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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl50
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl387
2 files changed, 30 insertions, 407 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl
index 0a7c58451d..18f8c4aa73 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl
@@ -36,18 +36,11 @@
#define MIX_Z 1 << 5
#define MIX_W 1 << 6
-#if 0 // TODO: Remove debug
-#define TERRAIN_DEBUG 1
-#endif
-
// TODO: Decide if this struct needs to be declared
struct TerrainMix
{
vec4 weight;
int type;
-#if TERRAIN_DEBUG
- ivec4 usage;
-#endif
};
TerrainMix get_terrain_mix_weights(float alpha1, float alpha2, float alphaFinal);
@@ -127,12 +120,7 @@ in vec4 vary_texcoord1;
vec2 encode_normal(vec3 n);
-float terrain_mix(vec4 samples, float alpha1, float alpha2, float alphaFinal);
-// TODO: Clean these up
-vec3 sample_and_mix_color3(float alpha1, float alpha2, float alphaFinal, TerrainCoord texcoord, vec3[4] factors, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3);
-vec4 sample_and_mix_color4(float alpha1, float alpha2, float alphaFinal, TerrainCoord texcoord, vec4[4] factors, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3);
-vec3 sample_and_mix_vector3(float alpha1, float alpha2, float alphaFinal, TerrainCoord texcoord, vec3[4] factors, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3);
-vec3 sample_and_mix_normal(float alpha1, float alpha2, float alphaFinal, TerrainCoord texcoord, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3);
+float terrain_mix(TerrainMix tm, vec4 tms4);
void main()
{
@@ -170,14 +158,14 @@ void main()
, detail_0_base_color
, detail_0_metallic_roughness
, detail_0_normal
- #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
, detail_0_emissive
- #endif
+#endif
, baseColorFactors[0]
, orm_factors[0]
- #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
, emissiveColors[0]
- #endif
+#endif
);
mix = mix_pbr(mix, mix2, tm.weight.x);
break;
@@ -192,14 +180,14 @@ void main()
, detail_1_base_color
, detail_1_metallic_roughness
, detail_1_normal
- #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
, detail_1_emissive
- #endif
+#endif
, baseColorFactors[1]
, orm_factors[1]
- #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
, emissiveColors[1]
- #endif
+#endif
);
mix = mix_pbr(mix, mix2, tm.weight.y);
break;
@@ -214,14 +202,14 @@ void main()
, detail_2_base_color
, detail_2_metallic_roughness
, detail_2_normal
- #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
, detail_2_emissive
- #endif
+#endif
, baseColorFactors[2]
, orm_factors[2]
- #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
, emissiveColors[2]
- #endif
+#endif
);
mix = mix_pbr(mix, mix2, tm.weight.z);
break;
@@ -236,14 +224,14 @@ void main()
, detail_3_base_color
, detail_3_metallic_roughness
, detail_3_normal
- #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
, detail_3_emissive
- #endif
+#endif
, baseColorFactors[3]
, orm_factors[3]
- #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
, emissiveColors[3]
- #endif
+#endif
);
mix = mix_pbr(mix, mix2, tm.weight.w);
break;
@@ -251,12 +239,12 @@ void main()
break;
}
- float minimum_alpha = terrain_mix(minimum_alphas, alpha1, alpha2, alphaFinal);
