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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl66
-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.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl6
5 files changed, 81 insertions, 8 deletions
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..6994a20b79
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl
@@ -0,0 +1,66 @@
+/**
+ * @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 float dt;
+
+void main()
+{
+ int samples = 16;
+ float step = 1.0/(samples-4);
+
+ float start = step;
+ float end = 1.0-step;
+
+ float w = 0.0;
+
+ vec3 col;
+
+ for (float x = start; x <= end; x += step)
+ {
+ for (float y = start; y <= end; y += step)
+ {
+ vec2 tc = vec2(x,y);
+ w += 1.0;
+ col += texture(diffuseRect, tc).rgb;
+ }
+ }
+
+ col /= w;
+
+ // calculate luminance the same way LLColor4::calcHSL does
+ float mx = max(max(col.r, col.g), col.b);
+ float mn = min(min(col.r, col.g), col.b);
+ float lum = (mx + mn) * 0.5;
+
+ frag_color = vec4(lum, lum, lum, 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..87725affe7 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 +108,10 @@ uniform float gamma;
vec3 toneMap(vec3 color)
{
- color *= exposure;
+ float exp_sample = texture(exposureMap, vec2(0.5,0.5)).r;
+
+ float exp_scale = clamp(0.1/exp_sample, 0.4, 8.0);
+ color *= exposure * exp_scale;
#ifdef TONEMAP_ACES_NARKOWICZ
color = toneMapACES_Narkowicz(color);
@@ -190,6 +194,9 @@ 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 f028b303f7..0090155e5c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
@@ -91,10 +91,8 @@ void main()
vary_LightNormPosDot = rel_pos_lightnorm_dot;
// Initialize temp variables
- vec3 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
- float scale = cube_snapshot*0.75+1;
- sunlight *= scale;
-
+ vec3 sunlight = (sun_up_factor == 1) ? sunlight_color*2.0 : moonlight_color;
+
// 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/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
index 55e1411be2..f9a1f5e4d6 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
@@ -62,7 +62,9 @@ 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 = sun_up_factor + 1.0;
+ vec3 sunlight = (sun_up_factor == 1) ? sunlight_color: moonlight_color;
+ sunlight *= scale;
// sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
@@ -140,7 +142,7 @@ 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);