diff options
Diffstat (limited to 'indra/newview/app_settings/shaders')
38 files changed, 435 insertions, 197 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl index 32b768cc63..cc4cd8366c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl @@ -36,7 +36,7 @@ in vec2 vary_texcoord0;  in vec3 vary_position;  void mirrorClip(vec3 pos); -vec4 encodeNormal(vec3 norm, float gbuffer_flag); +vec4 encodeNormal(vec3 n, float env, float gbuffer_flag);  void main()  { @@ -52,7 +52,10 @@ void main()      frag_data[0] = vec4(diff.rgb, 0.0);      frag_data[1] = vec4(0,0,0,0);      vec3 nvn = normalize(vary_normal); -    frag_data[2] = encodeNormal(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS); +    frag_data[2] = encodeNormal(nvn.xyz, 0, GBUFFER_FLAG_HAS_ATMOS); + +#if defined(HAS_EMISSIVE)      frag_data[3] = vec4(0); +#endif  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl index 79c1b392e9..a2341a80ab 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl @@ -40,7 +40,7 @@ in vec2 vary_texcoord0;  in vec3 vary_position;  void mirrorClip(vec3 pos); -vec4 encodeNormal(vec3 norm, float gbuffer_flag); +vec4 encodeNormal(vec3 n, float env, float gbuffer_flag);  void main()  { @@ -52,18 +52,21 @@ void main()      {          discard;      } -        col *= vertex_color; +    col *= vertex_color; -        vec3 norm = texture(bumpMap, vary_texcoord0.xy).rgb * 2.0 - 1.0; +    vec3 norm = texture(bumpMap, vary_texcoord0.xy).rgb * 2.0 - 1.0; -        vec3 tnorm = vec3(dot(norm,vary_mat0), -              dot(norm,vary_mat1), -              dot(norm,vary_mat2)); +    vec3 tnorm = vec3(dot(norm,vary_mat0), +            dot(norm,vary_mat1), +            dot(norm,vary_mat2)); -        frag_data[0] = vec4(col.rgb, 0.0); -        frag_data[1] = vertex_color.aaaa; // spec -        //frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested -        vec3 nvn = normalize(tnorm); -        frag_data[2] = encodeNormal(nvn, GBUFFER_FLAG_HAS_ATMOS); -        frag_data[3] = vec4(vertex_color.a, 0, 0, 0); +    frag_data[0] = vec4(col.rgb, 0.0); +    frag_data[1] = vertex_color.aaaa; // spec +    //frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested +    vec3 nvn = normalize(tnorm); +    frag_data[2] = encodeNormal(nvn, vertex_color.a, GBUFFER_FLAG_HAS_ATMOS); + +#if defined(HAS_EMISSIVE) +    frag_data[3] = vec4(0, 0, 0, 0); +#endif  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl index 450d4c4c4a..8c51b4a36b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl @@ -114,9 +114,15 @@ void main()      color.rgb *= 2.0;      /// Gamma correct for WL (soft clip effect). -    frag_data[0] = vec4(0); +      frag_data[1] = vec4(0.0,0.0,0.0,0.0);      frag_data[2] = vec4(0,0,0,GBUFFER_FLAG_SKIP_ATMOS); + +#if defined(HAS_EMISSIVE) +    frag_data[0] = vec4(0);      frag_data[3] = vec4(color.rgb, alpha1); +#else +    frag_data[0] = vec4(color.rgb, alpha1); +#endif  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 5a83e19b37..b47fae73af 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -48,8 +48,8 @@ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE  SOFTWARE.  */ -uniform sampler2D   normalMap; -uniform sampler2D   depthMap; +uniform sampler2D normalMap; +uniform sampler2D depthMap;  uniform sampler2D projectionMap; // rgba  uniform sampler2D brdfLut; @@ -62,6 +62,8 @@ uniform float proj_lod  ; // (number of mips in proj map)  uniform float proj_range; // range between near clip and far clip plane of projection  uniform float proj_ambiance; +uniform int classic_mode; +  // light params  uniform vec3 color; // light_color  uniform float size; // light_size @@ -73,11 +75,11 @@ const float M_PI = 3.14159265;  const float ONE_OVER_PI = 0.3183098861;  vec3 srgb_to_linear(vec3 cs); +vec3 linear_to_srgb(vec3 cs);  vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten);  vec4 decodeNormal(vec4 norm); -  float calcLegacyDistanceAttenuation(float distance, float falloff)  {      float dist_atten = 1.0 - clamp((distance + falloff)/(1.0 + falloff), 0.0, 1.0); @@ -152,6 +154,12 @@ vec4 getNorm(vec2 screenpos)      return norm;  } +vec4 getNormRaw(vec2 screenpos) +{ +    vec4 norm = texture(normalMap, screenpos.xy); +    return norm; +} +  // get linear depth value given a depth buffer sample d and znear and zfar values  float linearDepth(float d, float znear, float zfar)  { @@ -352,13 +360,15 @@ vec2 BRDF(float NoV, float roughness)  }  // set colorDiffuse and colorSpec to the results of GLTF PBR style IBL -vec3 pbrIbl(vec3 diffuseColor, +void 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) +            float perceptualRough, +            out vec3 diffuseOut, +            out vec3 specularOut)  {      // retrieve a scale and bias to F0. See [1], Figure 3      vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0-perceptualRough); @@ -368,7 +378,8 @@ vec3 pbrIbl(vec3 diffuseColor,      vec3 diffuse = diffuseLight * diffuseColor;      vec3 specular = specularLight * (specularColor * brdf.x + brdf.y); -    return (diffuse + specular) * ao; +    diffuseOut = diffuse * ao; +    specularOut = specular * ao;  } @@ -431,12 +442,15 @@ float microfacetDistribution(PBRInfo pbrInputs)      return roughnessSq / (M_PI * f * f);  } -vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, +void 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 l, +                    out float nl, +                    out vec3 diff, +                    out vec3 spec) //surface point to light  {      // make sure specular highlights from punctual lights don't fall off of polished surfaces      perceptualRoughness = max(perceptualRoughness, 8.0/255.0); @@ -485,10 +499,11 @@ vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,      // Calculation of analytical lighting contribution      vec3 diffuseContrib = (1.0 - F) * diffuse(pbrInputs);      vec3 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 * (diffuseContrib + specContrib); -    return clamp(color, vec3(0), vec3(10)); +    nl = NdotL; + +    diff = diffuseContrib; +    spec = specContrib;  }  vec3 pbrCalcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor, @@ -522,7 +537,12 @@ vec3 pbrCalcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor,          