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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl25
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/moonF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/moonV.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl272
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl396
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl93
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl76
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl51
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl42
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl44
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/simpleWaterF.glsl33
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl11
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl50
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl81
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl17
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl106
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/materialF.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl26
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl65
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/waterHazeV.glsl (renamed from indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl)58
-rw-r--r--indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class3/environment/waterF.glsl16
31 files changed, 1066 insertions, 461 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl
index 9e61b6b894..c95f791dbf 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl
@@ -34,6 +34,6 @@ void main()
{
// NOTE: when this shader is used, only alpha is being written to
float a = diffuseLookup(vary_texcoord0.xy).a*vertex_color.a;
- frag_color = vec4(0, 0, 0, a);
+ frag_color = max(vec4(0, 0, 0, a), vec4(0));
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
index 5d58cc91cd..a6fab10791 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
@@ -35,21 +35,19 @@ in vec3 vary_position;
in vec4 vertex_color;
in vec2 vary_texcoord0;
-#ifdef WATER_FOG
-vec4 applyWaterFogView(vec3 pos, vec4 color);
-#endif
-
vec3 srgb_to_linear(vec3 cs);
vec3 linear_to_srgb(vec3 cl);
-vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten);
-void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
#ifdef HAS_ALPHA_MASK
uniform float minimum_alpha;
#endif
#ifdef IS_ALPHA
+uniform vec4 waterPlane;
void waterClip(vec3 pos);
+void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive,
+ out vec3 atten);
+vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color);
#endif
void main()
@@ -78,26 +76,21 @@ void main()
vec3 pos = vary_position;
+ color.a = final_alpha;
#ifndef IS_HUD
+ color.rgb = srgb_to_linear(color.rgb);
+#ifdef IS_ALPHA
+
vec3 sunlit;
vec3 amblit;
vec3 additive;
vec3 atten;
calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten);
-#endif
-#ifdef WATER_FOG
+ color.rgb = applySkyAndWaterFog(pos, additive, atten, color).rgb;
- vec4 fogged = applyWaterFogView(pos, vec4(color.rgb, final_alpha));
- color.rgb = fogged.rgb;
- color.a = fogged.a;
-#else
- color.a = final_alpha;
#endif
-#ifndef IS_HUD
- color.rgb = srgb_to_linear(color.rgb);
- color.rgb = atmosFragLighting(color.rgb, additive, atten);
#endif
frag_color = max(color, vec4(0));
diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
index f3e7b2ee72..183354b9bd 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
@@ -57,5 +57,8 @@ void main()
frag_data[1] = vec4(0.0);
frag_data[2] = vec4(0.0, 0.0, 0.0, GBUFFER_FLAG_HAS_ATMOS);
frag_data[3] = vec4(c.rgb, c.a);
+
+ // Added and commented out for a ground truth. Do not uncomment - Geenz
+ //gl_FragDepth = 0.999985f;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl
index 032245a01c..c2a1dccb33 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl
@@ -39,7 +39,8 @@ void main()
vec4 pos = (modelview_projection_matrix * vert);
// smash to *almost* far clip plane -- stars are still behind
- pos.z = pos.w*0.999999;
+ // SL-19283 - finagle the moon position to be between clouds and stars.
+ pos.z = pos.w*0.999991;
gl_Position = pos;
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl
new file mode 100644
index 0000000000..db03e0885c
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl
@@ -0,0 +1,272 @@
+/**
+ * @file class1\deferred\terrainF.glsl
+ *
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2023, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+/*[EXTRA_CODE_HERE]*/
+
+#define TERRAIN_PBR_DETAIL_EMISSIVE 0
+
+#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
+#define TerrainCoord vec4[2]
+#elif TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 1
+#define TerrainCoord vec2
+#endif
+
+#define MIX_X 1 << 3
+#define MIX_Y 1 << 4
+#define MIX_Z 1 << 5
+#define MIX_W 1 << 6
+
+// TODO: Decide if this struct needs to be declared
+struct TerrainMix
+{
+ vec4 weight;
+ int type;
+};
+
+TerrainMix get_terrain_mix_weights(float alpha1, float alpha2, float alphaFinal);
+
+// TODO: Decide if this struct needs to be declared
+struct PBRMix
+{
+ vec4 col; // RGB color with alpha, linear space
+ vec3 orm; // Occlusion, roughness, metallic
+ vec3 vNt; // Unpacked normal texture sample, vector
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ vec3 emissive; // RGB emissive color, linear space
+#endif
+};
+
+PBRMix init_pbr_mix();
+
+PBRMix terrain_sample_and_multiply_pbr(
+ TerrainCoord terrain_coord
+ , sampler2D tex_col
+ , sampler2D tex_orm
+ , sampler2D tex_vNt
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , sampler2D tex_emissive
+#endif
+ , vec4 factor_col
+ , vec3 factor_orm
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , vec3 factor_emissive
+#endif
+ );
+
+PBRMix mix_pbr(PBRMix mix1, PBRMix mix2, float mix2_weight);
+
+out vec4 frag_data[4];
+
+uniform sampler2D alpha_ramp;
+
+// *TODO: More configurable quality level which disables PBR features on machines
+// with limited texture availability
+// https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#additional-textures
+uniform sampler2D detail_0_base_color;
+uniform sampler2D detail_1_base_color;
+uniform sampler2D detail_2_base_color;
+uniform sampler2D detail_3_base_color;
+uniform sampler2D detail_0_normal;
+uniform sampler2D detail_1_normal;
+uniform sampler2D detail_2_normal;
+uniform sampler2D detail_3_normal;
+uniform sampler2D detail_0_metallic_roughness;
+uniform sampler2D detail_1_metallic_roughness;
+uniform sampler2D detail_2_metallic_roughness;
+uniform sampler2D detail_3_metallic_roughness;
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+uniform sampler2D detail_0_emissive;
+uniform sampler2D detail_1_emissive;
+uniform sampler2D detail_2_emissive;
+uniform sampler2D detail_3_emissive;
+#endif
+
+uniform vec4[4] baseColorFactors; // See also vertex_color in pbropaqueV.glsl
