diff options
Diffstat (limited to 'indra/newview/app_settings')
133 files changed, 5377 insertions, 5498 deletions
diff --git a/indra/newview/app_settings/high_graphics.xml b/indra/newview/app_settings/high_graphics.xml deleted file mode 100644 index f64937f443..0000000000 --- a/indra/newview/app_settings/high_graphics.xml +++ /dev/null @@ -1,41 +0,0 @@ -<?xml version="1.0" encoding="utf-8" standalone="yes"?> -<settings version = "101"> - <!--NO SHADERS--> - <RenderAvatarCloth value="FALSE"/> - <!--Default for now--> - <RenderAvatarLODFactor value="1.0"/> - <!--Default for now--> - <RenderAvatarPhysicsLODFactor value="0.9"/> - <!--Short Range--> - <RenderFarClip value="128"/> - <!--Default for now--> - <RenderFlexTimeFactor value="1"/> - <!--256... but they do not use this--> - <RenderGlowResolutionPow value="9"/> - <!--Low number--> - <RenderMaxPartCount value="4096"/> - <!--bump okay--> - <RenderObjectBump value="TRUE"/> - <!--NO SHADERS--> - <RenderReflectionDetail value="2"/> - <!--Simple--> - <RenderTerrainDetail value="1"/> - <!--Default for now--> - <RenderTerrainLODFactor value="2"/> - <!--Default for now--> - <RenderTreeLODFactor value="0.5"/> - <!--Avater Impostors and Visual Muting Limits--> - <RenderAvatarMaxNonImpostors value="20"/> - <RenderAvatarMaxComplexity value="350000"/> - <RenderAutoMuteSurfaceAreaLimit value="1250.0"/> - <!--Default for now--> - <RenderVolumeLODFactor value="1.125"/> - <!--NO SHADERS--> - <WindLightUseAtmosShaders value="TRUE"/> - <!--Deferred Shading--> - <RenderDeferred value="FALSE"/> - <!--SSAO Disabled--> - <RenderDeferredSSAO value="FALSE"/> - <!--Sun Shadows--> - <RenderShadowDetail value="0"/> -</settings> diff --git a/indra/newview/app_settings/logcontrol.xml b/indra/newview/app_settings/logcontrol.xml index 482012cdd6..2a26cb9a43 100644 --- a/indra/newview/app_settings/logcontrol.xml +++ b/indra/newview/app_settings/logcontrol.xml @@ -73,6 +73,7 @@ <string>Avatar</string> <string>Voice</string> --> + <string>Capabilities</string> </array> </map> </array> diff --git a/indra/newview/app_settings/low_graphics.xml b/indra/newview/app_settings/low_graphics.xml deleted file mode 100644 index b31a040d67..0000000000 --- a/indra/newview/app_settings/low_graphics.xml +++ /dev/null @@ -1,41 +0,0 @@ -<?xml version="1.0" encoding="utf-8" standalone="yes"?> -<settings version = "101"> - <!--NO SHADERS--> - <RenderAvatarCloth value="FALSE"/> - <!--Default for now--> - <RenderAvatarLODFactor value="0.5"/> - <!--Default for now--> - <RenderAvatarPhysicsLODFactor value="0.0"/> - <!--Short Range--> - <RenderFarClip value="64"/> - <!--Default for now--> - <RenderFlexTimeFactor value="0.5"/> - <!--256... but they do not use this--> - <RenderGlowResolutionPow value="8"/> - <!--Low number--> - <RenderMaxPartCount value="1024"/> - <!--bump okay--> - <RenderObjectBump value="FALSE"/> - <!--NO SHADERS--> - <RenderReflectionDetail value="0"/> - <!--Simple--> - <RenderTerrainDetail value="0"/> - <!--Default for now--> - <RenderTerrainLODFactor value="1.0"/> - <!--Default for now--> - <RenderTreeLODFactor value="0.5"/> - <!--Avater Impostors and Visual Muting Limits--> - <RenderAvatarMaxNonImpostors value="12"/> - <RenderAvatarMaxComplexity value="80000"/> - <RenderAutoMuteSurfaceAreaLimit value="750.0"/> - <!--Default for now--> - <RenderVolumeLODFactor value="1.125"/> - <!--NO SHADERS--> - <WindLightUseAtmosShaders value="FALSE"/> - <!--No Deferred Shading--> - <RenderDeferred value="FALSE"/> - <!--SSAO Disabled--> - <RenderDeferredSSAO value="FALSE"/> - <!--No Shadows--> - <RenderShadowDetail value="0"/> -</settings> diff --git a/indra/newview/app_settings/mid_graphics.xml b/indra/newview/app_settings/mid_graphics.xml deleted file mode 100644 index 9c2c17fc60..0000000000 --- a/indra/newview/app_settings/mid_graphics.xml +++ /dev/null @@ -1,41 +0,0 @@ -<?xml version="1.0" encoding="utf-8" standalone="yes"?> -<settings version = "101"> - <!--NO SHADERS--> - <RenderAvatarCloth value="FALSE"/> - <!--Default for now--> - <RenderAvatarLODFactor value="0.5"/> - <!--Default for now--> - <RenderAvatarPhysicsLODFactor value="0.75"/> - <!--Short Range--> - <RenderFarClip value="96"/> - <!--Default for now--> - <RenderFlexTimeFactor value="1"/> - <!--256... but they do not use this--> - <RenderGlowResolutionPow value="8"/> - <!--Low number--> - <RenderMaxPartCount value="2048"/> - <!--bump okay--> - <RenderObjectBump value="TRUE"/> - <!--NO SHADERS--> - <RenderReflectionDetail value="0"/> - <!--Simple--> - <RenderTerrainDetail value="1"/> - <!--Default for now--> - <RenderTerrainLODFactor value="1.0"/> - <!--Default for now--> - <RenderTreeLODFactor value="0.5"/> - <!--Avater Impostors and Visual Muting Limits--> - <RenderAvatarMaxNonImpostors value="18"/> - <RenderAvatarMaxComplexity value="150000"/> - <RenderAutoMuteSurfaceAreaLimit value="1000.0"/> - <!--Default for now--> - <RenderVolumeLODFactor value="1.125"/> - <!--NO SHADERS--> - <WindLightUseAtmosShaders value="FALSE"/> - <!--No Deferred Shading--> - <RenderDeferred value="FALSE"/> - <!--SSAO Disabled--> - <RenderDeferredSSAO value="FALSE"/> - <!--No Shadows--> - <RenderShadowDetail value="0"/> -</settings> diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 6861153d43..3f9a91e38f 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -1241,6 +1241,17 @@ <key>Value</key> <integer>1</integer> </map> + <key>BulkChangeIncludeMaterials</key> + <map> + <key>Comment</key> + <string>Bulk permission changes affect materials</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> <key>BulkChangeEveryoneCopy</key> <map> <key>Comment</key> @@ -3902,7 +3913,7 @@ <key>Type</key> <string>F32</string> <key>Value</key> - <real>0.1</real> + <real>1.0</real> </map> <key>QueueInventoryFetchTimeout</key> <map> @@ -8809,13 +8820,13 @@ <key>RenderAvatarCloth</key> <map> <key>Comment</key> - <string>Controls if avatars use wavy cloth</string> + <string>DEPRECATED - only false supported - Controls if avatars use wavy cloth</string> <key>Persist</key> <integer>1</integer> <key>Type</key> <string>Boolean</string> <key>Value</key> - <integer>1</integer> + <integer>0</integer> </map> <key>RenderComplexityColorMin</key> <map> @@ -9624,16 +9635,28 @@ <real>368.0</real> </map> + <key>RenderPBR</key> + <map> + <key>Comment</key> + <string>DEPRECATED - only true supported - Use PBR rendering pipeline (Physically Based Rendering).</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> + <key>RenderDeferred</key> <map> <key>Comment</key> - <string>Use deferred rendering pipeline (Advanced Lighting Model).