vec3 intensity = spot_atten * dist_atten * lightColor * 3.0; //magic number to balance with legacy materials -        color = intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv); +        float nl = 0; +        vec3 diffPunc = vec3(0); +        vec3 specPunc = vec3(0); + +        pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv, nl, diffPunc, specPunc); +        color = intensity * clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10));      }      return color; @@ -541,10 +561,44 @@ vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v,      vec3 color = vec3(0);      float NdotV = clamp(abs(dot(norm, v)), 0.001, 1.0); +    vec3 iblDiff = vec3(0); +    vec3 iblSpec = vec3(0); +    pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness, iblDiff, iblSpec); + +    color += iblDiff; + +    // For classic mode, we use a special version of pbrPunctual that basically gives us a deconstructed form of the lighting. +    float nl = 0; +    vec3 diffPunc = vec3(0); +    vec3 specPunc = vec3(0); +    pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm, v, normalize(light_dir), nl, diffPunc, specPunc); -    color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness); +    // Depending on the sky, we combine these differently. +    if (classic_mode > 0) +    { +        // Reconstruct the diffuse lighting that we do for blinn-phong materials here. +        // A special note about why we do some really janky stuff for classic mode. +        // Since adding classic mode, we've moved the lambertian diffuse multiply out from pbrPunctual and instead handle it in the different light type calcs. +        // For classic mode, this baiscally introduces a double multiplication that we need to somehow avoid +        // Using one of the old mobile gamma correction tricks (val * val to "linearize", sqrt(val) to bring back into sRGB), we can _mostly_ avert this +        // This will never be 100% correct, but at the very least we can make it look mostly correct with legacy skies and classic mode. + +        float da = pow(sqrt(nl), 1.2); + +        vec3 sun_contrib = vec3(min(da, scol)); + +        // Multiply by PI to account for lambertian diffuse colors.  Otherwise things will be too dark when lit by the sun on legacy skies. +        sun_contrib = srgb_to_linear(color.rgb * 0.9 + linear_to_srgb(sun_contrib) * sunlit * 0.7) * M_PI; + +        // Manually recombine everything here.  We have to separate the shading to ensure that lighting is able to more closely match blinn-phong. +        color.rgb = srgb_to_linear(iblDiff) + clamp(sun_contrib * (da * (diffPunc.rgb + specPunc.rgb) * scol), vec3(0), vec3(10)); +    } +    else +    { +        color += clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10)) * sunlit * 3.0 * scol; +    } -    color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm, v, normalize(light_dir)) * sunlit * 3.0 * scol; //magic number to balance with legacy materials +    color.rgb += iblSpec.rgb;      color += colorEmissive; diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl index fadf06d592..1307ee3bcc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl @@ -39,7 +39,7 @@ in vec2 vary_texcoord0;  void mirrorClip(vec3 pos); -vec4 encodeNormal(vec3 norm, float gbuffer_flag); +vec4 encodeNormal(vec3 n, float env, float gbuffer_flag);  void main()  { @@ -55,7 +55,10 @@ void main()      frag_data[0] = vec4(col.rgb, 0.0);      frag_data[1] = vec4(0,0,0,0); // spec      vec3 nvn = normalize(vary_normal); -    frag_data[2] = encodeNormal(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS); +    frag_data[2] = encodeNormal(nvn.xyz, 0, GBUFFER_FLAG_HAS_ATMOS); + +#if defined(HAS_EMISSIVE)      frag_data[3] = vec4(0); +#endif  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl index 10d06da416..5415ee80d0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl @@ -36,7 +36,7 @@ in vec4 vertex_color;  in vec2 vary_texcoord0;  void mirrorClip(vec3 pos); -vec4 encodeNormal(vec3 norm, float gbuffer_flag); +vec4 encodeNormal(vec3 n, float env, float gbuffer_flag);  void main()  { @@ -52,6 +52,9 @@ void main()      frag_data[0] = vec4(col.rgb, 0.0);      frag_data[1] = vec4(0,0,0,0);      vec3 nvn = normalize(vary_normal); -    frag_data[2] = encodeNormal(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS); +    frag_data[2] = encodeNormal(nvn.xyz, 0, GBUFFER_FLAG_HAS_ATMOS); + +#if defined(HAS_EMISSIVE)      frag_data[3] = vec4(0); +#endif  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl index f7c8fc9596..d2ef7888a3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl @@ -33,7 +33,7 @@ uniform sampler2D diffuseMap;  in vec3 vary_normal;  in vec2 vary_texcoord0; -vec4 encodeNormal(vec3 norm, float gbuffer_flag); +vec4 encodeNormal(vec3 n, float env, float gbuffer_flag);  void main()  { @@ -47,7 +47,10 @@ void main()      frag_data[0] = vec4(col.rgb, 0.0);      frag_data[1] = vec4(0,0,0,0); // spec      vec3 nvn = normalize(vary_normal); -    frag_data[2] = encodeNormal(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS); +    frag_data[2] = encodeNormal(nvn.xyz, 0, GBUFFER_FLAG_HAS_ATMOS); + +#if defined(HAS_EMISSIVE)      frag_data[3] = vec4(0); +#endif  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl index d83f5a3145..85573d3baf 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl @@ -35,7 +35,7 @@ in vec2 vary_texcoord0;  in vec3 vary_position;  void mirrorClip(vec3 pos); -vec4 encodeNormal(vec3 norm, float gbuffer_flag); +vec4 encodeNormal(vec3 n, float env, float gbuffer_flag);  void main()  { @@ -44,7 +44,10 @@ void main()      frag_data[0] = vec4(col, 0.0);      frag_data[1] = vertex_color.aaaa; // spec      vec3 nvn = normalize(vary_normal); -    frag_data[2] = encodeNormal(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS); -    frag_data[3] = vec4(vertex_color.a, 0, 0, 0); +    frag_data[2] = encodeNormal(nvn.xyz, vertex_color.a, GBUFFER_FLAG_HAS_ATMOS); + +#if defined(HAS_EMISSIVE) +    frag_data[3] = vec4(0, 0, 0, 0); +#endif  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl index 6d8943e7ae..ad4efc863b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl @@ -33,7 +33,7 @@ in vec2 vary_texcoord0;  in vec3 vary_position;  void mirrorClip(vec3 pos); -vec4 encodeNormal(vec3 norm, float gbuffer_flag); +vec4 encodeNormal(vec3 n, float env, float gbuffer_flag);  vec3 linear_to_srgb(vec3 c); @@ -48,6 +48,9 @@ void main()      frag_data[0] = vec4(col, 0.0);      frag_data[1] = vec4(spec, vertex_color.a); // spec      vec3 nvn = normalize(vary_normal); -    frag_data[2] = encodeNormal(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS); -    frag_data[3] = vec4(vertex_color.a, 0, 0, 0); +    frag_data[2] = encodeNormal(nvn.xyz, vertex_color.a, GBUFFER_FLAG_HAS_ATMOS); + +#if defined(HAS_EMISSIVE) +    frag_data[3] = vec4(0, 0, 0, 0); +#endif  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl index 67890032df..e4d89827f1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl @@ -35,7 +35,8 @@ uniform sampler2D exposureMap;  uniform float dt;  uniform vec2 noiseVec; -uniform vec3 dynamic_exposure_params; +uniform vec4 dynamic_exposure_params; +uniform vec4 dynamic_exposure_params2;  float lum(vec3 col)  { @@ -53,11 +54,11 @@ void main()      L /= max_L;      L = pow(L, 2.0);      float s = mix(dynamic_exposure_params.z, dynamic_exposure_params.y, L); -  #ifdef USE_LAST_EXPOSURE      float prev = texture(exposureMap, vec2(0.5,0.5)).r; -    s = mix(prev, s, min(dt*2.0*abs(prev-s), 0.04)); +    float speed = -log(dynamic_exposure_params.w) / dynamic_exposure_params2.w; +    s = mix(prev, s, 1 - exp(-speed * dt));  #endif      frag_color = max(vec4(s, s, s, dt), vec4(0.0)); diff --git a/indra/newview/app_settings/shaders/class1/deferred/gbufferUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/gbufferUtil.glsl new file mode 100644 index 0000000000..1ccc6e9fbc --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/gbufferUtil.glsl @@ -0,0 +1,59 @@ +/** + * @file class1/deferred/gbufferUtil.glsl + * + * $LicenseInfo:firstyear=2024&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ + +uniform sampler2D diffuseRect; +uniform sampler2D specularRect; + +#if defined(HAS_EMISSIVE) +uniform sampler2D emissiveRect; +#endif + +vec4 getNormRaw(vec2 screenpos); +vec4 decodeNormal(vec4 norm); + +GBufferInfo getGBuffer(vec2 screenpos) +{ +    GBufferInfo ret; +    vec4 diffInfo = vec4(0); +    vec4 specInfo = vec4(0); +    vec4 emissInfo = vec4(0); + +    diffInfo = texture(diffuseRect, screenpos.xy); +    specInfo = texture(specularRect, screenpos.xy); +    vec4 normInfo = getNormRaw(screenpos); + +#if defined(HAS_EMISSIVE) +    emissInfo = texture(emissiveRect, screenpos.xy); +#endif + +    ret.albedo = diffInfo; +    ret.normal = decodeNormal(normInfo).xyz; +    ret.specular = specInfo; +    ret.envIntensity = normInfo.b; +    ret.gbufferFlag = normInfo.w; +    ret.emissive = emissInfo; + +    return ret; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/globalF.glsl b/indra/newview/app_settings/shaders/class1/deferred/globalF.glsl index 2aac333543..2ed4ba3163 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/globalF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/globalF.glsl @@ -43,15 +43,19 @@ void mirrorClip(vec3 pos)      }  } -vec4 encodeNormal(vec3 norm, float gbuffer_flag) +vec4 encodeNormal(vec3 n, float env, float gbuffer_flag)  { -    return vec4(norm * 0.5 + 0.5, gbuffer_flag); +    float f = sqrt(8 * n.z + 8); +    return vec4(n.xy / f + 0.5, env, gbuffer_flag);  }  vec4 decodeNormal(vec4 norm)  { -    norm.xyz = norm.xyz * 2.0 - 1.0; -    return norm; +    vec2 fenc = norm.xy*4-2; +    float f = dot(fenc,fenc); +    float g = sqrt(1-f/4); +    vec4 n; +    n.xy = fenc*g; +    n.z = 1-f/2; +    return n;  } - - diff --git a/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl index 5c09950712..ca8c4caf16 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl @@ -35,5 +35,8 @@ void main()      frag_data[0] = color*texture(diffuseMap, vary_texcoord0.xy);      frag_data[1] = vec4(0.0);      frag_data[2] = vec4(0.0, 1.0, 0.0, GBUFFER_FLAG_SKIP_ATMOS); + +#if defined(HAS_EMISSIVE)      frag_data[3] = vec4(0); +#endif  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl index a6bca68cb0..9493afcc5e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl @@ -38,7 +38,7 @@ in vec2 vary_texcoord0;  vec3 linear_to_srgb(vec3 c); -vec4 encodeNormal(vec3 norm, float gbuffer_flag); +vec4 encodeNormal(vec3 n, float env, float gbuffer_flag);  void main()  { @@ -55,5 +55,8 @@ void main()      frag_data[0] = vec4(col.rgb, 0.0);      frag_data[1] = spec;      frag_data[2] = vec4(norm.xyz, GBUFFER_FLAG_HAS_ATMOS); + +#if defined(HAS_EMISSIVE)      frag_data[3] = vec4(0); +#endif  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl index 3432bf07ef..4acab159cb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl @@ -51,8 +51,8 @@ void main()      vec4  norm         = texture(normalMap, tc); -    if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_HDRI) && -        !GET_GBUFFER_FLAG(GBUFFER_FLAG_SKIP_ATMOS)) +    if (!GET_GBUFFER_FLAG(norm.w, GBUFFER_FLAG_HAS_HDRI) && +        !GET_GBUFFER_FLAG(norm.w, GBUFFER_FLAG_SKIP_ATMOS))      {          // Apply the diffuse luminance scale to objects but not the sky          // Prevents underexposing when looking at bright environments diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index c23729ef30..855fe69693 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -44,7 +44,9 @@ void main()      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) +#if defined(HAS_EMISSIVE)      frag_data[3] = vec4(0);  #endif +#endif  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl index 585de99e1d..29b4aafc03 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl @@ -56,7 +56,13 @@ void main()      frag_data[0] = vec4(0);      frag_data[1] = vec4(0.0);      frag_data[2] = vec4(0.0, 0.0, 0.0, GBUFFER_FLAG_SKIP_ATMOS); + +#if defined(HAS_EMISSIVE) +    frag_data[0] = vec4(0);      frag_data[3] = vec4(c.rgb, c.a); +#else +    frag_data[0] = vec4(c.rgb, c.a); +#endif      // Added and commented out for a ground truth.  