+uniform vec4 metallicFactors;
+uniform vec4 roughnessFactors;
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+uniform vec3[4] emissiveColors;
+#endif
+uniform vec4 minimum_alphas; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff()
+
+#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
+in vec4[2] vary_coords;
+#endif
+in vec3 vary_normal;
+in vec3 vary_tangent;
+flat in float vary_sign;
+in vec4 vary_texcoord0;
+in vec4 vary_texcoord1;
+
+vec2 encode_normal(vec3 n);
+
+float terrain_mix(TerrainMix tm, vec4 tms4);
+
+void main()
+{
+
+#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
+ TerrainCoord terrain_texcoord = vary_coords;
+#elif TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 1
+ TerrainCoord terrain_texcoord = vary_texcoord0.xy;
+#endif
+
+ float alpha1 = texture(alpha_ramp, vary_texcoord0.zw).a;
+ float alpha2 = texture(alpha_ramp,vary_texcoord1.xy).a;
+ float alphaFinal = texture(alpha_ramp, vary_texcoord1.zw).a;
+
+ TerrainMix tm = get_terrain_mix_weights(alpha1, alpha2, alphaFinal);
+
+ // RGB = Occlusion, Roughness, Metal
+ // default values, see LLViewerTexture::sDefaultPBRORMImagep
+ // occlusion 1.0
+ // roughness 0.0
+ // metal 0.0
+ vec3[4] orm_factors;
+ orm_factors[0] = vec3(1.0, roughnessFactors.x, metallicFactors.x);
+ orm_factors[1] = vec3(1.0, roughnessFactors.y, metallicFactors.y);
+ orm_factors[2] = vec3(1.0, roughnessFactors.z, metallicFactors.z);
+ orm_factors[3] = vec3(1.0, roughnessFactors.w, metallicFactors.w);
+
+ PBRMix mix = init_pbr_mix();
+ PBRMix mix2;
+ switch (tm.type & MIX_X)
+ {
+ case MIX_X:
+ mix2 = terrain_sample_and_multiply_pbr(
+ terrain_texcoord
+ , detail_0_base_color
+ , detail_0_metallic_roughness
+ , detail_0_normal
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , detail_0_emissive
+#endif
+ , baseColorFactors[0]
+ , orm_factors[0]
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , emissiveColors[0]
+#endif
+ );
+ mix = mix_pbr(mix, mix2, tm.weight.x);
+ break;
+ default:
+ break;
+ }
+ switch (tm.type & MIX_Y)
+ {
+ case MIX_Y:
+ mix2 = terrain_sample_and_multiply_pbr(
+ terrain_texcoord
+ , detail_1_base_color
+ , detail_1_metallic_roughness
+ , detail_1_normal
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , detail_1_emissive
+#endif
+ , baseColorFactors[1]
+ , orm_factors[1]
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , emissiveColors[1]
+#endif
+ );
+ mix = mix_pbr(mix, mix2, tm.weight.y);
+ break;
+ default:
+ break;
+ }
+ switch (tm.type & MIX_Z)
+ {
+ case MIX_Z:
+ mix2 = terrain_sample_and_multiply_pbr(
+ terrain_texcoord
+ , detail_2_base_color
+ , detail_2_metallic_roughness
+ , detail_2_normal
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , detail_2_emissive
+#endif
+ , baseColorFactors[2]
+ , orm_factors[2]
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , emissiveColors[2]
+#endif
+ );
+ mix = mix_pbr(mix, mix2, tm.weight.z);
+ break;
+ default:
+ break;
+ }
+ switch (tm.type & MIX_W)
+ {
+ case MIX_W:
+ mix2 = terrain_sample_and_multiply_pbr(
+ terrain_texcoord
+ , detail_3_base_color
+ , detail_3_metallic_roughness
+ , detail_3_normal
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , detail_3_emissive
+#endif
+ , baseColorFactors[3]
+ , orm_factors[3]
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , emissiveColors[3]
+#endif
+ );
+ mix = mix_pbr(mix, mix2, tm.weight.w);
+ break;
+ default:
+ break;
+ }
+
+ float minimum_alpha = terrain_mix(tm, minimum_alphas);
+ if (mix.col.a < minimum_alpha)
+ {
+ discard;
+ }
+ float base_color_factor_alpha = terrain_mix(tm, vec4(baseColorFactors[0].z, baseColorFactors[1].z, baseColorFactors[2].z, baseColorFactors[3].z));
+
+ // from mikktspace.com
+ vec3 vNt = mix.vNt;
+ vec3 vN = vary_normal;
+ vec3 vT = vary_tangent.xyz;
+
+ vec3 vB = vary_sign * cross(vN, vT);
+ vec3 tnorm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN );
+
+ tnorm *= gl_FrontFacing ? 1.0 : -1.0;
+
+
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+#define emissive mix.emissive
+#else
+#define emissive vec3(0)
+#endif
+ frag_data[0] = max(vec4(mix.col.xyz, 0.0), vec4(0)); // Diffuse
+ frag_data[1] = max(vec4(mix.orm.rgb, base_color_factor_alpha), vec4(0)); // PBR linear packed Occlusion, Roughness, Metal.
+ frag_data[2] = max(vec4(encode_normal(tnorm), base_color_factor_alpha, GBUFFER_FLAG_HAS_PBR), vec4(0)); // normal, environment intensity, flags
+ frag_data[3] = max(vec4(emissive,0), vec4(0)); // PBR sRGB Emissive
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl
new file mode 100644
index 0000000000..316b751590
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl
@@ -0,0 +1,396 @@
+/**
+ * @file class1\deferred\pbrterrainUtilF.glsl
+ *
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2023, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+/*[EXTRA_CODE_HERE]*/
+
+/**
+ * Triplanar mapping implementation adapted from Inigo Quilez' example shader,
+ * MIT license.
+ * https://www.shadertoy.com/view/MtsGWH
+ * Copyright © 2015 Inigo Quilez
+ * Permission is hereby granted, free of charge, to any person obtaining a copy
+ * of this software and associated documentation files (the "Software"), to
+ * deal in the Software without restriction, including without limitation the
+ * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
+ * sell copies of the Software, and to permit persons to whom the Software is
+ * furnished to do so, subject to the following conditions: The above copyright
+ * notice and this permission notice shall be included in all copies or
+ * substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS",
+ * WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED
+ * TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
+ * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
+ * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF
+ * CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
+ * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+#define TERRAIN_PBR_DETAIL_EMISSIVE 0
+
+in vec3 vary_vertex_normal;
+
+vec3 srgb_to_linear(vec3 c);
+
+// A relatively agressive threshold for terrain material mixing sampling
+// cutoff. This ensures that only one or two materials are used in most places,
+// making PBR terrain blending more performant. Should be greater than 0 to work.
+#define TERRAIN_RAMP_MIX_THRESHOLD 0.1
+// A small threshold for triplanar mapping sampling cutoff. This and
+// TERRAIN_TRIPLANAR_BLEND_FACTOR together ensures that only one or two samples
+// per texture are used in most places, making triplanar mapping more
+// performant. Should be greater than 0 to work.
+// There's also an artistic design choice in the use of these factors, and the
+// use of triplanar generally. Don't take these triplanar constants for granted.
