diff options
Diffstat (limited to 'indra/newview/app_settings/shaders')
5 files changed, 21 insertions, 19 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 50bf497605..bca4771c27 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -370,7 +370,7 @@ vec3 pbrIbl(vec3 diffuseColor, vec3 diffuse = diffuseLight * diffuseColor; vec3 specular = specularLight * (specularColor * brdf.x + brdf.y); - return (diffuse + specular) * ao * 0.5; //reduce by half to place in appropriate color space for atmospherics + return (diffuse + specular*0.5) * ao; //reduce by half to place in appropriate color space for atmospherics } // Encapsulate the various inputs used by the various functions in the shading equation diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl index e6cb8f37c7..13544af0b1 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl @@ -196,7 +196,7 @@ void main() vec3 irradiance = vec3(0); vec3 radiance = vec3(0); sampleReflectionProbes(irradiance, radiance, pos.xyz, norm.xyz, gloss); - irradiance = max(amblit*2.0,irradiance); + irradiance = max(amblit*0.75,irradiance); vec3 f0 = vec3(0.04); @@ -209,8 +209,8 @@ void main() float NdotV = clamp(abs(dot(norm.xyz, v)), 0.001, 1.0); color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness); - color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, v, light_dir) * sunlit*2.75 * scol; - color += colorEmissive; + color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, v, light_dir) * sunlit * scol; + color += colorEmissive*0.5; color = atmosFragLightingLinear(color, additive, atten); color = scaleSoftClipFragLinear(color); diff --git a/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl index 878724982f..0236680ac0 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl @@ -63,6 +63,6 @@ void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 no void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity) { - color = mix(color.rgb, legacyenv*0.5, envIntensity); + color = mix(color.rgb, legacyenv*1.5, envIntensity); } diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl index 20b1e3513e..1463d507bc 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl @@ -33,7 +33,7 @@ vec3 srgb_to_linear(vec3 col); vec3 linear_to_srgb(vec3 col); vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten) -{ +{ if (no_atmo == 1) { return light; @@ -45,14 +45,7 @@ vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten) vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten) { - if (no_atmo == 1) - { - return light; - } - - light *= atten.r; - light += additive; - return light*2.0; + return atmosFragLighting(light, additive, atten); } vec3 atmosLighting(vec3 light) diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl index 739f00a8b0..0093e8a31e 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl @@ -50,6 +50,8 @@ uniform float sun_moon_glow_factor; float getAmbientClamp() { return 1.0f; } +vec3 srgb_to_linear(vec3 col); + // return colors in sRGB space void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao) @@ -148,6 +150,14 @@ vec3 srgb_to_linear(vec3 col); void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao) { +#if 1 + calcAtmosphericVars(inPositionEye, light_dir, 1.0, sunlit, amblit, additive, atten, false); + sunlit = srgb_to_linear(sunlit); + additive = srgb_to_linear(additive); + amblit = ambient_linear; +#else + + //EXPERIMENTAL -- attempt to factor out srgb_to_linear conversions above vec3 rel_pos = inPositionEye; //(TERRAIN) limit altitude @@ -217,12 +227,11 @@ void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 light_dir, float ambFact additive = (blue_horizon.rgb * blue_weight.rgb) * (cs + tmpAmbient.rgb) + (haze_horizon * haze_weight.rgb) * (cs * haze_glow + tmpAmbient.rgb); // brightness of surface both sunlight and ambient - sunlit = sunlight.rgb; + sunlit = min(sunlight.rgb, vec3(1)); amblit = tmpAmbient.rgb; additive *= vec3(1.0 - combined_haze); - //sunlit = srgb_to_linear(sunlit); - amblit = ambient_linear; - additive = srgb_to_linear(additive*1.5); - + //sunlit = sunlight_linear; + amblit = ambient_linear*0.8; +#endif } |