diff options
Diffstat (limited to 'indra/newview/app_settings')
15 files changed, 154 insertions, 113 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 6ab966ae01..0b4a59c866 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -396,7 +396,7 @@ vec3 pbrIbl(vec3 diffuseColor, specContrib = specular * ao; - return (diffuse + specular*0.5) * ao; //reduce by half to place in appropriate color space for atmospherics + return (diffuse + specular) * ao; } vec3 pbrIbl(vec3 diffuseColor, @@ -562,16 +562,13 @@ vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v, float NdotV = clamp(abs(dot(norm, v)), 0.001, 1.0); vec3 ibl_spec; - color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, 0.2, ibl_spec); + color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness, ibl_spec); 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); - color = scaleSoftClipFragLinear(color); + color += colorEmissive; //divide by two to correct for magical multiply by two in atmosFragLighting return color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index afe504743d..c406c669f2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -88,8 +88,11 @@ void main() #endif #ifndef IS_HUD + color.rgb = fullbrightAtmosTransport(color.rgb); + color.rgb = fullbrightScaleSoftClip(color.rgb); color.rgb = srgb_to_linear(color.rgb); #endif + frag_color.rgb = color.rgb; frag_color.a = color.a; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index cc77712347..383fcaa9a7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -44,9 +44,6 @@ 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 @@ -65,29 +62,6 @@ const mat3 ACESOutputMat = mat3 -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) @@ -128,13 +102,13 @@ vec3 toneMapACES_Hill(vec3 color) } uniform float exposure; +uniform float gamma; vec3 toneMap(vec3 color) { color *= exposure; #ifdef TONEMAP_ACES_NARKOWICZ - color *= 0.8; color = toneMapACES_Narkowicz(color); #endif @@ -146,11 +120,12 @@ vec3 toneMap(vec3 color) // 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 *= 0.85/0.6; + color *= 1.0/0.6; + //color /= 0.6; color = toneMapACES_Hill(color); #endif - return linearTosRGB(color); + return linear_to_srgb(color); } //=============================================================== @@ -193,16 +168,26 @@ float noise(vec2 x) { //============================= + +vec3 legacyGamma(vec3 color) +{ + color = 1. - clamp(color, vec3(0.), vec3(1.)); + color = 1. - pow(color, vec3(gamma)); // s/b inverted already CPU-side + + return color; +} + void main() { //this is the one of the rare spots where diffuseRect contains linear color values (not sRGB) vec4 diff = texture2D(diffuseRect, vary_fragcoord); diff.rgb = toneMap(diff.rgb); - vec2 tc = vary_fragcoord.xy*screen_res; - + diff.rgb = legacyGamma(diff.rgb); + + vec2 tc = vary_fragcoord.xy*screen_res*4.0; vec3 seed = (diff.rgb+vec3(1.0))*vec3(tc.xy, tc.x+tc.y); vec3 nz = vec3(noise(seed.rg), noise(seed.gb), noise(seed.rb)); - diff.rgb += nz*0.008; + diff.rgb += nz*0.003; //diff.rgb = nz; frag_color = diff; } diff --git a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl index 16651dcdbc..e3a201c724 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl @@ -33,6 +33,7 @@ uniform float waterFogKS; vec3 getPositionEye(); vec3 srgb_to_linear(vec3 col); +vec3 linear_to_srgb(vec3 col); vec4 applyWaterFogView(vec3 pos, vec4 color) { @@ -68,6 +69,7 @@ vec4 applyWaterFogView(vec3 pos, vec4 color) float D = pow(0.98, l*kd); color.rgb = color.rgb * D + kc.rgb * L; + color.a = kc.a + color.a; return color; } @@ -120,7 +122,10 @@ vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit) return color; } - return applyWaterFogViewLinearNoClip(pos, color, sunlit); + color.rgb = linear_to_srgb(color.rgb); + color = applyWaterFogView(pos, color); + color.rgb = srgb_to_linear(color.rgb); + return color; } vec4 applyWaterFogViewLinear(vec3 pos, vec4 color) diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index e2694e060e..ef35bf3fd7 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -250,6 +250,9 @@ void main() calcAtmosphericVarsLinear(pos.xyz, norm, light_dir, sunlit, amblit, additive, atten); + vec3 sunlit_linear = srgb_to_linear(sunlit); + vec3 amblit_linear = amblit; + vec3 