+#define TERRAIN_TRIPLANAR_MIX_THRESHOLD 0.01
+
+#define SAMPLE_X 1 << 0
+#define SAMPLE_Y 1 << 1
+#define SAMPLE_Z 1 << 2
+#define MIX_X 1 << 3
+#define MIX_Y 1 << 4
+#define MIX_Z 1 << 5
+#define MIX_W 1 << 6
+
+struct PBRMix
+{
+ vec4 col; // RGB color with alpha, linear space
+ vec3 orm; // Occlusion, roughness, metallic
+ vec3 vNt; // Unpacked normal texture sample, vector
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ vec3 emissive; // RGB emissive color, linear space
+#endif
+};
+
+PBRMix init_pbr_mix()
+{
+ PBRMix mix;
+ mix.col = vec4(0);
+ mix.orm = vec3(0);
+ mix.vNt = vec3(0);
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ mix.emissive = vec3(0);
+#endif
+ return mix;
+}
+
+// Usage example, for two weights:
+// vec2 weights = ... // Weights must add up to 1
+// PBRMix mix = init_pbr_mix();
+// PBRMix mix1 = ...
+// mix = mix_pbr(mix, mix1, weights.x);
+// PBRMix mix2 = ...
+// mix = mix_pbr(mix, mix2, weights.y);
+PBRMix mix_pbr(PBRMix mix1, PBRMix mix2, float mix2_weight)
+{
+ PBRMix mix;
+ mix.col = mix1.col + (mix2.col * mix2_weight);
+ mix.orm = mix1.orm + (mix2.orm * mix2_weight);
+ mix.vNt = mix1.vNt + (mix2.vNt * mix2_weight);
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ mix.emissive = mix1.emissive + (mix2.emissive * mix2_weight);
+#endif
+ return mix;
+}
+
+PBRMix sample_pbr(
+ vec2 uv
+ , sampler2D tex_col
+ , sampler2D tex_orm
+ , sampler2D tex_vNt
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , sampler2D tex_emissive
+#endif
+ )
+{
+ PBRMix mix;
+ mix.col = texture(tex_col, uv);
+ mix.col.rgb = srgb_to_linear(mix.col.rgb);
+ mix.orm = texture(tex_orm, uv).xyz;
+ mix.vNt = texture(tex_vNt, uv).xyz*2.0-1.0;
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ mix.emissive = srgb_to_linear(texture(tex_emissive, uv).xyz);
+#endif
+ return mix;
+}
+
+struct TerrainTriplanar
+{
+ vec3 weight;
+ int type;
+};
+
+struct TerrainMix
+{
+ vec4 weight;
+ int type;
+};
+
+#define TerrainMixSample vec4[4]
+#define TerrainMixSample3 vec3[4]
+
+TerrainMix get_terrain_mix_weights(float alpha1, float alpha2, float alphaFinal)
+{
+ TerrainMix tm;
+ vec4 sample_x = vec4(1,0,0,0);
+ vec4 sample_y = vec4(0,1,0,0);
+ vec4 sample_z = vec4(0,0,1,0);
+ vec4 sample_w = vec4(0,0,0,1);
+
+ tm.weight = mix( mix(sample_w, sample_z, alpha2), mix(sample_y, sample_x, alpha1), alphaFinal );
+ tm.weight -= TERRAIN_RAMP_MIX_THRESHOLD;
+ ivec4 usage = max(ivec4(0), ivec4(ceil(tm.weight)));
+ // Prevent negative weights and keep weights balanced
+ tm.weight = tm.weight*vec4(usage);
+ tm.weight /= (tm.weight.x + tm.weight.y + tm.weight.z + tm.weight.w);
+
+ tm.type = (usage.x * MIX_X) |
+ (usage.y * MIX_Y) |
+ (usage.z * MIX_Z) |
+ (usage.w * MIX_W);
+ return tm;
+}
+
+TerrainTriplanar _t_triplanar()
+{
+ float sharpness = TERRAIN_TRIPLANAR_BLEND_FACTOR;
+ float threshold = TERRAIN_TRIPLANAR_MIX_THRESHOLD;
+ vec3 weight_signed = pow(abs(vary_vertex_normal), vec3(sharpness));
+ weight_signed /= (weight_signed.x + weight_signed.y + weight_signed.z);
+ weight_signed -= vec3(threshold);
+ TerrainTriplanar tw;
+ // *NOTE: Make sure the threshold doesn't affect the materials
+ tw.weight = max(vec3(0), weight_signed);
+ tw.weight /= (tw.weight.x + tw.weight.y + tw.weight.z);
+ ivec3 usage = ivec3(round(max(vec3(0), sign(weight_signed))));
+ tw.type = ((usage.x) * SAMPLE_X) |
+ ((usage.y) * SAMPLE_Y) |
+ ((usage.z) * SAMPLE_Z);
+ return tw;
+}
+
+// Assume weights add to 1
+float terrain_mix(TerrainMix tm, vec4 tms4)
+{
+ return (tm.weight.x * tms4[0]) +
+ (tm.weight.y * tms4[1]) +
+ (tm.weight.z * tms4[2]) +
+ (tm.weight.w * tms4[3]);
+}
+
+#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
+// Triplanar mapping
+
+// Pre-transformed texture coordinates for each axial uv slice (Packing: xy, yz, (-x)z, unused)
+#define TerrainCoord vec4[2]
+
+vec2 _t_uv(vec2 uv_unflipped, float sign_or_zero)
+{
+ // Handle case where sign is 0
+ float sign = (2.0*sign_or_zero) + 1.0;
+ sign /= abs(sign);
+ // If the vertex normal is negative, flip the texture back
+ // right-side up.
