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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl118
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl20
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/gaussianF.glsl53
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl17
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl52
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl11
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl174
-rw-r--r--indra/newview/app_settings/shaders/class3/environment/waterF.glsl4
11 files changed, 317 insertions, 148 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
index ddb53ff852..24faf1763f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
@@ -49,10 +49,9 @@ uniform mat3 texture_normal_matrix;
uniform mat3 texture_metallic_roughness_matrix;
uniform mat3 texture_emissive_matrix;
-#ifdef HAS_SUN_SHADOW
out vec3 vary_fragcoord;
+
uniform float near_clip;
-#endif
in vec3 position;
in vec4 diffuse_color;
@@ -88,9 +87,7 @@ void main()
#endif
gl_Position = vert;
-#ifdef HAS_SUN_SHADOW
vary_fragcoord.xyz = vert.xyz + vec3(0,0,near_clip);
-#endif
basecolor_texcoord = texture_transform(texcoord0, texture_basecolor_matrix, texture_matrix0);
normal_texcoord = texture_transform(texcoord0, texture_normal_matrix, texture_matrix0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
index 987b2d1fe8..e0e975faf0 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
@@ -41,6 +41,122 @@ uniform float display_gamma;
vec3 linear_to_srgb(vec3 cl);
+//===============================================================
+// tone mapping taken from Khronos sample implementation
+//===============================================================
+const float GAMMA = 2.2;
+const float INV_GAMMA = 1.0 / GAMMA;
+
+
+// sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT
+const mat3 ACESInputMat = mat3
+(
+ 0.59719, 0.07600, 0.02840,
+ 0.35458, 0.90834, 0.13383,
+ 0.04823, 0.01566, 0.83777
+);
+
+
+// ODT_SAT => XYZ => D60_2_D65 => sRGB
+const mat3 ACESOutputMat = mat3
+(
+ 1.60475, -0.10208, -0.00327,
+ -0.53108, 1.10813, -0.07276,
+ -0.07367, -0.00605, 1.07602
+);
+
+
+// linear to sRGB approximation
+// see http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html
+vec3 linearTosRGB(vec3 color)
+{
+ return pow(color, vec3(INV_GAMMA));
+}
+
+
+// sRGB to linear approximation
+// see http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html
+vec3 sRGBToLinear(vec3 srgbIn)
+{
+ return vec3(pow(srgbIn.xyz, vec3(GAMMA)));
+}
+
+
+vec4 sRGBToLinear(vec4 srgbIn)
+{
+ return vec4(sRGBToLinear(srgbIn.xyz), srgbIn.w);
+}
+
+
+// ACES tone map (faster approximation)
+// see: https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/
+vec3 toneMapACES_Narkowicz(vec3 color)
+{
+ const float A = 2.51;
+ const float B = 0.03;
+ const float C = 2.43;
+ const float D = 0.59;
+ const float E = 0.14;
+ return clamp((color * (A * color + B)) / (color * (C * color + D) + E), 0.0, 1.0);
+}
+
+
+// ACES filmic tone map approximation
+// see https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl
+vec3 RRTAndODTFit(vec3 color)
+{
+ vec3 a = color * (color + 0.0245786) - 0.000090537;
+ vec3 b = color * (0.983729 * color + 0.4329510) + 0.238081;
+ return a / b;
+}
+
+
+// tone mapping
+vec3 toneMapACES_Hill(vec3 color)
+{
+ color = ACESInputMat * color;
+
+ // Apply RRT and ODT
+ color = RRTAndODTFit(color);
+
+ color = ACESOutputMat * color;
+
+ // Clamp to [0, 1]
+ color = clamp(color, 0.0, 1.0);
+