irradiance; vec3 glossenv; vec3 legacyenv; @@ -266,7 +269,7 @@ void main() color.a = final_alpha; - vec3 sun_contrib = min(final_da, shadow) * sunlit; + vec3 sun_contrib = min(final_da, shadow) * sunlit_linear; color.rgb = max(amblit, irradiance); @@ -274,8 +277,10 @@ void main() color.rgb *= diffuse_linear.rgb; + color.rgb = linear_to_srgb(color.rgb); color.rgb = atmosFragLightingLinear(color.rgb, additive, atten); color.rgb = scaleSoftClipFragLinear(color.rgb); + color.rgb = srgb_to_linear(color.rgb); vec4 light = vec4(0,0,0,0); @@ -294,8 +299,9 @@ void main() color.rgb += light.rgb; #endif // !defined(LOCAL_LIGHT_KILL) + #ifdef WATER_FOG - color = applyWaterFogViewLinear(pos.xyz, color, sunlit); + color = applyWaterFogViewLinear(pos.xyz, color, sunlit_linear); #endif // WATER_FOG #endif // #else // FOR_IMPOSTOR @@ -303,6 +309,7 @@ void main() #ifdef IS_HUD color.rgb = linear_to_srgb(color.rgb); #endif + frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl index 2a093827cb..fb76db99a0 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl @@ -82,6 +82,8 @@ vec3 srgb_to_linear(vec3 c); vec3 linear_to_srgb(vec3 c); void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); +vec3 atmosFragLightingLinear(vec3 color, vec3 additive, vec3 atten); +vec3 scaleSoftClipFragLinear(vec3 color); void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist); float calcLegacyDistanceAttenuation(float distance, float falloff); @@ -196,6 +198,8 @@ void main() vec3 atten; calcAtmosphericVarsLinear(pos.xyz, norm, light_dir, sunlit, amblit, additive, atten); + vec3 sunlit_linear = srgb_to_linear(sunlit); + vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; #ifdef HAS_SUN_SHADOW @@ -229,9 +233,14 @@ void main() vec3 v = -normalize(pos.xyz); vec3 spec; - color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit, scol, radiance, irradiance, colorEmissive, ao, additive, atten, spec); + color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, colorEmissive, ao, additive, atten, spec); glare += max(max(spec.r, spec.g), spec.b); + color.rgb = linear_to_srgb(color.rgb); + color.rgb = atmosFragLightingLinear(color.rgb, additive, atten); + color.rgb = scaleSoftClipFragLinear(color.rgb); + color.rgb = srgb_to_linear(color.rgb); + vec3 light = vec3(0); // Punctual lights diff --git a/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl index 5fa53c374b..080f622155 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl @@ -47,7 +47,6 @@ void sampleReflectionProbesWater(inout vec3 ambenv, inout vec3 glossenv, vec2 tc, vec3 pos, vec3 norm, float glossiness) { sampleReflectionProbes(ambenv, glossenv, tc, pos, norm, glossiness); - glossenv *= 8.0; } vec4 sampleReflectionProbesDebug(vec3 pos) diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl index 6668a00841..1d02498209 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl @@ -33,8 +33,8 @@ vec3 linear_to_srgb(vec3 col); vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten) { light *= atten.r; - light += additive; - return light * 2.0; + light += additive * 2.0; + return light; } vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten) diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl index f9f625ecdb..768f422060 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl @@ -137,8 +137,8 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou additive = (blue_horizon.rgb * blue_weight.rgb) * (cs + tmpAmbient.rgb) + (haze_horizon * haze_weight.rgb) * (cs * haze_glow + tmpAmbient.rgb); // brightness of surface both sunlight and ambient - sunlit = sunlight.rgb; - amblit = tmpAmbient.rgb; + sunlit = sunlight.rgb * 0.7; + amblit = tmpAmbient.rgb * 0.25; additive *= vec3(1.0 - combined_haze); } @@ -150,21 +150,22 @@ vec3 srgb_to_linear(vec3 col); float ambientLighting(vec3 norm, vec3 light_dir) { float ambient = min(abs(dot(norm.xyz, light_dir.xyz)), 1.0); - ambient *= 0.56; + ambient *= 0.5; ambient *= ambient; ambient = (1.0 - ambient); return ambient; } -// return colors in linear space +// return lit amblit in linear space, leave sunlit and additive in sRGB space void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten) { calcAtmosphericVars(inPositionEye, light_dir, 1.0, sunlit, amblit, additive, atten, false); - sunlit = srgb_to_linear(sunlit); - additive = srgb_to_linear(additive); - amblit = ambient_linear; + + sunlit *= 2.0; + amblit *= 2.0; amblit *= ambientLighting(norm, light_dir); + amblit = srgb_to_linear(amblit); } diff --git a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl index 9a9b179e6a..027bfb866f 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl @@ -22,43 +22,34 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ -uniform float gamma; -vec3 getAtmosAttenuation(); -vec3 getAdditiveColor(); + // DEPRECATED -vec3 srgb_to_linear(vec3 col); -vec3 linear_to_srgb(vec3 col); +//soft clip effect has been moved to postDeferredGammaCorrect legacyGamma, this file is effectively dead +// but these functions need to be removed from all existing shaders before removing this file -vec3 scaleSoftClipFragLinear(vec3 light) -{ // identical to non-linear version and that's probably close enough - //soft clip effect: - light = 1. - clamp(light, vec3(0.), vec3(1.)); - light = 1. - pow(light, vec3(gamma)); // s/b inverted already CPU-side +vec3 scaleSoftClipFrag(vec3 light) +{ return light; } -vec3 scaleSoftClipFrag(vec3 light) -{ - //soft clip effect: - light = 1. - clamp(light, vec3(0.), vec3(1.)); - light = 1. - pow(light, vec3(gamma)); // s/b inverted already CPU-side +vec3 scaleSoftClipFragLinear(vec3 light) +{ // identical to non-linear version and that's probably close enough return light; } vec3 scaleSoftClip(vec3 light) { - return scaleSoftClipFrag(light); + return light; } vec3 fullbrightScaleSoftClipFrag(vec3 light, vec3 add, vec3 atten) { - //return mix(scaleSoftClipFrag(light.rgb), add, atten); - return scaleSoftClipFrag(light.rgb); + return light; } vec3 fullbrightScaleSoftClip(vec3 light) { - return fullbrightScaleSoftClipFrag(light, getAdditiveColor(), getAtmosAttenuation()); + return light; } diff --git a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl index c509d865ba..6aa719d200 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl @@ -48,23 +48,27 @@ vec3 atmosTransport(vec3 light) vec3 fullbrightAtmosTransportFragLinear(vec3 light, vec3 additive, vec3 atten) { // same as non-linear version, probably fine - float brightness = dot(light.rgb * 0.5, vec3(0.3333)) + 0.1; - return mix(atmosTransportFrag(light.rgb, additive, atten), light.rgb + additive, brightness * brightness); + //float brightness = dot(light.rgb * 0.5, vec3(0.3333)) + 0.1; + //return mix(atmosTransportFrag(light.rgb, additive, atten), light.rgb + additive, brightness * brightness); + return atmosTransportFrag(light, additive, atten); } vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) { - float brightness = dot(light.rgb * 0.5, vec3(0.3333)) + 0.1; - return mix(atmosTransportFrag(light.rgb, additive, atten), light.rgb + additive, brightness * brightness); + //float brightness = dot(light.rgb * 0.5, vec3(0.3333)) + 0.1; + //return mix(atmosTransportFrag(light.rgb, additive, atten), light.rgb + additive, brightness * brightness); + return atmosTransportFrag(light, additive, atten); } vec3 fullbrightAtmosTransport(vec3 light) { - return fullbrightAtmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation()); + //return fullbrightAtmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation()); + return atmosTransport(light); } vec3 fullbrightShinyAtmosTransport(vec3 light) { - float brightness = dot(light.rgb, vec3(0.33333)); - return mix(atmosTransport(light.rgb), (light.rgb + getAdditiveColor().rgb) * (2.0 - brightness), brightness * brightness); + //float brightness = dot(light.rgb, vec3(0.33333)); + //return mix(atmosTransport(light.rgb), (light.rgb + getAdditiveColor().rgb) * (2.0 - brightness), brightness * brightness); + return atmosTransport(light); } diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl index 49529860be..add1cb2a37 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl @@ -334,16 +334,19 @@ void main() vec3 atten; calcAtmosphericVarsLinear(pos.xyz, norm.xyz, light_dir, sunlit, amblit, additive, atten); + vec3 sunlit_linear = srgb_to_linear(sunlit); + vec3 amblit_linear = amblit; + vec3 ambenv; vec3 glossenv; vec3 legacyenv; sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, pos.xy*0.5+0.5, pos.xyz, norm.xyz, glossiness, env); // use