+ vec2 uv = uv_unflipped * vec2(sign, 1);
+ return uv;
+}
+
+vec3 _t_normal_post_1(vec3 vNt0, float sign_or_zero)
+{
+ // Assume normal is unpacked
+ vec3 vNt1 = vNt0;
+ // Get sign
+ float sign = sign_or_zero;
+ // Handle case where sign is 0
+ sign = (2.0*sign) + 1.0;
+ sign /= abs(sign);
+ // If the sign is negative, rotate normal by 180 degrees
+ vNt1.xy = (min(0, sign) * vNt1.xy) + (min(0, -sign) * -vNt1.xy);
+ return vNt1;
+}
+
+// Triplanar-specific normal texture fixes
+vec3 _t_normal_post_x(vec3 vNt0)
+{
+ vec3 vNt_x = _t_normal_post_1(vNt0, sign(vary_vertex_normal.x));
+ // *HACK: Transform normals according to orientation of the UVs
+ vNt_x.xy = vec2(-vNt_x.y, vNt_x.x);
+ return vNt_x;
+}
+vec3 _t_normal_post_y(vec3 vNt0)
+{
+ vec3 vNt_y = _t_normal_post_1(vNt0, sign(vary_vertex_normal.y));
+ // *HACK: Transform normals according to orientation of the UVs
+ vNt_y.xy = -vNt_y.xy;
+ return vNt_y;
+}
+vec3 _t_normal_post_z(vec3 vNt0)
+{
+ vec3 vNt_z = _t_normal_post_1(vNt0, sign(vary_vertex_normal.z));
+ return vNt_z;
+}
+
+PBRMix terrain_sample_pbr(
+ TerrainCoord terrain_coord
+ , TerrainTriplanar tw
+ , sampler2D tex_col
+ , sampler2D tex_orm
+ , sampler2D tex_vNt
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , sampler2D tex_emissive
+#endif
+ )
+{
+ PBRMix mix = init_pbr_mix();
+
+#define get_uv_x() _t_uv(terrain_coord[0].zw, sign(vary_vertex_normal.x))
+#define get_uv_y() _t_uv(terrain_coord[1].xy, sign(vary_vertex_normal.y))
+#define get_uv_z() _t_uv(terrain_coord[0].xy, sign(vary_vertex_normal.z))
+ switch (tw.type & SAMPLE_X)
+ {
+ case SAMPLE_X:
+ PBRMix mix_x = sample_pbr(
+ get_uv_x()
+ , tex_col
+ , tex_orm
+ , tex_vNt
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , tex_emissive
+#endif
+ );
+ // Triplanar-specific normal texture fix
+ mix_x.vNt = _t_normal_post_x(mix_x.vNt);
+ mix = mix_pbr(mix, mix_x, tw.weight.x);
+ break;
+ default:
+ break;
+ }
+
+ switch (tw.type & SAMPLE_Y)
+ {
+ case SAMPLE_Y:
+ PBRMix mix_y = sample_pbr(
+ get_uv_y()
+ , tex_col
+ , tex_orm
+ , tex_vNt
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , tex_emissive
+#endif
+ );
+ // Triplanar-specific normal texture fix
+ mix_y.vNt = _t_normal_post_y(mix_y.vNt);
+ mix = mix_pbr(mix, mix_y, tw.weight.y);
+ break;
+ default:
+ break;
+ }
+
+ switch (tw.type & SAMPLE_Z)
+ {
+ case SAMPLE_Z:
+ PBRMix mix_z = sample_pbr(
+ get_uv_z()
+ , tex_col
+ , tex_orm
+ , tex_vNt
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , tex_emissive
+#endif
+ );
+ // Triplanar-specific normal texture fix
+ // *NOTE: Bottom face has not been tested
+ mix_z.vNt = _t_normal_post_z(mix_z.vNt);
+ mix = mix_pbr(mix, mix_z, tw.weight.z);
+ break;
+ default:
+ break;
+ }
+
+ return mix;
+}
+
+#elif TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 1
+
+#define TerrainCoord vec2
+
+#define terrain_sample_pbr sample_pbr
+
+#endif
+
+PBRMix multiply_factors_pbr(
+ PBRMix mix_in
+ , vec4 factor_col
+ , vec3 factor_orm
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , vec3 factor_emissive
+#endif
+ )
+{
+ PBRMix mix = mix_in;
+ mix.col *= factor_col;
+ mix.orm *= factor_orm;
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ mix.emissive *= factor_emissive;
+#endif
+ return mix;
+}
+
+PBRMix terrain_sample_and_multiply_pbr(
+ TerrainCoord terrain_coord
+ , sampler2D tex_col
+ , sampler2D tex_orm
+ , sampler2D tex_vNt
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , sampler2D tex_emissive
+#endif
+ , vec4 factor_col
+ , vec3 factor_orm
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , vec3 factor_emissive
+#endif
+ )
+{
+ PBRMix mix = terrain_sample_pbr(
+ terrain_coord
+#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
+ , _t_triplanar()
+#endif
+ , tex_col
+ , tex_orm
+ , tex_vNt
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , tex_emissive
+#endif
+ );
+
+ mix = multiply_factors_pbr(mix
+ , factor_col
+ , factor_orm
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , factor_emissive
+#endif
+ );
+
+ return mix;
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl
new file mode 100644
index 0000000000..dbb9404219
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl
@@ -0,0 +1,93 @@
+/**
+ * @file class1\environment\pbrterrainV.glsl
+ *
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2023, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_projection_matrix;
+
+in vec3 position;
+in vec3 normal;
+in vec4 tangent;
+in vec4 diffuse_color;
+in vec2 texcoord1;
+
+#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
+out vec4[2] vary_coords;
+#endif
+out vec3 vary_vertex_normal; // Used by pbrterrainUtilF.glsl
+out vec3 vary_normal;
+out vec3 vary_tangent;
+flat out float vary_sign;
+out vec4 vary_texcoord0;
+out vec4 vary_texcoord1;
+
+// *HACK: tangent_space_transform should use texture_normal_transform, or maybe
+// we shouldn't use tangent_space_transform at all. See the call to
+// tangent_space_transform below.
+uniform vec4[2] texture_base_color_transform;
+
+vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
+vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
+
+void main()
+{
+ //transform vertex
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+
+ vec3 n = normal_matrix * normal;
+ vary_vertex_normal = normal;
+ vec3 t = normal_matrix * tangent.xyz;
+
+ vary_tangent = normalize(t);
+ // *TODO: Decide if we want this. It may be better to just calculate the
+ // tangents on-the-fly in the fragment shader, due to the subtleties of the
+ // effect of triplanar mapping on UVs.
+ // *HACK: Should be using texture_normal_transform here. The KHR texture
+ // transform spec requires handling texture transforms separately for each
+ // individual texture.
+ vary_tangent = normalize(tangent_space_transform(vec4(t, tangent.w), n, texture_base_color_transform, texture_matrix0));
+ vary_sign = tangent.w;
+ vary_normal = normalize(n);
+
+ // Transform and pass tex coords
+ // *HACK: texture_base_color_transform is used for all of these here, but
+ // the KHR texture transform spec requires handling texture transforms
+ // separately for each individual texture.