+ float minimum_alpha = terrain_mix(tm, minimum_alphas);
if (mix.col.a < minimum_alpha)
{
discard;
}
- float base_color_factor_alpha = terrain_mix(vec4(baseColorFactors[0].z, baseColorFactors[1].z, baseColorFactors[2].z, baseColorFactors[3].z), alpha1, alpha2, alphaFinal);
+ float base_color_factor_alpha = terrain_mix(tm, vec4(baseColorFactors[0].z, baseColorFactors[1].z, baseColorFactors[2].z, baseColorFactors[3].z));
// from mikktspace.com
vec3 vNt = mix.vNt;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl
index 078c753a35..c18cf832f8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl
@@ -138,16 +138,10 @@ struct TerrainTriplanar
int type;
};
-#if 0 // TODO: Remove debug
-#define TERRAIN_DEBUG 1
-#endif
struct TerrainMix
{
vec4 weight;
int type;
-#if TERRAIN_DEBUG
- ivec4 usage;
-#endif
};
#define TerrainMixSample vec4[4]
@@ -172,9 +166,6 @@ TerrainMix get_terrain_mix_weights(float alpha1, float alpha2, float alphaFinal)
(usage.y * MIX_Y) |
(usage.z * MIX_Z) |
(usage.w * MIX_W);
-#if TERRAIN_DEBUG // TODO: Remove debug
- tm.usage = usage;
-#endif
return tm;
}
@@ -196,32 +187,13 @@ TerrainTriplanar _t_triplanar()
return tw;
}
-float terrain_mix(vec4 samples, float alpha1, float alpha2, float alphaFinal)
-{
- TerrainMix tm = get_terrain_mix_weights(alpha1, alpha2, alphaFinal);
- // Assume weights add to 1
- return tm.weight.x * samples.x +
- tm.weight.y * samples.y +
- tm.weight.z * samples.z +
- tm.weight.w * samples.w;
-}
-
-vec4 terrain_mix(TerrainMix tm, TerrainMixSample tms)
-{
- // Assume weights add to 1
- return tm.weight.x * tms[0] +
- tm.weight.y * tms[1] +
- tm.weight.z * tms[2] +
- tm.weight.w * tms[3];
-}
-
-vec3 terrain_mix(TerrainMix tm, TerrainMixSample3 tms3)
+// Assume weights add to 1
+float terrain_mix(TerrainMix tm, vec4 tms4)
{
- // Assume weights add to 1
- return tm.weight.x * tms3[0] +
- tm.weight.y * tms3[1] +
- tm.weight.z * tms3[2] +
- tm.weight.w * tms3[3];
+ return (tm.weight.x * tms4[0]) +
+ (tm.weight.y * tms4[1]) +
+ (tm.weight.z * tms4[2]) +
+ (tm.weight.w * tms4[3]);
}
#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
@@ -230,17 +202,6 @@ vec3 terrain_mix(TerrainMix tm, TerrainMixSample3 tms3)
// Pre-transformed texture coordinates for each axial uv slice (Packing: xy, yz, (-x)z, unused)
#define TerrainCoord vec4[2]
-vec4 _t_texture(sampler2D tex, vec2 uv_unflipped, float sign_or_zero)
-{
- // Handle case where sign is 0
- float sign = (2.0*sign_or_zero) + 1.0;
- sign /= abs(sign);
- // If the vertex normal is negative, flip the texture back
- // right-side up.
- vec2 uv = uv_unflipped * vec2(sign, 1);
- return texture(tex, uv);
-}
-
vec2 _t_uv(vec2 uv_unflipped, float sign_or_zero)
{
// Handle case where sign is 0
@@ -287,132 +248,6 @@ vec3 _t_normal_post_z(vec3 vNt0)
return vNt_z;
}
-struct TerrainSample
-{
- vec4 x;
- vec4 y;
- vec4 z;
-};
-
-TerrainSample _t_sample(sampler2D tex, TerrainCoord terrain_coord, TerrainTriplanar tw)
-{
- TerrainSample ts;
-
- // The switch..case is broken up into three parts deliberately. A single
- // switch..case caused unexplained, "ant trail" seams in terrain. (as seen
- // on Nvidia/Windows 10). The extra two branches are not free, but it's
- // still a performance win compared to sampling along all three axes for
- // every terrain fragment.