</string> + <string>DEPRECATED (only true supported) - Use deferred rendering pipeline (Advanced Lighting Model).</string> <key>Persist</key> <integer>1</integer> <key>Type</key> <string>Boolean</string> <key>Value</key> - <integer>0</integer> + <integer>1</integer> </map> <key>RenderDeferredSun</key> @@ -9848,7 +9871,7 @@ <key>RenderFogRatio</key> <map> <key>Comment</key> - <string>Distance from camera where fog reaches maximum density (fraction or multiple of far clip distance)</string> + <string>DEPRECATED - Distance from camera where fog reaches maximum density (fraction or multiple of far clip distance)</string> <key>Persist</key> <integer>1</integer> <key>Type</key> @@ -9859,7 +9882,7 @@ <key>RenderGamma</key> <map> <key>Comment</key> - <string>Sets gamma exponent for renderer</string> + <string>DEPRECATED - Sets gamma exponent for renderer</string> <key>Persist</key> <integer>1</integer> <key>Type</key> @@ -9892,7 +9915,7 @@ <key>RenderGLContextCoreProfile</key> <map> <key>Comment</key> - <string>Don't use a compatibility profile OpenGL context. Requires restart. Basic shaders MUST be enabled.</string> + <string>Don't use a compatibility profile OpenGL context. Requires restart.</string> <key>Persist</key> <integer>1</integer> <key>Type</key> @@ -10252,7 +10275,7 @@ <key>RenderObjectBump</key> <map> <key>Comment</key> - <string>Show bumpmapping on primitives</string> + <string>DEPRECATED (only TRUE supported) Show bumpmapping on primitives</string> <key>Persist</key> <integer>1</integer> <key>Type</key> @@ -10274,7 +10297,7 @@ <key>RenderReflectionDetail</key> <map> <key>Comment</key> - <string>Detail of reflection render pass.</string> + <string>DEPRECATED -- use RenderTransparentWater and RenderReflectionProbeDetail -- Detail of reflection render pass.</string> <key>Persist</key> <integer>1</integer> <key>Type</key> @@ -10293,8 +10316,64 @@ <key>Value</key> <integer>2</integer> </map> + <key>RenderReflectionProbeDetail</key> + <map> + <key>Comment</key> + <string>Detail of reflections. (-1 - Disabled, 0 - Static Only, 1 - Static + Dynamic, 2 - Realtime)</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>S32</string> + <key>Value</key> + <integer>1</integer> + </map> + <key>RenderReflectionProbeCount</key> + <map> + <key>Comment</key> + <string>Number of reflection probes (maximum is 256, requires restart)</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>S32</string> + <key>Value</key> + <integer>256</integer> + </map> - <key>RenderReflectionRes</key> + <key>RenderReflectionProbeDrawDistance</key> + <map> + <key>Comment</key> + <string>Camera far clip to use when updating reflection probes.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>64</real> + </map> + <key>RenderReflectionProbeAmbiance</key> + <map> + <key>Comment</key> + <string>Amount reflection probes contribute to ambient light.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0</real> + </map> + <key>RenderReflectionProbeTextureHackID</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> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>String</string> + <key>Value</key> + <string>6b186931-05da-eafa-a3ed-a012a33bbfb6</string> + </map> + + <key>RenderReflectionRes</key> <map> <key>Comment</key> <string>Reflection map resolution.</string> @@ -10393,17 +10472,6 @@ <key>Value</key> <real>12.0</real> </map> - <key>RenderTextureMemoryMultiple</key> - <map> - <key>Comment</key> - <string>Multiple of texture memory value to use (should fit: 0 < value <= 1.0)</string> - <key>Persist</key> - <integer>1</integer> - <key>Type</key> - <string>F32</string> - <key>Value</key> - <real>1.0</real> - </map> <key>RenderTrackerBeacon</key> <map> <key>Comment</key> @@ -10696,18 +10764,6 @@ <key>Value</key> <integer>0</integer> </map> - <key>RenderUseTransformFeedback</key> - <map> - <key>Comment</key> - <string>[EXPERIMENTAL] Use transform feedback shaders for LoD updates</string> - <key>Persist</key> - <integer>1</integer> - <key>Type</key> - <string>Boolean</string> - <key>Value</key> - <integer>0</integer> - </map> - <key>RenderVBOMappingDisable</key> <map> <key>Comment</key> @@ -11170,6 +11226,17 @@ <key>Value</key> <integer>0</integer> </map> + <key>SelectInvisibleObjects</key> + <map> + <key>Comment</key> + <string>Select invisible objects</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> <key>SelectOwnedOnly</key> <map> <key>Comment</key> @@ -12472,17 +12539,6 @@ <key>Value</key> <real>20.0</real> </map> - <key>TexelPixelRatio</key> - <map> - <key>Comment</key> - <string>texel pixel ratio = texel / pixel</string> - <key>Persist</key> - <integer>1</integer> - <key>Type</key> - <string>F32</string> - <key>Value</key> - <real>1.0</real> - </map> <key>TextureCameraMotionThreshold</key> <map> <key>Comment</key> @@ -12582,17 +12638,6 @@ <key>Value</key> <integer>0</integer> </map> - <key>TextureFetchDebuggerEnabled</key> - <map> - <key>Comment</key> - <string>Enable the texture fetching debugger if set</string> - <key>Persist</key> - <integer>1</integer> - <key>Type</key> - <string>Boolean</string> - <key>Value</key> - <integer>0</integer> - </map> <key>TextureFetchMinTimeToLog</key> <map> <key>Comment</key> @@ -12615,76 +12660,10 @@ <key>Value</key> <real>0.0</real> </map> - <key>TextureFetchSource</key> + <key>TextureFetchUpdateMinCount</key> <map> <key>Comment</key> - <string>Debug use: Source to fetch textures</string> - <key>Persist</key> - <integer>1</integer> - <key>Type</key> - <string>S32</string> - <key>Value</key> - <integer>0</integer> - </map> - <key>TextureFetchUpdateHighPriority</key> - <map> - <key>Comment</key> - <string>Number of high priority textures to update per frame</string> - <key>Persist</key> - <integer>1</integer> - <key>Type</key> - <string>S32</string> - <key>Value</key> - <integer>32</integer> - </map> - <key>TextureFetchUpdateMaxMediumPriority</key> - <map> - <key>Comment</key> - <string>Maximum number of medium priority textures to update per frame</string> - <key>Persist</key> - <integer>1</integer> - <key>Type</key> - <string>S32</string> - <key>Value</key> - <integer>256</integer> - </map> - <key>TextureFetchUpdateMinMediumPriority</key> - <map> - <key>Comment</key> - <string>Minimum number of medium priority textures to update per frame</string> - <key>Persist</key> - <integer>1</integer> - <key>Type</key> - <string>S32</string> - <key>Value</key> - <integer>32</integer> - </map> - <key>TextureFetchUpdatePriorityThreshold</key> - <map> - <key>Comment</key> - <string>Threshold under which