diff options
Diffstat (limited to 'indra/newview/app_settings/shaders')
9 files changed, 73 insertions, 447 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl index 73c125bbdc..23adbded5e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl @@ -29,6 +29,8 @@ uniform sampler2DRect depthMap; uniform float ssao_radius; uniform float ssao_max_radius; +uniform float ssao_factor; +uniform float ssao_factor_inv; uniform mat4 inv_proj; uniform vec2 screen_res; @@ -81,14 +83,14 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen) { float ret = 1.0; vec3 pos_world = pos.xyz; - + vec2 noise_reflect = texture2D(noiseMap, pos_screen.xy/128.0).xy; float angle_hidden = 0.0; float points = 0; - // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?) float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); - vec2 noise_reflect = texture2D(noiseMap, pos_screen.xy/128.0).xy; + + // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?) for (int i = 0; i < 8; i++) { vec2 samppos_screen = pos_screen + scale * reflect(getKern(i), noise_reflect); @@ -103,14 +105,14 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen) //(k should vary inversely with # of samples, but this is taken care of later) float funky_val = (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) ? 1.0 : 0.0; - angle_hidden = angle_hidden + funky_val * min(1.0/dist2, 1.0); + angle_hidden = angle_hidden + funky_val * min(1.0/dist2, ssao_factor_inv); // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion" float diffz_val = (diff.z > -1.0) ? 1.0 : 0.0; points = points + diffz_val; } - - angle_hidden = min(angle_hidden/points, 1.0); + + angle_hidden = min(ssao_factor*angle_hidden/points, 1.0); float points_val = (points > 0.0) ? 1.0 : 0.0; ret = (1.0 - (points_val * angle_hidden)); diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 44bf61be84..beadec434c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -27,395 +27,26 @@ //class1/deferred/materialF.glsl -// This shader is used for both writing opaque/masked content to the gbuffer and writing blended content to the framebuffer during the alpha pass. +// Debug stub for non-pbr material -#define DIFFUSE_ALPHA_MODE_NONE 0 #define DIFFUSE_ALPHA_MODE_BLEND 1 -#define DIFFUSE_ALPHA_MODE_MASK 2 -#define DIFFUSE_ALPHA_MODE_EMISSIVE 3 - -uniform float emissive_brightness; // fullbright flag, 1.0 == fullbright, 0.0 otherwise -uniform int sun_up_factor; - -#ifdef WATER_FOG -vec4 applyWaterFogView(vec3 pos, vec4 color); -#endif - -vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); -vec3 scaleSoftClipFrag(vec3 l); - -vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten); -vec3 fullbrightScaleSoftClip(vec3 light); - -void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); - -vec3 srgb_to_linear(vec3 cs); -vec3 linear_to_srgb(vec3 cs); #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) - -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor +out vec4 frag_data[4]; #endif -#ifdef HAS_SUN_SHADOW -float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); -#endif - -uniform samplerCube environmentMap; -uniform sampler2D lightFunc; - -// Inputs -uniform vec4 morphFactor; -uniform vec3 camPosLocal; -uniform mat3 env_mat; - -uniform vec3 sun_dir; -uniform vec3 moon_dir; -VARYING vec2 vary_fragcoord; - -VARYING vec3 vary_position; - -uniform mat4 proj_mat; -uniform mat4 inv_proj; -uniform vec2 screen_res; - -uniform vec4 light_position[8]; -uniform vec3 light_direction[8]; -uniform vec4 light_attenuation[8]; -uniform vec3 light_diffuse[8]; - -float getAmbientClamp(); - -vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance) -{ - // SL-14895 inverted attenuation work-around - // This routine is tweaked to match deferred lighting, but previously used an inverted la value. To reconstruct - // that previous value now that the inversion is corrected, we reverse the calculations in LLPipeline::setupHWLights() - // to recover the `adjusted_radius` value previously being sent as la. - float falloff_factor = (12.0 * fa) - 9.0; - float inverted_la = falloff_factor / la; - // Yes, it makes me want to cry as well. DJH - - vec3 col = vec3(0); - - //get light vector - vec3 lv = lp.xyz - v; - - //get distance - float dist = length(lv); - float da = 1.0; - - dist /= inverted_la; - - if (dist > 0.0 && inverted_la > 0.0) - { - //normalize light vector - lv = normalize(lv); - - //distance attenuation - float dist_atten = clamp(1.0 - (dist - 1.0*(1.0 - fa)) / fa, 0.0, 1.0); - dist_atten *= dist_atten; - dist_atten *= 2.0f; - - if (dist_atten <= 0.0) - { - return col; - } - - // spotlight coefficient. - float spot = max(dot(-ln, lv), is_pointlight); - da *= spot*spot; // GL_SPOT_EXPONENT=2 - - //angular attenuation - da *= dot(n, lv); - - float lit = 0.0f; - - float amb_da = ambiance; - if (da >= 0) - { - lit = max(da * dist_atten, 0.0); - col = lit * light_col * diffuse; - amb_da += (da*0.5 + 0.5) * ambiance; - } - amb_da += (da*da*0.5 + 0.5) * ambiance; - amb_da *= dist_atten; - amb_da = min(amb_da, 1.0f - lit); - - // SL-10969 need to see why these are blown out - //col.rgb += amb_da * light_col * diffuse; - - if (spec.a > 0.0) - { - //vec3 ref = dot(pos+lv, norm); - vec3 h = normalize(lv + npos); - float nh = dot(n, h); - float nv = dot(n, npos); - float vh = dot(npos, h); - float sa = nh; - float fres = pow(1 - dot(h, npos), 5)*0.4 + 0.5; - - float gtdenom = 2 * nh; - float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); - - if (nh > 0.0) - { - float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt / (nh*da); - vec3 speccol = lit*scol*light_col.rgb*spec.rgb; - speccol = clamp(speccol, vec3(0), vec3(1)); - col += speccol; - - float cur_glare = max(speccol.r, speccol.g); - cur_glare = max(cur_glare, speccol.b); - glare = max(glare, speccol.r); - glare += max(cur_glare, 0.0); - } - } - } - - return max(col, vec3(0.0, 0.0, 0.0)); -} - -#else -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif -#endif - -uniform sampler2D diffuseMap; //always in sRGB space - -#ifdef HAS_NORMAL_MAP -uniform sampler2D bumpMap; -#endif - -#ifdef HAS_SPECULAR_MAP -uniform sampler2D specularMap; - -VARYING vec2 vary_texcoord2; -#endif - -uniform float env_intensity; -uniform vec4 specular_color; // specular color RGB and specular exponent (glossiness) in alpha - -#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK) -uniform float minimum_alpha; -#endif - -#ifdef HAS_NORMAL_MAP -VARYING vec3 vary_mat0; -VARYING vec3 vary_mat1; -VARYING vec3 vary_mat2; -VARYING vec2 vary_texcoord1; -#else -VARYING vec3 vary_normal; -#endif - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -vec2 encode_normal(vec3 n); - void main() { - vec2 pos_screen = vary_texcoord0.xy; - - vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy); - diffcol.rgb *= vertex_color.rgb; - -#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK) - - // Comparing floats cast from 8-bit values, produces acne right at the 8-bit transition points - float bias = 0.001953125; // 1/512, or half an 8-bit quantization - if (diffcol.a < minimum_alpha-bias) - { - discard; - } -#endif - #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) - vec3 gamma_diff = diffcol.rgb; - diffcol.rgb = srgb_to_linear(diffcol.rgb); -#endif - -#ifdef HAS_SPECULAR_MAP - vec4 spec = texture2D(specularMap, vary_texcoord2.xy); - spec.rgb *= specular_color.rgb; -#else - vec4 spec = vec4(specular_color.rgb, 1.0); -#endif - -#ifdef HAS_NORMAL_MAP - vec4 norm = texture2D(bumpMap, vary_texcoord1.xy); - - norm.xyz = norm.xyz * 2 - 1; - - vec3 tnorm = vec3(dot(norm.xyz,vary_mat0), - dot(norm.xyz,vary_mat1), - dot(norm.xyz,vary_mat2)); -#else - vec4 norm = vec4(0,0,0,1.0); - vec3 tnorm = vary_normal; -#endif - - norm.xyz = normalize(tnorm.xyz); - - vec2 abnormal = encode_normal(norm.xyz); - - vec4 final_color = diffcol; - -#if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE) - final_color.a = emissive_brightness; -#else - final_color.a = max(final_color.a, emissive_brightness); -#endif - - vec4 final_specular = spec; - -#ifdef HAS_SPECULAR_MAP - vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity * spec.a, GBUFFER_FLAG_HAS_ATMOS); - final_specular.a = specular_color.a * norm.a; + frag_color = vec4(1,0,0,0.5); #else - vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, GBUFFER_FLAG_HAS_ATMOS); - final_specular.a = specular_color.a; -#endif - -#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) - - //forward rendering, output just lit sRGBA - vec3 pos = vary_position; - - float shadow = 1.0f; - -#ifdef HAS_SUN_SHADOW - shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen); -#endif - - spec = final_specular; - vec4 diffuse = final_color; - float envIntensity = final_normal.z; - - vec3 color = vec3(0,0,0); - - vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; - - float bloom = 0.0; - vec3 sunlit; - vec3 amblit; - vec3 additive; - vec3 atten; - - calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false); - - // This