Do not uncomment - Geenz      //gl_FragDepth = 0.999985f; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl index c0d4c387af..dd9e883fdf 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl @@ -61,7 +61,7 @@ uniform vec4 clipPlane;  uniform float clipSign;  void mirrorClip(vec3 pos); -vec4 encodeNormal(vec3 norm, float gbuffer_flag); +vec4 encodeNormal(vec3 n, float env, float gbuffer_flag);  uniform mat3 normal_matrix; @@ -114,8 +114,11 @@ void main()      // See: C++: addDeferredAttachments(), GLSL: softenLightF      frag_data[0] = max(vec4(col, 0.0), vec4(0));                                                   // Diffuse      frag_data[1] = max(vec4(spec.rgb,0.0), vec4(0));                                    // PBR linear packed Occlusion, Roughness, Metal. -    frag_data[2] = encodeNormal(tnorm, GBUFFER_FLAG_HAS_PBR); // normal, environment intensity, flags +    frag_data[2] = encodeNormal(tnorm, 0, GBUFFER_FLAG_HAS_PBR); // normal, environment intensity, flags + +#if defined(HAS_EMISSIVE)      frag_data[3] = max(vec4(emissive,0), vec4(0));                                                // PBR sRGB Emissive +#endif  }  #else diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl index b434479511..1b90cf9fde 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl @@ -162,7 +162,7 @@ in vec4[2] vary_coords;  #endif  void mirrorClip(vec3 position); -vec4 encodeNormal(vec3 norm, float gbuffer_flag); +vec4 encodeNormal(vec3 n, float env, float gbuffer_flag);  float terrain_mix(TerrainMix tm, vec4 tms4); @@ -430,7 +430,10 @@ void main()  #endif      frag_data[0] = max(vec4(pbr_mix.col.xyz, 0.0), vec4(0));                                                   // Diffuse      frag_data[1] = max(vec4(mix_orm.rgb, base_color_factor_alpha), vec4(0));                                    // PBR linear packed Occlusion, Roughness, Metal. -    frag_data[2] = encodeNormal(tnorm, GBUFFER_FLAG_HAS_PBR); // normal, flags +    frag_data[2] = encodeNormal(tnorm, 0, GBUFFER_FLAG_HAS_PBR); // normal, flags + +#if defined(HAS_EMISSIVE)      frag_data[3] = max(vec4(mix_emissive,0), vec4(0));                                                // PBR sRGB Emissive +#endif  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl index 41e42b5173..7639a5e6fc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl @@ -117,8 +117,13 @@ void main()          frag_data[2] = vec4(0.0,0.0,0.0,GBUFFER_FLAG_SKIP_ATMOS);      } -    frag_data[0] = vec4(0);      frag_data[1] = vec4(0); + +#if defined(HAS_EMISSIVE) +    frag_data[0] = vec4(0);      frag_data[3] = vec4(color.rgb, 1.0); +#else +    frag_data[0] = vec4(color.rgb, 1.0); +#endif  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl index 6f45adc68d..dac272c686 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl @@ -58,9 +58,14 @@ void main()      col.a = (col.a * factor) * 32.0f;      col.a *= twinkle(); -    frag_data[0] = vec4(0);      frag_data[1] = vec4(0.0f);      frag_data[2] = vec4(0.0, 1.0, 0.0, GBUFFER_FLAG_SKIP_ATMOS); + +#if defined(HAS_EMISSIVE) +    frag_data[0] = vec4(0);      frag_data[3] = col; +#else +    frag_data[0] = col; +#endif  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl index e3441add35..6dce67d2c5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl @@ -48,6 +48,11 @@ void main()      frag_data[0] = vec4(0);      frag_data[1] = vec4(0.0f);      frag_data[2] = vec4(0.0, 1.0, 0.0, GBUFFER_FLAG_SKIP_ATMOS); +#if defined(HAS_EMISSIVE) +    frag_data[0] = vec4(0);      frag_data[3] = c; +#else +    frag_data[0] = c; +#endif  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl index 5ff84b5937..ff6f1c0ba3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl @@ -39,7 +39,7 @@ in vec4 vary_texcoord0;  in vec4 vary_texcoord1;  void mirrorClip(vec3 position); -vec4 encodeNormal(vec3 norm, float gbuffer_flag); +vec4 encodeNormal(vec3 n, float env, float gbuffer_flag);  void main()  { @@ -61,7 +61,10 @@ void main()      frag_data[0] = max(outColor, vec4(0));      frag_data[1] = vec4(0.0,0.0,0.0,-1.0);      vec3 nvn = normalize(vary_normal); -    frag_data[2] = encodeNormal(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS); +    frag_data[2] = encodeNormal(nvn.xyz, 0, GBUFFER_FLAG_HAS_ATMOS); + +#if defined(HAS_EMISSIVE)      frag_data[3] = vec4(0); +#endif  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl index 0894eff660..a96c8bada5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl @@ -37,7 +37,7 @@ in vec3 vary_position;  uniform float minimum_alpha;  void mirrorClip(vec3 pos); -vec4 encodeNormal(vec3 norm, float gbuffer_flag); +vec4 encodeNormal(vec3 n, float env, float gbuffer_flag);  void main()  { @@ -51,6 +51,9 @@ void main()      frag_data[0] = vec4(vertex_color.rgb*col.rgb, 0.0);      frag_data[1] = vec4(0,0,0,0);      vec3 nvn = normalize(vary_normal); -    frag_data[2] = encodeNormal(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS); +    frag_data[2] = encodeNormal(nvn.xyz, 0, GBUFFER_FLAG_HAS_ATMOS); + +#if defined(HAS_EMISSIVE)      frag_data[3] = vec4(0); +#endif  } diff --git a/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessF.glsl b/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessF.glsl index 1d8a92bac7..daab7c1911 100644 --- a/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessF.glsl +++ b/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessF.glsl @@ -64,7 +64,7 @@ in vec2 base_color_uv;  in vec2 emissive_uv;  void mirrorClip(vec3 pos); -vec4 encodeNormal(vec3 norm, float gbuffer_flag); +vec4 encodeNormal(vec3 n, float env, float gbuffer_flag);  vec3 linear_to_srgb(vec3 c);  vec3 srgb_to_linear(vec3 c); @@ -243,8 +243,11 @@ void main()  #else      frag_data[0] = max(vec4(basecolor.rgb, 0.0), vec4(0));      frag_data[1] = max(vec4(orm.rgb,0.0), vec4(0)); -    frag_data[2] = encodeNormal(norm, GBUFFER_FLAG_HAS_PBR); +    frag_data[2] = encodeNormal(norm, 0, GBUFFER_FLAG_HAS_PBR); + +//#if defined(HAS_EMISSIVE)      frag_data[3] = max(vec4(emissive,0), vec4(0)); +//#endif  #endif  #endif diff --git a/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessV.glsl b/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessV.glsl index 6a628bc852..f55b83d056 100644 --- a/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessV.glsl +++ b/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessV.glsl @@ -197,7 +197,7 @@ out vec3 vary_fragcoord;  layout (std140) uniform GLTFJoints  { -    mat3x4 gltf_joints[MAX_NODES_PER_GLTF_OBJECT]; +    vec4 gltf_joints[MAX_NODES_PER_GLTF_OBJECT];  }; @@ -210,27 +210,22 @@ mat4 getGLTFTransform()      vec4 w = weight4; -    uint i1 = joint.x; -    uint i2 = joint.y; -    uint i3 = joint.z; -    uint i4 = joint.w; +    uint i1 = joint.x*3u; +    uint i2 = joint.y*3u; +    uint i3 = joint.z*3u; +    uint i4 = joint.w*3u; -    mat3 mat = mat3(gltf_joints[i1])*w.x; -         mat += mat3(gltf_joints[i2])*w.y; -         mat += mat3(gltf_joints[i3])*w.z; -         mat += mat3(gltf_joints[i4])*w.w; - -    vec3 trans = vec3(gltf_joints[i1][0].w,gltf_joints[i1][1].w,gltf_joints[i1][2].w)*w.x; -         trans += vec3(gltf_joints[i2][0].w,gltf_joints[i2][1].w,gltf_joints[i2][2].w)*w.y; -         trans += vec3(gltf_joints[i3][0].w,gltf_joints[i3][1].w,gltf_joints[i3][2].w)*w.z; -         trans += vec3(gltf_joints[i4][0].w,gltf_joints[i4][1].w,gltf_joints[i4][2].w)*w.w; +    // lerp the joints +    vec4 v0 = gltf_joints[i1+0u] * w.x + gltf_joints[i2+0u] * w.y + gltf_joints[i3+0u] * w.z + gltf_joints[i4+0u] * w.w; +    vec4 v1 = gltf_joints[i1+1u] * w.x + gltf_joints[i2+1u] * w.y + gltf_joints[i3+1u] * w.z + gltf_joints[i4+1u] * w.w; +    vec4 v2 = gltf_joints[i1+2u] * w.x + gltf_joints[i2+2u] * w.y + gltf_joints[i3+2u] * w.z + gltf_joints[i4+2u] * w.w; +    //unpack into return matrix      mat4 ret; - -    ret[0] = vec4(mat[0], 0); -    ret[1] = vec4(mat[1], 0); -    ret[2] = vec4(mat[2], 0); -    ret[3] = vec4(trans, 1.0); +    ret[0] = vec4(v0.xyz, 0); +    ret[1] = vec4(v1.xyz, 0); +    ret[2] = vec4(v2.xyz, 0); +    ret[3] = vec4(v0.w, v1.w, v2.w, 1.0);      return ret;  } @@ -239,7 +234,7 @@ mat4 getGLTFTransform()  layout (std140) uniform GLTFNodes  { -    mat3x4 gltf_nodes[MAX_NODES_PER_GLTF_OBJECT]; +    vec4 gltf_nodes[MAX_NODES_PER_GLTF_OBJECT];  };  uniform int gltf_node_id = 0; @@ -247,13 +242,17 @@ uniform int gltf_node_id = 0;  mat4 getGLTFTransform()  {      mat4 ret; -    mat3x4 src = gltf_nodes[gltf_node_id]; +    int idx = gltf_node_id*3; + +    vec4 src0 = gltf_nodes[idx+0]; +    vec4 src1 = gltf_nodes[idx+1]; +    vec4 src2 = gltf_nodes[idx+2]; -    ret[0] = vec4(src[0].xyz, 0); -    ret[1] = vec4(src[1].xyz, 0); -    ret[2] = vec4(src[2].xyz, 0); +    ret[0] = vec4(src0.xyz, 0); +    ret[1] = vec4(src1.xyz, 0); +    ret[2] = vec4(src2.xyz, 0); -    ret[3] = vec4(src[0].w, src[1].w, src[2].w, 1); +    ret[3] = vec4(src0.w, src1.w, src2.w, 1);      return ret;  } diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl index ee821d3884..b63dba3cc9 100644 --- a/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl @@ -31,5 +31,8 @@ void main()      frag_data[0] = vec4(0, 0, 0, 0);      frag_data[1] = vec4(0, 0, 0, 0);      frag_data[2] = vec4(1, 0, 0, GBUFFER_FLAG_HAS_PBR); + +#if defined(HAS_EMISSIVE)      frag_data[3] = vec4(1, 0, 0, 0); +#endif  } diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index 359bfe8253..205d4bff6d 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -41,6 +41,7 @@ uniform float scene_light_strength;  uniform float sun_moon_glow_factor;  uniform float sky_sunlight_scale;  uniform float sky_ambient_scale; +uniform int classic_mode;  float getAmbientClamp() { return 1.0f; } @@ -121,7 +122,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou      // brightness of surface both sunlight and ambient      sunlit = sunlight.rgb; -    amblit = tmpAmbient; +    amblit = pow(tmpAmbient.rgb, vec3(0.9)) * 0.57;      additive *= vec3(1.0 - combined_haze); @@ -142,18 +143,22 @@ float ambientLighting(vec3 norm, vec3 light_dir)      return ambient;  } -  // 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); +    amblit *= ambientLighting(norm, light_dir); + +    if (classic_mode < 1) +    { +        amblit = srgb_to_linear(amblit); +        sunlit = srgb_to_linear(sunlit); +    } +      // multiply to get similar colors as when the "scaleSoftClip" implementation was doubling color values      // (allows for mixing of light sources other than sunlight e.g. reflection probes)      sunlit *= sky_sunlight_scale;      amblit *= sky_ambient_scale; - -    amblit = srgb_to_linear(amblit); -    amblit *= ambientLighting(norm, light_dir);  } diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl index f4a8051427..95110005dc 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl @@ -111,13 +111,6 @@ vec3 pbrBaseLight(vec3 diffuseColor,                    vec3 additive,                    vec3 atten); -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 pbrCalcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor,                      float perceptualRoughness,                      float metallic, diff --git a/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl index d178bf22b6..c43582e185 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl @@ -32,11 +32,12 @@ uniform samplerCube environmentMap;  uniform mat3 env_mat;  vec3 srgb_to_linear(vec3 c); +vec3 linear_to_srgb(vec3 c);  void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,          vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit_linear)  { -    ambenv = vec3(reflection_probe_ambiance * 0.25); +    ambenv = mix(ambenv, vec3(reflection_probe_ambiance * 0.25), reflection_probe_ambiance);      vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));      vec3 env_vec = env_mat * refnormpersp; @@ -58,12 +59,12 @@ vec4 sampleReflectionProbesDebug(vec3 pos)  void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv,          vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit_linear)  { -    ambenv = vec3(reflection_probe_ambiance * 0.25); +    ambenv = mix(ambenv, vec3(reflection_probe_ambiance * 0.25), reflection_probe_ambiance);      vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));      vec3 env_vec = env_mat * refnormpersp; -    legacyenv = srgb_to_linear(texture(environmentMap, env_vec).rgb); +    legacyenv = texture(environmentMap, env_vec).rgb;      glossenv = legacyenv;  } @@ -75,6 +76,6 @@ void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 no  void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity)  { -    