+ return color;
+}
+
+
+#define TONEMAP_ACES_NARKOWICZ
+//#define TONEMAP_ACES_HILL_EXPOSURE_BOOST
+float u_Exposure = 1;
+
+vec3 toneMap(vec3 color)
+{
+ color *= u_Exposure;
+
+#ifdef TONEMAP_ACES_NARKOWICZ
+ color = toneMapACES_Narkowicz(color);
+#endif
+
+#ifdef TONEMAP_ACES_HILL
+ color = toneMapACES_Hill(color);
+#endif
+
+#ifdef TONEMAP_ACES_HILL_EXPOSURE_BOOST
+ // boost exposure as discussed in https://github.com/mrdoob/three.js/pull/19621
+ // this factor is based on the exposure correction of Krzysztof Narkowicz in his
+ // implemetation of ACES tone mapping
+ color /= 0.6;
+ color = toneMapACES_Hill(color);
+#endif
+
+ return linearTosRGB(color);
+}
+
+//===============================================================
+
//=================================
// borrowed noise from:
// <https://www.shadertoy.com/view/4dS3Wd>
@@ -83,7 +199,7 @@ void main()
{
//this is the one of the rare spots where diffuseRect contains linear color values (not sRGB)
vec4 diff = texture2D(diffuseRect, vary_fragcoord);
- diff.rgb = linear_to_srgb(diff.rgb);
+ diff.rgb = toneMap(diff.rgb);
vec2 tc = vary_fragcoord.xy*screen_res;
vec3 seed = (diff.rgb+vec3(1.0))*vec3(tc.xy, tc.x+tc.y);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
index fffbdb913e..ee3a5f1f31 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
@@ -59,12 +59,12 @@ float pcfShadow(sampler2DShadow shadowMap, vec3 norm, vec4 stc, float bias_mul,
stc.xyz /= stc.w;
stc.z += offset * 2.0;
stc.x = floor(stc.x*shadow_res.x + fract(pos_screen.y*shadow_res.y))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
- float cs = texture(shadowMap, stc.xyz).x;
+ float cs = texture(shadowMap, stc.xyz);
float shadow = cs * 4.0;
- shadow += texture(shadowMap, stc.xyz+vec3( 1.5/shadow_res.x, 0.5/shadow_res.y, 0.0)).x;
- shadow += texture(shadowMap, stc.xyz+vec3( 0.5/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
- shadow += texture(shadowMap, stc.xyz+vec3(-1.5/shadow_res.x, -0.5/shadow_res.y, 0.0)).x;
- shadow += texture(shadowMap, stc.xyz+vec3(-0.5/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
+ shadow += texture(shadowMap, stc.xyz+vec3( 1.5/shadow_res.x, 0.5/shadow_res.y, 0.0));
+ shadow += texture(shadowMap, stc.xyz+vec3( 0.5/shadow_res.x, -1.5/shadow_res.y, 0.0));
+ shadow += texture(shadowMap, stc.xyz+vec3(-1.5/shadow_res.x, -0.5/shadow_res.y, 0.0));
+ shadow += texture(shadowMap, stc.xyz+vec3(-0.5/shadow_res.x, 1.5/shadow_res.y, 0.0));
return clamp(shadow * 0.125, 0.0, 1.0);
#else
return 1.0;
@@ -78,16 +78,16 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2
stc.z += spot_shadow_bias * bias_scale;
stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap
- float cs = texture(shadowMap, stc.xyz).x;
+ float cs = texture(shadowMap, stc.xyz);
float shadow = cs;
vec2 off = 1.0/proj_shadow_res;
off.y *= 1.5;
- shadow += texture(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x;
- shadow += texture(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x;
- shadow += texture(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x;
- shadow += texture(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x;
+ shadow += texture(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0));
+ shadow += texture(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0));
+ shadow += texture(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0));
+ shadow += texture(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0));
return shadow*0.2;
#else
return 1.0;
