diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class3')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl | 120 |
1 files changed, 99 insertions, 21 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl index 40378b49ea..83348077d7 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl @@ -31,6 +31,7 @@ #define REF_SAMPLE_COUNT 64 //maximum number of samples to consider uniform samplerCubeArray reflectionProbes; +uniform samplerCubeArray irradianceProbes; layout (std140, binding = 1) uniform ReflectionProbes { @@ -308,7 +309,7 @@ vec3 boxIntersect(vec3 origin, vec3 dir, int i) -// Tap a sphere based reflection probe +// Tap a reflection probe // pos - position of pixel // dir - pixel normal // lod - which mip to bias towards (lower is higher res, sharper reflections) @@ -334,10 +335,36 @@ vec3 tapRefMap(vec3 pos, vec3 dir, float lod, vec3 c, float r2, int i) v -= c; v = env_mat * v; { - //float min_lod = textureQueryLod(reflectionProbes,v).y; // lower is higher res - //return textureLod(reflectionProbes, vec4(v.xyz, refIndex[i].x), max(min_lod, lod)).rgb; return textureLod(reflectionProbes, vec4(v.xyz, refIndex[i].x), lod).rgb; - //return texture(reflectionProbes, vec4(v.xyz, refIndex[i].x)).rgb; + } +} + +// Tap an irradiance map +// pos - position of pixel +// dir - pixel normal +// c - center of probe +// r2 - radius of probe squared +// i - index of probe +// vi - point at which reflection vector struck the influence volume, in clip space +vec3 tapIrradianceMap(vec3 pos, vec3 dir, vec3 c, float r2, int i) +{ + //lod = max(lod, 1); + // parallax adjustment + + vec3 v; + if (refIndex[i].w < 0) + { + v = boxIntersect(pos, dir, i); + } + else + { + v = sphereIntersect(pos, dir, c, r2); + } + + v -= c; + v = env_mat * v; + { + return texture(irradianceProbes, vec4(v.xyz, refIndex[i].x)).rgb * refParams[i].x; } } @@ -371,7 +398,7 @@ vec3 sampleProbes(vec3 pos, vec3 dir, float lod, float minweight) float atten = 1.0-max(d2-r2, 0.0)/(rr-r2); w *= atten; //w *= p; // boost weight based on priority - col += refcol*w*max(minweight, refParams[i].x); + col += refcol*w; wsum += w; } @@ -394,7 +421,7 @@ vec3 sampleProbes(vec3 pos, vec3 dir, float lod, float minweight) float w = 1.0/d2; w *= w; - col += refcol*w*max(minweight, refParams[i].x); + col += refcol*w; wsum += w; } } @@ -408,24 +435,75 @@ vec3 sampleProbes(vec3 pos, vec3 dir, float lod, float minweight) return col; } -vec3 sampleProbeAmbient(vec3 pos, vec3 dir, float lod) +vec3 sampleProbeAmbient(vec3 pos, vec3 dir) { - vec3 col = sampleProbes(pos, dir, lod, 0.f); + // modified copy/paste of sampleProbes follows, will likely diverge from sampleProbes further + // as irradiance map mixing is tuned independently of radiance map mixing + float wsum = 0.0; + vec3 col = vec3(0,0,0); + float vd2 = dot(pos,pos); // view distance squared - //desaturate - vec3 hcol = col *0.5; - - col *= 2.0; - col = vec3( - col.r + hcol.g + hcol.b, - col.g + hcol.r + hcol.b, - col.b + hcol.r + hcol.g - ); - - col *= 0.333333; + float minweight = 1.0; - return col; + for (int idx = 0; idx < probeInfluences; ++idx) + { + int i = probeIndex[idx]; + if (abs(refIndex[i].w) < max_priority) + { + continue; + } + float r = refSphere[i].w; // radius of sphere volume + float p = float(abs(refIndex[i].w)); // priority + + float rr = r*r; // radius squred + float r1 = r * 0.1; // 75% of radius (outer sphere to start interpolating down) + vec3 delta = pos.xyz-refSphere[i].xyz; + float d2 = dot(delta,delta); + float r2 = r1*r1; + + { + vec3 refcol = tapIrradianceMap(pos, dir, refSphere[i].xyz, rr, i); + + float w = 1.0/d2; + + float atten = 1.0-max(d2-r2, 0.0)/(rr-r2); + w *= atten; + //w *= p; // boost weight based on priority + col += refcol*w; + + wsum += w; + } + } + 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) + { + if (refIndex[idx].w < 0) + { // don't fallback to box probes, they are *very* specific + continue; + } + int i = idx; + vec3 delta = pos.xyz-refSphere[i].xyz; + float d2 = dot(delta,delta); + + { + vec3 refcol = tapIrradianceMap(pos, dir, refSphere[i].xyz, d2, i); + + float w = 1.0/d2; + w *= w; + col += refcol*w; + wsum += w; + } + } + } + + if (wsum > 0.0) + { + col *= 1.0/wsum; + } + + return col; } // brighten a color so that at least one component is 1 @@ -451,7 +529,7 @@ void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, inout vec3 l vec3 refnormpersp = reflect(pos.xyz, norm.xyz); - ambenv = sampleProbeAmbient(pos, norm, reflection_lods-2); + ambenv = sampleProbeAmbient(pos, norm); if (glossiness > 0.0) { |