color = mix(color.rgb, legacyenv*1.5, envIntensity); +    color = srgb_to_linear(mix(linear_to_srgb(color.rgb), legacyenv*2.0, envIntensity));  } diff --git a/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl index 7b82aa1a0d..487db0a6ae 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl @@ -64,8 +64,6 @@ void main()      calcAtmosphericVarsLinear(pos.xyz, norm.xyz, light_dir, sunlit, amblit, additive, atten); -    vec3 sunlit_linear = srgb_to_linear(sunlit); -      // mask off atmospherics below water (when camera is under water)      bool do_atmospherics = false; diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl index 3c13144299..e62f401817 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl @@ -51,7 +51,7 @@ uniform mat3 normal_matrix;  in vec3 vary_position;  void mirrorClip(vec3 pos); -vec4 encodeNormal(vec3 norm, float gbuffer_flag); +vec4 encodeNormal(vec3 n, float env, float gbuffer_flag);  #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) @@ -415,8 +415,11 @@ void main()      frag_data[0] = max(vec4(diffcol.rgb, emissive), vec4(0));        // gbuffer is sRGB for legacy materials      frag_data[1] = max(vec4(spec.rgb, glossiness), vec4(0));           // XYZ = Specular color. W = Specular exponent. -    frag_data[2] = encodeNormal(norm, flag);   // XY = Normal.  Z = Env. intensity. W = 1 skip atmos (mask off fog) -    frag_data[3] = vec4(env, 0, 0, 0); +    frag_data[2] = encodeNormal(norm, env, flag);   // XY = Normal.  Z = Env. intensity. W = 1 skip atmos (mask off fog) + +#if defined(HAS_EMISSIVE) +    frag_data[3] = vec4(0, 0, 0, 0); +#endif  #endif  } diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl index 4ed778371f..8db3bcd363 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl @@ -27,9 +27,6 @@  out vec4 frag_color; -uniform sampler2D diffuseRect; -uniform sampler2D specularRect; -uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl  uniform sampler2D     lightFunc;  uniform vec3  env_mat[3]; @@ -55,13 +52,17 @@ vec3 srgb_to_linear(vec3 c);  // Util  vec3 hue_to_rgb(float hue); -vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, +void 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 l, // surface point to light +                    out float nl, +                    out vec3 diff, +                    out vec3 spec); +GBufferInfo getGBuffer(vec2 screenpos);  void main()  { @@ -73,18 +74,19 @@ void main()          discard;      } -    vec4 norm = getNorm(tc); // need `norm.w` for GET_GBUFFER_FLAG() -    vec3 n = norm.xyz; +    GBufferInfo gb = getGBuffer(tc); -    vec4 spec    = texture(specularRect, tc); -    vec3 diffuse = texture(diffuseRect, tc).rgb; +    vec3 n = gb.normal; + +    vec4 spec    = gb.specular; +    vec3 diffuse = gb.albedo.rgb;      vec3  h, l, v = -normalize(pos);      float nh, nv, vh, lightDist; -    if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) +    if (GET_GBUFFER_FLAG(gb.gbufferFlag, GBUFFER_FLAG_HAS_PBR))      { -        vec3 colorEmissive = texture(emissiveRect, tc).rgb; +        vec3 colorEmissive = gb.emissive.rgb;          vec3 orm = spec.rgb;          float perceptualRoughness = orm.g;          float metallic = orm.b; @@ -113,8 +115,11 @@ void main()                  float dist_atten = calcLegacyDistanceAttenuation(dist, falloff);                  vec3 intensity = dist_atten * lightColor * 3.25; - -                final_color += intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv); +                float nl = 0; +                vec3 diff = vec3(0); +                vec3 specPunc = vec3(0); +                pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv, nl, diff, specPunc); +                final_color += intensity * clamp(nl * (diff + specPunc), vec3(0), vec3(10));              }          }      } diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl index 6c13757149..987089fcc9 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl @@ -27,9 +27,6 @@  out vec4 frag_color; -uniform sampler2D diffuseRect; -uniform sampler2D specularRect; -uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl  uniform sampler2D lightFunc;  uniform vec3 env_mat[3]; @@ -57,24 +54,29 @@ vec2 getScreenCoord(vec4 clip);  vec3 srgb_to_linear(vec3 c);  float getDepth(vec2 tc); -vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, +void 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 l, // surface point to light +                    out float nl, +                    out vec3 diff, +                    out vec3 spec); + +GBufferInfo getGBuffer(vec2 screenpos);  void main()  {      vec3 final_color = vec3(0);      vec2 tc          = getScreenCoord(vary_fragcoord);      vec3 pos         = getPosition(tc).xyz; +    GBufferInfo gb = getGBuffer(tc); -    vec4 norm = getNorm(tc); // need `norm.w` for GET_GBUFFER_FLAG() -    vec3 n = norm.xyz; +    vec3 n = gb.normal; -    vec3 diffuse = texture(diffuseRect, tc).rgb; -    vec4 spec    = texture(specularRect, tc); +    vec3 diffuse = gb.albedo.rgb; +    vec4 spec    = gb.specular;      // Common half vectors calcs      vec3  lv = trans_center.xyz-pos; @@ -89,9 +91,9 @@ void main()      float dist = lightDist / size;      float dist_atten = calcLegacyDistanceAttenuation(dist, falloff); -    if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) +    if (GET_GBUFFER_FLAG(gb.gbufferFlag, GBUFFER_FLAG_HAS_PBR))      { -        vec3 colorEmissive = texture(emissiveRect, tc).rgb; +        vec3 colorEmissive = gb.emissive.rgb;          vec3 orm = spec.rgb;          float perceptualRoughness = orm.g;          float metallic = orm.b; @@ -104,7 +106,14 @@ void main()          vec3 specularColor = mix(f0, baseColor.rgb, metallic);          vec3 intensity = dist_atten * color * 3.25; // Legacy attenuation, magic number to balance with legacy materials -        final_color += intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, normalize(lv)); + +        float nl = 0; +        vec3 diffPunc = vec3(0); +        vec3 specPunc = vec3(0); + +        pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, normalize(lv), nl, diffPunc, specPunc); + +        final_color += intensity* clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10));      }      else      { diff --git a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl index dc135243a6..5eda28bd8a 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl @@ -66,7 +66,7 @@ void main()      vec4 fcol = texture(diffuseMap, tc); -    if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) +    if (GET_GBUFFER_FLAG(norm.w, GBUFFER_FLAG_HAS_PBR))      {          vec3 orm = specCol.rgb;          float perceptualRoughness = orm.g; diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index a9b299cfd7..52799dbba1 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -23,16 +23,12 @@   * $/LicenseInfo$   */ +/*[EXTRA_CODE_HERE]*/ +  #define FLT_MAX 3.402823466e+38  out vec4 frag_color; -vec4 decodeNormal(vec4 norm); - -uniform sampler2D diffuseRect; -uniform sampler2D specularRect; -uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl -  const float M_PI = 3.14159265;  #if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO) @@ -56,6 +52,8 @@ uniform mat3  ssao_effect_mat;  uniform vec3 sun_dir;  uniform vec3 moon_dir;  uniform int  sun_up_factor; +uniform int classic_mode; +  in vec2 vary_fragcoord;  uniform mat4 inv_proj; @@ -105,13 +103,7 @@ vec3 pbrBaseLight(vec3 diffuseColor,                    vec3 additive,                    vec3 atten); -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 - +GBufferInfo getGBuffer(vec2 screenpos);  void adjustIrradiance(inout vec3 irradiance, float ambocc)  { @@ -128,13 +120,15 @@ void main()      vec2  tc           = vary_fragcoord.xy;      float depth        = getDepth(tc.xy);      vec4  pos          = getPositionWithDepth(tc, depth); -    vec4  norm         = getNorm(tc); -    vec3 colorEmissive = texture(emissiveRect, tc).rgb; -    float envIntensity = colorEmissive.r; + +    GBufferInfo gb = getGBuffer(tc); + +    vec3 colorEmissive = gb.emissive.rgb; +    float envIntensity = gb.envIntensity;      vec3  light_dir   = (sun_up_factor == 1) ? sun_dir : moon_dir; -    vec4 baseColor     = texture(diffuseRect, tc); -    vec4 spec        = texture(specularRect, tc); // NOTE: PBR linear Emissive +    vec4 baseColor     = gb.albedo; +    vec4 spec        = gb.specular; // NOTE: PBR linear Emissive  #if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO)      vec2 scol_ambocc = texture(lightMap, vary_fragcoord.xy).rg; @@ -159,26 +153,26 @@ void main()      vec3 additive;      vec3 atten; -    calcAtmosphericVarsLinear(pos.xyz, norm.xyz, light_dir, sunlit, amblit, additive, atten); +    calcAtmosphericVarsLinear(pos.xyz, gb.normal, light_dir, sunlit, amblit, additive, atten); -    vec3 sunlit_linear = srgb_to_linear(sunlit); +    vec3 sunlit_linear = sunlit;      vec3 amblit_linear = amblit; -    vec3  irradiance = vec3(0);      vec3  radiance  = vec3(0); -    if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) +    if (GET_GBUFFER_FLAG(gb.gbufferFlag, GBUFFER_FLAG_HAS_PBR))      {          vec3 orm = spec.rgb;          float perceptualRoughness = orm.g;          float metallic = orm.b;          float ao = orm.r; +        vec3  irradiance = amblit_linear;          // PBR IBL          float gloss      = 1.0 - perceptualRoughness; -        sampleReflectionProbes(irradiance, radiance, tc, pos.xyz, norm.xyz, gloss, false, amblit_linear); +        sampleReflectionProbes(irradiance, radiance, tc, pos.xyz, gb.normal, gloss, false, amblit_linear);          adjustIrradiance(irradiance, ambocc); @@ -187,17 +181,21 @@ void main()          calcDiffuseSpecular(baseColor.rgb, metallic, diffuseColor, specularColor);          vec3 v = -normalize(pos.xyz); -        color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, colorEmissive, ao, additive, atten); +        color = pbrBaseLight(diffuseColor, specularColor, metallic, v, gb.normal, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, colorEmissive, ao, additive, atten);      } -    else if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_HDRI)) +    else if (GET_GBUFFER_FLAG(gb.gbufferFlag, GBUFFER_FLAG_HAS_HDRI))      {          // actual HDRI sky, just copy color value          color = colorEmissive.rgb;      } -    else if (GET_GBUFFER_FLAG(GBUFFER_FLAG_SKIP_ATMOS)) +    else if (GET_GBUFFER_FLAG(gb.gbufferFlag, GBUFFER_FLAG_SKIP_ATMOS))      {          //should only be true of WL sky, port over base color value and scale for fake HDR +#if defined(HAS_EMISSIVE)          color = colorEmissive.rgb; +#else +        color = baseColor.rgb; +#endif          color = srgb_to_linear(color);          color *= sky_hdr_scale;      } @@ -208,31 +206,43 @@ void main()          spec.rgb = srgb_to_linear(spec.rgb); -        float da          = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0); +        float da          = clamp(dot(gb.normal, light_dir.xyz), 0.0, 1.0); -        vec3 irradiance = vec3(0); +        vec3 irradiance = amblit;          vec3 glossenv = vec3(0);          vec3 legacyenv = vec3(0); -        sampleReflectionProbesLegacy(irradiance, glossenv, legacyenv, tc, pos.xyz, norm.xyz, spec.a, envIntensity, false, amblit_linear); +        sampleReflectionProbesLegacy(irradiance, glossenv, legacyenv, tc, pos.xyz, gb.normal, spec.a, envIntensity, false, amblit_linear);          adjustIrradiance(irradiance, ambocc);          // apply lambertian IBL only (see pbrIbl)          color.rgb = irradiance; -        vec3 sun_contrib = min(da, scol) * sunlit_linear; -        color.rgb += sun_contrib; +        if (classic_mode > 0) +        { +            da = pow(da,1.2); +            vec3 sun_contrib = vec3(min(da, scol)); + +            color.rgb = srgb_to_linear(color.rgb * 0.9 + linear_to_srgb(sun_contrib) * sunlit_linear * 0.7); +            sunlit_linear = srgb_to_linear(sunlit_linear); +        } +        else +        { +            vec3 sun_contrib = min(da, scol) * sunlit_linear; +            color.rgb += sun_contrib; +        } +          color.rgb *= baseColor.rgb; -        vec3 refnormpersp = reflect(pos.xyz, norm.xyz); +        vec3 refnormpersp = reflect(pos.xyz, gb.normal);          if (spec.a > 0.0)          {              vec3  lv = light_dir.xyz;              vec3  h, l, v = -normalize(pos.xyz);              float nh, nl, nv, vh, lightDist; -            vec3 n = norm.xyz; +            vec3 n = gb.normal;              calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist);              if (nl > 0.0 && nh > 0.0) @@ -249,7 +259,7 @@ void main()              }              // add radiance map -            applyGlossEnv(color, glossenv, spec, pos.xyz, norm.xyz); +            applyGlossEnv(color, glossenv, spec, pos.xyz, gb.normal);          } @@ -257,10 +267,11 @@ void main()          if (envIntensity > 0.0)          {  // add environment map -            applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, envIntensity); +            applyLegacyEnv(color, legacyenv, spec, pos.xyz, gb.normal, envIntensity);          }     } +    //color.r = classic_mode > 0 ? 