+#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
+ // xy
+ vary_coords[0].xy = texture_transform(position.xy, texture_base_color_transform, texture_matrix0);
+ // yz
+ vary_coords[0].zw = texture_transform(position.yz, texture_base_color_transform, texture_matrix0);
+ // (-x)z
+ vary_coords[1].xy = texture_transform(position.xz * vec2(-1, 1), texture_base_color_transform, texture_matrix0);
+#elif TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 1
+ vary_texcoord0.xy = texture_transform(position.xy, texture_base_color_transform, texture_matrix0);
+#endif
+
+ vec4 tc = vec4(texcoord1,0,1);
+ vary_texcoord0.zw = tc.xy;
+ vary_texcoord1.xy = tc.xy-vec2(2.0, 0.0);
+ vary_texcoord1.zw = tc.xy-vec2(1.0, 0.0);
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
index 64e6bc9da2..3443785e1a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
@@ -106,7 +106,7 @@ vec3 toneMap(vec3 color)
color *= exposure * exp_scale;
// mix ACES and Linear here as a compromise to avoid over-darkening legacy content
- color = mix(toneMapACES_Hill(color), color, 0.333);
+ color = mix(toneMapACES_Hill(color), color, 0.3);
#endif
return color;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl
index f6d3b59e85..33a78fd26d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl
@@ -30,7 +30,6 @@ uniform mat4 modelview_projection_matrix;
in vec3 position;
in vec3 normal;
in vec4 diffuse_color;
-in vec2 texcoord0;
in vec2 texcoord1;
out vec3 pos;
@@ -41,18 +40,16 @@ out vec4 vary_texcoord1;
uniform vec4 object_plane_s;
uniform vec4 object_plane_t;
-vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)
+vec2 texgen_object(vec4 vpos, mat4 mat, vec4 tp0, vec4 tp1)
{
vec4 tcoord;
tcoord.x = dot(vpos, tp0);
tcoord.y = dot(vpos, tp1);
- tcoord.z = tc.z;
- tcoord.w = tc.w;
tcoord = mat * tcoord;
- return tcoord;
+ return tcoord.xy;
}
void main()
@@ -67,7 +64,7 @@ void main()
vary_normal = normalize(normal_matrix * normal);
// Transform and pass tex coords
- vary_texcoord0.xy = texgen_object(vec4(position, 1.0), vec4(texcoord0,0,1), texture_matrix0, object_plane_s, object_plane_t).xy;
+ vary_texcoord0.xy = texgen_object(vec4(position, 1.0), texture_matrix0, object_plane_s, object_plane_t);
vec4 t = vec4(texcoord1,0,1);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl
index 636dfed4ba..732333311c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl
@@ -65,7 +65,7 @@ vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl
// Apply texture animation first to avoid shearing and other artifacts
texcoord = (sl_animation_transform * vec4(texcoord, 0, 1)).xy;
// Convert to left-handed coordinate system. The offset of 1 is necessary
- // for rotations to be applied correctly.
+ // for rotation and scale to be applied correctly.
texcoord.y = 1.0 - texcoord.y;
texcoord = khr_texture_transform(texcoord, khr_gltf_transform[0].xy, khr_gltf_transform[0].z, khr_gltf_transform[1].xy);
// Convert back to right-handed coordinate system
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
index cfdb393b34..f796bb5f3f 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
@@ -30,12 +30,14 @@ uniform vec4 waterFogColor;
uniform float waterFogDensity;
uniform float waterFogKS;
-vec3 getPositionEye();
-
vec3 srgb_to_linear(vec3 col);
vec3 linear_to_srgb(vec3 col);
-vec4 applyWaterFogView(vec3 pos, vec4 color)
+vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten);
+
+// get a water fog color that will apply the appropriate haze to a color given
+// a blend function of (ONE, SOURCE_ALPHA)
+vec4 getWaterFogViewNoClip(vec3 pos)
{
vec3 view = normalize(pos);
//normalize view vector
@@ -67,38 +69,76 @@ vec4 applyWaterFogView(vec3 pos, vec4 color)
float L = min(t1/t2*t3, 1.0);
float D = pow(0.98, l*kd);
+
+ return vec4(srgb_to_linear(kc.rgb*L), D);
+}
+
+vec4 getWaterFogView(vec3 pos)
+{
+ if (dot(pos, waterPlane.xyz) + waterPlane.w > 0.0)
+ {
+ return vec4(0,0,0,1);
+ }
+
+ return getWaterFogViewNoClip(pos);
+}
+
+vec4 applyWaterFogView(vec3 pos, vec4 color)
+{
+ vec4 fogged = getWaterFogView(pos);
- color.rgb = color.rgb * D + kc.rgb * L;
+ color.rgb = color.rgb * fogged.a + fogged.rgb;
return color;
}
-vec4 applyWaterFogViewLinearNoClip(vec3 pos, vec4 color, vec3 sunlit)
+vec4 applyWaterFogViewLinearNoClip(vec3 pos, vec4 color)
{
- color.rgb = linear_to_srgb(color.rgb);
- color = applyWaterFogView(pos, color);
- color.rgb = srgb_to_linear(color.rgb);
+ vec4 fogged = getWaterFogViewNoClip(pos);
+ color.rgb *= fogged.a;
+ color.rgb += fogged.rgb;
return color;
}
-vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit)
+vec4 applyWaterFogViewLinear(vec3 pos, vec4 color)
{
if (dot(pos, waterPlane.xyz) + waterPlane.w > 0.0)
{
return color;
}
- return applyWaterFogViewLinearNoClip(pos, color, sunlit);
+ return applyWaterFogViewLinearNoClip(pos, color);
}
-vec4 applyWaterFogViewLinear(vec3 pos, vec4 color)
+// for post deferred shaders, apply sky and water fog in a way that is consistent with
+// the deferred rendering haze post effects
+vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color)
{
- return applyWaterFogViewLinear(pos, color, vec3(1));
-}
+ bool eye_above_water = dot(vec3(0), waterPlane.xyz) + waterPlane.w > 0.0;
+ bool obj_above_water = dot(pos.xyz, waterPlane.xyz) + waterPlane.w > 0.0;
-vec4 applyWaterFog(vec4 color)
-{
- //normalize view vector
- return applyWaterFogViewLinear(getPositionEye(), color);
-}
+ if (eye_above_water)
+ {
+ if (!obj_above_water)
+ {
+ color.rgb = applyWaterFogViewLinearNoClip(pos, color).rgb;
+ }
+ else
+ {
+ color.rgb = atmosFragLighting(color.rgb, additive, atten);
+ }
+ }
+ else
+ {
+ if (obj_above_water)
+ {
+ color.rgb = atmosFragLighting(color.rgb, additive, atten);
+ }
+ else
+ {
+ color.rgb = applyWaterFogViewLinearNoClip(pos, color).rgb;
+ }
+ }
+ return color;
+}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl
deleted file mode 100644
index 670b3ddaf1..0000000000
--- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl
+++ /dev/null
@@ -1,51 +0,0 @@
-/**
- * @file class1\lighting\lightWaterAlphaMaskF.glsl
- *
- * $LicenseInfo:firstyear=2011&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2011, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-out vec4 frag_color;
-
-uniform float minimum_alpha;
-
-vec3 atmosLighting(vec3 light);
-vec4 applyWaterFog(vec4 color);
-
-in vec4 vertex_color;
-in vec2 vary_texcoord0;
-
-void default_lighting_water()
-{
- vec4 color = diffuseLookup(vary_texcoord0.xy);
-
- if (color.a < minimum_alpha)
- {
- discard;
- }
-
- color.rgb *= vertex_color.rgb;
-
- color.rgb = atmosLighting(color.rgb);
-
- frag_color = max(applyWaterFog(color), vec4(0));
-}
-
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl
deleted file mode 100644
index 09b4a6e317..0000000000
--- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl
+++ /dev/null
@@ -1,42 +0,0 @@
-/**
- * @file class1\lighting\lightWaterF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-out vec4 frag_color;
-
-in vec4 vertex_color;
-in vec2 vary_texcoord0;
