diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class3')
4 files changed, 104 insertions, 80 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl index 49529860be..add1cb2a37 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl @@ -334,16 +334,19 @@ void main() vec3 atten; calcAtmosphericVarsLinear(pos.xyz, norm.xyz, light_dir, sunlit, amblit, additive, atten); + vec3 sunlit_linear = srgb_to_linear(sunlit); + vec3 amblit_linear = amblit; + vec3 ambenv; vec3 glossenv; vec3 legacyenv; sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, pos.xy*0.5+0.5, pos.xyz, norm.xyz, glossiness, env); // use sky settings ambient or irradiance map sample, whichever is brighter - color = max(amblit, ambenv); + color = max(amblit_linear, ambenv); float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0); - vec3 sun_contrib = min(da, shadow) * sunlit; + vec3 sun_contrib = min(da, shadow) * sunlit_linear; color.rgb += sun_contrib; color *= diffcol.rgb; @@ -354,7 +357,7 @@ void main() if (glossiness > 0.0) // specular reflection { float sa = dot(normalize(refnormpersp), light_dir.xyz); - vec3 dumbshiny = sunlit * shadow * (texture2D(lightFunc, vec2(sa, glossiness)).r); + vec3 dumbshiny = sunlit_linear * shadow * (texture2D(lightFunc, vec2(sa, glossiness)).r); // add the two types of shiny together vec3 spec_contrib = dumbshiny * spec.rgb; @@ -379,8 +382,10 @@ void main() glare += cur_glare; } - color.rgb = mix(atmosFragLightingLinear(color.rgb, additive, atten), fullbrightAtmosTransportFragLinear(color, additive, atten), emissive); + color.rgb = linear_to_srgb(color.rgb); + color.rgb = atmosFragLightingLinear(color.rgb, additive, atten); color.rgb = scaleSoftClipFragLinear(color.rgb); + color.rgb = srgb_to_linear(color.rgb); vec3 npos = normalize(-pos.xyz); vec3 light = vec3(0, 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 24539c3c3a..a6a2543915 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl @@ -458,28 +458,24 @@ float sphereWeight(vec3 pos, vec3 dir, vec3 origin, float r, float min_da, int i // dir - pixel normal // w - weight of sample (distance and angular attenuation) // dw - weight of sample (distance only) -// vi - return value of intersection point with influence volume -// wi - return value of approximate world space position of sampled pixel -// lod - which mip to bias towards (lower is higher res, sharper reflections) +// lod - which mip to sample (lower is higher res, sharper reflections) // c - center of probe // r2 - radius of probe squared // i - index of probe -vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out float dw, out vec3 vi, out vec3 wi, float lod, vec3 c, int i) +vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out float dw, float lod, vec3 c, int i) { - //lod = max(lod, 1); // parallax adjustment - vec3 v; if (refIndex[i].w < 0) - { + { // box probe float d = 0; v = boxIntersect(pos, dir, i, d); w = max(d, 0.001); } else - { + { // sphere probe float r = refSphere[i].w; float rr = r * r; @@ -491,16 +487,12 @@ vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out float dw, out vec3 vi, out v w = sphereWeight(pos, dir, refSphere[i].xyz, r, 0.25, i, dw); } - vi = v; - v -= c; vec3 d = normalize(v); v = env_mat * v; - vec4 ret = textureLod(reflectionProbes, vec4(v.xyz, refIndex[i].x), lod); - - wi = d * ret.a * 256.0+c; + vec4 ret = textureLod(reflectionProbes, vec4(v.xyz, refIndex[i].x), lod) * refParams[i].y; return ret.rgb; } @@ -542,7 +534,7 @@ vec3 tapIrradianceMap(vec3 pos, vec3 dir, out float w, out float dw, vec3 c, int } } -vec3 sampleProbes(vec3 pos, vec3 dir, float lod, bool errorCorrect) +vec3 sampleProbes(vec3 pos, vec3 dir, float lod) { float wsum[2]; wsum[0] = 0; @@ -568,34 +560,11 @@ vec3 sampleProbes(vec3 pos, vec3 dir, float lod, bool errorCorrect) float w = 0; float dw = 0; - vec3 vi, wi; vec3 refcol; { - 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, w, dw, vi, wi, abs(lod + 2), refSphere[i].xyz, i); - - //adjust lookup by distance result - float d = length(vi - wi); - vi += dir * d; - - vi -= refSphere[i].xyz; - - 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); - } - else - { - refcol = tapRefMap(pos, dir, w, dw, vi, wi, lod, refSphere[i].xyz, i); - } + refcol = tapRefMap(pos, dir, w, dw, lod, refSphere[i].xyz, i); col[p] += refcol.rgb*w; wsum[p] += w; @@ -684,10 +653,10 @@ vec3 sampleProbeAmbient(vec3 pos, vec3 dir) } void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, - vec2 tc, vec3 pos, vec3 norm, float glossiness, bool errorCorrect) + vec2 tc, vec3 pos, vec3 norm, float glossiness) { // TODO - don't hard code lods - float reflection_lods = max_probe_lod; + float reflection_lods = max_probe_lod-1; preProbeSample(pos); vec3 refnormpersp = reflect(pos.xyz, norm.xyz); @@ -695,13 +664,12 @@ 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, errorCorrect); + glossenv = sampleProbes(pos, normalize(refnormpersp), lod); #if defined(SSR) if (cube_snapshot != 1 && glossiness >= 0.9) { vec4 ssr = vec4(0); - //float w = tapScreenSpaceReflection(errorCorrect ? 1 : 4, tc, pos, norm, ssr, sceneMap); float w = tapScreenSpaceReflection(1, tc, pos, norm, ssr, sceneMap); glossenv = mix(glossenv, ssr.rgb, w); @@ -709,6 +677,15 @@ void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, #endif } +void sampleReflectionProbesWater(inout vec3 ambenv, inout vec3 glossenv, + vec2 tc, vec3 pos, vec3 norm, float glossiness) +{ + sampleReflectionProbes(ambenv, glossenv, tc, pos, norm, glossiness); + + // fudge factor to get PBR water at a similar luminance ot legacy water + glossenv *= 0.25; +} + void debugTapRefMap(vec3 pos, vec3 dir, float depth, int i, inout vec4 col) { vec3 origin = vec3(0,0,0); @@ -749,14 +726,6 @@ vec4 sampleReflectionProbesDebug(vec3 pos) return col; } -void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, - vec2 tc, vec3 pos, vec3 norm, float glossiness) -{ - sampleReflectionProbes(ambenv, glossenv, - tc, pos, norm, glossiness, false); -} - - void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity) { @@ -770,12 +739,12 @@ 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, false); + glossenv = sampleProbes(pos, normalize(refnormpersp), lod); } if (envIntensity > 0.0) { - legacyenv = sampleProbes(pos, normalize(refnormpersp), 0.0, false); + legacyenv = sampleProbes(pos, normalize(refnormpersp), 0.0); } #if defined(SSR) diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 8d48e6f596..dfd1d47b3e 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -85,6 +85,8 @@ float getDepth(vec2 pos_screen); vec3 linear_to_srgb(vec3 c); vec3 srgb_to_linear(vec3 c); +uniform vec4 waterPlane; + #ifdef WATER_FOG vec4 applyWaterFogViewLinear(vec3 pos, vec4 color); #endif @@ -153,6 +155,24 @@ void main() calcAtmosphericVarsLinear(pos.xyz, norm.xyz, light_dir, sunlit, amblit, additive, atten); + vec3 sunlit_linear = srgb_to_linear(sunlit); + vec3 amblit_linear = amblit; + + bool do_atmospherics = false; + +#ifndef WATER_FOG + // when above water, mask off atmospherics below water + if (dot(pos.xyz, waterPlane.xyz) + waterPlane.w > 0.0) + { + do_atmospherics = true; + } +#else + do_atmospherics = true; +#endif + + vec3 irradiance = vec3(0); + vec3 radiance = vec3(0); + if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) { vec3 orm = texture2D(specularRect, tc).rgb; @@ -161,23 +181,32 @@ void main() float ao = orm.r * ambocc; vec3 colorEmissive = texture2D(emissiveRect, tc).rgb; - // PBR IBL float gloss = 1.0 - perceptualRoughness; - vec3 irradiance = vec3(0); - vec3 radiance = vec3(0); + sampleReflectionProbes(irradiance, radiance, tc, pos.xyz, norm.xyz, gloss); // Take maximium of legacy ambient vs irradiance sample as irradiance // NOTE: ao is applied in pbrIbl (see pbrBaseLight), do not apply here - irradiance = max(amblit,irradiance); + irradiance = max(amblit_linear,irradiance); vec3 diffuseColor; vec3 specularColor; calcDiffuseSpecular(baseColor.rgb, metallic, diffuseColor, specularColor); vec3 v = -normalize(pos.xyz); - color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit, scol, radiance, irradiance, colorEmissive, ao, additive, atten); + color = vec3(1,0,1); + color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, colorEmissive, ao, additive, atten); + + + if (do_atmospherics) + { + color = linear_to_srgb(color); + color = atmosFragLightingLinear(color, additive, atten); + color = srgb_to_linear(color); + } + + } else if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS)) { @@ -199,12 +228,12 @@ void main() sampleReflectionProbesLegacy(irradiance, glossenv, legacyenv, tc, pos.xyz, norm.xyz, spec.a, envIntensity); // use sky settings ambient or irradiance map sample, whichever is brighter - irradiance = max(amblit, irradiance); + irradiance = max(amblit_linear, irradiance); // apply lambertian IBL only (see pbrIbl) color.rgb = irradiance * ambocc; - vec3 sun_contrib = min(da, scol) * sunlit; + vec3 sun_contrib = min(da, scol) * sunlit_linear; color.rgb += sun_contrib; color.rgb *= baseColor.rgb; @@ -230,9 +259,16 @@ void main() applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, envIntensity); } - color = mix(atmosFragLightingLinear(color, additive, atten), fullbrightAtmosTransportFragLinear(color, additive, atten), baseColor.a); - color = scaleSoftClipFragLinear(color); - } + + if (do_atmospherics) + { + color = linear_to_srgb(color); + color = atmosFragLightingLinear(color, additive, atten); + color = srgb_to_linear(color); + } + } + + #ifdef WATER_FOG vec4 fogged = applyWaterFogViewLinear(pos.xyz, vec4(color, bloom)); diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl index 631d2c04d0..7524567f6b 100644 --- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl @@ -114,6 +114,7 @@ vec3 BlendNormal(vec3 bump1, vec3 bump2) } vec3 srgb_to_linear(vec3 col); +vec3 linear_to_srgb(vec3 col); vec3 vN, vT, vB; @@ -122,11 +123,8 @@ vec3 transform_normal(vec3 vNt) return normalize(vNt.x * vT + vNt.y * vB + vNt.z * vN); } -void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, - vec2 tc, vec3 pos, vec3 norm, float glossiness); - -void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, - vec2 tc, vec3 pos, vec3 norm, float glossiness, bool errorCorrect); +void sampleReflectionProbesWater(inout vec3 ambenv, inout vec3 glossenv, + vec2 tc, vec3 pos, vec3 norm, float glossiness); vec3 getPositionWithNDC(vec3 ndc); @@ -203,6 +201,8 @@ void main() calcAtmosphericVarsLinear(pos.xyz, wavef, vary_light_dir, sunlit, amblit, additive, atten); + vec3 sunlit_linear = srgb_to_linear(sunlit); + #ifdef TRANSPARENT_WATER vec4 fb = texture2D(screenTex, distort2); float depth = texture2D(screenDepth, distort2).r; @@ -219,16 +219,19 @@ void main() fb = applyWaterFogViewLinear(refPos, fb, sunlit); #else - vec4 fb = applyWaterFogViewLinear(viewVec*2048.0, vec4(0.5), sunlit); + vec4 fb = applyWaterFogViewLinear(viewVec*2048.0, vec4(1.0), sunlit_linear); #endif + // fudge sample on other side of water to be a tad darker + fb.rgb *= 0.75; + float metallic = 0.0; - float perceptualRoughness = 0.1; + float perceptualRoughness = 0.05; float gloss = 1.0 - perceptualRoughness; vec3 irradiance = vec3(0); vec3 radiance = vec3(0); - sampleReflectionProbes(irradiance, radiance, distort2, pos.xyz, wave_ibl.xyz, gloss); + sampleReflectionProbesWater(irradiance, radiance, distort2, pos.xyz, wave_ibl.xyz, gloss); irradiance = vec3(0); @@ -250,10 +253,7 @@ void main() 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 * 2.75 * scol; - - color = atmosFragLightingLinear(color, additive, atten); - color = scaleSoftClipFragLinear(color); + vec3 color = punctual * sunlit_linear * 2.75 * scol; vec3 ibl = pbrIbl(vec3(0), vec3(1), radiance, vec3(0), ao, NdotV, 0.0); @@ -265,10 +265,24 @@ void main() f *= 0.9; f *= f; + // incoming scale is [0, 1] with 0.5 being default + // shift to 0.5 to 1.5 + f *= (fresnelScale - 0.5)+1.0; + + // incoming offset is [0, 1] with 0.5 being default + // shift from -1 to 1 + f += (fresnelOffset - 0.5) * 2.0; + f = clamp(f, 0, 1); - //fb.rgb *= 1.; - + color = mix(color, fb.rgb, f); + + color.rgb = linear_to_srgb(color.rgb); + color = atmosFragLightingLinear(color, additive, atten); + color = scaleSoftClipFragLinear(color); + color.rgb = srgb_to_linear(color.rgb); + + float spec = min(max(max(punctual.r, punctual.g), punctual.b), 0.05); frag_color = vec4(color, spec); //*sunAngle2); |