textures will be considered too low priority and skipped for update</string> - <key>Persist</key> - <integer>1</integer> - <key>Type</key> - <string>F32</string> - <key>Value</key> - <real>0.0</real> - </map> - <key>TextureFetchUpdateSkipLowPriority</key> - <map> - <key>Comment</key> - <string>Flag indicating if we want to skip textures with too low of a priority</string> - <key>Persist</key> - <integer>1</integer> - <key>Type</key> - <string>Boolean</string> - <key>Value</key> - <integer>0</integer> - </map> - <key>TextureFetchUpdatePriorities</key> - <map> - <key>Comment</key> - <string>Number of priority texture to update per frame</string> + <string>Minimum number of textures to update per frame</string> <key>Persist</key> <integer>1</integer> <key>Type</key> @@ -12692,36 +12671,14 @@ <key>Value</key> <integer>32</integer> </map> - <key>TextureListFetchingThreshold</key> - <map> - <key>Comment</key> - <string>If the ratio between fetched and all textures in the list is greater than this threshold, which we assume that almost all textures are fetched</string> - <key>Persist</key> - <integer>1</integer> - <key>Type</key> - <string>F32</string> - <key>Value</key> - <real>0.97</real> - </map> <key>TextureLoadFullRes</key> <map> <key>Comment</key> <string>If TRUE, always load textures at full resolution (discard = 0)</string> <key>Persist</key> - <integer>0</integer> - <key>Type</key> - <string>Boolean</string> - <key>Value</key> - <integer>0</integer> - </map> - <key>TextureMemory</key> - <map> - <key>Comment</key> - <string>Amount of memory to use for textures in MB (0 = autodetect)</string> - <key>Persist</key> <integer>1</integer> <key>Type</key> - <string>S32</string> + <string>Boolean</string> <key>Value</key> <integer>0</integer> </map> @@ -12791,7 +12748,9 @@ <key>Value</key> <map> <key>General</key> - <integer>4</integer> + <integer>1</integer> + <key>ImageDecode</key> + <integer>9</integer> </map> </map> <key>ThrottleBandwidthKBPS</key> @@ -14879,7 +14838,7 @@ <key>WindLightUseAtmosShaders</key> <map> <key>Comment</key> - <string>Whether to enable or disable WindLight atmospheric shaders.</string> + <string>DEPRECATED (only true supported) - Whether to enable or disable WindLight atmospheric shaders.</string> <key>Persist</key> <integer>1</integer> <key>Type</key> @@ -16168,6 +16127,61 @@ <key>Value</key> <integer>1</integer> </map> + <key>MaterialsNextOwnerCopy</key> + <map> + <key>Comment</key> + <string>Newly created GLTF material can be copied by next owner</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> + <key>MaterialsNextOwnerModify</key> + <map> + <key>Comment</key> + <string>Newly created GLTF material can be modified by next owner</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> + <key>MaterialsNextOwnerTransfer</key> + <map> + <key>Comment</key> + <string>Newly created GLTF material can be resold or given away by next owner</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> + <key>MaterialsEveryoneCopy</key> + <map> + <key>Comment</key> + <string>Everyone can copy the newly created GLTF material</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> + <key>MaterialsShareWithGroup</key> + <map> + <key>Comment</key> + <string>Newly created GLTF materials are shared with the currently active group</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> <key>DefaultUploadPermissionsConverted</key> <map> <key>Comment</key> diff --git a/indra/newview/app_settings/settings_per_account.xml b/indra/newview/app_settings/settings_per_account.xml index 537744b44c..eb3528b9b7 100644 --- a/indra/newview/app_settings/settings_per_account.xml +++ b/indra/newview/app_settings/settings_per_account.xml @@ -370,6 +370,17 @@ <key>Value</key> <string></string> </map> + <key>PBRUploadFolder</key> + <map> + <key>Comment</key> + <string>All pbr uploads will be stored in this directory (UUID)</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>String</string> + <key>Value</key> + <string></string> + </map> <key>TextureUploadFolder</key> <map> <key>Comment</key> diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 02b2daf0ac..f4ec1ec532 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -25,305 +25,11 @@ //class1/deferred/alphaF.glsl -#extension GL_ARB_texture_rectangle : enable -/*[EXTRA_CODE_HERE]*/ - -#define INDEXED 1 -#define NON_INDEXED 2 -#define NON_INDEXED_NO_COLOR 3 - -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform mat3 env_mat; -uniform vec3 sun_dir; -uniform vec3 moon_dir; - -#ifdef USE_DIFFUSE_TEX -uniform sampler2D diffuseMap; -#endif - -VARYING vec3 vary_fragcoord; -VARYING vec3 vary_position; -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_norm; - -#ifdef USE_VERTEX_COLOR -VARYING vec4 vertex_color; //vertex color should be treated as sRGB -#endif - -#ifdef HAS_ALPHA_MASK -uniform float minimum_alpha; -#endif - -uniform mat4 proj_mat; -uniform mat4 inv_proj; -uniform vec2 screen_res; -uniform int sun_up_factor; -uniform vec4 light_position[8]; -uniform vec3 light_direction[8]; -uniform vec4 light_attenuation[8]; -uniform vec3 light_diffuse[8]; - -#ifdef WATER_FOG -vec4 applyWaterFogView(vec3 pos, vec4 color); -#endif - -vec3 srgb_to_linear(vec3 c); -vec3 linear_to_srgb(vec3 c); - -vec2 encode_normal (vec3 n); -vec3 scaleSoftClipFrag(vec3 l); -vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten); - -void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive, bool use_ao); - -#ifdef HAS_SHADOW -float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); -#endif - -float getAmbientClamp(); - -vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, float ambiance) -{ - // SL-14895 inverted attenuation work-around - // This routine is tweaked to match deferred lighting, but previously used an inverted la value. To reconstruct - // that previous value now that the inversion is corrected, we reverse the calculations in LLPipeline::setupHWLights() - // to recover the `adjusted_radius` value previously being sent as la. - float falloff_factor = (12.0 * fa) - 9.0; - float inverted_la = falloff_factor / la; - // Yes, it makes me want to cry as well. DJH - - vec3 col = vec3(0); - - //get light vector - vec3 lv = lp.xyz-v; - - //get distance - float dist = length(lv); - float da = 1.0; - /*if (dist > inverted_la) - { - return col; - } - - clip to projector bounds - vec4 proj_tc = proj_mat * lp; - - if (proj_tc.z < 0 - || proj_tc.z > 1 - || proj_tc.x < 0 - || proj_tc.x > 1 - || proj_tc.y < 0 - || proj_tc.y > 1) - { - return col; - }*/ - - if (dist > 0.0 && inverted_la > 