-
-vec3 atmosLighting(vec3 light);
-vec4 applyWaterFog(vec4 color);
-
-void default_lighting_water()
-{
- vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
-
- color.rgb = atmosLighting(color.rgb);
-
- frag_color = max(applyWaterFog(color), vec4(0));
-}
-
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl
deleted file mode 100644
index 4888fa547c..0000000000
--- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl
+++ /dev/null
@@ -1,44 +0,0 @@
-/**
- * @file class1\lighting\lightWaterNonIndexedF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-out vec4 frag_color;
-
-in vec4 vertex_color;
-in vec2 vary_texcoord0;
-
-uniform sampler2D diffuseMap;
-
-vec3 atmosLighting(vec3 light);
-vec4 applyWaterFog(vec4 color);
-
-void default_lighting_water()
-{
- vec4 color = texture(diffuseMap,vary_texcoord0.xy) * vertex_color;
-
- color.rgb = atmosLighting(color.rgb);
-
- frag_color = max(applyWaterFog(color), vec4(0));
-}
-
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleWaterF.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleWaterF.glsl
deleted file mode 100644
index 2e87ac5bbc..0000000000
--- a/indra/newview/app_settings/shaders/class1/objects/simpleWaterF.glsl
+++ /dev/null
@@ -1,33 +0,0 @@
-/**
- * @file simpleWaterF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-void default_lighting_water();
-
-void main()
-{
- default_lighting_water();
-}
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl
index 6ecbfaecb1..4f88aed765 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl
@@ -30,7 +30,6 @@ vec3 getSunlitColor();
vec3 getAmblitColor();
vec3 getAdditiveColor();
vec3 getAtmosAttenuation();
-vec3 getPositionEye();
uniform float scene_light_strength;
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl
index cc3617ba61..7b59e07243 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl
@@ -42,7 +42,6 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
void calcAtmospherics(vec3 inPositionEye) {
vec3 P = inPositionEye;
- setPositionEye(P);
vec3 tmpsunlit = vec3(1);
vec3 tmpamblit = vec3(1);
vec3 tmpaddlit = vec3(1);
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl
index 34669a6796..9d5f60b313 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl
@@ -44,5 +44,5 @@ vec3 getAdditiveColor()
vec3 getAtmosAttenuation()
{
- return vec3(vary_AtmosAttenuation);
+ return vary_AtmosAttenuation;
}
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl
index 1b854d80b3..0617bc9908 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl
@@ -31,7 +31,6 @@ vec3 additive_color;
vec3 atmos_attenuation;
vec3 sunlit_color;
vec3 amblit_color;
-vec3 position_eye;
vec3 getSunlitColor()
{
@@ -51,16 +50,6 @@ vec3 getAtmosAttenuation()
return atmos_attenuation;
}
-vec3 getPositionEye()
-{
- return position_eye;
-}
-
-void setPositionEye(vec3 v)
-{
- position_eye = v;
-}
-
void setSunlitColor(vec3 v)
{
sunlit_color = v;
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl
deleted file mode 100644
index 7a6741fe0e..0000000000
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl
+++ /dev/null
@@ -1,50 +0,0 @@
-/**
- * @file class2\wl\atmosphericVarsWaterF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-in vec3 vary_PositionEye;
-in vec3 vary_AdditiveColor;
-in vec3 vary_AtmosAttenuation;
-
-vec3 getSunlitColor()
-{
- return vec3(0,0,0);
-}
-vec3 getAmblitColor()
-{
- return vec3(0,0,0);
-}
-vec3 getAdditiveColor()
-{
- return vary_AdditiveColor;
-}
-vec3 getAtmosAttenuation()
-{
- return vary_AtmosAttenuation;
-}
-vec3 getPositionEye()
-{
- return vary_PositionEye;
-}
-
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl
deleted file mode 100644
index 23c3aed4d8..0000000000
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl
+++ /dev/null
@@ -1,81 +0,0 @@
-/**
- * @file class2\wl\atmosphericVarsWaterV.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-out vec3 vary_PositionEye;
-out vec3 vary_AdditiveColor;
-out vec3 vary_AtmosAttenuation;
-
-vec3 atmos_attenuation;
-vec3 sunlit_color;
-vec3 amblit_color;
-
-vec3 getSunlitColor()
-{
- return sunlit_color;
-}
-vec3 getAmblitColor()
-{
- return amblit_color;
-}
-
-vec3 getAdditiveColor()
-{
- return vary_AdditiveColor;
-}
-vec3 getAtmosAttenuation()
-{
- return atmos_attenuation;
-}
-
-vec3 getPositionEye()
-{
- return vary_PositionEye;
-}
-
-void setPositionEye(vec3 v)
-{
- vary_PositionEye = v;
-}
-
-void setSunlitColor(vec3 v)
-{
- sunlit_color = v;
-}
-
-void setAmblitColor(vec3 v)
-{
- amblit_color = v;
-}
-
-void setAdditiveColor(vec3 v)
-{
- vary_AdditiveColor = v;
-}
-
-void setAtmosAttenuation(vec3 v)
-{
- atmos_attenuation = v;
- vary_AtmosAttenuation = v;
-}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index b63f3b60f9..acd32a81b3 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -65,16 +65,11 @@ uniform vec3 light_diffuse[8];
void waterClip(vec3 pos);
-#ifdef WATER_FOG
-vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit);
-#endif
-
vec3 srgb_to_linear(vec3 c);
vec3 linear_to_srgb(vec3 c);
vec2 encode_normal (vec3 n);
-vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten);
-
+vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color);
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
#ifdef HAS_SUN_SHADOW
@@ -270,12 +265,6 @@ void main()
color.rgb *= diffuse_linear.rgb;
- color.rgb = atmosFragLightingLinear(color.rgb, additive, atten);
-
-#ifdef WATER_FOG
- color = applyWaterFogViewLinear(pos.xyz, color, sunlit_linear);
-#endif // WATER_FOG
-
vec4 light = vec4(0,0,0,0);
#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diffuse_linear.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w);
@@ -291,6 +280,8 @@ void main()
// sum local light contrib in linear colorspace
color.rgb += light.rgb;
+ color.rgb = applySkyAndWaterFog(pos.xyz, additive, atten, color).rgb;
+
#endif // #else // FOR_IMPOSTOR
#ifdef IS_HUD
diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
index 35d752be02..003dd05e6f 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
@@ -82,11 +82,7 @@ vec3 srgb_to_linear(vec3 c);
vec3 linear_to_srgb(vec3 c);
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
-vec3 atmosFragLightingLinear(vec3 color, vec3 additive, vec3 atten);
-
-#ifdef WATER_FOG
-vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit);
-#endif
+vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color);
void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist);
float calcLegacyDistanceAttenuation(float distance, float falloff);
@@ -228,13 +224,6 @@ void main()
color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, colorEmissive, ao, additive, atten);
- color.rgb = atmosFragLightingLinear(color.rgb, additive, atten);
-
-#ifdef WATER_FOG
- vec4 temp = applyWaterFogViewLinear(pos, vec4(color, 0.0), sunlit_linear);
- color = temp.rgb;
-#endif
-
vec3 light = vec3(0);
// Punctual lights
@@ -250,7 +239,8 @@ void main()
color.rgb += light.rgb;
-
+ color.rgb = applySkyAndWaterFog(pos.xyz, additive, atten, vec4(color, 1.0)).rgb;
+