diff --git a/indra/newview/app_settings/shaders/class1/interface/gaussianF.glsl b/indra/newview/app_settings/shaders/class1/interface/gaussianF.glsl
new file mode 100644
index 0000000000..8e341503f5
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/gaussianF.glsl
@@ -0,0 +1,53 @@
+/**
+ * @file gaussianF.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 diffuseRect;
+
+uniform float resScale;
+
+// texture direction, will be <1, 0> or <0, 1>
+uniform vec2 direction;
+
+in vec2 vary_texcoord0;
+
+// get linear depth value given a depth buffer sample d and znear and zfar values
+float linearDepth(float d, float znear, float zfar);
+
+void main()
+{
+ vec3 col = vec3(0,0,0);
+
+ float w[] = { 0.0002, 0.0060, 0.0606, 0.2417, 0.3829, 0.2417, 0.0606, 0.0060, 0.0002 };
+
+ for (int i = 0; i < 9; ++i)
+ {
+ vec2 tc = vary_texcoord0 + (i-4)*direction*resScale;
+ col += texture(diffuseRect, tc).rgb * w[i];
+ }
+
+ frag_color = vec4(col, 0.0);
+}
diff --git a/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl b/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl
index e60ddcd569..b6f080739e 100644
--- a/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl
@@ -127,14 +127,11 @@ vec4 prefilterEnvMap(vec3 R)
vec3 V = R;
vec4 color = vec4(0.0);
float totalWeight = 0.0;
- float envMapDim = u_width;
- int numSamples = 4;
-
- float numMips = max_probe_lod;
+ float envMapDim = float(textureSize(reflectionProbes, 0).s);
+ float roughness = mipLevel/max_probe_lod;
+ int numSamples = max(int(32*roughness), 1);
- float roughness = mipLevel/numMips;
-
- numSamples = max(int(numSamples*roughness), 1);
+ float numMips = max_probe_lod+1;
for(uint i = 0u; i < numSamples; i++) {
vec2 Xi = hammersley2d(i, numSamples);
@@ -154,11 +151,9 @@ vec4 prefilterEnvMap(vec3 R)
// Solid angle of 1 pixel across all cube faces
float omegaP = 4.0 * PI / (6.0 * envMapDim * envMapDim);
// Biased (+1.0) mip level for better result
- float mip = roughness == 0.0 ? 0.0 : clamp(0.5 * log2(omegaS / omegaP) + 1.0, 0.0f, numMips);
- //float mip = clamp(0.5 * log2(omegaS / omegaP) + 1.0, 0.0f, 7.f);
- color += textureLod(reflectionProbes, vec4(L,sourceIdx), mip) * dotNL;
+ float mipLevel = roughness == 0.0 ? 0.0 : max(0.5 * log2(omegaS / omegaP) + 1.0, 0.0f);
+ color += textureLod(reflectionProbes, vec4(L, sourceIdx), mipLevel) * dotNL;
totalWeight += dotNL;
-
}
}
return (color / totalWeight);
diff --git a/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl b/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl
index a9c28b2974..9f7706fe36 100644
--- a/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl
@@ -23,18 +23,8 @@
* $/LicenseInfo$
*/
-#extension GL_ARB_texture_rectangle : enable
-
-/*[EXTRA_CODE_HERE]*/
-
-#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-// NOTE screenMap should always be texture channel 0 and
-// depthmap should always be channel 1
uniform sampler2D diffuseRect;
uniform sampler2D depthMap;
@@ -42,48 +32,13 @@ uniform float resScale;
uniform float znear;
uniform float zfar;
-VARYING vec2 vary_texcoord0;
+in vec2 vary_texcoord0;
// get linear depth value given a depth buffer sample d and znear and zfar values
float linearDepth(float d, float znear, float zfar);
void main()
{
-#if 0
- float w[9];
-
- float c = 1.0/16.0; //corner weight
- float e = 1.0/8.0; //edge weight
- float m = 1.0/4.0; //middle weight
-
- //float wsum = c*4+e*4+m;
-
- w[0] = c; w[1] = e; w[2] = c;
- w[3] = e; w[4] = m; w[5] = e;
- w[6] = c; w[7] = e; w[8] = c;
-
- vec2 tc[9];