0.0) - { - dist /= inverted_la; - - //normalize light vector - lv = normalize(lv); - - //distance attenuation - float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); - dist_atten *= dist_atten; - dist_atten *= 2.0f; - - if (dist_atten <= 0.0) - { - return col; - } - - // spotlight coefficient. - float spot = max(dot(-ln, lv), is_pointlight); - da *= spot*spot; // GL_SPOT_EXPONENT=2 - - //angular attenuation - da *= dot(n, lv); - da = max(0.0, da); - - float lit = 0.0f; - - float amb_da = 0.0;//ambiance; - if (da > 0) - { - lit = max(da * dist_atten,0.0); - col = lit * light_col * diffuse; - amb_da += (da*0.5+0.5) * ambiance; - } - amb_da += (da*da*0.5 + 0.5) * ambiance; - amb_da *= dist_atten; - amb_da = min(amb_da, 1.0f - lit); - - // SL-10969 ... need to work out why this blows out in many setups... - //col.rgb += amb_da * light_col * diffuse; - - // no spec for alpha shader... - } - col = max(col, vec3(0)); - return col; -} - -void main() +void main() { - vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; - frag *= screen_res; - - vec4 pos = vec4(vary_position, 1.0); - vec3 norm = vary_norm; - - float shadow = 1.0f; - -#ifdef HAS_SHADOW - shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, frag); -#endif - -#ifdef USE_DIFFUSE_TEX - vec4 diffuse_tap = texture2D(diffuseMap,vary_texcoord0.xy); -#endif - -#ifdef USE_INDEXED_TEX - vec4 diffuse_tap = diffuseLookup(vary_texcoord0.xy); -#endif - - vec4 diffuse_srgb = diffuse_tap; - -#ifdef FOR_IMPOSTOR - vec4 color; - color.rgb = diffuse_srgb.rgb; - color.a = 1.0; - - float final_alpha = diffuse_srgb.a * vertex_color.a; - diffuse_srgb.rgb *= vertex_color.rgb; - - // Insure we don't pollute depth with invis pixels in impostor rendering - // - if (final_alpha < minimum_alpha) - { - discard; - } - - color.rgb = diffuse_srgb.rgb; - color.a = final_alpha; - -#else // FOR_IMPOSTOR - - vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a); - - vec3 light_dir = (sun_up_factor == 1) ? sun_dir: moon_dir; - - float final_alpha = diffuse_linear.a; - -#ifdef USE_VERTEX_COLOR - final_alpha *= vertex_color.a; - - if (final_alpha < minimum_alpha) - { // TODO: figure out how to get invisible faces out of - // render batches without breaking glow - discard; - } - - diffuse_srgb.rgb *= vertex_color.rgb; - diffuse_linear.rgb = srgb_to_linear(diffuse_srgb.rgb); -#endif // USE_VERTEX_COLOR - - vec3 sunlit; - vec3 amblit; - vec3 additive; - vec3 atten; - - calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false); - - vec2 abnormal = encode_normal(norm.xyz); - - float da = dot(norm.xyz, light_dir.xyz); - da = clamp(da, -1.0, 1.0); - da = pow(da, 1.0/1.3); - - float final_da = da; - final_da = clamp(final_da, 0.0f, 1.0f); - - vec4 color = vec4(0.0); - - color.a = final_alpha; - - float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); - ambient *= 0.5; - ambient *= ambient; - ambient = (1.0 - ambient); - - vec3 sun_contrib = min(final_da, shadow) * sunlit; - -#if !defined(AMBIENT_KILL) - color.rgb = amblit; - color.rgb *= ambient; -#endif // !defined(AMBIENT_KILL) - -vec3 post_ambient = color.rgb; - -#if !defined(SUNLIGHT_KILL) - color.rgb += sun_contrib; -#endif // !defined(SUNLIGHT_KILL) - -vec3 post_sunlight = color.rgb; - - color.rgb *= diffuse_srgb.rgb; - -vec3 post_diffuse = color.rgb; - - color.rgb = atmosFragLighting(color.rgb, additive, atten); - -vec3 post_atmo = color.rgb; - - vec4 light = vec4(0,0,0,0); - - color.rgb = scaleSoftClipFrag(color.rgb); - - //convert to linear before applying local lights - color.rgb = srgb_to_linear(color.rgb); - - #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diffuse_linear.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w); - - LIGHT_LOOP(1) - LIGHT_LOOP(2) - LIGHT_LOOP(3) - LIGHT_LOOP(4) - LIGHT_LOOP(5) - LIGHT_LOOP(6) - LIGHT_LOOP(7) - - // sum local light contrib in linear colorspace -#if !defined(LOCAL_LIGHT_KILL) - color.rgb += light.rgb; -#endif // !defined(LOCAL_LIGHT_KILL) - // back to sRGB as we're going directly to the final RT post-deferred gamma correction - color.rgb = linear_to_srgb(color.rgb); - -//color.rgb = amblit; -//color.rgb = vec3(ambient); -//color.rgb = sunlit; -//color.rgb = vec3(final_da); -//color.rgb = post_ambient; -//color.rgb = post_sunlight; -//color.rgb = sun_contrib; -//color.rgb = diffuse_srgb.rgb; -//color.rgb = post_diffuse; -//color.rgb = post_atmo; - -#ifdef WATER_FOG - color = applyWaterFogView(pos.xyz, color); -#endif // WATER_FOG - -#endif // #else // FOR_IMPOSTOR - - frag_color = color; + frag_color = vec4(1,0,1,0.5); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl index c64b6ba240..c2372fcbc0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl @@ -58,7 +58,7 @@ void main() frag_color = vec4(1,1,1,1); -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); #endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowF.glsl index b54c580ce9..d0a049d372 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowF.glsl @@ -35,7 +35,7 @@ uniform sampler2D diffuseMap; VARYING float pos_w; VARYING float target_pos_x; -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) VARYING vec4 post_pos; #endif @@ -61,7 +61,7 @@ void main() frag_color = vec4(1,1,1,1); -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowV.glsl index 31b93dc36a..a7bf4d7780 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowV.glsl @@ -1,5 +1,5 @@ /** - * @file attachmentShadowV.glsl + * @file attachmentAlphaShadowV.glsl * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2007, Linden Research, Inc. @@ -35,7 +35,7 @@ ATTRIBUTE vec2 texcoord0; mat4 getObjectSkinnedTransform(); void passTextureIndex(); -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) VARYING vec4 post_pos; #endif VARYING vec2 vary_texcoord0; @@ -61,7 +61,7 @@ void main() vertex_color = diffuse_color; -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) p.z = max(p.z, -p.w+0.01); post_pos = p; gl_Position = p; diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl index b8ce54bcb1..f231213ac8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl @@ -1,5 +1,5 @@ /** - * @file treeShadowF.glsl + * @file avatarAlphaMaskShadowF.