float a = basecolor.a*vertex_color.a;
frag_color = max(vec4(color.rgb,a), vec4(0));
@@ -305,6 +295,7 @@ void main()
float a = basecolor.a*vertex_color.a;
color += colorEmissive;
+
color = linear_to_srgb(color);
frag_color = max(vec4(color.rgb,a), vec4(0));
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl
index 5483a4e29c..8430cca325 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl
@@ -40,6 +40,8 @@ in vec3 vary_position;
uniform samplerCube environmentMap;
vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten);
+vec4 applyWaterFogViewLinear(vec3 pos, vec4 color);
+
void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
vec3 linear_to_srgb(vec3 c);
@@ -83,7 +85,6 @@ void main()
color.rgb = srgb_to_linear(color.rgb);
applyLegacyEnv(color.rgb, legacyenv, spec, pos, norm, env_intensity);
- color.rgb = atmosFragLighting(color.rgb, additive, atten);
#endif
color.a = 1.0;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl
new file mode 100644
index 0000000000..0b154e82ad
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl
@@ -0,0 +1,106 @@
+/**
+ * @file class3/deferred/hazeF.glsl
+ *
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2023, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+out vec4 frag_color;
+
+uniform sampler2D normalMap;
+
+// Inputs
+uniform vec3 sun_dir;
+uniform vec3 moon_dir;
+uniform int sun_up_factor;
+in vec2 vary_fragcoord;
+
+vec3 getNorm(vec2 pos_screen);
+vec4 getPositionWithDepth(vec2 pos_screen, float depth);
+void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
+
+float getDepth(vec2 pos_screen);
+
+vec3 linear_to_srgb(vec3 c);
+vec3 srgb_to_linear(vec3 c);
+
+uniform vec4 waterPlane;
+
+uniform int cube_snapshot;
+
+uniform float sky_hdr_scale;
+
+void main()
+{
+ vec2 tc = vary_fragcoord.xy;
+ float depth = getDepth(tc.xy);
+ vec4 pos = getPositionWithDepth(tc, depth);
+ vec4 norm = texture(normalMap, tc);
+ norm.xyz = getNorm(tc);
+ vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
+
+ vec3 color = vec3(0);
+ float bloom = 0.0;
+
+ vec3 sunlit;
+ vec3 amblit;
+ vec3 additive;
+ vec3 atten;
+
+ calcAtmosphericVarsLinear(pos.xyz, norm.xyz, light_dir, sunlit, amblit, additive, atten);
+
+ vec3 sunlit_linear = srgb_to_linear(sunlit);
+
+ // mask off atmospherics below water (when camera is under water)
+ bool do_atmospherics = false;
+
+ if (dot(vec3(0), waterPlane.xyz) + waterPlane.w > 0.0 ||
+ dot(pos.xyz, waterPlane.xyz) + waterPlane.w > 0.0)
+ {
+ do_atmospherics = true;
+ }
+
+ vec3 irradiance = vec3(0);
+ vec3 radiance = vec3(0);
+
+ if (depth >= 1.0)
+ {
+ //should only be true of sky, clouds, sun/moon, and stars
+ discard;
+ }
+
+ float alpha = 0.0;
+
+ if (do_atmospherics)
+ {
+ alpha = atten.r;
+ color = srgb_to_linear(additive*2.0);
+ color *= sky_hdr_scale;
+ }
+ else
+ {
+ color = vec3(0,0,0);
+ alpha = 1.0;
+ }
+
+ frag_color = max(vec4(color.rgb, alpha), vec4(0)); //output linear since local lights will be added to this shader's results
+
+}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
index db0daa9b7e..b3b1aaed56 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
@@ -37,11 +37,7 @@
uniform float emissive_brightness; // fullbright flag, 1.0 == fullbright, 0.0 otherwise
uniform int sun_up_factor;
-#ifdef WATER_FOG
-vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit);
-#endif
-
-vec3 atmosFragLightingLinear(vec3 l, vec3 additive, vec3 atten);
+vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color);
vec3 scaleSoftClipFragLinear(vec3 l);
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist);
@@ -404,13 +400,6 @@ void main()
glare += cur_glare;
}
- color.rgb = atmosFragLightingLinear(color.rgb, additive, atten);
-
-#ifdef WATER_FOG
- vec4 temp = applyWaterFogViewLinear(pos, vec4(color, 0.0), sunlit_linear);
- color = temp.rgb;
-#endif
-
vec3 npos = normalize(-pos.xyz);
vec3 light = vec3(0, 0, 0);
@@ -426,6 +415,8 @@ void main()
color += light;
+ color.rgb = applySkyAndWaterFog(pos.xyz, additive, atten, vec4(color, 1.0)).rgb;
+
glare *= 1.0-emissive;
glare = min(glare, 1.0);
float al = max(diffcol.a, glare) * vertex_color.a;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index 8b7aea24ed..f5541df227 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -91,10 +91,6 @@ uniform vec4 waterPlane;
uniform int cube_snapshot;
-#ifdef WATER_FOG
-vec4 applyWaterFogViewLinear(vec3 pos, vec4 color);
-#endif
-
uniform float sky_hdr_scale;
void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist);
@@ -175,18 +171,6 @@ void main()
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);
@@ -221,7 +205,6 @@ void main()
{
color = atmosFragLightingLinear(color, additive, atten);
}
-
}
else if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS))
{
@@ -290,18 +273,13 @@ void main()
{ // add environment map
applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, envIntensity);
}
-
-
- if (do_atmospherics)
- {
- color = atmosFragLightingLinear(color, additive, atten);
- }
}
-
+
#ifdef WATER_FOG
vec4 fogged = applyWaterFogViewLinear(pos.xyz, vec4(color, bloom));
color = fogged.rgb;
#endif
+
frag_color.rgb = max(color.rgb, vec3(0)); //output linear since local lights will be added to this shader's results
frag_color.a = 0.0;
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl
new file mode 100644
index 0000000000..f6b8299f91
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl
@@ -0,0 +1,65 @@
+/**
+ * @file class3/deferred/waterHazeF.glsl
+ *
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2023, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+out vec4 frag_color;
+
+// Inputs
+in vec4 vary_fragcoord;
+
+uniform sampler2D normalMap;
+
+vec4 getPositionWithDepth(vec2 pos_screen, float depth);
+float getDepth(vec2 pos_screen);
+
+vec4 getWaterFogView(vec3 pos);
+
+uniform int above_water;
+
+void main()
+{
+ vec2 tc = vary_fragcoord.xy/vary_fragcoord.w*0.5+0.5;
+ float depth = getDepth(tc.xy);
+
+ if (above_water > 0)
+ {
+ // we want to depth test when the camera is above water, but some GPUs have a hard time
+ // with depth testing against render targets that are bound for sampling in the same shader
+ // so we do it manually here
+
+ float cur_depth = vary_fragcoord.z/vary_fragcoord.w*0.5+0.5;
+ if (cur_depth > depth)
+ {
+ discard;
+ }
+ }
+
+ vec4 pos = getPositionWithDepth(tc, depth);
+ vec4 norm = texture(normalMap, tc);
+
+ vec4 fogged = getWaterFogView(pos.xyz);
+
+ frag_color = max(fogged, vec4(0)); //output linear since local lights will be added to this shader's results
+
+}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterHazeV.glsl
index 2e5ed57014..16381a5d51 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/waterHazeV.glsl
@@ -1,55 +1,59 @@
-/**
- * @file class1\lighting\lightWaterAlphaMaskNonIndexedF.glsl
+/**
+ * @file class3/deferred/waterHazeV.glsl
*
- * $LicenseInfo:firstyear=2011&license=viewerlgpl$
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
* Second Life Viewer Source Code
- * Copyright (C) 2011, Linden Research, Inc.
