diff options
Diffstat (limited to 'indra/newview/app_settings/shaders')
16 files changed, 564 insertions, 239 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index e71d080fc5..6ab966ae01 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -383,7 +383,8 @@ 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 +394,24 @@ vec3 pbrIbl(vec3 diffuseColor,  	vec3 diffuse = diffuseLight * diffuseColor;  	vec3 specular = specularLight * (specularColor * brdf.x + brdf.y); +    specContrib = specular * ao; +  	return (diffuse + specular*0.5) * ao;  //reduce by half to place in appropriate color space for atmospherics  } +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 +476,8 @@ 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 +523,30 @@ 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); @@ -525,15 +555,19 @@ 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, 0.2, ibl_spec); -    color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm, v, normalize(light_dir)) * sunlit * 2.75 * scol; +    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 += colorEmissive*0.5;      color = atmosFragLightingLinear(color, additive, atten); @@ -542,6 +576,12 @@ vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v,      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/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/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 d44d1a2e6f..a9e114dddc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl @@ -57,10 +57,9 @@ uniform vec2 texture_emissive_scale;  uniform float texture_emissive_rotation;  uniform vec2 texture_emissive_offset; -#ifdef HAS_SUN_SHADOW  out vec3 vary_fragcoord; +  uniform float near_clip; -#endif  in vec3 position;  in vec4 diffuse_color; @@ -96,9 +95,7 @@ void main()  #endif      gl_Position = vert; -#ifdef HAS_SUN_SHADOW      vary_fragcoord.xyz = vert.xyz + vec3(0,0,near_clip); -#endif  	base_color_texcoord = texture_transform(texcoord0, texture_base_color_scale, texture_base_color_rotation, texture_base_color_offset, texture_matrix0);  	normal_texcoord = texture_transform(texcoord0, texture_normal_scale, texture_normal_rotation, texture_normal_offset, 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..f0e940eb5f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -41,6 +41,119 @@ 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; +} + +uniform float exposure; + +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 /= 0.6; +    color = toneMapACES_Hill(color); +#endif + +    return linearTosRGB(color); +} + +//=============================================================== +  //=================================  // borrowed noise from:  //	<https://www.shadertoy.com/view/4dS3Wd> @@ -83,7 +196,7 @@ 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 7cd6bae181..2a093827cb 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 @@ -106,16 +107,16 @@ 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 +127,7 @@ 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 +149,10 @@ 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; @@ -157,6 +161,7 @@ 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; @@ -191,8 +196,9 @@ 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 +217,7 @@ 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 +228,14 @@ 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); - -    float nv = clamp(abs(dot(norm.xyz, v)), 0.001, 1.0); -    vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0-perceptualRoughness); +    vec3 spec; +    color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit, scol, radiance, irradiance, colorEmissive, ao, additive, atten, spec); +    glare += max(max(spec.r, spec.g), spec.b);      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 +249,10 @@ 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);  } 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/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl index 8d2a65d4a9..b00a6ed757 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; - -#ifdef HAS_SUN_SHADOW -    shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen); -#endif +    float shadow = getShadow(pos, norm); -    vec4 diffuse = final_color; +    vec4 diffuse = diffcol;      vec3 color = vec3(0,0,0); @@ -310,7 +337,7 @@ void main()      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); @@ -322,28 +349,37 @@ void main()      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 * 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 = mix(atmosFragLightingLinear(color.rgb, additive, atten), fullbrightAtmosTransportFragLinear(color, additive, atten), emissive);       color.rgb = scaleSoftClipFragLinear(color.rgb);  #ifdef WATER_FOG @@ -354,7 +390,7 @@ void main()      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) @@ -366,15 +402,16 @@ void main()      color += light; -    float al = diffcol.a*vertex_color.a; - +    glare = min(glare, 1.0); +    float al = max(diffcol.a, glare) * vertex_color.a; +          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..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); | 
