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-rw-r--r--indra/newview/app_settings/settings.xml2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl38
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl52
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl4
4 files changed, 58 insertions, 38 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index 063f4fcf96..44a86dd22a 100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -10500,7 +10500,7 @@
<key>Type</key>
<string>F32</string>
<key>Value</key>
- <real>0.3</real>
+ <real>0.175</real>
</map>
<key>RenderShaderLODThreshold</key>
<map>
diff --git a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl
index 4c860cdde0..3eda2b9050 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl
@@ -29,7 +29,6 @@
out vec4 frag_color;
-uniform sampler2D diffuseRect;
uniform sampler2D emissiveRect;
uniform sampler2D exposureMap;
@@ -46,45 +45,12 @@ float lum(vec3 col)
void main()
{
- float step = 1.0/16.0;
+ vec2 tc = vec2(0.5,0.5);
- 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 L = textureLod(emissiveRect, tc, 8).r;
float s = clamp(dynamic_exposure_params.x/L, dynamic_exposure_params.y, dynamic_exposure_params.z);
-
float prev = texture(exposureMap, vec2(0.5,0.5)).r;
s = mix(prev, s, min(dt*2.0*abs(prev-s), 0.04));
diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
new file mode 100644
index 0000000000..e63e666778
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
@@ -0,0 +1,52 @@
+/**
+ * @file luminanceF.glsl
+ *
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2023, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+
+/*[EXTRA_CODE_HERE]*/
+
+// take a luminance sample of diffuseRect and emissiveRect
+
+out vec4 frag_color;
+
+in vec2 vary_fragcoord;
+
+uniform sampler2D diffuseRect;
+uniform sampler2D emissiveRect;
+
+float lum(vec3 col)
+{
+ vec3 l = vec3(0.2126, 0.7152, 0.0722);
+ return dot(l, col);
+}
+
+void main()
+{
+ vec2 tc = vary_fragcoord*0.6+0.2;
+ vec3 c = texture(diffuseRect, tc).rgb + texture(emissiveRect, tc).rgb;
+ float L = lum(c);
+
+ frag_color = vec4(L);
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
index 22e93496d2..49ff49fdd8 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
@@ -36,7 +36,9 @@ vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten)
{
light *= atten.r;
additive = srgb_to_linear(additive*2.0);
- additive *= sun_up_factor + 1.0;
+ // magic 3.0 here is to match the default RenderSkyHDRScale -- this parameter needs to be plumbed into sky settings or something
+ // so it's available to all shaders that call atmosFragLighting instead of just softenLightF.glsl
+ additive *= sun_up_factor*3.0 + 1.0;
light += additive;
return light;
}