sky settings ambient or irradiance map sample, whichever is brighter - color = max(amblit, ambenv); + color = max(amblit_linear, ambenv); float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0); - vec3 sun_contrib = min(da, shadow) * sunlit; + vec3 sun_contrib = min(da, shadow) * sunlit_linear; color.rgb += sun_contrib; color *= diffcol.rgb; @@ -354,7 +357,7 @@ void main() if (glossiness > 0.0) // specular reflection { float sa = dot(normalize(refnormpersp), light_dir.xyz); - vec3 dumbshiny = sunlit * shadow * (texture2D(lightFunc, vec2(sa, glossiness)).r); + vec3 dumbshiny = sunlit_linear * shadow * (texture2D(lightFunc, vec2(sa, glossiness)).r); // add the two types of shiny together vec3 spec_contrib = dumbshiny * spec.rgb; @@ -379,8 +382,10 @@ void main() glare += cur_glare; } - color.rgb = mix(atmosFragLightingLinear(color.rgb, additive, atten), fullbrightAtmosTransportFragLinear(color, additive, atten), emissive); + color.rgb = linear_to_srgb(color.rgb); + color.rgb = atmosFragLightingLinear(color.rgb, additive, atten); color.rgb = scaleSoftClipFragLinear(color.rgb); + color.rgb = srgb_to_linear(color.rgb); vec3 npos = normalize(-pos.xyz); vec3 light = vec3(0, 0, 0); diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl index 23c6f4d5ae..c6d649086a 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl @@ -458,28 +458,24 @@ float sphereWeight(vec3 pos, vec3 dir, vec3 origin, float r, float min_da, int i // 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) +// lod - which mip to sample (lower is higher res, sharper reflections) // c - center of probe // r2 - radius of probe squared // i - index of probe -vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out float dw, out vec3 vi, out vec3 wi, float lod, vec3 c, int i) +vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out float dw, float lod, vec3 c, int i) { - //lod = max(lod, 1); // parallax adjustment - vec3 v; if (refIndex[i].w < 0) - { + { // box probe float d = 0; v = boxIntersect(pos, dir, i, d); w = max(d, 0.001); } else - { + { // sphere probe float r = refSphere[i].w; float rr = r * r; @@ -491,16 +487,12 @@ vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out float dw, out vec3 vi, out v w = sphereWeight(pos, dir, refSphere[i].xyz, r, 0.25, i, dw); } - vi = v; - v -= c; vec3 d = normalize(v); v = env_mat * v; - vec4 ret = textureLod(reflectionProbes, vec4(v.xyz, refIndex[i].x), lod); - - wi = d * ret.a * 256.0+c; + vec4 ret = textureLod(reflectionProbes, vec4(v.xyz, refIndex[i].x), lod) * refParams[i].y; return ret.rgb; } @@ -568,12 +560,11 @@ vec3 sampleProbes(vec3 pos, vec3 dir, float lod) float w = 0; float dw = 0; - vec3 vi, wi; vec3 refcol; { - refcol = tapRefMap(pos, dir, w, dw, vi, wi, lod, refSphere[i].xyz, i); + refcol = tapRefMap(pos, dir, w, dw, lod, refSphere[i].xyz, i); col[p] += refcol.rgb*w; wsum[p] += w; @@ -665,7 +656,7 @@ void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, vec2 tc, vec3 pos, vec3 norm, float glossiness) { // TODO - don't hard code lods - float reflection_lods = max_probe_lod; + float reflection_lods = max_probe_lod-1; preProbeSample(pos); vec3 refnormpersp = reflect(pos.xyz, norm.xyz); @@ -690,6 +681,7 @@ void sampleReflectionProbesWater(inout vec3 ambenv, inout vec3 glossenv, vec2 tc, vec3 pos, vec3 norm, float glossiness) { sampleReflectionProbes(ambenv, glossenv, tc, pos, norm, glossiness); + glossenv *= 0.25; } void debugTapRefMap(vec3 pos, vec3 dir, float depth, int i, inout vec4 col) diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 8d48e6f596..dfd1d47b3e 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -85,6 +85,8 @@ float getDepth(vec2 pos_screen); vec3 linear_to_srgb(vec3 c); vec3 srgb_to_linear(vec3 c); +uniform vec4 waterPlane; + #ifdef WATER_FOG vec4 applyWaterFogViewLinear(vec3 pos, vec4 color); #endif @@ -153,6 +155,24 @@ void main() calcAtmosphericVarsLinear(pos.xyz, norm.xyz, light_dir, sunlit, amblit, additive, atten); + vec3 sunlit_linear = srgb_to_linear(sunlit); + vec3 amblit_linear = amblit; + + bool do_atmospherics = false; + +#ifndef WATER_FOG + // when above water, mask off atmospherics below water + if (dot(pos.xyz, waterPlane.xyz) + waterPlane.w > 0.0) + { + do_atmospherics = true; + } +#else + do_atmospherics = true; +#endif + + vec3 irradiance = vec3(0); + vec3 radiance = vec3(0); + if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) { vec3 orm = texture2D(specularRect, tc).rgb; @@ -161,23 +181,32 @@ void main() float ao = orm.r * ambocc; vec3 colorEmissive = texture2D(emissiveRect, tc).rgb; - // PBR IBL float gloss = 1.0 - perceptualRoughness; - vec3 irradiance = vec3(0); - vec3 radiance = vec3(0); + sampleReflectionProbes(irradiance, radiance, tc, pos.xyz, norm.xyz, gloss); // Take maximium of legacy ambient vs irradiance sample as irradiance // NOTE: ao is applied in pbrIbl (see pbrBaseLight), do not apply here - irradiance = max(amblit,irradiance); + irradiance = max(amblit_linear,irradiance); vec3 diffuseColor; vec3 specularColor; calcDiffuseSpecular(baseColor.rgb, metallic, diffuseColor, specularColor); vec3 v = -normalize(pos.xyz); - color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit, scol, radiance, irradiance, colorEmissive, ao, additive, atten); + color = vec3(1,0,1); + color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, colorEmissive, ao, additive, atten); + + + if (do_atmospherics) + { + color = linear_to_srgb(color); + color = atmosFragLightingLinear(color, additive, atten); + color = srgb_to_linear(color); + } + + } else if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS)) { @@ -199,12 +228,12 @@ void main() sampleReflectionProbesLegacy(irradiance, glossenv, legacyenv, tc, pos.xyz, norm.xyz, spec.a, envIntensity); // use sky settings ambient or irradiance map sample, whichever is brighter - irradiance = max(amblit, irradiance); + irradiance = max(amblit_linear, irradiance); // apply lambertian IBL only (see pbrIbl) color.rgb = irradiance * ambocc; - vec3 sun_contrib = min(da, scol) * sunlit; + vec3 sun_contrib = min(da, scol) * sunlit_linear; color.rgb += sun_contrib; color.rgb *= baseColor.rgb; @@ -230,9 +259,16 @@ void main() applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, envIntensity); } - color = mix(atmosFragLightingLinear(color, additive, atten), fullbrightAtmosTransportFragLinear(color, additive, atten), baseColor.a); - color = scaleSoftClipFragLinear(color); - } + + if (do_atmospherics) + { + color = linear_to_srgb(color); + color = atmosFragLightingLinear(color, additive, atten); + color = srgb_to_linear(color); + } + } + + #ifdef WATER_FOG vec4 fogged = applyWaterFogViewLinear(pos.xyz, vec4(color, bloom)); diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl index a87682affb..991079e77a 100644 --- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl @@ -114,6 +114,7 @@ vec3 BlendNormal(vec3 bump1, vec3 bump2) } vec3 srgb_to_linear(vec3 col); +vec3 linear_to_srgb(vec3 col); vec3 vN, vT, vB; @@ -200,6 +201,8 @@ void main() calcAtmosphericVarsLinear(pos.xyz, wavef, vary_light_dir, sunlit, amblit, additive, atten); + vec3 sunlit_linear = srgb_to_linear(sunlit); + #ifdef TRANSPARENT_WATER vec4 fb = texture2D(screenTex, distort2); float depth = texture2D(screenDepth, distort2).r; @@ -216,9 +219,10 @@ void main() fb = applyWaterFogViewLinear(refPos, fb, sunlit); #else - vec4 fb = applyWaterFogViewLinear(viewVec*2048.0, vec4(1.0), sunlit); + vec4 fb = applyWaterFogViewLinear(viewVec*2048.0, vec4(1.0), sunlit_linear); #endif + fb.rgb *= 0.75; float metallic = 0.0; float perceptualRoughness = 0.05; float gloss = 1.0 - perceptualRoughness; @@ -247,10 +251,7 @@ void main() vec3 punctual = pbrPunctual(vec3(0), specularColor, 0.1, metallic, normalize(wavef+up*max(dist, 32.0)/32.0*(1.0-vdu)), v, normalize(light_dir)); - vec3 color = punctual * sunlit * 2.75 * scol; - - color = atmosFragLightingLinear(color, additive, atten); - color = scaleSoftClipFragLinear(color); + vec3 color = punctual * sunlit_linear * 2.75 * scol; vec3 ibl = pbrIbl(vec3(0), vec3(1), radiance, vec3(0), ao, NdotV, 0.0); @@ -274,6 +275,12 @@ void main() color = mix(color, fb.rgb, f); + color.rgb = linear_to_srgb(color.rgb); + color = atmosFragLightingLinear(color, additive, atten); + color = scaleSoftClipFragLinear(color); + color.rgb = srgb_to_linear(color.rgb); + + float spec = min(max(max(punctual.r, punctual.g), punctual.b), 0.05); frag_color = vec4(color, spec); //*sunAngle2); |