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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl64
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl49
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/moonV.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl33
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl38
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl38
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl107
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl20
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl78
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl41
-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.glsl70
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl11
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl55
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl24
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl29
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/transportF.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/materialF.glsl184
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl241
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl56
-rw-r--r--indra/newview/app_settings/shaders/class3/environment/waterF.glsl46
33 files changed, 862 insertions, 483 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
index cf9ce646d1..fe796a054d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
@@ -52,9 +52,6 @@ VARYING vec2 vary_texcoord2;
VARYING vec2 vary_texcoord3;
VARYING float altitude_blend_factor;
-/// Soft clips the light with a gamma correction
-vec3 scaleSoftClip(vec3 light);
-
vec4 cloudNoise(vec2 uv)
{
vec4 a = texture2D(cloud_noise_texture, uv);
@@ -119,7 +116,6 @@ void main()
color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient);
color.rgb= max(vec3(0), color.rgb);
color.rgb *= 2.0;
- color.rgb = scaleSoftClip(color.rgb);
/// Gamma correct for WL (soft clip effect).
frag_data[0] = vec4(color.rgb, alpha1);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
index e71d080fc5..4bf16b50bf 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
@@ -74,7 +74,6 @@ const float ONE_OVER_PI = 0.3183098861;
vec3 srgb_to_linear(vec3 cs);
vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten);
-vec3 scaleSoftClipFragLinear(vec3 light);
float calcLegacyDistanceAttenuation(float distance, float falloff)
{
@@ -383,7 +382,8 @@ vec3 pbrIbl(vec3 diffuseColor,
vec3 irradiance, // irradiance map sample
float ao, // ambient occlusion factor
float nv, // normal dot view vector
- float perceptualRough)
+ float perceptualRough,
+ out vec3 specContrib)
{
// retrieve a scale and bias to F0. See [1], Figure 3
vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0-perceptualRough);
@@ -393,9 +393,24 @@ vec3 pbrIbl(vec3 diffuseColor,
vec3 diffuse = diffuseLight * diffuseColor;
vec3 specular = specularLight * (specularColor * brdf.x + brdf.y);
- return (diffuse + specular*0.5) * ao; //reduce by half to place in appropriate color space for atmospherics
+ specContrib = specular * ao;
+
+ return (diffuse + specular) * ao;
+}
+
+vec3 pbrIbl(vec3 diffuseColor,
+ vec3 specularColor,
+ vec3 radiance, // radiance map sample
+ vec3 irradiance, // irradiance map sample
+ float ao, // ambient occlusion factor
+ float nv, // normal dot view vector
+ float perceptualRough)
+{
+ vec3 specContrib;
+ return pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, nv, perceptualRough, specContrib);
}
+
// Encapsulate the various inputs used by the various functions in the shading equation
// We store values in this struct to simplify the integration of alternative implementations
// of the shading terms, outlined in the Readme.MD Appendix.
@@ -460,7 +475,8 @@ vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
float metallic,
vec3 n, // normal
vec3 v, // surface point to camera
- vec3 l) //surface point to light
+ vec3 l, //surface point to light
+ out vec3 specContrib) //specular contribution (exposed to alpha shaders to calculate "glare")
{
// make sure specular highlights from punctual lights don't fall off of polished surfaces
perceptualRoughness = max(perceptualRoughness, 8.0/255.0);
@@ -506,17 +522,30 @@ vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
float G = geometricOcclusion(pbrInputs);
float D = microfacetDistribution(pbrInputs);
- const vec3 u_LightColor = vec3(1.0);
-
// Calculation of analytical lighting contribution
vec3 diffuseContrib = (1.0 - F) * diffuse(pbrInputs);
- vec3 specContrib = F * G * D / (4.0 * NdotL * NdotV);
+ specContrib = F * G * D / (4.0 * NdotL * NdotV);
// Obtain final intensity as reflectance (BRDF) scaled by the energy of the light (cosine law)
- vec3 color = NdotL * u_LightColor * (diffuseContrib + specContrib);
+ vec3 color = NdotL * (diffuseContrib + specContrib);
+
+ specContrib *= NdotL;
+ specContrib = max(specContrib, vec3(0));
return color;
}
+vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
+ float perceptualRoughness,
+ float metallic,
+ vec3 n, // normal
+ vec3 v, // surface point to camera
+ vec3 l) //surface point to light
+{
+ vec3 specContrib;
+
+ return pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n, v, l, specContrib);
+}
+
void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor)
{
vec3 f0 = vec3(0.04);
@@ -525,23 +554,30 @@ void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor
specularColor = mix(f0, baseColor, metallic);
}
-vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v, vec3 norm, float perceptualRoughness, vec3 light_dir, vec3 sunlit, float scol, vec3 radiance, vec3 irradiance, vec3 colorEmissive, float ao, vec3 additive, vec3 atten)
+vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v, vec3 norm, float perceptualRoughness, vec3 light_dir, vec3 sunlit, float scol, vec3 radiance, vec3 irradiance, vec3 colorEmissive, float ao, vec3 additive, vec3 atten, out vec3 specContrib)
{
vec3 color = vec3(0);
float NdotV = clamp(abs(dot(norm, v)), 0.001, 1.0);
- color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, 0.2);
+ vec3 ibl_spec;
+ color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness, ibl_spec);
- color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm, v, normalize(light_dir)) * sunlit * 2.75 * scol;
- color += colorEmissive*0.5;
+ color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm, v, normalize(light_dir), specContrib) * sunlit * 2.75 * scol;
+ specContrib *= sunlit * 2.75 * scol;
+ specContrib += ibl_spec;
- color = atmosFragLightingLinear(color, additive, atten);
- color = scaleSoftClipFragLinear(color);
+ color += colorEmissive;
return color;
}
+vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v, vec3 norm, float perceptualRoughness, vec3 light_dir, vec3 sunlit, float scol, vec3 radiance, vec3 irradiance, vec3 colorEmissive, float ao, vec3 additive, vec3 atten)
+{
+ vec3 specContrib;
+ return pbrBaseLight(diffuseColor, specularColor, metallic, v, norm, perceptualRoughness, light_dir, sunlit, scol, radiance, irradiance, colorEmissive, ao, additive, atten, specContrib);
+}
+
uniform vec4 waterPlane;
uniform float waterSign;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl
index f0522850de..fb97cd95b4 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl
@@ -27,14 +27,9 @@
/*[EXTRA_CODE_HERE]*/
-#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
vec3 fullbrightAtmosTransport(vec3 light);
-vec3 fullbrightScaleSoftClip(vec3 light);
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
@@ -46,8 +41,6 @@ void main()
vec4 color = diffuseLookup(vary_texcoord0.xy)*vertex_color;
color.rgb = fullbrightAtmosTransport(color.rgb);
- color.rgb = fullbrightScaleSoftClip(color.rgb);
-
frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
index afe504743d..3a15fd1111 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
@@ -88,8 +88,10 @@ void main()
#endif
#ifndef IS_HUD
+ color.rgb = fullbrightAtmosTransport(color.rgb);
color.rgb = srgb_to_linear(color.rgb);
#endif
+
frag_color.rgb = color.rgb;
frag_color.a = color.a;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
new file mode 100644
index 0000000000..4b98e6708f
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -0,0 +1,49 @@
+/**
+* @file materialF.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]*/
+
+// debug stub
+
+#define DIFFUSE_ALPHA_MODE_BLEND 1
+
+#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
+out vec4 frag_color;
+#else
+out vec4 frag_data[3];
+#endif
+
+void main()
+{
+#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
+ frag_color = vec4(0.5, 0, 1, 0.5);
+#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer
+ // deferred path // See: C++: addDeferredAttachment(), shader: softenLightF.glsl
+ frag_data[0] = vec4(0.5, 0, 1, 0); // gbuffer is sRGB for legacy materials
+ frag_data[1] = vec4(0); // XYZ = Specular color. W = Specular exponent.
