbes(pos, normalize(refnormpersp), 0.0, false);
}
}
diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
index 4c361884a5..9793a0e786 100644
--- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
@@ -103,7 +103,7 @@ vec3 transform_normal(vec3 vNt)
}
void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
- vec3 pos, vec3 norm, float glossiness);
+ vec3 pos, vec3 norm, float glossiness, bool errorCorrect);
vec3 getPositionWithNDC(vec3 ndc);
@@ -215,7 +215,7 @@ void main()
vec3 irradiance = vec3(0);
vec3 radiance = vec3(0);
- sampleReflectionProbes(irradiance, radiance, pos, refnorm, gloss);
+ sampleReflectionProbes(irradiance, radiance, pos, refnorm, gloss, true);
radiance *= 0.5;
irradiance = fb.rgb;