-
- float ed = 1;
- float cd = 1;
-
-
- tc[0] = vec2(-cd, cd); tc[1] = vec2(0, ed); tc[2] = vec2(cd, cd);
- tc[3] = vec2(-ed, 0); tc[4] = vec2(0, 0); tc[5] = vec2(ed, 0);
- tc[6] = vec2(-cd, -cd); tc[7] = vec2(0, -ed); tc[8] = vec2(cd, -1);
-
- vec3 color = vec3(0,0,0);
-
- for (int i = 0; i < 9; ++i)
- {
- color += texture2D(screenMap, vary_texcoord0.xy+tc[i]).rgb * w[i];
- //color += texture2D(screenMap, vary_texcoord0.xy+tc[i]*2.0).rgb * w[i]*0.5;
- }
-
- //color /= wsum;
-
- frag_color = vec4(color, 1.0);
-#else
float depth = texture(depthMap, vary_texcoord0.xy).r;
float dist = linearDepth(depth, znear, zfar);
@@ -94,7 +49,6 @@ void main()
v = normalize(v);
dist /= v.z;
- vec3 col = texture2D(diffuseRect, vary_texcoord0.xy).rgb;
- frag_color = vec4(col, dist/256.0);
-#endif
+ vec3 col = texture(diffuseRect, vary_texcoord0.xy).rgb;
+ frag_color = vec4(col, dist/256.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl b/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl
index 641d670c26..edc0a9628b 100644
--- a/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl
@@ -25,17 +25,16 @@
uniform mat4 modelview_projection_matrix;
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec2 texcoord0;
-ATTRIBUTE vec4 diffuse_color;
+in vec3 position;
+in vec4 diffuse_color;
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
+out vec4 vertex_color;
+out vec2 vary_texcoord0;
void main()
{
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- vary_texcoord0 = texcoord0;
+ vary_texcoord0 = position.xy*0.5+0.5;
vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
index 35ccc65a8e..a95feb8e2f 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
@@ -46,8 +46,9 @@ uniform vec3 moon_dir;
out vec4 frag_color;
+in vec3 vary_fragcoord;
+
#ifdef HAS_SUN_SHADOW
- in vec3 vary_fragcoord;
uniform vec2 screen_res;
#endif
@@ -191,8 +192,9 @@ void main()
vec3 atten;
calcAtmosphericVarsLinear(pos.xyz, norm, light_dir, sunlit, amblit, additive, atten);
-#ifdef HAS_SUN_SHADOW
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
+
+#ifdef HAS_SUN_SHADOW
scol = sampleDirectionalShadow(pos.xyz, norm.xyz, frag);
#endif
@@ -211,7 +213,7 @@ void main()
float gloss = 1.0 - perceptualRoughness;
vec3 irradiance = vec3(0);
vec3 radiance = vec3(0);
- sampleReflectionProbes(irradiance, radiance, vec2(0), pos.xyz, norm.xyz, gloss);
+ sampleReflectionProbes(irradiance, radiance, vary_position.xy*0.5+0.5, pos.xyz, norm.xyz, gloss);
// Take maximium of legacy ambient vs irradiance sample as irradiance
// NOTE: ao is applied in pbrIbl (see pbrBaseLight), do not apply here
irradiance = max(amblit,irradiance);
diff --git a/indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl b/indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl
index c7da23fb00..baf68e11f4 100644
--- a/indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl
+++ b/indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl
@@ -176,7 +176,6 @@ float computeLod(float pdf)
vec4 filterColor(vec3 N)
{
- //return textureLod(uCubeMap, N, 3.0).rgb;
vec4 color = vec4(0.f);
for(int i = 0; i < u_sampleCount; ++i)
@@ -192,7 +191,7 @@ vec4 filterColor(vec3 N)
// apply the bias to the lod
lod += u_lodBias;
- lod = clamp(lod, 0, 7);
+ lod = clamp(lod, 0, max_probe_lod);
// sample lambertian at a lower resolution to avoid fireflies
vec4 lambertian = textureLod(reflectionProbes, vec4(H, sourceIdx), lod);
diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
index 8b1d41776f..24539c3c3a 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