+ frag_data[2] = vec4(0); // XY = Normal. Z = Env. intensity. W = 1 skip atmos (mask off fog)
+#endif
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl
index 7b9aa0a4dc..032245a01c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl
@@ -27,10 +27,10 @@ uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec2 texcoord0;
+in vec3 position;
+in vec2 texcoord0;
-VARYING vec2 vary_texcoord0;
+out vec2 vary_texcoord0;
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl
new file mode 100644
index 0000000000..2ccd3fd962
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl
@@ -0,0 +1,33 @@
+/**
+ * @file pbralphaF.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
+ * $/LicenseInfo$
+ */
+
+ // debug stub
+
+out vec4 frag_color;
+
+void main()
+{
+ frag_color = vec4(1.0, 0, 0.5, 0.5);
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
index da27be6e7f..e9515a9187 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
@@ -44,15 +44,14 @@ uniform mat4 modelview_matrix;
out vec3 vary_position;
-uniform mat3 texture_basecolor_matrix;
-uniform mat3 texture_normal_matrix;
-uniform mat3 texture_metallic_roughness_matrix;
-uniform mat3 texture_emissive_matrix;
+uniform vec4[2] texture_base_color_transform;
+uniform vec4[2] texture_normal_transform;
+uniform vec4[2] texture_metallic_roughness_transform;
+uniform vec4[2] texture_emissive_transform;
-#ifdef HAS_SUN_SHADOW
out vec3 vary_fragcoord;
+
uniform float near_clip;
-#endif
in vec3 position;
in vec4 diffuse_color;
@@ -60,7 +59,7 @@ in vec3 normal;
in vec4 tangent;
in vec2 texcoord0;
-out vec2 basecolor_texcoord;
+out vec2 base_color_texcoord;
out vec2 normal_texcoord;
out vec2 metallic_roughness_texcoord;
out vec2 emissive_texcoord;
@@ -71,6 +70,8 @@ out vec3 vary_tangent;
flat out float vary_sign;
out vec3 vary_normal;
+vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
+
void main()
{
@@ -86,14 +87,12 @@ void main()
#endif
gl_Position = vert;
-#ifdef HAS_SUN_SHADOW
vary_fragcoord.xyz = vert.xyz + vec3(0,0,near_clip);
-#endif
- basecolor_texcoord = (texture_matrix0 * vec4(texture_basecolor_matrix * vec3(texcoord0,1), 1)).xy;
- normal_texcoord = (texture_matrix0 * vec4(texture_normal_matrix * vec3(texcoord0,1), 1)).xy;
- metallic_roughness_texcoord = (texture_matrix0 * vec4(texture_metallic_roughness_matrix * vec3(texcoord0,1), 1)).xy;
- emissive_texcoord = (texture_matrix0 * vec4(texture_emissive_matrix * vec3(texcoord0,1), 1)).xy;
+ base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0);
+ normal_texcoord = texture_transform(texcoord0, texture_normal_transform, texture_matrix0);
+ metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_transform, texture_matrix0);
+ emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0);
#ifdef HAS_SKIN
vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz;
@@ -126,18 +125,21 @@ uniform mat4 modelview_matrix;
out vec3 vary_position;
-uniform mat3 texture_basecolor_matrix;
-uniform mat3 texture_emissive_matrix;
+uniform vec4[2] texture_base_color_transform;
+uniform vec4[2] texture_emissive_transform;
in vec3 position;
in vec4 diffuse_color;
in vec2 texcoord0;
-out vec2 basecolor_texcoord;
+out vec2 base_color_texcoord;
out vec2 emissive_texcoord;
out vec4 vertex_color;
+vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
+
+
void main()
{
//transform vertex
@@ -145,8 +147,8 @@ void main()
gl_Position = vert;
vary_position = vert.xyz;
- basecolor_texcoord = (texture_matrix0 * vec4(texture_basecolor_matrix * vec3(texcoord0,1), 1)).xy;
- emissive_texcoord = (texture_matrix0 * vec4(texture_emissive_matrix * vec3(texcoord0,1), 1)).xy;
+ base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0);
+ emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0);
vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl
index 8dc9e02f7a..1c36aa6b50 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl
@@ -37,7 +37,7 @@ out vec4 frag_color;
in vec3 vary_position;
in vec4 vertex_emissive;
-in vec2 basecolor_texcoord;
+in vec2 base_color_texcoord;
in vec2 emissive_texcoord;
uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff()
@@ -47,7 +47,7 @@ vec3 srgb_to_linear(vec3 c);
void main()
{
- vec4 basecolor = texture2D(diffuseMap, basecolor_texcoord.xy).rgba;
+ vec4 basecolor = texture2D(diffuseMap, base_color_texcoord.xy).rgba;
if (basecolor.a < minimum_alpha)
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl
index 75b24336c5..82a50a115c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl
@@ -34,19 +34,21 @@ uniform mat4 modelview_projection_matrix;
uniform mat4 texture_matrix0;
-uniform mat3 texture_basecolor_matrix;
-uniform mat3 texture_emissive_matrix;
+uniform vec4[2] texture_base_color_transform;
+uniform vec4[2] texture_emissive_transform;
in vec3 position;
in vec4 emissive;
in vec2 texcoord0;
-out vec2 basecolor_texcoord;
+out vec2 base_color_texcoord;
out vec2 emissive_texcoord;
out vec4 vertex_emissive;
+vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
+
void main()
{
#ifdef HAS_SKIN
@@ -62,8 +64,8 @@ void main()
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
#endif
- basecolor_texcoord = (texture_matrix0 * vec4(texture_basecolor_matrix * vec3(texcoord0,1), 1)).xy;
- emissive_texcoord = (texture_matrix0 * vec4(texture_emissive_matrix * vec3(texcoord0,1), 1)).xy;
+ base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0);
+ emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0);
vertex_emissive = emissive;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
index c4c5a7872b..6659e67a7a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
@@ -47,7 +47,7 @@ in vec3 vary_normal;
in vec3 vary_tangent;
flat in float vary_sign;
-in vec2 basecolor_texcoord;
+in vec2 base_color_texcoord;
in vec2 normal_texcoord;
in vec2 metallic_roughness_texcoord;
in vec2 emissive_texcoord;
@@ -62,7 +62,7 @@ uniform mat3 normal_matrix;
void main()
{
- vec4 basecolor = texture2D(diffuseMap, basecolor_texcoord.xy).rgba;
+ vec4 basecolor = texture2D(diffuseMap, base_color_texcoord.xy).rgba;
if (basecolor.a < minimum_alpha)
{
discard;
@@ -121,7 +121,7 @@ out vec4 frag_color;
in vec3 vary_position;
in vec4 vertex_color;
-in vec2 basecolor_texcoord;
+in vec2 base_color_texcoord;
in vec2 emissive_texcoord;
uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff()
@@ -131,7 +131,7 @@ vec3 srgb_to_linear(vec3 c);
void main()
{
- vec4 basecolor = texture2D(diffuseMap, basecolor_texcoord.xy).rgba;
+ vec4 basecolor = texture2D(diffuseMap, base_color_texcoord.xy).rgba;
if (basecolor.a < minimum_alpha)
{
discard;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl
index 8320640e42..e2c23ac8f0 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl
@@ -38,10 +38,10 @@ uniform mat4 modelview_projection_matrix;
#endif
uniform mat4 texture_matrix0;
-uniform mat3 texture_basecolor_matrix;
-uniform mat3 texture_normal_matrix;
-uniform mat3 texture_metallic_roughness_matrix;
-uniform mat3 texture_emissive_matrix;
+uniform vec4[2] texture_base_color_transform;
+uniform vec4[2] texture_normal_transform;
+uniform vec4[2] texture_metallic_roughness_transform;
+uniform vec4[2] texture_emissive_transform;