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code @@ -32,7 +32,7 @@ out vec4 frag_color; uniform float minimum_alpha; uniform sampler2D diffuseMap; -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) VARYING vec4 post_pos; #endif @@ -59,7 +59,7 @@ void main() frag_color = vec4(1,1,1,1); -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); #endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl index 1b16e4eb09..0e66c722b6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl @@ -33,7 +33,7 @@ uniform float minimum_alpha; uniform sampler2D diffuseMap; -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) VARYING vec4 post_pos; #endif @@ -61,7 +61,7 @@ void main() frag_color = vec4(1,1,1,1); -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl index 1c5b142ebd..40ac7b1f95 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl @@ -1,5 +1,5 @@ /** - * @file avatarShadowV.glsl + * @file avatarAlphaShadowV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code @@ -34,7 +34,7 @@ ATTRIBUTE vec3 position; ATTRIBUTE vec3 normal; ATTRIBUTE vec2 texcoord0; -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) VARYING vec4 post_pos; #endif VARYING float pos_w; @@ -66,7 +66,7 @@ void main() vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) post_pos = pos; gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl index 60d83cc623..22b3bd1463 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl @@ -52,6 +52,6 @@ void main() frag_data[0] = vec4(diff.rgb, 0.0); frag_data[1] = vec4(0,0,0,0); vec3 nvn = normalize(vary_normal); - frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, 0.0); + frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index 596d0274af..fa3634f3b6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -69,36 +69,47 @@ void main() tc_mod *= 2.0; tc += ( (tc_mod - 0.5) * kern[1].z * dlt * 0.5 ); - for (int i = 1; i < 4; i++) + // TODO: move this to kern instead of building kernel per pixel + vec3 k[7]; + k[0] = kern[0]; + k[2] = kern[1]; + k[4] = kern[2]; + k[6] = kern[3]; + + k[1] = (k[0]+k[2])*0.5f; + k[3] = (k[2]+k[4])*0.5f; + k[5] = (k[4]+k[6])*0.5f; + + for (int i = 1; i < 7; i++) { - vec2 samptc = tc + kern[i].z*dlt; + vec2 samptc = tc + k[i].z*dlt*2.0; vec3 samppos = getPosition(samptc).xyz; float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane if (d*d <= pointplanedist_tolerance_pow2) { - col += texture2DRect(lightMap, samptc)*kern[i].xyxx; - defined_weight += kern[i].xy; + col += texture2DRect(lightMap, samptc)*k[i].xyxx; + defined_weight += k[i].xy; } } - for (int i = 1; i < 4; i++) + for (int i = 1; i < 7; i++) { - vec2 samptc = tc - kern[i].z*dlt; + vec2 samptc = tc - k[i].z*dlt*2.0; vec3 samppos = getPosition(samptc).xyz; float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane if (d*d <= pointplanedist_tolerance_pow2) { - col += texture2DRect(lightMap, samptc)*kern[i].xyxx; - defined_weight += kern[i].xy; + col += texture2DRect(lightMap, samptc)*k[i].xyxx; + defined_weight += k[i].xy; } } col /= defined_weight.xyxx; - col.y *= col.y; + //col.y *= max(col.y, 0.75); frag_color = col; diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl index b5677a07ee..749ec3a6ac 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl @@ -64,5 +64,5 @@ void main() frag_data[1] = vertex_color.aaaa; // spec //frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested vec3 nvn = normalize(tnorm); - frag_data[2] = vec4(encode_normal(nvn), vertex_color.a, 0.0); + frag_data[2] = vec4(encode_normal(nvn), vertex_color.a, GBUFFER_FLAG_HAS_ATMOS); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl deleted file mode 100644 index 0157d166e0..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl +++ /dev/null @@ -1,127 +0,0 @@ -/** - * @file class3/deferred/cloudsF.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D diffuseMap; - -VARYING vec4 pos; -VARYING float target_pos_x; -VARYING float vary_CloudDensity; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec2 vary_texcoord3; - -uniform sampler2D cloud_noise_texture; -uniform sampler2D cloud_noise_texture_next; -uniform float blend_factor; -uniform vec4 cloud_pos_density1; -uniform vec4 cloud_pos_density2; -uniform vec4 sunlight_color; -uniform vec4 cloud_color; -uniform float cloud_shadow; -uniform float cloud_scale; -uniform float cloud_variance; -uniform vec3 camPosLocal; -uniform vec3 sun_dir; -uniform float sun_size; -uniform float far_z; - -#if !defined(DEPTH_CLAMP) -VARYING vec4 post_pos; -#endif - -vec4 cloudNoise(vec2 uv) -{ - vec4 a = texture2D(cloud_noise_texture, uv); - vec4 b = texture2D(cloud_noise_texture_next, uv); - vec4 cloud_noise_sample = mix(a, b, blend_factor); - return normalize(cloud_noise_sample); -} - -void main() -{ - // Set variables - vec2 uv1 = vary_texcoord0.xy; - vec2 uv2 = vary_texcoord1.xy; - vec2 uv3 = vary_texcoord2.xy; - float cloudDensity = 2.0 * (cloud_shadow - 0.25); - - if (cloud_scale >= 0.0001) - { - vec2 uv4 = vary_texcoord3.xy; - - vec2 disturbance = vec2(cloudNoise(uv1 / 8.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); - vec2 disturbance2 = vec2(cloudNoise((uv1 + uv3) / 4.0f).x, cloudNoise((uv4 + uv2) / 8.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); - - // Offset texture coords - uv1 += cloud_pos_density1.xy + (disturbance * 0.2); //large texture, visible density - uv2 += cloud_pos_density1.xy; //large texture, self shadow - uv3 += cloud_pos_density2.xy; //small texture, visible density - uv4 += cloud_pos_density2.xy; //small texture, self shadow - - float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y) * 4.0); - - cloudDensity *= 1.0 - (density_variance * density_variance); - - // Compute alpha1, the main cloud opacity - float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z; - alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10 * cloud_pos_density1.z, 1.); - - // And smooth - alpha1 = 1. - alpha1 * alpha1; - alpha1 = 1. - alpha1 * alpha1; - - if (alpha1 < 0.001f) - { - discard; - } - - // Compute alpha2, for self shadowing effect - // (1 - alpha2) will later be used as percentage of incoming sunlight - float alpha2 = (cloudNoise(uv2).x - 0.5); - alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.); - - // And smooth - alpha2 = 1. - alpha2; - alpha2 = 1. - alpha2 * alpha2; - - frag_color = vec4(alpha1, alpha1, alpha1, 1); - } - else - { - frag_color = vec4(1); - } - -#if !defined(DEPTH_CLAMP) - gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); -#endif - -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudShadowV.glsl deleted file mode 100644 index effb070f93..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowV.glsl +++ /dev/null @@ -1,63 +0,0 @@ -/** - * @file cloudShadowV.