- #define do_sample_x() _t_texture(tex, terrain_coord[0].zw, sign(vary_vertex_normal.x))
- #define do_sample_y() _t_texture(tex, terrain_coord[1].xy, sign(vary_vertex_normal.y))
- #define do_sample_z() _t_texture(tex, terrain_coord[0].xy, sign(vary_vertex_normal.z))
- switch (tw.type & SAMPLE_X)
- {
- case SAMPLE_X:
- ts.x = do_sample_x();
- break;
- default:
- ts.x = vec4(1.0, 0.0, 1.0, 1.0);
- break;
- }
- switch (tw.type & SAMPLE_Y)
- {
- case SAMPLE_Y:
- ts.y = do_sample_y();
- break;
- default:
- ts.y = vec4(1.0, 0.0, 1.0, 1.0);
- break;
- }
- switch (tw.type & SAMPLE_Z)
- {
- case SAMPLE_Z:
- ts.z = do_sample_z();
- break;
- default:
- ts.z = vec4(1.0, 0.0, 1.0, 1.0);
- break;
- }
-
- return ts;
-}
-
-struct TerrainSampleNormal
-{
- vec3 x;
- vec3 y;
- vec3 z;
-};
-
-TerrainSampleNormal _t_sample_n(sampler2D tex, TerrainCoord terrain_coord, TerrainTriplanar tw)
-{
- TerrainSample ts = _t_sample(tex, terrain_coord, tw);
- TerrainSampleNormal tsn;
- // Unpack normals
- tsn.x = ts.x.xyz*2.0-1.0;
- tsn.y = ts.y.xyz*2.0-1.0;
- tsn.z = ts.z.xyz*2.0-1.0;
- // Get sign
- vec3 ns = sign(vary_vertex_normal);
- // Handle case where sign is 0
- ns = (2.0*ns) + 1.0;
- ns /= abs(ns);
- // If the sign is negative, rotate normal by 180 degrees
- tsn.x.xy = (min(0, ns.x) * tsn.x.xy) + (min(0, -ns.x) * -tsn.x.xy);
- tsn.y.xy = (min(0, ns.y) * tsn.y.xy) + (min(0, -ns.y) * -tsn.y.xy);
- tsn.z.xy = (min(0, ns.z) * tsn.z.xy) + (min(0, -ns.z) * -tsn.z.xy);
- // *HACK: Transform normals according to orientation of the UVs
- tsn.x.xy = vec2(-tsn.x.y, tsn.x.x);
- tsn.y.xy = -tsn.y.xy;
- return tsn;
-}
-
-TerrainSample _t_sample_c(sampler2D tex, TerrainCoord terrain_coord, TerrainTriplanar tw)
-{
- TerrainSample ts = _t_sample(tex, terrain_coord, tw);
- ts.x.xyz = srgb_to_linear(ts.x.xyz);
- ts.y.xyz = srgb_to_linear(ts.y.xyz);
- ts.z.xyz = srgb_to_linear(ts.z.xyz);
- return ts;
-}
-
-// Triplanar sampling of things that are neither colors nor normals (i.e. orm)
-vec4 terrain_texture(sampler2D tex, TerrainCoord terrain_coord)
-{
- TerrainTriplanar tw = _t_triplanar();
-
- TerrainSample ts = _t_sample(tex, terrain_coord, tw);
-
- return ((ts.x * tw.weight.x) + (ts.y * tw.weight.y) + (ts.z * tw.weight.z)) / (tw.weight.x + tw.weight.y + tw.weight.z);
-}
-
-// Specialized triplanar normal texture sampling implementation, taking into
-// account how the rotation of the texture affects the lighting and trying to
-// negate that.
-// *TODO: Decide if we want this. It may be better to just calculate the
-// tangents on-the-fly here rather than messing with the normals, due to the
-// subtleties of the effects of triplanar mapping on UVs. These sampled normals
-// are only valid on the faces of a cube.
-// *NOTE: Bottom face has not been tested
-vec3 terrain_texture_normal(sampler2D tex, TerrainCoord terrain_coord)
-{
- TerrainTriplanar tw = _t_triplanar();
-
- TerrainSampleNormal ts = _t_sample_n(tex, terrain_coord, tw);
-
- return ((ts.x * tw.weight.x) + (ts.y * tw.weight.y) + (ts.z * tw.weight.z)) / (tw.weight.x + tw.weight.y + tw.weight.z);
-}
-
-// Triplanar sampling of colors. Colors are converted to linear space before blending.