in vec3 position;
in vec4 diffuse_color;
@@ -49,7 +49,7 @@ in vec3 normal;
in vec4 tangent;
in vec2 texcoord0;
-out vec2 basecolor_texcoord;
+out vec2 base_color_texcoord;
out vec2 normal_texcoord;
out vec2 metallic_roughness_texcoord;
out vec2 emissive_texcoord;
@@ -60,6 +60,8 @@ out vec3 vary_tangent;
flat out float vary_sign;
out vec3 vary_normal;
+vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
+
void main()
{
#ifdef HAS_SKIN
@@ -75,11 +77,11 @@ void main()
//transform vertex
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
#endif
-
- basecolor_texcoord = (texture_matrix0 * vec4(texture_basecolor_matrix * vec3(texcoord0,1), 1)).xy;
- normal_texcoord = (texture_matrix0 * vec4(texture_normal_matrix * vec3(texcoord0,1), 1)).xy;
- metallic_roughness_texcoord = (texture_matrix0 * vec4(texture_metallic_roughness_matrix * vec3(texcoord0,1), 1)).xy;
- emissive_texcoord = (texture_matrix0 * vec4(texture_emissive_matrix * vec3(texcoord0,1), 1)).xy;
+
+ base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0);
+ normal_texcoord = texture_transform(texcoord0, texture_normal_transform, texture_matrix0);
+ metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_transform, texture_matrix0);
+ emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0);
#ifdef HAS_SKIN
vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz;
@@ -104,27 +106,29 @@ uniform mat4 modelview_projection_matrix;
uniform mat4 texture_matrix0;
-uniform mat3 texture_basecolor_matrix;
-uniform mat3 texture_normal_matrix;
-uniform mat3 texture_metallic_roughness_matrix;
-uniform mat3 texture_emissive_matrix;
+uniform vec4[2] texture_base_color_transform;
+uniform vec4[2] texture_normal_transform;
+uniform vec4[2] texture_metallic_roughness_transform;
+uniform vec4[2] texture_emissive_transform;
in vec3 position;
in vec4 diffuse_color;
in vec2 texcoord0;
-out vec2 basecolor_texcoord;
+out vec2 base_color_texcoord;
out vec2 emissive_texcoord;
out vec4 vertex_color;
+vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
+
void main()
{
//transform vertex
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- basecolor_texcoord = (texture_matrix0 * vec4(texture_basecolor_matrix * vec3(texcoord0,1), 1)).xy;
- emissive_texcoord = (texture_matrix0 * vec4(texture_emissive_matrix * vec3(texcoord0,1), 1)).xy;
+ base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0);
+ emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0);
vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
index 987b2d1fe8..383fcaa9a7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
@@ -41,6 +41,95 @@ uniform float display_gamma;
vec3 linear_to_srgb(vec3 cl);
+//===============================================================
+// tone mapping taken from Khronos sample implementation
+//===============================================================
+
+// 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
+);
+
+// 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;
+}
+
+uniform float exposure;
+uniform float gamma;
+
+vec3 toneMap(vec3 color)
+{
+ color *= 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 *= 1.0/0.6;
+ //color /= 0.6;
+ color = toneMapACES_Hill(color);
+#endif
+
+ return linear_to_srgb(color);
+}
+
+//===============================================================
+
//=================================
// borrowed noise from:
// <https://www.shadertoy.com/view/4dS3Wd>
@@ -79,16 +168,26 @@ float noise(vec2 x) {
//=============================
+
+vec3 legacyGamma(vec3 color)
+{
+ color = 1. - clamp(color, vec3(0.), vec3(1.));
+ color = 1. - pow(color, vec3(gamma)); // s/b inverted already CPU-side
+
+ return color;
+}
+
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);
- vec2 tc = vary_fragcoord.xy*screen_res;
-
+ diff.rgb = toneMap(diff.rgb);
+ diff.rgb = legacyGamma(diff.rgb);
+
+ vec2 tc = vary_fragcoord.xy*screen_res*4.0;
vec3 seed = (diff.rgb+vec3(1.0))*vec3(tc.xy, tc.x+tc.y);
vec3 nz = vec3(noise(seed.rg), noise(seed.gb), noise(seed.rb));
- diff.rgb += nz*0.008;
+ diff.rgb += nz*0.003;
//diff.rgb = nz;
frag_color = diff;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
index cd49202f89..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 = shadow2D(shadowMap, stc.xyz).x;
+ float cs = texture(shadowMap, stc.xyz);
float shadow = cs * 4.0;
- shadow += shadow2D(shadowMap, stc.xyz+vec3( 1.5/shadow_res.x, 0.5/shadow_res.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3( 0.5/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.5/shadow_res.x, -0.5/shadow_res.y, 0.0)).x;
- shadow += shadow2D(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 = shadow2D(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 += shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x;
- shadow += shadow2D(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/deferred/textureUtilV.glsl b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl
new file mode 100644
index 0000000000..71f7ec52c4
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl
@@ -0,0 +1,78 @@
+/**
+ * @file class1/deferred/textureUtilV.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
+ * $/LicenseInfo$
+ */
+
+// This shader code is taken from the sample code on the KHR_texture_transform
+// spec page page, plus or minus some sign error corrections (I think because the GLSL
+// matrix constructor is backwards?):
+// https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_texture_transform
+// Previously (6494eed242b1), we passed in a single, precalculated matrix
+// uniform per transform into the shaders. However, that was found to produce
+// small-but-noticeable discrepancies with the GLTF sample model
+// "TextureTransformTest", likely due to numerical precision differences. In
+// the interest of parity with other renderers, calculate the transform
+// directly in the shader. -Cosmic,2023-02-24
+vec2 khr_texture_transform(vec2 texcoord, vec2 scale, float rotation, vec2 offset)
+{
+ mat3 scale_mat = mat3(scale.x,0,0, 0,scale.y,0, 0,0,1);
+ mat3 offset_mat = mat3(1,0,0, 0,1,0, offset.x, offset.y, 1);
+ mat3 rotation_mat = mat3(
+ cos(rotation),-sin(rotation), 0,
+ sin(rotation), cos(rotation), 0,
+ 0, 0, 1
+ );
+
+ mat3 transform = offset_mat * rotation_mat * scale_mat;
+
+ return (transform * vec3(texcoord, 1)).xy;
+}
+
+// vertex_texcoord - The UV texture coordinates sampled from the vertex at
+// runtime. Per SL convention, this is in a right-handed UV coordinate
+// system. Collada models also have right-handed UVs.
+// khr_gltf_transform - The texture transform matrix as defined in the
+// KHR_texture_transform GLTF extension spec. It assumes a left-handed UV
+// coordinate system. GLTF models also have left-handed UVs.
+// sl_animation_transform - The texture transform matrix for texture
+// animations, available through LSL script functions such as
+// LlSetTextureAnim. It assumes a right-handed UV coordinate system.
+// texcoord - The final texcoord to use for image sampling
+vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform)
+{
+ vec2 texcoord = vertex_texcoord;
+
+ // 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.