@@ -80,7 +80,7 @@ bool isAbove(vec3 pos, vec4 plane)
return (dot(plane.xyz, pos) + plane.w) > 0;
}
-int max_priority = 0;
+bool sample_automatic = true;
// return true if probe at index i influences position pos
bool shouldSampleProbe(int i, vec3 pos)
@@ -95,24 +95,24 @@ bool shouldSampleProbe(int i, vec3 pos)
return false;
}
- max_priority = max(max_priority, -refIndex[i].w);
+ sample_automatic = false;
}
else
{
- if (refSphere[i].w > 0.0) // zero is special indicator to always sample this probe
+ if (refIndex[i].w == 0 && !sample_automatic)
{
- vec3 delta = pos.xyz - refSphere[i].xyz;
- float d = dot(delta, delta);
- float r2 = refSphere[i].w;
- r2 *= r2;
-
- if (d > r2)
- { //outside bounding sphere
- return false;
- }
+ return false;
}
- max_priority = max(max_priority, refIndex[i].w);
+ vec3 delta = pos.xyz - refSphere[i].xyz;
+ float d = dot(delta, delta);
+ float r2 = refSphere[i].w;
+ r2 *= r2;
+
+ if (d > r2)
+ { // outside bounding sphere
+ return false;
+ }
}
return true;
@@ -120,7 +120,6 @@ bool shouldSampleProbe(int i, vec3 pos)
// call before sampleRef
// populate "probeIndex" with N probe indices that influence pos where N is REF_SAMPLE_COUNT
-// overall algorithm --
void preProbeSample(vec3 pos)
{
// TODO: make some sort of structure that reduces the number of distance checks
@@ -210,7 +209,7 @@ void preProbeSample(vec3 pos)
}
}
- if (max_priority <= 1)
+ if (sample_automatic)
{ // probe at index 0 is a special probe for smoothing out automatic probes
probeIndex[probeInfluences++] = 0;
}
@@ -342,7 +341,7 @@ return texCUBE(envMap, ReflDirectionWS);
// d - distance to nearest wall in clip space
vec3 boxIntersect(vec3 origin, vec3 dir, int i, out float d)
{
- // Intersection with OBB convertto unit box space
+ // Intersection with OBB convert to unit box space
// Transform in local unit parallax cube space (scaled and rotated)
mat4 clipToLocal = refBox[i];
@@ -431,18 +430,24 @@ void boxIntersectDebug(vec3 origin, vec3 pos, int i, inout vec4 col)
// origin - center of sphere probe
// r - radius of probe influence volume
// min_da - minimum angular attenuation coefficient
-float sphereWeight(vec3 pos, vec3 dir, vec3 origin, float r, float min_da)
+// i - index of probe in refSphere
+// dw - distance weight
+float sphereWeight(vec3 pos, vec3 dir, vec3 origin, float r, float min_da, int i, out float dw)
{
float r1 = r * 0.5; // 50% of radius (outer sphere to start interpolating down)
vec3 delta = pos.xyz - origin;
float d2 = max(length(delta), 0.001);
+
float r2 = r1; //r1 * r1;
//float atten = 1.0 - max(d2 - r2, 0.0) / max((rr - r2), 0.001);
float atten = 1.0 - max(d2 - r2, 0.0) / max((r - r2), 0.001);
+ float w = 1.0 / d2;
+
+ dw = w * atten * max(r, 1.0)*4;
atten *= max(dot(normalize(-delta), dir), min_da);
- float w = 1.0 / d2;
+
w *= atten;
return w;
@@ -451,13 +456,15 @@ float sphereWeight(vec3 pos, vec3 dir, vec3 origin, float r, float min_da)
// Tap a reflection probe
// pos - position of pixel
// dir - pixel normal
+// w - weight of sample (distance and angular attenuation)
+// dw - weight of sample (distance only)
// vi - return value of intersection point with influence volume
// wi - return value of approximate world space position of sampled pixel
// lod - which mip to bias towards (lower is higher res, sharper reflections)
// c - center of probe
// r2 - radius of probe squared
// i - index of probe
-vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out vec3 vi, out vec3 wi, float lod, vec3 c, int i)
+vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out float dw, out vec3 vi, out vec3 wi, float lod, vec3 c, int i)
{
//lod = max(lod, 1);
// parallax adjustment
@@ -473,14 +480,15 @@ vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out vec3 vi, out vec3 wi, float
}
else
{
- float r = refSphere[i].w; // radius of sphere volume
- float rr = r * r; // radius squared
+ float r = refSphere[i].w;
+
+ float rr = r * r;
v = sphereIntersect(pos, dir, c,
- refIndex[i].w <= 1 ? 4096.0*4096.0 : // <== effectively disable parallax correction for automatically placed probes to keep from bombing the world with obvious spheres
+ refIndex[i].w < 1 ? 4096.0*4096.0 : // <== effectively disable parallax correction for automatically placed probes to keep from bombing the world with obvious spheres
rr);
- w = sphereWeight(pos, dir, refSphere[i].xyz, r, 0.25);
+ w = sphereWeight(pos, dir, refSphere[i].xyz, r, 0.25, i, dw);
}
vi = v;
@@ -500,10 +508,10 @@ vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out vec3 vi, out vec3 wi, float
// Tap an irradiance map
// pos - position of pixel
// dir - pixel normal
-// c - center of probe
-// r2 - radius of probe squared
+// w - weight of sample (distance and angular attenuation)
+// dw - weight of sample (distance only)
// i - index of probe
-vec3 tapIrradianceMap(vec3 pos, vec3 dir, out float w, vec3 c, int i)
+vec3 tapIrradianceMap(vec3 pos, vec3 dir, out float w, out float dw, vec3 c, int i)
{
// parallax adjustment
vec3 v;
@@ -516,14 +524,15 @@ vec3 tapIrradianceMap(vec3 pos, vec3 dir, out float w, vec3 c, int i)
else
{
float r = refSphere[i].w; // radius of sphere volume
- float p = float(abs(refIndex[i].w)); // priority
- float rr = r * r; // radius squred
+
+ // pad sphere for manual probe extending into automatic probe space
+ float rr = r * r;
v = sphereIntersect(pos, dir, c,
- refIndex[i].w <= 1 ? 4096.0*4096.0 : // <== effectively disable parallax correction for automatically placed probes to keep from bombing the world with obvious spheres
+ refIndex[i].w < 1 ? 4096.0*4096.0 : // <== effectively disable parallax correction for automatically placed probes to keep from bombing the world with obvious spheres
rr);
- w = sphereWeight(pos, dir, refSphere[i].xyz, r, 0.001);
+ w = sphereWeight(pos, dir, refSphere[i].xyz, r, 0.001, i, dw);
}
v -= c;
@@ -535,19 +544,30 @@ vec3 tapIrradianceMap(vec3 pos, vec3 dir, out float w, vec3 c, int i)
vec3 sampleProbes(vec3 pos, vec3 dir, float lod, bool errorCorrect)
{
- float wsum = 0.0;
- vec3 col = vec3(0,0,0);
- float vd2 = dot(pos,pos); // view distance squared
+ float wsum[2];
+ wsum[0] = 0;
+ wsum[1] = 0;
+
+ float dwsum[2];
+ dwsum[0] = 0;
+ dwsum[1] = 0;
+
+ vec3 col[2];
+ col[0] = vec3(0);
+ col[1] = vec3(0);
for (int idx = 0; idx < probeInfluences; ++idx)
{
int i = probeIndex[idx];
- if (abs(refIndex[i].w) < max_priority)
+ int p = clamp(abs(refIndex[i].w), 0, 1);
+
+ if (p == 0 && !sample_automatic)
{
continue;
}
- float w;
+ float w = 0;
+ float dw = 0;
vec3 vi, wi;
vec3 refcol;
@@ -556,7 +576,7 @@ vec3 sampleProbes(vec3 pos, vec3 dir, float lod, bool errorCorrect)
if (errorCorrect && refIndex[i].w >= 0)
{ // error correction is on and this probe is a sphere
//take a sample to get depth value, then error correct
- refcol = tapRefMap(pos, dir, w, vi, wi, abs(lod + 2), refSphere[i].xyz, i);
+ refcol = tapRefMap(pos, dir, w, dw, vi, wi, abs(lod + 2), refSphere[i].xyz, i);
//adjust lookup by distance result