- *
+ * Copyright (C) 2023, Linden Research, Inc.
+ *
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
- *
+ *
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
- *
+ *
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
+ *
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-out vec4 frag_color;
+in vec3 position;
-uniform float minimum_alpha;
+uniform vec2 screen_res;
-uniform sampler2D diffuseMap;
+out vec4 vary_fragcoord;
-vec3 atmosLighting(vec3 light);
-vec4 applyWaterFog(vec4 color);
+// forwards
+void setAtmosAttenuation(vec3 c);
+void setAdditiveColor(vec3 c);
-in vec4 vertex_color;
-in vec2 vary_texcoord0;
+uniform vec4 waterPlane;
-void default_lighting_water()
+uniform int above_water;
+
+uniform mat4 modelview_projection_matrix;
+
+void main()
{
- vec4 color = texture(diffuseMap,vary_texcoord0.xy);
+ //transform vertex
+ vec4 pos = vec4(position.xyz, 1.0);
- if (color.a < minimum_alpha)
- {
- discard;
- }
+ if (above_water > 0)
+ {
+ pos = modelview_projection_matrix*pos;
+ }
- color.rgb *= vertex_color.rgb;
+ gl_Position = pos;
- color.rgb = atmosLighting(color.rgb);
+ // appease OSX GLSL compiler/linker by touching all the varyings we said we would
+ setAtmosAttenuation(vec3(1));
+ setAdditiveColor(vec3(0));
- color = applyWaterFog(color);
-
- frag_color = max(color, vec4(0));
+ vary_fragcoord = pos;
}
-
diff --git a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl
index e99ad5b474..223e55eb69 100644
--- a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl
@@ -30,7 +30,6 @@ uniform sampler2D bumpMap;
#ifdef TRANSPARENT_WATER
uniform sampler2D screenTex;
-uniform sampler2D screenDepth;
#endif
uniform vec4 fogCol;
@@ -55,7 +54,7 @@ in vec4 littleWave;
in vec4 view;
in vec3 vary_position;
-vec4 applyWaterFogViewLinearNoClip(vec3 pos, vec4 color, vec3 sunlit);
+vec4 applyWaterFogViewLinearNoClip(vec3 pos, vec4 color);
void main()
{
@@ -77,5 +76,7 @@ void main()
vec4 fb = vec4(waterFogColorLinear, 0.0);
#endif
- frag_color = max(applyWaterFogViewLinearNoClip(vary_position, fb, vec3(1)), vec4(0));
+ fb = applyWaterFogViewLinearNoClip(vary_position, fb);
+
+ frag_color = max(fb, vec4(0));
}
diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
index 4f79dd1ac5..b364e454e8 100644
--- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
@@ -32,9 +32,8 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
#endif
vec3 scaleSoftClipFragLinear(vec3 l);
-vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten);
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
-vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit);
+vec4 applyWaterFogViewLinear(vec3 pos, vec4 color);
// PBR interface
vec2 BRDF(float NoV, float roughness);
@@ -77,7 +76,7 @@ uniform sampler2D bumpMap2;
uniform float blend_factor;
#ifdef TRANSPARENT_WATER
uniform sampler2D screenTex;
-uniform sampler2D screenDepth;
+uniform sampler2D depthMap;
#endif
uniform sampler2D refTex;
@@ -211,7 +210,7 @@ void main()
#ifdef TRANSPARENT_WATER
vec4 fb = texture(screenTex, distort2);
- float depth = texture(screenDepth, distort2).r;
+ float depth = texture(depthMap, distort2).r;
vec3 refPos = getPositionWithNDC(vec3(distort2*2.0-vec2(1.0), depth*2.0-1.0));
if (refPos.z > pos.z-0.05)
@@ -219,13 +218,12 @@ void main()
//we sampled an above water sample, don't distort
distort2 = distort;
fb = texture(screenTex, distort2);
- depth = texture(screenDepth, distort2).r;
+ depth = texture(depthMap, distort2).r;
refPos = getPositionWithNDC(vec3(distort2 * 2.0 - vec2(1.0), depth * 2.0 - 1.0));
}
- fb = applyWaterFogViewLinear(refPos, fb, sunlit);
#else
- vec4 fb = applyWaterFogViewLinear(viewVec*2048.0, vec4(1.0), sunlit_linear);
+ vec4 fb = applyWaterFogViewLinear(viewVec*2048.0, vec4(1.0));
#endif
// fudge sample on other side of water to be a tad darker
@@ -280,9 +278,7 @@ void main()
f = clamp(f, 0, 1);
- color = mix(color, fb.rgb, f);
-
- color = atmosFragLightingLinear(color, additive, atten);
+ color = ((1.0 - f) * color) + fb.rgb;
float spec = min(max(max(punctual.r, punctual.g), punctual.b), 0.05);