+ 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
+ texcoord.y = 1.0 - texcoord.y;
+
+ // To make things more confusing, all SL image assets are upside-down
+ // We may need an additional sign flip here when we implement a Vulkan backend
+
+ return texcoord;
+}
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
index 16651dcdbc..745999fc2f 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
@@ -33,6 +33,7 @@ uniform float waterFogKS;
vec3 getPositionEye();
vec3 srgb_to_linear(vec3 col);
+vec3 linear_to_srgb(vec3 col);
vec4 applyWaterFogView(vec3 pos, vec4 color)
{
@@ -68,48 +69,16 @@ vec4 applyWaterFogView(vec3 pos, vec4 color)
float D = pow(0.98, l*kd);
color.rgb = color.rgb * D + kc.rgb * L;
+ color.a = kc.a + color.a;
return color;
}
vec4 applyWaterFogViewLinearNoClip(vec3 pos, vec4 color, vec3 sunlit)
{
- vec3 view = normalize(pos);
- //normalize view vector
- float es = -(dot(view, waterPlane.xyz));
-
-
- //find intersection point with water plane and eye vector
-
- //get eye depth
- float e0 = max(-waterPlane.w, 0.0);
-
- vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w / es : vec3(0.0, 0.0, 0.0);
-
- //get object depth
- float depth = length(pos - int_v);
-
- //get "thickness" of water
- float l = max(depth, 0.1);
-
- float kd = waterFogDensity*1.3;
- float ks = waterFogKS;
- vec4 kc = waterFogColor;
- kc.rgb = srgb_to_linear(kc.rgb); // TODO -- pass in waterFogColor linear
- kc.rgb *= sunlit;
-
- float F = 0.98;
-
- float t1 = -kd * pow(F, ks * e0);
- float t2 = kd + ks * es;
- float t3 = pow(F, t2 * l) - 1.0;
-
- float L = min(t1 / t2 * t3, 1.0);
-
- float D = pow(0.98, l * kd);
-
- color.rgb = color.rgb * D + kc.rgb * L;
-
+ color.rgb = linear_to_srgb(color.rgb);
+ color = applyWaterFogView(pos, color);
+ color.rgb = srgb_to_linear(color.rgb);
return color;
}
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..188fac5460
--- /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[9] = float[9]( 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..45267e4403 100644
--- a/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl
@@ -23,78 +23,14 @@
* $/LicenseInfo$
*/
-#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;
-
-uniform float resScale;
-uniform float znear;
-uniform float zfar;
-
-VARYING 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);
+in vec2 vary_texcoord0;
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);
-
- // convert linear depth to distance
- vec3 v;
- v.xy = vary_texcoord0.xy / 512.0 * 2.0 - 1.0;
- v.z = 1.0;
- 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, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl b/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl
index 641d670c26..7af7f20f85 100644
--- a/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl
@@ -25,17 +25,13 @@
uniform mat4 modelview_projection_matrix;
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec2 texcoord0;
-ATTRIBUTE vec4 diffuse_color;
+in vec3 position;
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
+out vec2 vary_texcoord0;
void main()
{
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- vary_texcoord0 = texcoord0;
- vertex_color = diffuse_color;
+ vary_texcoord0 = position.xy*0.5+0.5;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index e2694e060e..ef35bf3fd7 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -250,6 +250,9 @@ void main()
calcAtmosphericVarsLinear(pos.xyz, norm, light_dir, sunlit, amblit, additive, atten);
+ vec3 sunlit_linear = srgb_to_linear(sunlit);
+ vec3 amblit_linear = amblit;
+
vec3 irradiance;
vec3 glossenv;
vec3 legacyenv;
@@ -266,7 +269,7 @@ void main()
color.a = final_alpha;
- vec3 sun_contrib = min(final_da, shadow) * sunlit;
+ vec3 sun_contrib = min(final_da, shadow) * sunlit_linear;
color.rgb = max(amblit, irradiance);
@@ -274,8 +277,10 @@ void main()
color.rgb *= diffuse_linear.rgb;
+ color.rgb = linear_to_srgb(color.rgb);
color.rgb = atmosFragLightingLinear(color.rgb, additive, atten);
color.rgb = scaleSoftClipFragLinear(color.rgb);
+ color.rgb = srgb_to_linear(color.rgb);
vec4 light = vec4(0,0,0,0);
@@ -294,8 +299,9 @@ void main()
color.rgb += light.rgb;
#endif // !defined(LOCAL_LIGHT_KILL)
+
#ifdef WATER_FOG
- color = applyWaterFogViewLinear(pos.xyz, color, sunlit);
+ color = applyWaterFogViewLinear(pos.xyz, color, sunlit_linear);
#endif // WATER_FOG
#endif // #else // FOR_IMPOSTOR
@@ -303,6 +309,7 @@ void main()
#ifdef IS_HUD
color.rgb = linear_to_srgb(color.rgb);
#endif
+
frag_color = 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..fb76db99a0 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
@@ -46,14 +46,15 @@ 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
in vec3 vary_position;
-in vec2 basecolor_texcoord;
+in vec2 base_color_texcoord;
in vec2 normal_texcoord;
in vec2 metallic_roughness_texcoord;
in vec2 emissive_texcoord;
@@ -81,6 +82,8 @@ 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);
+vec3 scaleSoftClipFragLinear(vec3 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);
@@ -106,16 +109,16 @@ vec3 pbrBaseLight(vec3 diffuseColor,
vec3 colorEmissive,
float ao,
vec3 additive,
- vec3 atten);
+ vec3 atten,
+ out vec3 specContrib);
vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
float perceptualRoughness,
float metallic,
vec3 n, // normal
vec3 v, // surface point to camera
- vec3 l); //surface point to light
-
-vec2 BRDF(float NoV, float roughness);
+ vec3 l, //surface point to light
+ out vec3 specContrib);
vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor,
float perceptualRoughness,
@@ -126,7 +129,7 @@ vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor,
vec3 lp, // light position
vec3 ld, // light direction (for spotlights)
vec3 lightColor,
- float lightSize, float falloff, float is_pointlight, float ambiance)
+ float lightSize, float falloff, float is_pointlight, inout float glare, float ambiance)
{
vec3 color = vec3(0,0,0);
@@ -148,7 +151,10 @@ vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor,
vec3 intensity = spot_atten * dist_atten * lightColor * 3.0;
- color = intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv);
+ vec3 speccol;
+ color = intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv, speccol);
+ speccol *= intensity;
+ glare += max(max(speccol.r, speccol.g), speccol.b);
}
return color;
@@ -157,13 +163,14 @@ vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor,
void main()
{
vec3 color = vec3(0,0,0);
+ float glare = 0.0;
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
vec3 pos = vary_position;
waterClip(pos);
- vec4 basecolor = texture(diffuseMap, basecolor_texcoord.xy).rgba;
+ vec4 basecolor = texture(diffuseMap, base_color_texcoord.xy).rgba;
basecolor.rgb = srgb_to_linear(basecolor.rgb);
#ifdef HAS_ALPHA_MASK
if (basecolor.a < minimum_alpha)
@@ -191,8 +198,11 @@ void main()
vec3 atten;
calcAtmosphericVarsLinear(pos.xyz, norm, light_dir, sunlit, amblit, additive, atten);