call breaks the Mac GLSL compiler/linker for unknown reasons (17Mar2020) - // The call is either a no-op or a pure (pow) gamma adjustment, depending on GPU level - // TODO: determine if we want to re-apply the gamma adjustment, and if so understand & fix Mac breakage - //color = fullbrightScaleSoftClip(color); - - vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); - - //we're in sRGB space, so gamma correct this dot product so - // lighting from the sun stays sharp - float da = clamp(dot(normalize(norm.xyz), light_dir.xyz), 0.0, 1.0); - da = pow(da, 1.0 / 1.3); - - color = amblit; - - //darken ambient for normals perpendicular to light vector so surfaces in shadow - // and facing away from light still have some definition to them. - // do NOT gamma correct this dot product so ambient lighting stays soft - float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); - ambient *= 0.5; - ambient *= ambient; - ambient = (1.0 - ambient); - - vec3 sun_contrib = min(da, shadow) * sunlit; - - color *= ambient; - - color += sun_contrib; - - color *= gamma_diff.rgb; - - float glare = 0.0; - - if (spec.a > 0.0) // specular reflection - { - float sa = dot(refnormpersp, sun_dir.xyz); - vec3 dumbshiny = sunlit * shadow * (texture2D(lightFunc, vec2(sa, spec.a)).r); - - // add the two types of shiny together - vec3 spec_contrib = dumbshiny * spec.rgb; - bloom = dot(spec_contrib, spec_contrib) / 6; - - glare = max(spec_contrib.r, spec_contrib.g); - glare = max(glare, spec_contrib.b); - - color += spec_contrib; - } - - color = mix(color.rgb, diffcol.rgb, diffuse.a); - - if (envIntensity > 0.0) - { - //add environmentmap - vec3 env_vec = env_mat * refnormpersp; - - vec3 reflected_color = textureCube(environmentMap, env_vec).rgb; - - color = mix(color, reflected_color, envIntensity); - - float cur_glare = max(reflected_color.r, reflected_color.g); - cur_glare = max(cur_glare, reflected_color.b); - cur_glare *= envIntensity*4.0; - glare += cur_glare; - } - - color = atmosFragLighting(color, additive, atten); - color = scaleSoftClipFrag(color); - - //convert to linear before adding local lights - color = srgb_to_linear(color); - - vec3 npos = normalize(-pos.xyz); - - vec3 light = vec3(0, 0, 0); - - final_specular.rgb = srgb_to_linear(final_specular.rgb); // SL-14035 - -#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w ); - - LIGHT_LOOP(1) - LIGHT_LOOP(2) - LIGHT_LOOP(3) - LIGHT_LOOP(4) - LIGHT_LOOP(5) - LIGHT_LOOP(6) - LIGHT_LOOP(7) - - color += light; - - glare = min(glare, 1.0); - float al = max(diffcol.a, glare)*vertex_color.a; - -#ifdef WATER_FOG - vec4 temp = applyWaterFogView(pos, vec4(color, al)); - color = temp.rgb; - al = temp.a; -#endif - - frag_color = vec4(color, al); - -#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer - - // deferred path // See: C++: addDeferredAttachment(), shader: softenLightF.glsl - frag_data[0] = final_color; // gbuffer is sRGB - frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent. - frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity. W = 1 skip atmos (mask off fog) + // emissive red PBR material + frag_data[0] = vec4(0,0,0,0); + frag_data[1] = vec4(0,0,0,0); + frag_data[2] = vec4(1,0,0,GBUFFER_FLAG_HAS_PBR); + frag_data[3] = vec4(1,0,0,0); #endif } diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index 28d1ae2027..12f500e224 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -37,8 +37,8 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou atten = vec3(1,0,1); } -void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, - out vec3 atten, bool use_ao) +void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 additive, + out vec3 atten) { amblit = vec3(0.2, 0, 0.2); sunlit = vec3(1,0,1); diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 39aec699fe..b4406aabc0 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -80,7 +80,7 @@ vec2 encode_normal (vec3 n); vec3 scaleSoftClipFragLinear(vec3 l); vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten); -void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive, bool use_ao); +void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); #ifdef HAS_SHADOW float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); @@ -243,12 +243,12 @@ void main() vec3 additive; vec3 atten; - calcAtmosphericVarsLinear(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false); + calcAtmosphericVarsLinear(pos.xyz, norm, light_dir, sunlit, amblit, additive, atten); - vec3 ambenv; + vec3 