-vec4 terrain_texture_color(sampler2D tex, TerrainCoord terrain_coord)
-{
- TerrainTriplanar tw = _t_triplanar();
-
- TerrainSample ts = _t_sample_c(tex, terrain_coord, tw);
-
- return ((ts.x * tw.weight.x) + (ts.y * tw.weight.y) + (ts.z * tw.weight.z)) / (tw.weight.x + tw.weight.y + tw.weight.z);
-}
-
PBRMix terrain_sample_pbr(
TerrainCoord terrain_coord
, TerrainTriplanar tw
@@ -426,9 +261,9 @@ PBRMix terrain_sample_pbr(
{
PBRMix mix = init_pbr_mix();
- #define get_uv_x() _t_uv(terrain_coord[0].zw, sign(vary_vertex_normal.x))
- #define get_uv_y() _t_uv(terrain_coord[1].xy, sign(vary_vertex_normal.y))
- #define get_uv_z() _t_uv(terrain_coord[0].xy, sign(vary_vertex_normal.z))
+#define get_uv_x() _t_uv(terrain_coord[0].zw, sign(vary_vertex_normal.x))
+#define get_uv_y() _t_uv(terrain_coord[1].xy, sign(vary_vertex_normal.y))
+#define get_uv_z() _t_uv(terrain_coord[0].xy, sign(vary_vertex_normal.z))
switch (tw.type & SAMPLE_X)
{
case SAMPLE_X:
@@ -482,6 +317,7 @@ PBRMix terrain_sample_pbr(
#endif
);
// Triplanar-specific normal texture fix
+ // *NOTE: Bottom face has not been tested
mix_z.vNt = _t_normal_post_z(mix_z.vNt);
mix = mix_pbr(mix, mix_z, tw.weight.z);
break;
@@ -493,214 +329,13 @@ PBRMix terrain_sample_pbr(
}
#elif TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 1
-#define TerrainCoord vec2
-vec4 terrain_texture(sampler2D tex, TerrainCoord terrain_coord)
-{
- return texture(tex, terrain_coord);
-}
-
-vec3 terrain_texture_normal(sampler2D tex, TerrainCoord terrain_coord)
-{
- return texture(tex, terrain_coord).xyz*2.0-1.0;
-}
-vec4 terrain_texture_color(sampler2D tex, TerrainCoord terrain_coord)
-{
- vec4 col = texture(tex, terrain_coord);
- col.xyz = srgb_to_linear(col.xyz);
- return col;
-}
+#define TerrainCoord vec2
#define terrain_sample_pbr sample_pbr
#endif
-// The goal of _tmix_sample and related functions is to only sample textures when necessary, ignoring if the weights are low.
-// *TODO: Currently, there is much more switch..case branching than needed. This could be simplified by branching per-material rather than per-texture.
-
-TerrainMixSample _tmix_sample(TerrainMix tm, TerrainCoord texcoord, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3)
-{
- TerrainMixSample tms;
-
- switch (tm.type & MIX_X)
- {
- case MIX_X:
- tms[0] = terrain_texture(tex0, texcoord);
- break;
- default:
- tms[0] = vec4(1.0, 0.0, 1.0, 1.0);
- break;
- }
- switch (tm.type & MIX_Y)
- {
- case MIX_Y:
- tms[1] = terrain_texture(tex1, texcoord);
- break;
- default:
- tms[1] = vec4(1.0, 0.0, 1.0, 1.0);
- break;
- }
- switch (tm.type & MIX_Z)
- {
- case MIX_Z:
- tms[2] = terrain_texture(tex2, texcoord);
- break;
- default:
- tms[2] = vec4(1.0, 0.0, 1.0, 1.0);
- break;
- }
- switch (tm.type & MIX_W)
- {
- case MIX_W:
- tms[3] = terrain_texture(tex3, texcoord);
- break;
- default:
- tms[3] = vec4(1.0, 0.0, 1.0, 1.0);
- break;
- }
-
- return tms;
-}
-
-TerrainMixSample _tmix_sample_color(TerrainMix tm, TerrainCoord texcoord, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3)
-{
- TerrainMixSample tmix;
-
- switch (tm.type & MIX_X)
- {
- case MIX_X:
- tmix[0] = terrain_texture_color(tex0, texcoord);
- break;
- default:
- tmix[0] = vec4(1.0, 0.0, 1.0, 1.0);
- break;
- }
- switch (tm.type & MIX_Y)
- {
- case MIX_Y:
- tmix[1] = terrain_texture_color(tex1, texcoord);
- break;