-#ifdef HAS_SUN_SHADOW
+ vec3 sunlit_linear = srgb_to_linear(sunlit);
+
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 +221,7 @@ 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);
@@ -222,15 +232,19 @@ void main()
vec3 v = -normalize(pos.xyz);
- color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit, scol, radiance, irradiance, colorEmissive, ao, additive, atten);
+ vec3 spec;
+ color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, colorEmissive, ao, additive, atten, spec);
+ glare += max(max(spec.r, spec.g), spec.b);
- float nv = clamp(abs(dot(norm.xyz, v)), 0.001, 1.0);
- vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0-perceptualRoughness);
+ color.rgb = linear_to_srgb(color.rgb);
+ color.rgb = atmosFragLightingLinear(color.rgb, additive, atten);
+ color.rgb = scaleSoftClipFragLinear(color.rgb);
+ color.rgb = srgb_to_linear(color.rgb);
vec3 light = vec3(0);
// Punctual lights
-#define LIGHT_LOOP(i) light += calcPointLightOrSpotLight(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, pos.xyz, v, light_position[i].xyz, light_direction[i].xyz, light_diffuse[i].rgb, light_deferred_attenuation[i].x, light_deferred_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w);
+#define LIGHT_LOOP(i) light += calcPointLightOrSpotLight(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, pos.xyz, v, light_position[i].xyz, light_direction[i].xyz, light_diffuse[i].rgb, light_deferred_attenuation[i].x, light_deferred_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w);
LIGHT_LOOP(1)
LIGHT_LOOP(2)
@@ -244,11 +258,10 @@ void main()
float a = basecolor.a*vertex_color.a;
- vec3 spec = radiance; // *specularColor;
- float lum = max(max(spec.r, spec.g), spec.b);
- float f = brdf.y;
- a += f;
+ glare = min(glare, 1.0);
+ a = max(a, glare);
+
frag_color = vec4(color.rgb,a);
}
@@ -263,7 +276,7 @@ out vec4 frag_color;
in vec3 vary_position;
-in vec2 basecolor_texcoord;
+in vec2 base_color_texcoord;
in vec2 emissive_texcoord;
in vec4 vertex_color;
@@ -282,7 +295,7 @@ void main()
vec3 pos = vary_position;
- vec4 basecolor = texture(diffuseMap, basecolor_texcoord.xy).rgba;
+ vec4 basecolor = texture(diffuseMap, base_color_texcoord.xy).rgba;
basecolor.rgb = srgb_to_linear(basecolor.rgb);
#ifdef HAS_ALPHA_MASK
if (basecolor.a < minimum_alpha)
diff --git a/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl
index f1ee4b4681..080f622155 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl
@@ -34,7 +34,7 @@ uniform mat3 env_mat;
vec3 srgb_to_linear(vec3 c);
void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
- vec2 tc, vec3 pos, vec3 norm, float glossiness, bool errorCorrect)
+ vec2 tc, vec3 pos, vec3 norm, float glossiness)
{
ambenv = vec3(reflection_probe_ambiance * 0.25);
@@ -43,11 +43,10 @@ void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
glossenv = srgb_to_linear(textureCube(environmentMap, env_vec).rgb);
}
-void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
- vec2 tc, vec3 pos, vec3 norm, float glossiness)
+void sampleReflectionProbesWater(inout vec3 ambenv, inout vec3 glossenv,
+ vec2 tc, vec3 pos, vec3 norm, float glossiness)
{
- sampleReflectionProbes(ambenv, glossenv,
- tc, pos, norm, glossiness, false);
+ sampleReflectionProbes(ambenv, glossenv, tc, pos, norm, glossiness);
}
vec4 sampleReflectionProbesDebug(vec3 pos)
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/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
index 6668a00841..1d02498209 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
@@ -33,8 +33,8 @@ vec3 linear_to_srgb(vec3 col);
vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten)
{
light *= atten.r;
- light += additive;
- return light * 2.0;
+ light += additive * 2.0;
+ return light;
}
vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten)
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
index f9f625ecdb..55e1411be2 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
@@ -137,12 +137,15 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
additive = (blue_horizon.rgb * blue_weight.rgb) * (cs + tmpAmbient.rgb) + (haze_horizon * haze_weight.rgb) * (cs * haze_glow + tmpAmbient.rgb);
// brightness of surface both sunlight and ambient
- sunlit = sunlight.rgb;
- amblit = tmpAmbient.rgb;
+
+ // fudge sunlit and amblit to get consistent lighting compared to legacy
+ // midday before PBR was a thing
+ sunlit = sunlight.rgb * 0.7;
+ amblit = tmpAmbient.rgb * 0.25;
+
additive *= vec3(1.0 - combined_haze);
}
-
vec3 srgb_to_linear(vec3 col);
// provide a touch of lighting in the opposite direction of the sun light
@@ -150,21 +153,26 @@ vec3 srgb_to_linear(vec3 col);
float ambientLighting(vec3 norm, vec3 light_dir)
{
float ambient = min(abs(dot(norm.xyz, light_dir.xyz)), 1.0);
- ambient *= 0.56;
+ ambient *= 0.5;
ambient *= ambient;
ambient = (1.0 - ambient);
return ambient;
}
-// return colors in linear space
+// return lit amblit in linear space, leave sunlit and additive in sRGB space
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 additive,
out vec3 atten)
{
calcAtmosphericVars(inPositionEye, light_dir, 1.0, sunlit, amblit, additive, atten, false);
- sunlit = srgb_to_linear(sunlit);
- additive = srgb_to_linear(additive);
- amblit = ambient_linear;
+
+ // multiply by 2 to get same colors as when the "scaleSoftClip" implementation was doubling color values
+ // (allows for mixing of light sources other than sunlight e.g. reflection probes)
+ sunlit *= 2.0;
+
+ // squash ambient to approximate whatever weirdness legacy atmospherics were doing
+ amblit = ambient_color * 0.5;
amblit *= ambientLighting(norm, light_dir);
+ amblit = srgb_to_linear(amblit);
}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl
index 9a9b179e6a..027bfb866f 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl
@@ -22,43 +22,34 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-uniform float gamma;
-vec3 getAtmosAttenuation();
-vec3 getAdditiveColor();
+ // DEPRECATED
-vec3 srgb_to_linear(vec3 col);
-vec3 linear_to_srgb(vec3 col);
+//soft clip effect has been moved to postDeferredGammaCorrect legacyGamma, this file is effectively dead
+// but these functions need to be removed from all existing shaders before removing this file
-vec3 scaleSoftClipFragLinear(vec3 light)
-{ // identical to non-linear version and that's probably close enough
- //soft clip effect:
- light = 1. - clamp(light, vec3(0.), vec3(1.));
- light = 1. - pow(light, vec3(gamma)); // s/b inverted already CPU-side
+vec3 scaleSoftClipFrag(vec3 light)
+{
return light;
}
-vec3 scaleSoftClipFrag(vec3 light)
-{
- //soft clip effect:
- light = 1. - clamp(light, vec3(0.), vec3(1.));
- light = 1. - pow(light, vec3(gamma)); // s/b inverted already CPU-side
+vec3 scaleSoftClipFragLinear(vec3 light)
+{ // identical to non-linear version and that's probably close enough
return light;