1.0 : 0.0;      frag_color.rgb = max(color.rgb, vec3(0)); //output linear since local lights will be added to this shader's results      frag_color.a = 0.0;  } diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl index bc4d36d10d..78db8ccf5b 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -27,9 +27,6 @@  out vec4 frag_color; -uniform sampler2D diffuseRect; -uniform sampler2D specularRect; -uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl  uniform samplerCube environmentMap;  uniform sampler2D lightMap;  uniform sampler2D lightFunc; @@ -80,12 +77,17 @@ vec4 getPosition(vec2 pos_screen);  const float M_PI = 3.14159265; -vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, +void 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 l, // surface point to light +                    out float nl, +                    out vec3 diff, +                    out vec3 spec); + +GBufferInfo getGBuffer(vec2 screenpos);  void main()  { @@ -118,8 +120,9 @@ void main()          shadow = clamp(shadow, 0.0, 1.0);      } -    vec4 norm = getNorm(tc); -    vec3 n = norm.xyz; +    GBufferInfo gb = getGBuffer(tc); + +    vec3 n = gb.normal;      float dist_atten = calcLegacyDistanceAttenuation(dist, falloff);      if (dist_atten <= 0.0) @@ -132,14 +135,14 @@ void main()      float nh, nl, nv, vh, lightDist;      calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist); -    vec3 diffuse = texture(diffuseRect, tc).rgb; -    vec4 spec    = texture(specularRect, tc); +    vec3 diffuse = gb.albedo.rgb; +    vec4 spec    = gb.specular;      vec3 dlit    = vec3(0, 0, 0);      vec3 slit    = vec3(0, 0, 0);      vec3 amb_rgb = vec3(0); -    if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) +    if (GET_GBUFFER_FLAG(gb.gbufferFlag, GBUFFER_FLAG_HAS_PBR))      {          vec3 orm = spec.rgb;          float perceptualRoughness = orm.g; @@ -151,6 +154,8 @@ void main()          diffuseColor *= 1.0 - metallic;          vec3 specularColor = mix(f0, baseColor.rgb, metallic); +        vec3 diffPunc = vec3(0); +        vec3 specPunc = vec3(0);          // We need this additional test inside a light's frustum since a spotlight's ambiance can be applied          if (proj_tc.x > 0.0 && proj_tc.x < 1.0 @@ -168,16 +173,21 @@ void main()                  dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy );                  vec3 intensity = dist_atten * dlit * 3.25 * shadow; // Legacy attenuation, magic number to balance with legacy materials -                final_color += intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv); + +                pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, normalize(lv), nl, diffPunc, specPunc); + +                final_color += intensity * clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10));              }              amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, 1.0, proj_tc.xy ) * 3.25; //magic number to balance with legacy ambiance -            final_color += amb_rgb * pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, -lv); +            pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, normalize(lv), nl, diffPunc, specPunc); + +            final_color += amb_rgb * clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10));          }      }      else      { -        float envIntensity = texture(emissiveRect, tc).r; +        float envIntensity = gb.envIntensity;          diffuse = srgb_to_linear(diffuse);          spec.rgb = srgb_to_linear(spec.rgb); diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl index a5592188a9..8bf4ec0a7e 100644 --- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl @@ -42,20 +42,25 @@ vec2 BRDF(float NoV, float roughness);  void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor); -vec3 pbrIbl(vec3 diffuseColor, +void 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 perceptualRoughness); - -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 +    out vec3 diffuse, +    out vec3 specular); + +void pbrPunctual(vec3 diffuseColor, vec3 specularColor, +                    float perceptualRoughness, +                    float metallic, +                    vec3 n, // normal +                    vec3 v, // surface point to camera +                    vec3 l, // surface point to light +                    out float nl, +                    out vec3 diff, +                    out vec3 spec);  vec3 pbrBaseLight(vec3 diffuseColor,                    vec3 specularColor, @@ -257,13 +262,20 @@ void main()      float NdotV = clamp(abs(dot(norm, v)), 0.001, 1.0); -    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)); +    float nl = 0; +    vec3 diffPunc = vec3(0); +    vec3 specPunc = vec3(0); -    vec3 color = punctual * sunlit_linear * 2.75 * shadow; +    pbrPunctual(vec3(0), specularColor, 0.1, metallic, normalize(wavef+up*max(dist, 32.0)/32.0*(1.0-vdu)), v, normalize(light_dir), nl, diffPunc, specPunc); -    vec3 ibl = pbrIbl(vec3(0), vec3(1), radiance, vec3(0), ao, NdotV, 0.0); +    vec3 punctual = clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10)); + +    vec3 color = punctual * sunlit_linear * 2.75 * shadow; +    vec3 iblDiff; +    vec3 iblSpec; +    pbrIbl(vec3(0), vec3(1), radiance, vec3(0), ao, NdotV, 0.0, iblDiff, iblSpec); -    color += ibl; +    color += iblDiff + iblSpec;      float nv = clamp(abs(dot(norm.xyz, v)), 0.001, 1.0);      vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0); | 