- default:
- tmix[1] = vec4(1.0, 0.0, 1.0, 1.0);
- break;
- }
- switch (tm.type & MIX_Z)
- {
- case MIX_Z:
- tmix[2] = terrain_texture_color(tex2, texcoord);
- break;
- default:
- tmix[2] = vec4(1.0, 0.0, 1.0, 1.0);
- break;
- }
- switch (tm.type & MIX_W)
- {
- case MIX_W:
- tmix[3] = terrain_texture_color(tex3, texcoord);
- break;
- default:
- tmix[3] = vec4(1.0, 0.0, 1.0, 1.0);
- break;
- }
-
- return tmix;
-}
-
-TerrainMixSample3 _tmix_sample_normal(TerrainMix tm, TerrainCoord texcoord, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3)
-{
- TerrainMixSample3 tmix3;
-
- switch (tm.type & MIX_X)
- {
- case MIX_X:
- tmix3[0] = terrain_texture_normal(tex0, texcoord);
- break;
- default:
- tmix3[0] = vec3(1.0, 0.0, 1.0);
- break;
- }
- switch (tm.type & MIX_Y)
- {
- case MIX_Y:
- tmix3[1] = terrain_texture_normal(tex1, texcoord);
- break;
- default:
- tmix3[1] = vec3(1.0, 0.0, 1.0);
- break;
- }
- switch (tm.type & MIX_Z)
- {
- case MIX_Z:
- tmix3[2] = terrain_texture_normal(tex2, texcoord);
- break;
- default:
- tmix3[2] = vec3(1.0, 0.0, 1.0);
- break;
- }
- switch (tm.type & MIX_W)
- {
- case MIX_W:
- tmix3[3] = terrain_texture_normal(tex3, texcoord);
- break;
- default:
- tmix3[3] = vec3(1.0, 0.0, 1.0);
- break;
- }
-
- return tmix3;
-}
-
-vec3 sample_and_mix_color3(float alpha1, float alpha2, float alphaFinal, TerrainCoord texcoord, vec3[4] factors, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3)
-{
- TerrainMix tm = get_terrain_mix_weights(alpha1, alpha2, alphaFinal);
- TerrainMixSample tms = _tmix_sample_color(tm, texcoord, tex0, tex1, tex2, tex3);
- vec3[4] tms3;
- tms3[0] = tms[0].xyz;
- tms3[1] = tms[1].xyz;
- tms3[2] = tms[2].xyz;
- tms3[3] = tms[3].xyz;
- tms3[0] *= factors[0];
- tms3[1] *= factors[1];
- tms3[2] *= factors[2];
- tms3[3] *= factors[3];
- return terrain_mix(tm, tms3);
-}
-
-vec4 sample_and_mix_color4(float alpha1, float alpha2, float alphaFinal, TerrainCoord texcoord, vec4[4] factors, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3)
-{
- TerrainMix tm = get_terrain_mix_weights(alpha1, alpha2, alphaFinal);
- TerrainMixSample tms = _tmix_sample_color(tm, texcoord, tex0, tex1, tex2, tex3);
- tms[0] *= factors[0];
- tms[1] *= factors[1];
- tms[2] *= factors[2];
- tms[3] *= factors[3];
- return terrain_mix(tm, tms);
-}
-
-vec3 sample_and_mix_vector3(float alpha1, float alpha2, float alphaFinal, TerrainCoord texcoord, vec3[4] factors, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3)
-{
- TerrainMix tm = get_terrain_mix_weights(alpha1, alpha2, alphaFinal);
- TerrainMixSample tms = _tmix_sample(tm, texcoord, tex0, tex1, tex2, tex3);
- vec3[4] tms3;
- tms3[0] = tms[0].xyz;
- tms3[1] = tms[1].xyz;
- tms3[2] = tms[2].xyz;
- tms3[3] = tms[3].xyz;
- tms3[0] *= factors[0];
- tms3[1] *= factors[1];
- tms3[2] *= factors[2];
- tms3[3] *= factors[3];
- return terrain_mix(tm, tms3);
-}
-
-// Returns the unpacked normal texture in range [-1, 1]
-vec3 sample_and_mix_normal(float alpha1, float alpha2, float alphaFinal, TerrainCoord texcoord, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3)
-{
- TerrainMix tm = get_terrain_mix_weights(alpha1, alpha2, alphaFinal);
- TerrainMixSample3 tms3 = _tmix_sample_normal(tm, texcoord, tex0, tex1, tex2, tex3);
- return terrain_mix(tm, tms3);
-}
-
PBRMix multiply_factors_pbr(
PBRMix mix_in
, vec4 factor_col