float d = length(vi - wi);
@@ -571,61 +591,96 @@ vec3 sampleProbes(vec3 pos, vec3 dir, float lod, bool errorCorrect)
// weight by vector correctness
vec3 pi = normalize(wi - pos);
w *= max(dot(pi, dir), 0.1);
- //w = pow(w, 32.0);
}
else
{
- refcol = tapRefMap(pos, dir, w, vi, wi, lod, refSphere[i].xyz, i);
+ refcol = tapRefMap(pos, dir, w, dw, vi, wi, lod, refSphere[i].xyz, i);
}
- col += refcol.rgb*w;
-
- wsum += w;
+ col[p] += refcol.rgb*w;
+ wsum[p] += w;
+ dwsum[p] += dw;
}
}
- if (wsum > 0.0)
+ // mix automatic and manual probes
+ if (sample_automatic && wsum[0] > 0.0)
+ { // some automatic probes were sampled
+ col[0] *= 1.0/wsum[0];
+ if (wsum[1] > 0.0)
+ { //some manual probes were sampled, mix between the two
+ col[1] *= 1.0/wsum[1];
+ col[1] = mix(col[0], col[1], min(dwsum[1], 1.0));
+ col[0] = vec3(0);
+ }
+ }
+ else if (wsum[1] > 0.0)
{
- col *= 1.0/wsum;
+ // manual probes were sampled but no automatic probes were
+ col[1] *= 1.0/wsum[1];
+ col[0] = vec3(0);
}
- return col;
+ return col[1]+col[0];
}
vec3 sampleProbeAmbient(vec3 pos, vec3 dir)
{
// modified copy/paste of sampleProbes follows, will likely diverge from sampleProbes further
// as irradiance map mixing is tuned independently of radiance map mixing
- float wsum = 0.0;
- vec3 col = vec3(0,0,0);
- float vd2 = dot(pos,pos); // view distance squared
+ float wsum[2];
+ wsum[0] = 0;
+ wsum[1] = 0;
- float minweight = 1.0;
+ float dwsum[2];
+ dwsum[0] = 0;
+ dwsum[1] = 0;
+
+ vec3 col[2];
+ col[0] = vec3(0);
+ col[1] = vec3(0);
for (int idx = 0; idx < probeInfluences; ++idx)
{
int i = probeIndex[idx];
- if (abs(refIndex[i].w) < max_priority)
+ int p = clamp(abs(refIndex[i].w), 0, 1);
+
+ if (p == 0 && !sample_automatic)
{
continue;
}
{
- float w;
- vec3 refcol = tapIrradianceMap(pos, dir, w, refSphere[i].xyz, i);
+ float w = 0;
+ float dw = 0;
- col += refcol*w;
-
- wsum += w;
+ vec3 refcol = tapIrradianceMap(pos, dir, w, dw, refSphere[i].xyz, i);
+
+ col[p] += refcol*w;
+ wsum[p] += w;
+ dwsum[p] += dw;
}
}
- if (wsum > 0.0)
+ // mix automatic and manual probes
+ if (sample_automatic && wsum[0] > 0.0)
+ { // some automatic probes were sampled
+ col[0] *= 1.0/wsum[0];
+ if (wsum[1] > 0.0)
+ { //some manual probes were sampled, mix between the two
+ col[1] *= 1.0/wsum[1];
+ col[1] = mix(col[0], col[1], min(dwsum[1], 1.0));
+ col[0] = vec3(0);
+ }
+ }
+ else if (wsum[1] > 0.0)
{
- col *= 1.0/wsum;
+ // manual probes were sampled but no automatic probes were
+ col[1] *= 1.0/wsum[1];
+ col[0] = vec3(0);
}
-
- return col;
+
+ return col[1]+col[0];
}
void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
@@ -658,7 +713,7 @@ void debugTapRefMap(vec3 pos, vec3 dir, float depth, int i, inout vec4 col)
{
vec3 origin = vec3(0,0,0);
- bool manual_probe = abs(refIndex[i].w) > 2;
+ bool manual_probe = abs(refIndex[i].w) > 0;
if (manual_probe)
{
@@ -705,7 +760,6 @@ void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv,
vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity)
{
- // TODO - don't hard code lods
float reflection_lods = max_probe_lod;
preProbeSample(pos);
diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
index 3d721cd048..631d2c04d0 100644
--- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
@@ -232,8 +232,8 @@ void main()
irradiance = vec3(0);
- vec3 diffuseColor;
- vec3 specularColor;
+ vec3 diffuseColor = vec3(0);
+ vec3 specularColor = vec3(0);
calcDiffuseSpecular(vec3(1), metallic, diffuseColor, specularColor);
vec3 v = -normalize(pos.xyz);