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2011, 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 - * $/LicenseInfo$ - */ - -uniform mat4 texture_matrix0; -uniform mat4 modelview_projection_matrix; -uniform float shadow_target_width; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; - -#if !defined(DEPTH_CLAMP) -VARYING float pos_zd2; -#endif - -VARYING vec4 pos; -VARYING float target_pos_x; -VARYING vec2 vary_texcoord0; -VARYING vec4 vertex_color; - -void passTextureIndex(); - -void main() -{ - //transform vertex - vec4 pre_pos = vec4(position.xyz, 1.0); - pos = modelview_projection_matrix * pre_pos; - target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; - -#if !defined(DEPTH_CLAMP) - pos_zd2 = pos.z * 0.5; - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -#else - gl_Position = pos; -#endif - - passTextureIndex(); - - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - vertex_color = diffuse_color; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl index ae1ac5de7f..788ce4a47b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl @@ -34,15 +34,15 @@ out vec4 frag_data[3]; // The fragment shader for the sky ///////////////////////////////////////////////////////////////////////// -VARYING vec4 vary_CloudColorSun; -VARYING vec4 vary_CloudColorAmbient; +VARYING vec3 vary_CloudColorSun; +VARYING vec3 vary_CloudColorAmbient; VARYING float vary_CloudDensity; uniform sampler2D cloud_noise_texture; uniform sampler2D cloud_noise_texture_next; uniform float blend_factor; -uniform vec4 cloud_pos_density1; -uniform vec4 cloud_pos_density2; +uniform vec3 cloud_pos_density1; +uniform vec3 cloud_pos_density2; uniform float cloud_scale; uniform float cloud_variance; @@ -69,8 +69,8 @@ void main() vec2 uv1 = vary_texcoord0.xy; vec2 uv2 = vary_texcoord1.xy; - vec4 cloudColorSun = vary_CloudColorSun; - vec4 cloudColorAmbient = vary_CloudColorAmbient; + vec3 cloudColorSun = vary_CloudColorSun; + vec3 cloudColorAmbient = vary_CloudColorAmbient; float cloudDensity = vary_CloudDensity; vec2 uv3 = vary_texcoord2.xy; vec2 uv4 = vary_texcoord3.xy; @@ -115,7 +115,7 @@ void main() alpha2 = 1. - alpha2 * alpha2; // Combine - vec4 color; + vec3 color; color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient); color.rgb= max(vec3(0), color.rgb); color.rgb *= 2.0; @@ -124,7 +124,7 @@ void main() /// Gamma correct for WL (soft clip effect). frag_data[0] = vec4(color.rgb, alpha1); frag_data[1] = vec4(0.0,0.0,0.0,0.0); - frag_data[2] = vec4(0,0,0,1); + frag_data[2] = vec4(0,0,0,GBUFFER_FLAG_SKIP_ATMOS); gl_FragDepth = 0.99995f; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl index 8e0a001403..5ca210863e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl @@ -33,8 +33,8 @@ ATTRIBUTE vec2 texcoord0; /////////////////////////////////////////////////////////////////////////////// // Output parameters -VARYING vec4 vary_CloudColorSun; -VARYING vec4 vary_CloudColorAmbient; +VARYING vec3 vary_CloudColorSun; +VARYING vec3 vary_CloudColorAmbient; VARYING float vary_CloudDensity; VARYING vec2 vary_texcoord0; @@ -46,13 +46,13 @@ VARYING float altitude_blend_factor; // Inputs uniform vec3 camPosLocal; -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 moonlight_color; +uniform vec3 lightnorm; +uniform vec3 sunlight_color; +uniform vec3 moonlight_color; uniform int sun_up_factor; -uniform vec4 ambient_color; -uniform vec4 blue_horizon; -uniform vec4 blue_density; +uniform vec3 ambient_color; +uniform vec3 blue_horizon; +uniform vec3 blue_density; uniform float haze_horizon; uniform float haze_density; @@ -60,10 +60,10 @@ uniform float cloud_shadow; uniform float density_multiplier; uniform float max_y; -uniform vec4 glow; +uniform vec3 glow; uniform float sun_moon_glow_factor; -uniform vec4 cloud_color; +uniform vec3 cloud_color; uniform float cloud_scale; @@ -114,17 +114,17 @@ void main() float rel_pos_len = length(rel_pos); // Initialize temp variables - vec4 sunlight = sunlight_color; - vec4 light_atten; + vec3 sunlight = sunlight_color; + vec3 light_atten; // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes - light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); + light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y); // Calculate relative weights - vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); - vec4 blue_weight = blue_density / combined_haze; - vec4 haze_weight = haze_density / combined_haze; + vec3 combined_haze = abs(blue_density) + vec3(abs(haze_density)); + vec3 blue_weight = blue_density / combined_haze; + vec3 haze_weight = haze_density / combined_haze; // Compute sunlight from rel_pos & lightnorm (for long rays like sky) float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y); @@ -155,14 +155,14 @@ void main() haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25); // Increase ambient when there are more clouds - vec4 tmpAmbient = ambient_color; + vec3 tmpAmbient = ambient_color; tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; // Dim sunlight by cloud shadow percentage sunlight *= (1. - cloud_shadow); // Haze color below cloud - vec4 additiveColorBelowCloud = + vec3 additiveColorBelowCloud = (blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient)); // CLOUDS @@ -178,7 +178,7 @@ void main() combined_haze = sqrt(combined_haze); // less atmos opacity (more transparency) below clouds vary_CloudColorSun *= combined_haze; vary_CloudColorAmbient *= combined_haze; - vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze); + vec3 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze); // Make a nice cloud density based on the cloud_shadow value that was passed in. vary_CloudDensity = 2. * (cloud_shadow - 0.25); diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index e27bbce094..1a96ee0736 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -23,12 +23,118 @@ * $/LicenseInfo$ */ + +/* Parts of this file are taken from Sascha Willem's Vulkan GLTF refernce implementation +MIT License + +Copyright (c) 2018 Sascha Willems + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +*/ + uniform sampler2DRect normalMap; uniform sampler2DRect depthMap; +uniform sampler2D projectionMap; // rgba +uniform sampler2D brdfLut; + +// projected lighted params +uniform mat4 proj_mat; //screen space to light space projector +uniform vec3 proj_n; // projector normal +uniform vec3 proj_p; //plane projection is emitting from (in screen space) +uniform float proj_focus; // distance from plane to begin blurring +uniform float proj_lod ; // (number of mips in proj map) +uniform float proj_range; // range between near clip and far clip plane of projection +uniform float proj_ambiance; + +// light params +uniform vec3 color; // light_color +uniform float size; // light_size uniform mat4 inv_proj; uniform vec2 screen_res; +const