diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class3')
3 files changed, 74 insertions, 66 deletions
| diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl index bb3be7260b..8b1d41776f 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl @@ -643,7 +643,7 @@ void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,      glossenv = sampleProbes(pos, normalize(refnormpersp), lod, errorCorrect);  #if defined(SSR) -    if (cube_snapshot != 1) +    if (cube_snapshot != 1 && glossiness >= 0.9)      {          vec4 ssr = vec4(0);          //float w = tapScreenSpaceReflection(errorCorrect ? 1 : 4, tc, pos, norm, ssr, sceneMap); diff --git a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl index a5e0adf8fa..83454631d4 100644 --- a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl @@ -55,7 +55,7 @@ VARYING vec4 littleWave;  VARYING vec4 view;  in vec3 vary_position; -vec4 applyWaterFogViewLinear(vec3 pos, vec4 color); +vec4 applyWaterFogViewLinearNoClip(vec3 pos, vec4 color, vec3 sunlit);  void main()   { @@ -77,5 +77,5 @@ void main()      vec4 fb = vec4(waterFogColorLinear, 0.0);  #endif -	frag_color = applyWaterFogViewLinear(vary_position, fb); +	frag_color = applyWaterFogViewLinearNoClip(vary_position, fb, vec3(1));  } diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl index b792feee2a..98e8d189c5 100644 --- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl @@ -37,6 +37,10 @@ void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, ou  vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit);  // PBR interface +vec2 BRDF(float NoV, float roughness); + +void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor); +  vec3 pbrIbl(vec3 diffuseColor,      vec3 specularColor,      vec3 radiance, // radiance map sample @@ -52,6 +56,22 @@ vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,      vec3 v, // surface point to camera      vec3 l); //surface point to light +vec3 pbrBaseLight(vec3 diffuseColor, +                  vec3 specularColor, +                  float metallic, +                  vec3 pos, +                  vec3 norm, +                  float perceptualRoughness, +                  vec3 light_dir, +                  vec3 sunlit, +                  float scol, +                  vec3 radiance, +                  vec3 irradiance, +                  vec3 colorEmissive, +                  float ao, +                  vec3 additive, +                  vec3 atten); +  uniform sampler2D bumpMap;  uniform sampler2D bumpMap2;  uniform float     blend_factor; @@ -112,8 +132,6 @@ vec3 getPositionWithNDC(vec3 ndc);  void main()   { -	vec4 color; -      vN = vary_normal;      vT = vary_tangent;      vB = cross(vN, vT); @@ -151,30 +169,28 @@ void main()      vec3 waver = wavef*3; -    wavef = transform_normal(wavef); +    vec3 up = transform_normal(vec3(0,0,1)); +    float vdu = -dot(viewVec, up)*2; +     +    vec3 wave_ibl = wavef; +    wave_ibl.z *= 2.0; +    wave_ibl = transform_normal(normalize(wave_ibl)); -    //wavef.z *= max(-viewVec.z, 0.1); +    vec3 norm = transform_normal(normalize(wavef)); + +    vdu = clamp(vdu, 0, 1); +    wavef.z *= max(vdu*vdu*vdu, 0.1);      wavef = normalize(wavef); -	//get base fresnel components	 -	 -	vec3 df = vec3( -					dot(viewVec, wave1), -					dot(viewVec, (wave2 + wave3) * 0.5), -					dot(viewVec, wave3) -				 ) * fresnelScale + fresnelOffset; -		     +    //wavef = vec3(0, 0, 1); +    wavef = transform_normal(wavef); +      	float dist2 = dist;  	dist = max(dist, 5.0);  	float dmod = sqrt(dist); -    float df1 = df.x + df.y + df.z; - - -     -  	//figure out distortion vector (ripply)         vec2 distort2 = distort + waver.xy * refScale / max(dmod, 1.0); @@ -203,66 +219,58 @@ void main()      fb = applyWaterFogViewLinear(refPos, fb, sunlit);  #else -    vec4 fb = vec4(waterFogColorLinear.rgb, 0.0); +    vec4 fb = applyWaterFogViewLinear(viewVec*1024.0, vec4(0.5), sunlit);  #endif -    vec3 v = -viewVec; -    float NdotV = clamp(abs(dot(wavef.xyz, v)), 0.001, 1.0); - -    float metallic = fresnelOffset * 0.1; // fudge -- use fresnelOffset as metalness -    float roughness = 0.1; -    float gloss = 1.0 - roughness; +    float metallic = 0.0; +    float perceptualRoughness = 0.1; +    float gloss      = 1.0 - perceptualRoughness; +     +    vec3  irradiance = vec3(0); +    vec3  radiance  = vec3(0); +    sampleReflectionProbes(irradiance, radiance, distort2, pos.xyz, wave_ibl.xyz, gloss); -    vec3 baseColor = vec3(0.25); -    vec3 f0 = vec3(0.04); -    vec3 diffuseColor = baseColor.rgb * (vec3(1.0) - f0); -    diffuseColor *= gloss; +    irradiance       = vec3(0); -    vec3 specularColor = mix(f0, baseColor.rgb, metallic); +    vec3 diffuseColor; +    vec3 specularColor; +    calcDiffuseSpecular(vec3(1), metallic, diffuseColor, specularColor); -    vec3 refnorm = normalize(wavef + vary_normal); -    //vec3 refnorm = wavef; -     -    vec3 irradiance = vec3(0); -    vec3 radiance = vec3(0); -    sampleReflectionProbes(irradiance, radiance, distort, pos, refnorm, gloss, true); -    radiance *= 0.5; -    irradiance = fb.rgb; +    vec3 v = -normalize(pos.xyz); -    color.rgb = pbrIbl(diffuseColor, specularColor, radiance, irradiance, gloss, NdotV, 0.0); +    float scol = 1.0; +    vec3 colorEmissive = vec3(0); +    float ao = 1.0; +    vec3 light_dir = transform_normal(lightDir); -    // fudge -- for punctual lighting, pretend water is metallic -    diffuseColor = vec3(0); -    specularColor = vec3(1); -    roughness = 0.1; -    float scol = 1.0; // TODO -- incorporate shadow map +    perceptualRoughness = 0.0; +    metallic = 1.0; -    //color.rgb += pbrPunctual(diffuseColor, specularColor, roughness, metallic, wavef, v, vary_light_dir) * sunlit * 2.75 * scol; +    float NdotV = clamp(abs(dot(norm, v)), 0.001, 1.0); -    //get specular component -    float spec = clamp(dot(vary_light_dir, (reflect(viewVec, wavef))), 0.0, 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)); -    //harden specular -    spec = pow(spec, 128.0); +    vec3 color = punctual * sunlit * 2.75 * scol; -    color.rgb += spec * specular; +    color = atmosFragLightingLinear(color, additive, atten); +    color = scaleSoftClipFragLinear(color); -	color.rgb = atmosFragLightingLinear(color.rgb, additive, atten); -	color.rgb = scaleSoftClipFragLinear(color.rgb); +    vec3 ibl = pbrIbl(vec3(0), vec3(1), radiance, vec3(0), ao, NdotV, 0.0); -    color.a = 0.f; -    //color.rgb = fb.rgb; -    //color.rgb = vec3(depth*depth*depth*depth); -    //color.rgb = srgb_to_linear(normalize(refPos) * 0.5 + 0.5); -    //color.rgb = srgb_to_linear(normalize(pos) * 0.5 + 0.5); -    //color.rgb = srgb_to_linear(wavef * 0.5 + 0.5); +    color += ibl; -    //color.rgb = radiance; -	frag_color = color; +    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; -#if defined(WATER_EDGE) -    gl_FragDepth = 0.9999847f; -#endif -	 +    f = clamp(f, 0, 1); +    //fb.rgb *= 1.; +     +    color = mix(color, fb.rgb, f); +    float spec = min(max(max(punctual.r, punctual.g), punctual.b), 0.05); +     +    frag_color = vec4(color, spec); //*sunAngle2);  } | 