}
vec3 scaleSoftClip(vec3 light)
{
- return scaleSoftClipFrag(light);
+ return light;
}
vec3 fullbrightScaleSoftClipFrag(vec3 light, vec3 add, vec3 atten)
{
- //return mix(scaleSoftClipFrag(light.rgb), add, atten);
- return scaleSoftClipFrag(light.rgb);
+ return light;
}
vec3 fullbrightScaleSoftClip(vec3 light)
{
- return fullbrightScaleSoftClipFrag(light, getAdditiveColor(), getAtmosAttenuation());
+ return light;
}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
index c509d865ba..6aa719d200 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
@@ -48,23 +48,27 @@ vec3 atmosTransport(vec3 light)
vec3 fullbrightAtmosTransportFragLinear(vec3 light, vec3 additive, vec3 atten)
{
// same as non-linear version, probably fine
- float brightness = dot(light.rgb * 0.5, vec3(0.3333)) + 0.1;
- return mix(atmosTransportFrag(light.rgb, additive, atten), light.rgb + additive, brightness * brightness);
+ //float brightness = dot(light.rgb * 0.5, vec3(0.3333)) + 0.1;
+ //return mix(atmosTransportFrag(light.rgb, additive, atten), light.rgb + additive, brightness * brightness);
+ return atmosTransportFrag(light, additive, atten);
}
vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
{
- float brightness = dot(light.rgb * 0.5, vec3(0.3333)) + 0.1;
- return mix(atmosTransportFrag(light.rgb, additive, atten), light.rgb + additive, brightness * brightness);
+ //float brightness = dot(light.rgb * 0.5, vec3(0.3333)) + 0.1;
+ //return mix(atmosTransportFrag(light.rgb, additive, atten), light.rgb + additive, brightness * brightness);
+ return atmosTransportFrag(light, additive, atten);
}
vec3 fullbrightAtmosTransport(vec3 light)
{
- return fullbrightAtmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());
+ //return fullbrightAtmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());
+ return atmosTransport(light);
}
vec3 fullbrightShinyAtmosTransport(vec3 light)
{
- float brightness = dot(light.rgb, vec3(0.33333));
- return mix(atmosTransport(light.rgb), (light.rgb + getAdditiveColor().rgb) * (2.0 - brightness), brightness * brightness);
+ //float brightness = dot(light.rgb, vec3(0.33333));
+ //return mix(atmosTransport(light.rgb), (light.rgb + getAdditiveColor().rgb) * (2.0 - brightness), brightness * brightness);
+ return atmosTransport(light);
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
index 8d2a65d4a9..add1cb2a37 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
@@ -92,7 +92,7 @@ uniform vec3 light_diffuse[8];
float getAmbientClamp();
void waterClip(vec3 pos);
-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, float ambiance)
+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
@@ -170,6 +170,11 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
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);
}
}
}
@@ -218,83 +223,105 @@ VARYING vec2 vary_texcoord0;
vec2 encode_normal(vec3 n);
-void main()
+// get the transformed normal and apply glossiness component from normal map
+vec3 getNormal(inout float glossiness)
{
-#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
- waterClip(vary_position.xyz);
-#endif
+#ifdef HAS_NORMAL_MAP
+ vec4 norm = texture2D(bumpMap, vary_texcoord1.xy);
+ glossiness *= norm.a;
- vec2 pos_screen = vary_texcoord0.xy;
+ norm.xyz = norm.xyz * 2 - 1;
- vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy);
- diffcol.rgb *= vertex_color.rgb;
+ return normalize(vec3(dot(norm.xyz,vary_mat0),
+ dot(norm.xyz,vary_mat1),
+ dot(norm.xyz,vary_mat2)));
+#else
+ return normalize(vary_normal);
+#endif
+}
-#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
+vec4 getSpecular()
+{
+#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
+ return spec;
+}
+void alphaMask(float alpha)
+{
+#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)
+ if (alpha < minimum_alpha-bias)
{
discard;
}
#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);
+void waterClip()
+{
+#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
+ waterClip(vary_position.xyz);
#endif
+}
-#ifdef HAS_NORMAL_MAP
- vec4 norm = texture2D(bumpMap, vary_texcoord1.xy);
-
- norm.xyz = norm.xyz * 2 - 1;
+float getEmissive(vec4 diffcol)
+{
+#if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE)
+ return emissive_brightness;
+#else
+ return max(diffcol.a, emissive_brightness);
+#endif
+}
- vec3 tnorm = vec3(dot(norm.xyz,vary_mat0),
- dot(norm.xyz,vary_mat1),
- dot(norm.xyz,vary_mat2));
+float getShadow(vec3 pos, vec3 norm)
+{
+#ifdef HAS_SUN_SHADOW
+ #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
+ return sampleDirectionalShadow(pos, norm, vary_texcoord0.xy);
+ #else
+ return 1;
+ #endif
#else
- vec4 norm = vec4(0,0,0,1.0);
- vec3 tnorm = vary_normal;
+ return 1;
#endif
+}
- norm.xyz = normalize(tnorm.xyz);
+void main()
+{
+ waterClip();
- vec2 abnormal = encode_normal(norm.xyz);
+ // diffcol == diffuse map combined with vertex color
+ vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy);
+ diffcol.rgb *= vertex_color.rgb;
- vec4 final_color = diffcol;
+ alphaMask(diffcol.a);
-#if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE)
- final_color.a = emissive_brightness;
-#else
- final_color.a = max(final_color.a, emissive_brightness);
-#endif
+ // spec == specular map combined with specular color
+ vec4 spec = getSpecular();
+ float env = env_intensity * spec.a;
+ float glossiness = specular_color.a;
+ vec3 norm = getNormal(glossiness);
- 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;
-#else
- vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, GBUFFER_FLAG_HAS_ATMOS);
- final_specular.a = specular_color.a;
-#endif
+ vec2 abnormal = encode_normal(norm.xyz);
+
+ float emissive = getEmissive(diffcol);
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
//forward rendering, output lit linear color
diffcol.rgb = srgb_to_linear(diffcol.rgb);
- final_specular.rgb = srgb_to_linear(final_specular.rgb);
+ spec.rgb = srgb_to_linear(spec.rgb);
vec3 pos = vary_position;
- float shadow = 1.0f;
+ float shadow = getShadow(pos, norm);
-#ifdef HAS_SUN_SHADOW
- shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen);
-#endif
-
- vec4 diffuse = final_color;
+ vec4 diffuse = diffcol;
vec3 color = vec3(0,0,0);
@@ -307,54 +334,63 @@ void main()
vec3 atten;
calcAtmosphericVarsLinear(pos.xyz, norm.xyz, light_dir, sunlit, amblit, additive, atten);
+ vec3 sunlit_linear = srgb_to_linear(sunlit);
+ vec3 amblit_linear = amblit;
+
vec3 ambenv;
vec3 glossenv;
vec3 legacyenv;
- sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, pos_screen, pos.xyz, norm.xyz, final_specular.a, env_intensity);
+ sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, pos.xy*0.5+0.5, pos.xyz, norm.xyz, glossiness, env);
// use sky settings ambient or irradiance map sample, whichever is brighter
- color = max(amblit, ambenv);
+ color = max(amblit_linear, ambenv);
float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0);
