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-rw-r--r--indra/newview/app_settings/settings.xml59
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl92
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyV.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl21
9 files changed, 122 insertions, 80 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index 5ade88e32b..5ffd610fba 100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -9002,37 +9002,6 @@
<key>Value</key>
<integer>1</integer>
</map>
-
- <key>RenderShadowNearDist</key>
- <map>
- <key>Comment</key>
- <string>Near clip plane of shadow camera (affects precision of depth shadows).</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Vector3</string>
- <key>Value</key>
- <array>
- <real>256</real>
- <real>256</real>
- <real>256</real>
- </array>
- </map>
- <key>RenderShadowClipPlanes</key>
- <map>
- <key>Comment</key>
- <string>Near clip plane split distances for shadow map frusta.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Vector3</string>
- <key>Value</key>
- <array>
- <real>1.0</real>
- <real>12.0</real>
- <real>32.0</real>
- </array>
- </map>
<key>RenderShadowSplitExponent</key>
<map>
<key>Comment</key>
@@ -9048,21 +9017,6 @@
<real>2.0</real>
</array>
</map>
- <key>RenderShadowOrthoClipPlanes</key>
- <map>
- <key>Comment</key>
- <string>Near clip plane split distances for orthographic shadow map frusta.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Vector3</string>
- <key>Value</key>
- <array>
- <real>4.0</real>
- <real>8.0</real>
- <real>24.0</real>
- </array>
- </map>
<key>RenderShadowProjOffset</key>
<map>
<key>Comment</key>
@@ -10402,7 +10356,7 @@
<key>Type</key>
<string>F32</string>
<key>Value</key>
- <real>16</real>
+ <real>8</real>
</map>
<key>RenderTonemapper</key>
<map>
@@ -10413,7 +10367,7 @@
<key>Type</key>
<string>U32</string>
<key>Value</key>
- <real>1</real>
+ <real>2</real>
</map>
<key>RenderExposure</key>
<map>
@@ -10449,18 +10403,17 @@
<key>Value</key>
<real>0</real>
</map>
- <key>RenderReflectionProbeTextureHackID</key>
+ <key>RenderAutomaticReflectionProbes</key>
<map>
<key>Comment</key>
- <string>HACK -- Any object with a diffuse texture with this ID will be treated as a user override reflection probe. (default is "Violet Info Hub" photo from Library)</string>
+ <string>Automatic reflection probes control. 0 - disable, 1 - Terrain/water only, 2- Terrain/water + objects. Requires restart.</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
- <string>String</string>
+ <string>S32</string>
<key>Value</key>
- <string>6b186931-05da-eafa-a3ed-a012a33bbfb6</string>
+ <integer>2</integer>
</map>
-
<key>RenderReflectionRes</key>
<map>
<key>Comment</key>
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
index 5ca210863e..3a7552d23e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
@@ -114,7 +114,7 @@ void main()
float rel_pos_len = length(rel_pos);
// Initialize temp variables
- vec3 sunlight = sunlight_color;
+ vec3 sunlight = sunlight_color*2.0;
vec3 light_atten;
// Sunlight attenuation effect (hue and brightness) due to atmosphere
diff --git a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl
new file mode 100644
index 0000000000..b325f55576
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl
@@ -0,0 +1,92 @@
+/**
+ * @file exposureF.glsl
+ *
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2023, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#extension GL_ARB_texture_rectangle : enable
+
+/*[EXTRA_CODE_HERE]*/
+
+out vec4 frag_color;
+
+uniform sampler2D diffuseRect;
+uniform sampler2D emissiveRect;
+uniform sampler2D exposureMap;
+
+uniform float dt;
+uniform vec2 noiseVec;
+
+// calculate luminance the same way LLColor4::calcHSL does
+float lum(vec3 col)
+{
+ float mx = max(max(col.r, col.g), col.b);
+ float mn = min(min(col.r, col.g), col.b);
+ return (mx + mn) * 0.5;
+}
+
+void main()
+{
+ float step = 1.0/16.0;
+
+ float start = step;
+ float end = 1.0-step;
+
+ float w = 0.0;
+
+ vec3 col;
+
+ vec2 nz = noiseVec * step * 0.5;
+
+ for (float x = start; x <= end; x += step)
+ {
+ for (float y = start; y <= end; y += step)
+ {
+ vec2 tc = vec2(x,y) + nz;
+ vec3 c = texture(diffuseRect, tc).rgb + texture(emissiveRect, tc).rgb;
+ float L = max(lum(c), 0.25);
+
+ float d = length(vec2(0.5)-tc);
+ d = 1.0-d;
+ d *= d;
+ d *= d;
+ d *= d;
+ L *= d;
+
+ w += L;
+
+ col += c * L;
+ }
+ }
+
+ col /= w;
+
+ float L = lum(col);
+
+ float s = clamp(0.1/L, 0.5, 2.5);
+
+ float prev = texture(exposureMap, vec2(0.5,0.5)).r;
+ s = mix(prev, s, min(dt*2.0, 0.04));
+
+ frag_color = vec4(s, s, s, dt);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
index 87324bca7f..221de0b095 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
@@ -35,6 +35,7 @@ out vec4 frag_color;
uniform sampler2D diffuseRect;
uniform sampler2D emissiveRect;
+uniform sampler2D exposureMap;
uniform vec2 screen_res;
VARYING vec2 vary_fragcoord;
@@ -107,7 +108,9 @@ uniform float gamma;
vec3 toneMap(vec3 color)
{
- color *= exposure;
+ float exp_scale = texture(exposureMap, vec2(0.5,0.5)).r;
+
+ color *= exposure * exp_scale;
#ifdef TONEMAP_ACES_NARKOWICZ
color = toneMapACES_Narkowicz(color);
@@ -122,7 +125,6 @@ vec3 toneMap(vec3 color)
// this factor is based on the exposure correction of Krzysztof Narkowicz in his
// implemetation of ACES tone mapping
color *= 1.0/0.6;
- //color /= 0.6;
color = toneMapACES_Hill(color);
#endif
@@ -190,6 +192,9 @@ void main()
vec3 nz = vec3(noise(seed.rg), noise(seed.gb), noise(seed.rb));
diff.rgb += nz*0.003;
//diff.rgb = nz;
+
+ //float exp_sample = texture(exposureMap, vec2(0.5,0.5)).r;
+ //diff.g = exp_sample;
frag_color = diff;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl
index 4d24b4de9a..8b4cac3e64 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl
@@ -33,6 +33,6 @@ void main()
{
//transform vertex
vec4 pos = vec4(position.xyz, 1.0);
- gl_Position = pos;
+ gl_Position = pos;
vary_fragcoord = (pos.xy*0.5+0.5);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
index 1424b57d6f..fc6291d438 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
@@ -32,8 +32,8 @@ ATTRIBUTE vec3 position;
///////////////////////////////////////////////////////////////////////////////
// Output parameters
-VARYING vec3 vary_HazeColor;
-VARYING float vary_LightNormPosDot;
+out vec3 vary_HazeColor;
+out float vary_LightNormPosDot;
// Inputs
uniform vec3 camPosLocal;
@@ -56,6 +56,8 @@ uniform float max_y;
uniform vec3 glow;
uniform float sun_moon_glow_factor;
+uniform int cube_snapshot;
+
// NOTE: Keep these in sync!