irradiance; vec3 glossenv; vec3 legacyenv; - sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, pos.xyz, norm.xyz, 0.0, 0.0); + sampleReflectionProbesLegacy(irradiance, glossenv, legacyenv, pos.xyz, norm.xyz, 0.0, 0.0); float da = dot(norm.xyz, light_dir.xyz); @@ -261,15 +261,9 @@ void main() color.a = final_alpha; - float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); - ambient *= 0.5; - ambient *= ambient; - ambient = (1.0 - ambient); - vec3 sun_contrib = min(final_da, shadow) * sunlit; - color.rgb = max(amblit, ambenv); - color.rgb *= ambient; + color.rgb = max(amblit, irradiance); color.rgb += sun_contrib; diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl index 13544af0b1..9bbc4f87bf 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl @@ -74,8 +74,7 @@ uniform vec2 light_deferred_attenuation[8]; // light size and falloff vec3 srgb_to_linear(vec3 c); vec3 linear_to_srgb(vec3 c); -// These are in deferredUtil.glsl but we can't set: mFeatures.isDeferred to include it -void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); +void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten); vec3 scaleSoftClipFragLinear(vec3 l); @@ -140,15 +139,6 @@ void main() vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; vec3 pos = vary_position; - float scol = 1.0; - float ambocc = 1.0; - - vec3 sunlit; - vec3 amblit; - vec3 additive; - vec3 atten; - calcAtmosphericVarsLinear(pos.xyz, light_dir, ambocc, sunlit, amblit, additive, atten, true); - // IF .mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; // vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb; @@ -174,6 +164,13 @@ void main() norm *= gl_FrontFacing ? 1.0 : -1.0; + float scol = 1.0; + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; + calcAtmosphericVarsLinear(pos.xyz, norm, light_dir, sunlit, amblit, additive, atten); + #ifdef HAS_SHADOW vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; frag *= screen_res; diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl index 0093e8a31e..8937488484 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl @@ -146,15 +146,29 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou vec3 srgb_to_linear(vec3 col); +// provide a touch of lighting in the opposite direction of the sun light + // so areas in shadow don't lose all detail +float ambientLighting(vec3 norm, vec3 light_dir) +{ + float ambient = min(abs(dot(norm.xyz, light_dir.xyz)), 1.0); + ambient *= 0.56; + ambient *= ambient; + ambient = (1.0 - ambient); + return ambient; +} + + // return colors in linear space -void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, - out vec3 atten, bool use_ao) +void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 additive, + out vec3 atten) { #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; + + amblit *= ambientLighting(norm, light_dir); #else //EXPERIMENTAL -- attempt to factor out srgb_to_linear conversions above diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl index c1f60da7ee..1150d40007 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl @@ -43,7 +43,7 @@ vec4 applyWaterFogView(vec3 pos, vec4 color); vec3 atmosFragLightingLinear(vec3 l, vec3 additive, vec3 atten); vec3 scaleSoftClipFragLinear(vec3 l); -void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); +void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); vec3 fullbrightAtmosTransportFragLinear(vec3 light, vec3 additive, vec3 atten); vec3 srgb_to_linear(vec3 cs); @@ -301,7 +301,7 @@ void main() vec3 amblit; vec3 additive; vec3 atten; - calcAtmosphericVarsLinear(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false); + calcAtmosphericVarsLinear(pos.xyz, norm.xyz, light_dir, sunlit, amblit, additive, atten); vec3 ambenv; vec3 glossenv; @@ -311,12 +311,6 @@ void main() // use sky settings ambient or irradiance map sample, whichever is brighter color = max(amblit, ambenv); - float ambient = min(abs(dot(norm.xyz, light_dir.xyz)), 1.0); - ambient *= 0.5; - ambient *= ambient; - ambient = (1.0 - ambient); - color.rgb *= ambient; - float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0); vec3 sun_contrib = min(da, shadow) * sunlit; color.rgb += sun_contrib; diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl index a1125cc1dd..80f9e29123 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl @@ -529,7 +529,6 @@ void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 refnormpersp = reflect(pos.xyz, norm.xyz); ambenv = sampleProbeAmbient(pos, norm); - ambenv /= 1.725; if (glossiness > 0.0) { diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 3e44e87f1e..e5ffe55163 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -69,7 +69,7 @@ uniform vec2 screen_res; vec3 getNorm(vec2 pos_screen); vec4 getPositionWithDepth(vec2 pos_screen, float depth); -void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); +void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); vec3 atmosFragLightingLinear(vec3 l, vec3 additive, vec3 atten); vec3 scaleSoftClipFragLinear(vec3 l); vec3 fullbrightAtmosTransportFragLinear(vec3 light, vec3 additive, vec3 atten); @@ -112,9 +112,11 @@ void main() float depth = texture2DRect(depthMap, tc.xy).r; vec4 pos = getPositionWithDepth(tc, depth); vec4 norm = texture2DRect(normalMap, tc); + float envIntensity = norm.z; + norm.xyz = getNorm(tc); vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; - vec4 diffuse = texture2DRect(diffuseRect, tc); + vec4 baseColor = texture2DRect(diffuseRect, tc); vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); // NOTE: PBR linear Emissive #if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO) @@ -122,7 +124,7 @@ void main() #endif #if defined(HAS_SUN_SHADOW) - float scol = max(scol_ambocc.r, diffuse.a); + float scol = max(scol_ambocc.r, baseColor.a); #else float scol = 1.0; #endif @@ -140,15 +142,10 @@ void main() vec3 additive; vec3 atten; - calcAtmosphericVarsLinear(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false); - - vec3 ambenv; - vec3 glossenv; - vec3 legacyenv; + calcAtmosphericVarsLinear(pos.xyz, norm.xyz, light_dir, sunlit, amblit, additive, atten); if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) { - norm.xyz = getNorm(tc); vec3 orm = texture2DRect(specularRect, tc).rgb; float perceptualRoughness = orm.g; float metallic = orm.b; @@ -162,11 +159,11 @@ void main() vec3 radiance = vec3(0); sampleReflectionProbes(irradiance, radiance, pos.xyz, norm.xyz, gloss); - irradiance = max(amblit*0.75,irradiance); + // Take maximium of legacy ambient vs irradiance sample as irradiance + // NOTE: ao is applied in pbrIbl, do not apply here + irradiance = max(amblit,irradiance); vec3 f0 = vec3(0.04); - vec3 baseColor = diffuse.rgb; - vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0); diffuseColor *= 1.0 - metallic; @@ -185,35 +182,33 @@ void main() } else if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS)) { - //should only be true of WL sky, just port over diffuse value - color = srgb_to_linear(diffuse.rgb); + //should only be true of WL sky, just port over base color value + color = srgb_to_linear(baseColor.rgb); } else { // legacy shaders are still writng sRGB to gbuffer - diffuse.rgb = srgb_to_linear(diffuse.rgb); + baseColor.rgb = srgb_to_linear(baseColor.rgb); spec.rgb = srgb_to_linear(spec.rgb); - float envIntensity = norm.z; - norm.xyz = getNorm(tc); - float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0); - sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, pos.xyz, norm.xyz, spec.a, envIntensity); + vec3 irradiance = vec3(0); + vec3 glossenv = vec3(0); + vec3 legacyenv = vec3(0); + sampleReflectionProbesLegacy(irradiance, glossenv, legacyenv, pos.xyz, norm.xyz, spec.a, envIntensity); + // use sky settings ambient or irradiance map sample, whichever is brighter - color = max(amblit, ambenv*ambocc); + irradiance = max(amblit, irradiance); - float ambient = min(abs(dot(norm.xyz, light_dir.xyz)), 1.0); - ambient *= 0.5; - ambient *= ambient; - ambient = (1.0 - ambient); - color.rgb *= ambient; + // apply lambertian IBL only (see pbrIbl) + color.rgb = irradiance * ambocc; vec3 sun_contrib = min(da, scol) * sunlit; color.rgb += sun_contrib; - color.rgb *= diffuse.rgb; - + color.rgb *= baseColor.rgb; + vec3 refnormpersp = reflect(pos.xyz, norm.xyz); if (spec.a > 0.0) // specular reflection @@ -229,14 +224,14 @@ void main() applyGlossEnv(color, glossenv, spec, pos.xyz, norm.xyz); } - color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a); + color.rgb = mix(color.rgb, baseColor.rgb, baseColor.a); if (envIntensity > 0.0) { // add environment map applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, envIntensity); } - color = mix(atmosFragLightingLinear(color, additive, atten), fullbrightAtmosTransportFragLinear(color, additive, atten), diffuse.a); + color = mix(atmosFragLightingLinear(color, additive, atten), fullbrightAtmosTransportFragLinear(color, additive, atten), baseColor.a); color = scaleSoftClipFragLinear(color); } |