- vec3 sun_contrib = min(da, shadow) * sunlit;
+ vec3 sun_contrib = min(da, shadow) * sunlit_linear;
color.rgb += sun_contrib;
color *= diffcol.rgb;
vec3 refnormpersp = reflect(pos.xyz, norm.xyz);
- if (final_specular.a > 0.0) // specular reflection
+ float glare = 0.0;
+
+ if (glossiness > 0.0) // specular reflection
{
float sa = dot(normalize(refnormpersp), light_dir.xyz);
- vec3 dumbshiny = sunlit * shadow * (texture2D(lightFunc, vec2(sa, final_specular.a)).r);
+ vec3 dumbshiny = sunlit_linear * shadow * (texture2D(lightFunc, vec2(sa, glossiness)).r);
// add the two types of shiny together
- vec3 spec_contrib = dumbshiny * final_specular.rgb;
+ 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;
- applyGlossEnv(color, glossenv, final_specular, pos.xyz, norm.xyz);
+ applyGlossEnv(color, glossenv, spec, pos.xyz, norm.xyz);
}
- color = mix(color.rgb, diffcol.rgb, diffuse.a);
+ color = mix(color.rgb, diffcol.rgb, emissive);
- if (env_intensity > 0.0)
+ if (env > 0.0)
{ // add environmentmap
- applyLegacyEnv(color, legacyenv, final_specular, pos.xyz, norm.xyz, env_intensity);
+ applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, env);
+
+ float cur_glare = max(max(legacyenv.r, legacyenv.g), legacyenv.b);
+ cur_glare *= env*4.0;
+ glare += cur_glare;
}
- color.rgb = mix(atmosFragLightingLinear(color.rgb, additive, atten), fullbrightAtmosTransportFragLinear(color, additive, atten), diffuse.a);
+ color.rgb = linear_to_srgb(color.rgb);
+ color.rgb = atmosFragLightingLinear(color.rgb, additive, atten);
color.rgb = scaleSoftClipFragLinear(color.rgb);
-
-#ifdef WATER_FOG
- vec4 temp = applyWaterFogView(pos, vec4(color, 0.0));
- color = temp.rgb;
-#endif
+ color.rgb = srgb_to_linear(color.rgb);
vec3 npos = normalize(-pos.xyz);
vec3 light = vec3(0, 0, 0);
-#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, light_attenuation[i].w );
+#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, spec, 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)
@@ -364,17 +400,25 @@ void main()
LIGHT_LOOP(6)
LIGHT_LOOP(7)
+ light *= 1.0-emissive;
color += light;
- float al = diffcol.a*vertex_color.a;
+ glare *= 1.0-emissive;
+ glare = min(glare, 1.0);
+ float al = max(diffcol.a, glare) * vertex_color.a;
+
+#ifdef WATER_FOG
+ vec4 temp = applyWaterFogView(pos, vec4(color, 0.0));
+ color = temp.rgb;
+#endif
frag_color = vec4(color, al);
-#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer
+#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 for legacy materials
- 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)
+ frag_data[0] = vec4(diffcol.rgb, emissive); // gbuffer is sRGB for legacy materials
+ frag_data[1] = vec4(spec.rgb, glossiness); // XYZ = Specular color. W = Specular exponent.
+ frag_data[2] = vec4(encode_normal(norm), env, GBUFFER_FLAG_HAS_ATMOS);; // XY = Normal. Z = Env. intensity. W = 1 skip atmos (mask off fog)
#endif
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
index d9cbae45a6..8229ecbbb7 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
@@ -37,7 +37,6 @@ uniform sampler2D diffuseRect;
uniform sampler2D specularRect;
uniform sampler2D normalMap;
uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
-uniform sampler2D noiseMap;
uniform sampler2D lightFunc;
uniform sampler2D depthMap;
@@ -126,8 +125,7 @@ void main()
diffuse = srgb_to_linear(diffuse);
spec.rgb = srgb_to_linear(spec.rgb);
- float noise = texture2D(noiseMap, tc).b;
- float lit = nl * dist_atten * noise;
+ float lit = nl * dist_atten;
final_color = color.rgb*lit*diffuse;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
index 8b1d41776f..a6a2543915 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;
@@ -451,48 +456,43 @@ float sphereWeight(vec3 pos, vec3 dir, vec3 origin, float r, float min_da)
// Tap a reflection probe
// pos - position of pixel
// dir - pixel normal
-// 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)
+// w - weight of sample (distance and angular attenuation)
+// dw - weight of sample (distance only)
+// lod - which mip to sample (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, float lod, vec3 c, int i)
{
- //lod = max(lod, 1);
// parallax adjustment
-
vec3 v;
if (refIndex[i].w < 0)
- {
+ { // box probe
float d = 0;
v = boxIntersect(pos, dir, i, d);
w = max(d, 0.001);
}
else
- {
- float r = refSphere[i].w; // radius of sphere volume
- float rr = r * r; // radius squared
+ { // sphere probe
+ 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;
-
v -= c;
vec3 d = normalize(v);
v = env_mat * v;
- vec4 ret = textureLod(reflectionProbes, vec4(v.xyz, refIndex[i].x), lod);
-
- wi = d * ret.a * 256.0+c;
+ vec4 ret = textureLod(reflectionProbes, vec4(v.xyz, refIndex[i].x), lod) * refParams[i].y;
return ret.rgb;
}
@@ -500,10 +500,10 @@ 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 +516,15 @@ 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;
@@ -533,106 +534,129 @@ vec3 tapIrradianceMap(vec3 pos, vec3 dir, out float w, vec3 c, int i)
}
}
-vec3 sampleProbes(vec3 pos, vec3 dir, float lod, bool errorCorrect)
+vec3 sampleProbes(vec3 pos, vec3 dir, float lod)
{
- 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;
- vec3 vi, wi;
+ float w = 0;
+ float dw = 0;
vec3 refcol;
{
- 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);
-
- //adjust lookup by distance result
- float d = length(vi - wi);
- vi += dir * d;
-
- vi -= refSphere[i].xyz;
+ refcol = tapRefMap(pos, dir, w, dw, lod, refSphere[i].xyz, i);
- vi = env_mat * vi;
-
- refcol = textureLod(reflectionProbes, vec4(vi, refIndex[i].x), lod).rgb;
-
- // 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);
- }
-
- 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 dwsum[2];
+ dwsum[0] = 0;
+ dwsum[1] = 0;
- float minweight = 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;
+
+ vec3 refcol = tapIrradianceMap(pos, dir, w, dw, refSphere[i].xyz, i);
- col += refcol*w;
-
- wsum += w;
+ 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,
- vec2 tc, vec3 pos, vec3 norm, float glossiness, bool errorCorrect)
+ vec2 tc, vec3 pos, vec3 norm, float glossiness)
{
// TODO - don't hard code lods
- float reflection_lods = max_probe_lod;
+ float reflection_lods = max_probe_lod-1;
preProbeSample(pos);
vec3 refnormpersp = reflect(pos.xyz, norm.xyz);
@@ -640,13 +664,12 @@ void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
ambenv = sampleProbeAmbient(pos, norm);
float lod = (1.0-glossiness)*reflection_lods;
- glossenv = sampleProbes(pos, normalize(refnormpersp), lod, errorCorrect);
+ glossenv = sampleProbes(pos, normalize(refnormpersp), lod);
#if defined(SSR)
if (cube_snapshot != 1 && glossiness >= 0.9)
{
vec4 ssr = vec4(0);
- //float w = tapScreenSpaceReflection(errorCorrect ? 1 : 4, tc, pos, norm, ssr, sceneMap);
float w = tapScreenSpaceReflection(1, tc, pos, norm, ssr, sceneMap);
glossenv = mix(glossenv, ssr.rgb, w);
@@ -654,11 +677,20 @@ void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