// indra\newview\app_settings\shaders\class1\deferred\skyV.glsl
// indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl
@@ -89,8 +91,8 @@ void main()
vary_LightNormPosDot = rel_pos_lightnorm_dot;
// Initialize temp variables
- vec3 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
-
+ vec3 sunlight = (sun_up_factor == 1) ? sunlight_color*2.0 : moonlight_color*0.75;
+
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
vec3 light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index ef35bf3fd7..e7322c14fb 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -79,7 +79,6 @@ vec3 srgb_to_linear(vec3 c);
vec3 linear_to_srgb(vec3 c);
vec2 encode_normal (vec3 n);
-vec3 scaleSoftClipFragLinear(vec3 l);
vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten);
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
@@ -279,7 +278,6 @@ void main()
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);
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
index 55e1411be2..0d3dbf85e2 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
@@ -62,7 +62,8 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
vec3 rel_pos_norm = normalize(rel_pos);
float rel_pos_len = length(rel_pos);
- vec3 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
+ float scale = 2.0;
+ vec3 sunlight = (sun_up_factor == 1) ? sunlight_color * scale: moonlight_color*0.75;
// sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
@@ -140,7 +141,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
// fudge sunlit and amblit to get consistent lighting compared to legacy
// midday before PBR was a thing
- sunlit = sunlight.rgb * 0.7;
+ sunlit = sunlight.rgb / scale;
amblit = tmpAmbient.rgb * 0.25;
additive *= vec3(1.0 - combined_haze);
diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
index bd06a680f5..7a5676e0ab 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
@@ -29,9 +29,6 @@
float tapScreenSpaceReflection(int totalSamples, vec2 tc, vec3 viewPos, vec3 n, inout vec4 collectedColor, sampler2D source);
#endif
-#define REFMAP_COUNT 256
-#define REF_SAMPLE_COUNT 64 //maximum number of samples to consider
-
uniform samplerCubeArray reflectionProbes;
uniform samplerCubeArray irradianceProbes;
uniform sampler2D sceneMap;
@@ -95,6 +92,7 @@ bool shouldSampleProbe(int i, vec3 pos)
return false;
}
+ // never allow automatic probes to encroach on box probes
sample_automatic = false;
}
else
@@ -429,25 +427,19 @@ void boxIntersectDebug(vec3 origin, vec3 pos, int i, inout vec4 col)
// dir - normal to be weighted
// origin - center of sphere probe
// r - radius of probe influence volume
-// min_da - minimum angular attenuation coefficient
// i - index of probe in refSphere
// dw - distance weight
-float sphereWeight(vec3 pos, vec3 dir, vec3 origin, float r, float min_da, int i, out float dw)
+float sphereWeight(vec3 pos, vec3 dir, vec3 origin, float r, int i, out float dw)
{
float r1 = r * 0.5; // 50% of radius (outer sphere to start interpolating down)
vec3 delta = pos.xyz - origin;
float d2 = max(length(delta), 0.001);
- float r2 = r1; //r1 * r1;
-
- //float atten = 1.0 - max(d2 - r2, 0.0) / max((rr - r2), 0.001);
- float atten = 1.0 - max(d2 - r2, 0.0) / max((r - r2), 0.001);
+ float atten = 1.0 - max(d2 - r1, 0.0) / max((r - r1), 0.001);
float w = 1.0 / d2;
dw = w * atten * max(r, 1.0)*4;
- atten *= max(dot(normalize(-delta), dir), min_da);
-
w *= atten;
return w;
@@ -484,7 +476,7 @@ vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out float dw, float lod, vec3 c,
refIndex[i].w < 1 ? 4096.0*4096.0 : // <== effectively disable parallax correction for automatically placed probes to keep from bombing the world with obvious spheres
rr);
- w = sphereWeight(pos, dir, refSphere[i].xyz, r, 0.25, i, dw);
+ w = sphereWeight(pos, dir, refSphere[i].xyz, r, i, dw);
}
v -= c;
@@ -524,7 +516,7 @@ vec3 tapIrradianceMap(vec3 pos, vec3 dir, out float w, out float dw, vec3 c, int
refIndex[i].w < 1 ? 4096.0*4096.0 : // <== effectively disable parallax correction for automatically placed probes to keep from bombing the world with obvious spheres
rr);
- w = sphereWeight(pos, dir, refSphere[i].xyz, r, 0.001, i, dw);
+ w = sphereWeight(pos, dir, refSphere[i].xyz, r, i, dw);
}
v -= c;
@@ -562,7 +554,6 @@ vec3 sampleProbes(vec3 pos, vec3 dir, float lod)
float dw = 0;
vec3 refcol;
-
{
refcol = tapRefMap(pos, dir, w, dw, lod, refSphere[i].xyz, i);
@@ -735,7 +726,7 @@ void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout
vec3 refnormpersp = reflect(pos.xyz, norm.xyz);
ambenv = sampleProbeAmbient(pos, norm);
-
+
if (glossiness > 0.0)
{
float lod = (1.0-glossiness)*reflection_lods;