#endif
}
+void sampleReflectionProbesWater(inout vec3 ambenv, inout vec3 glossenv,
+ vec2 tc, vec3 pos, vec3 norm, float glossiness)
+{
+ sampleReflectionProbes(ambenv, glossenv, tc, pos, norm, glossiness);
+
+ // fudge factor to get PBR water at a similar luminance ot legacy water
+ glossenv *= 0.25;
+}
+
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)
{
@@ -694,18 +726,9 @@ vec4 sampleReflectionProbesDebug(vec3 pos)
return col;
}
-void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
- vec2 tc, vec3 pos, vec3 norm, float glossiness)
-{
- sampleReflectionProbes(ambenv, glossenv,
- tc, pos, norm, glossiness, false);
-}
-
-
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);
@@ -716,12 +739,12 @@ void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout
if (glossiness > 0.0)
{
float lod = (1.0-glossiness)*reflection_lods;
- glossenv = sampleProbes(pos, normalize(refnormpersp), lod, false);
+ glossenv = sampleProbes(pos, normalize(refnormpersp), lod);
}
if (envIntensity > 0.0)
{
- legacyenv = sampleProbes(pos, normalize(refnormpersp), 0.0, false);
+ legacyenv = sampleProbes(pos, normalize(refnormpersp), 0.0);
}
#if defined(SSR)
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index 8d48e6f596..dfd1d47b3e 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -85,6 +85,8 @@ float getDepth(vec2 pos_screen);
vec3 linear_to_srgb(vec3 c);
vec3 srgb_to_linear(vec3 c);
+uniform vec4 waterPlane;
+
#ifdef WATER_FOG
vec4 applyWaterFogViewLinear(vec3 pos, vec4 color);
#endif
@@ -153,6 +155,24 @@ void main()
calcAtmosphericVarsLinear(pos.xyz, norm.xyz, light_dir, sunlit, amblit, additive, atten);
+ 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);
+
if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
{
vec3 orm = texture2D(specularRect, tc).rgb;
@@ -161,23 +181,32 @@ void main()
float ao = orm.r * ambocc;
vec3 colorEmissive = texture2D(emissiveRect, tc).rgb;
-
// PBR IBL
float gloss = 1.0 - perceptualRoughness;
- vec3 irradiance = vec3(0);
- vec3 radiance = vec3(0);
+
sampleReflectionProbes(irradiance, radiance, tc, 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);
+ irradiance = max(amblit_linear,irradiance);
vec3 diffuseColor;
vec3 specularColor;
calcDiffuseSpecular(baseColor.rgb, metallic, diffuseColor, specularColor);
vec3 v = -normalize(pos.xyz);
- color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit, scol, radiance, irradiance, colorEmissive, ao, additive, atten);
+ color = vec3(1,0,1);
+ color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, colorEmissive, ao, additive, atten);
+
+
+ if (do_atmospherics)
+ {
+ color = linear_to_srgb(color);
+ color = atmosFragLightingLinear(color, additive, atten);
+ color = srgb_to_linear(color);
+ }
+
+
}
else if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS))
{
@@ -199,12 +228,12 @@ void main()
sampleReflectionProbesLegacy(irradiance, glossenv, legacyenv, tc, pos.xyz, norm.xyz, spec.a, envIntensity);
// use sky settings ambient or irradiance map sample, whichever is brighter
- irradiance = max(amblit, irradiance);
+ irradiance = max(amblit_linear, irradiance);
// apply lambertian IBL only (see pbrIbl)
color.rgb = irradiance * ambocc;
- vec3 sun_contrib = min(da, scol) * sunlit;
+ vec3 sun_contrib = min(da, scol) * sunlit_linear;
color.rgb += sun_contrib;
color.rgb *= baseColor.rgb;
@@ -230,9 +259,16 @@ void main()
applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, envIntensity);
}
- color = mix(atmosFragLightingLinear(color, additive, atten), fullbrightAtmosTransportFragLinear(color, additive, atten), baseColor.a);
- color = scaleSoftClipFragLinear(color);
- }
+
+ if (do_atmospherics)
+ {
+ color = linear_to_srgb(color);
+ color = atmosFragLightingLinear(color, additive, atten);
+ color = srgb_to_linear(color);
+ }
+ }
+
+
#ifdef WATER_FOG
vec4 fogged = applyWaterFogViewLinear(pos.xyz, vec4(color, bloom));
diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
index 3d721cd048..7524567f6b 100644
--- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
@@ -114,6 +114,7 @@ vec3 BlendNormal(vec3 bump1, vec3 bump2)
}
vec3 srgb_to_linear(vec3 col);
+vec3 linear_to_srgb(vec3 col);
vec3 vN, vT, vB;
@@ -122,11 +123,8 @@ vec3 transform_normal(vec3 vNt)
return normalize(vNt.x * vT + vNt.y * vB + vNt.z * vN);
}
-void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
- vec2 tc, vec3 pos, vec3 norm, float glossiness);
-
-void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
- vec2 tc, vec3 pos, vec3 norm, float glossiness, bool errorCorrect);
+void sampleReflectionProbesWater(inout vec3 ambenv, inout vec3 glossenv,
+ vec2 tc, vec3 pos, vec3 norm, float glossiness);
vec3 getPositionWithNDC(vec3 ndc);
@@ -203,6 +201,8 @@ void main()
calcAtmosphericVarsLinear(pos.xyz, wavef, vary_light_dir, sunlit, amblit, additive, atten);
+ vec3 sunlit_linear = srgb_to_linear(sunlit);
+
#ifdef TRANSPARENT_WATER
vec4 fb = texture2D(screenTex, distort2);
float depth = texture2D(screenDepth, distort2).r;
@@ -219,21 +219,24 @@ void main()
fb = applyWaterFogViewLinear(refPos, fb, sunlit);
#else
- vec4 fb = applyWaterFogViewLinear(viewVec*2048.0, vec4(0.5), sunlit);
+ vec4 fb = applyWaterFogViewLinear(viewVec*2048.0, vec4(1.0), sunlit_linear);
#endif
+ // fudge sample on other side of water to be a tad darker
+ fb.rgb *= 0.75;
+
float metallic = 0.0;
- float perceptualRoughness = 0.1;
+ float perceptualRoughness = 0.05;
float gloss = 1.0 - perceptualRoughness;
vec3 irradiance = vec3(0);
vec3 radiance = vec3(0);
- sampleReflectionProbes(irradiance, radiance, distort2, pos.xyz, wave_ibl.xyz, gloss);
+ sampleReflectionProbesWater(irradiance, radiance, distort2, pos.xyz, wave_ibl.xyz, gloss);
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);
@@ -250,10 +253,7 @@ void main()
vec3 punctual = pbrPunctual(vec3(0), specularColor, 0.1, metallic, normalize(wavef+up*max(dist, 32.0)/32.0*(1.0-vdu)), v, normalize(light_dir));
- vec3 color = punctual * sunlit * 2.75 * scol;
-
- color = atmosFragLightingLinear(color, additive, atten);
- color = scaleSoftClipFragLinear(color);
+ vec3 color = punctual * sunlit_linear * 2.75 * scol;
vec3 ibl = pbrIbl(vec3(0), vec3(1), radiance, vec3(0), ao, NdotV, 0.0);
@@ -265,10 +265,24 @@ void main()
f *= 0.9;
f *= f;
+ // incoming scale is [0, 1] with 0.5 being default
+ // shift to 0.5 to 1.5
+ f *= (fresnelScale - 0.5)+1.0;
+
+ // incoming offset is [0, 1] with 0.5 being default
+ // shift from -1 to 1
+ f += (fresnelOffset - 0.5) * 2.0;
+
f = clamp(f, 0, 1);
- //fb.rgb *= 1.;
-
+
color = mix(color, fb.rgb, f);
+
+ color.rgb = linear_to_srgb(color.rgb);
+ color = atmosFragLightingLinear(color, additive, atten);
+ color = scaleSoftClipFragLinear(color);
+ color.rgb = srgb_to_linear(color.rgb);
+
+
float spec = min(max(max(punctual.r, punctual.g), punctual.b), 0.05);
frag_color = vec4(color, spec); //*sunAngle2);