float M_PI = 3.14159265; +const float ONE_OVER_PI = 0.3183098861; + +vec3 srgb_to_linear(vec3 cs); +vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten); +vec3 scaleSoftClipFragLinear(vec3 light); + +float calcLegacyDistanceAttenuation(float distance, float falloff) +{ + float dist_atten = 1.0 - clamp((distance + falloff)/(1.0 + falloff), 0.0, 1.0); + dist_atten *= dist_atten; + + // Tweak falloff slightly to match pre-EEP attenuation + // NOTE: this magic number also shows up in a great many other places, search for dist_atten *= to audit + dist_atten *= 2.0; + return dist_atten; +} + +// In: +// lv unnormalized surface to light vector +// n normal of the surface +// pos unnormalized camera to surface vector +// Out: +// l normalized surace to light vector +// nl diffuse angle +// nh specular angle +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) +{ + l = normalize(lv); + h = normalize(l + v); + nh = clamp(dot(n, h), 0.0, 1.0); + nl = clamp(dot(n, l), 0.0, 1.0); + nv = clamp(dot(n, v), 0.0, 1.0); + vh = clamp(dot(v, h), 0.0, 1.0); + + lightDist = length(lv); +} + +// In: +// light_center +// pos +// Out: +// dist +// l_dist +// lv +// proj_tc Projector Textue Coordinates +bool clipProjectedLightVars(vec3 light_center, vec3 pos, out float dist, out float l_dist, out vec3 lv, out vec4 proj_tc ) +{ + lv = light_center - pos.xyz; + dist = length(lv); + bool clipped = (dist >= size); + if ( !clipped ) + { + dist /= size; + + l_dist = -dot(lv, proj_n); + vec4 projected_point = (proj_mat * vec4(pos.xyz, 1.0)); + clipped = (projected_point.z < 0.0); + projected_point.xyz /= projected_point.w; + proj_tc = projected_point; + } + + return clipped; +} + vec2 getScreenCoordinate(vec2 screenpos) { vec2 sc = screenpos.xy * 2.0; @@ -39,6 +145,8 @@ vec2 getScreenCoordinate(vec2 screenpos) return sc - vec2(1.0, 1.0); } +// See: https://aras-p.info/texts/CompactNormalStorage.html +// Method #4: Spheremap Transform, Lambert Azimuthal Equal-Area projection vec3 getNorm(vec2 screenpos) { vec2 enc = texture2DRect(normalMap, screenpos.xy).xy; @@ -51,12 +159,155 @@ vec3 getNorm(vec2 screenpos) return n; } +vec3 getNormalFromPacked(vec4 packedNormalEnvIntensityFlags) +{ + vec2 enc = packedNormalEnvIntensityFlags.xy; + vec2 fenc = enc*4-2; + float f = dot(fenc,fenc); + float g = sqrt(1-f/4); + vec3 n; + n.xy = fenc*g; + n.z = 1-f/2; + return normalize(n); // TODO: Is this normalize redundant? +} + +// return packedNormalEnvIntensityFlags since GBUFFER_FLAG_HAS_PBR needs .w +// See: C++: addDeferredAttachments(), GLSL: softenLightF +vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity) +{ + vec4 packedNormalEnvIntensityFlags = texture2DRect(normalMap, screenpos.xy); + n = getNormalFromPacked( packedNormalEnvIntensityFlags ); + envIntensity = packedNormalEnvIntensityFlags.z; + return packedNormalEnvIntensityFlags; +} + +// get linear depth value given a depth buffer sample d and znear and zfar values +float linearDepth(float d, float znear, float zfar) +{ + d = d * 2.0 - 1.0; + return znear * 2.0 * zfar / (zfar + znear - d * (zfar - znear)); +} + float getDepth(vec2 pos_screen) { float depth = texture2DRect(depthMap, pos_screen).r; return depth; } +vec4 getTexture2DLodAmbient(vec2 tc, float lod) +{ +#ifndef FXAA_GLSL_120 + vec4 ret = textureLod(projectionMap, tc, lod); +#else + vec4 ret = texture2D(projectionMap, tc); +#endif + ret.rgb = srgb_to_linear(ret.rgb); + + vec2 dist = tc-vec2(0.5); + float d = dot(dist,dist); + ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0); + + return ret; +} + +vec4 getTexture2DLodDiffuse(vec2 tc, float lod) +{ +#ifndef FXAA_GLSL_120 + vec4 ret = textureLod(projectionMap, tc, lod); +#else + vec4 ret = texture2D(projectionMap, tc); +#endif + ret.rgb = srgb_to_linear(ret.rgb); + + vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); + float det = min(lod/(proj_lod*0.5), 1.0); + float d = min(dist.x, dist.y); + float edge = 0.25*det; + ret *= clamp(d/edge, 0.0, 1.0); + + return ret; +} + +// lit This is set by the caller: if (nl > 0.0) { lit = attenuation * nl * noise; } +// Uses: +// color Projected spotlight color +vec3 getProjectedLightAmbiance(float amb_da, float attenuation, float lit, float nl, float noise, vec2 projected_uv) +{ + vec4 amb_plcol = getTexture2DLodAmbient(projected_uv, proj_lod); + vec3 amb_rgb = amb_plcol.rgb * amb_plcol.a; + + amb_da += proj_ambiance; + amb_da += (nl*nl*0.5+0.5) * proj_ambiance; + amb_da *= attenuation * noise; + amb_da = min(amb_da, 1.0-lit); + + return (amb_da * color.rgb * amb_rgb); +} + +// Returns projected light in Linear +// Uses global spotlight color: +// color +// NOTE: projected.a will be pre-multiplied with projected.rgb +vec3 getProjectedLightDiffuseColor(float light_distance, vec2 projected_uv) +{ + float diff = clamp((light_distance - proj_focus)/proj_range, 0.0, 1.0); + float lod = diff * proj_lod; + vec4 plcol = getTexture2DLodDiffuse(projected_uv.xy, lod); + + return color.rgb * plcol.rgb * plcol.a; +} + +vec4 texture2DLodSpecular(vec2 tc, float lod) +{ +#ifndef FXAA_GLSL_120 + vec4 ret = textureLod(projectionMap, tc, lod); +#else + vec4 ret = texture2D(projectionMap, tc); +#endif + ret.rgb = srgb_to_linear(ret.rgb); + + vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); + float det = min(lod/(proj_lod*0.5), 1.0); + float d = min(dist.x, dist.y); + d *= min(1, d * (proj_lod - lod)); // BUG? extra factor compared to diffuse causes N repeats + float edge = 0.25*det; + ret *= clamp(d/edge, 0.0, 1.0); + + return ret; +} + +// See: clipProjectedLightVars() +vec3 getProjectedLightSpecularColor(vec3 pos, vec3 n ) +{ + vec3 slit = vec3(0); + vec3 ref = reflect(normalize(pos), n); + + //project from point pos in direction ref to plane proj_p, proj_n + vec3 pdelta = proj_p-pos; + float l_dist = length(pdelta); + float ds = dot(ref, proj_n); + if (ds < 0.0) + { + vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; + vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); + if (stc.z > 0.0) + { + stc /= stc.w; + slit = getProjectedLightDiffuseColor( l_dist, stc.xy ); // NOTE: Using diffuse due to texture2DLodSpecular() has extra: d *= min(1, d * (proj_lod - lod)); + } + } + return slit; // specular light +} + +vec3 getProjectedLightSpecularColor(float light_distance, vec2 projected_uv) +{ + float diff = clamp((light_distance - proj_focus)/proj_range, 0.0, 1.0); + float lod = diff * proj_lod; + vec4 plcol = getTexture2DLodDiffuse(projected_uv.xy, lod); // NOTE: Using diffuse due to texture2DLodSpecular() has extra: d *= min(1, d * (proj_lod - lod)); + + return color.rgb * plcol.rgb * plcol.a; +} + vec4 getPosition(vec2 pos_screen) { float depth = getDepth(pos_screen); @@ -68,12 +319,241 @@ vec4 getPosition(vec2 pos_screen) return pos; } +// get position given a normalized device coordinate +vec3 getPositionWithNDC(vec3 ndc) +{ + vec4 pos = inv_proj * vec4(ndc, 1.0); + return pos.xyz / pos.w; +} + vec4 getPositionWithDepth(vec2 pos_screen, float depth) { vec2 sc = getScreenCoordinate(pos_screen); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; + vec3 ndc = vec3(sc.x, sc.y, 2.0*depth-1.0); + return vec4(getPositionWithNDC(ndc), 1.0); +} + + +vec2 getScreenXY(vec4 clip) +{ + vec4 ndc = clip; + ndc.xyz /= clip.w; + vec2 screen = vec2( ndc.xy * 0.5 ); + screen += 0.5; + screen *= screen_res; + return screen; +} + +// Color utils + +vec3 colorize_dot(float x) +{ + if (x > 0.0) return vec3( 0, x, 0 ); + if (x < 0.0) return vec3(-x, 0, 0 ); + return vec3( 0, 0, 1 ); +} + +vec3 hue_to_rgb(float hue) +{ + if (hue > 1.0) return vec3(0.5); + vec3 rgb = abs(hue * 6. - vec3(3, 2, 4)) * vec3(1, -1, -1) + vec3(-1, 2, 2); + return clamp(rgb, 0.0, 1.0); } + +// PBR Utils + +vec2 BRDF(float NoV, float roughness) +{ + return texture(brdfLut, vec2(NoV, roughness)).rg; +} + +// set colorDiffuse and colorSpec to the results of GLTF PBR style IBL +vec3 pbrIbl(vec3 diffuseColor, + vec3 specularColor, + vec3 radiance, // radiance map sample + vec3 irradiance, // irradiance map sample + float ao, // ambient occlusion factor + float nv, // normal dot view vector + float perceptualRough) +{ + // retrieve a scale and bias to F0. See [1], Figure 3 + vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0-perceptualRough); + vec3 diffuseLight = irradiance; + vec3 specularLight = radiance; + + vec3 diffuse = diffuseLight * diffuseColor; + vec3 specular = specularLight * (specularColor * brdf.x + brdf.y); + + return (diffuse + specular*0.5) * ao; //reduce by half to place in appropriate color space for atmospherics +} + +// Encapsulate the various inputs used by the various functions in the shading equation +// We store values in this struct to simplify the integration of alternative implementations +// of the shading terms, outlined in the Readme.MD Appendix. +struct PBRInfo +{ + float NdotL; // cos angle between normal and light direction + float NdotV; // cos angle between normal and view direction + float NdotH; // cos angle between normal and half vector + float LdotH; // cos angle between light direction and half vector + float VdotH; // cos angle between view direction and half vector + float perceptualRoughness; // roughness value, as authored by the model creator (input to shader) + float metalness; // metallic value at the surface + vec3 reflectance0; // full reflectance color (normal incidence angle) + vec3 reflectance90; // reflectance color at grazing angle + float alphaRoughness; // roughness mapped to a more linear change in the roughness (proposed by [2]) + vec3 diffuseColor; // color contribution from diffuse lighting + vec3 specularColor; // color contribution from specular lighting +}; + +// Basic Lambertian diffuse +// Implementation from Lambert's Photometria https://archive.org/details/lambertsphotome00lambgoog +// See also [1], Equation 1 +vec3 diffuse(PBRInfo pbrInputs) +{ + return pbrInputs.diffuseColor / M_PI; +} + +// The following equation models the Fresnel reflectance term of the spec equation (aka F()) +// Implementation of fresnel from [4], Equation 15 +vec3 specularReflection(PBRInfo pbrInputs) +{ + return pbrInputs.reflectance0 + (pbrInputs.reflectance90 - pbrInputs.reflectance0) * pow(clamp(1.0 - pbrInputs.VdotH, 0.0, 1.0), 5.0); +} + +// This calculates the specular geometric attenuation (aka G()), +// where rougher material will reflect less light back to the viewer. +// This implementation is based on [1] Equation 4, and we adopt their modifications to +// alphaRoughness as input as originally proposed in [2]. +float geometricOcclusion(PBRInfo pbrInputs) +{ + float NdotL = pbrInputs.NdotL; + float NdotV = pbrInputs.NdotV; + float r = pbrInputs.alphaRoughness; + + float attenuationL = 2.0 * NdotL / (NdotL + sqrt(r * r + (1.0 - r * r) * (NdotL * NdotL))); + float attenuationV = 2.0 * NdotV / (NdotV + sqrt(r * r + (1.0 - r * r) * (NdotV * NdotV))); + return attenuationL * attenuationV; +} + +// The following equation(s) model the distribution of microfacet normals across the area being drawn (aka D()) +// Implementation from "Average Irregularity Representation of a Roughened Surface for Ray Reflection" by T. S. Trowbridge, and K. P. Reitz +// Follows the distribution function recommended in the SIGGRAPH 2013 course notes from EPIC Games [1], Equation 3. +float microfacetDistribution(PBRInfo pbrInputs) +{ + float roughnessSq = pbrInputs.alphaRoughness * pbrInputs.alphaRoughness; + float f = (pbrInputs.NdotH * roughnessSq - pbrInputs.NdotH) * pbrInputs.NdotH + 1.0; + return roughnessSq / (M_PI * f * f); +} + +vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, + float perceptualRoughness, + float metallic, + vec3 n, // normal + vec3 v, // surface point to camera + vec3 l) //surface point to light +{ + // make sure specular highlights from punctual lights don't fall off of polished surfaces + perceptualRoughness = max(perceptualRoughness, 8.0/255.0); + + float alphaRoughness = perceptualRoughness * perceptualRoughness; + + // Compute reflectance. + float reflectance = max(max(specularColor.r, specularColor.g), specularColor.b); + + // For typical incident reflectance range (between 4% to 100%) set the grazing reflectance to 100% for typical fresnel effect. + // For very low reflectance range on highly diffuse objects (below 4%), incrementally reduce grazing reflecance to 0%. + float reflectance90 = clamp(reflectance * 25.0, 0.0, 1.0); + vec3 specularEnvironmentR0 = specularColor.rgb; + vec3 specularEnvironmentR90 = vec3(1.0, 1.0, 1.0) * reflectance90; + + vec3 h = normalize(l+v); // Half vector between both l and v + vec3 reflection = -normalize(reflect(v, n)); + reflection.y *= -1.0f; + + float NdotL = clamp(dot(n, l), 0.001, 1.0); + float NdotV = clamp(abs(dot(n, v)), 0.001, 1.0); + float NdotH = clamp(dot(n, h), 0.0, 1.0); + float LdotH = clamp(dot(l, h), 0.0, 1.0); + float VdotH = clamp(dot(v, h), 0.0, 1.0); + + PBRInfo pbrInputs = PBRInfo( + NdotL, + NdotV, + NdotH, + LdotH, + VdotH, + perceptualRoughness, + metallic, + specularEnvironmentR0, + specularEnvironmentR90, + alphaRoughness, + diffuseColor, + specularColor + ); + + // Calculate the shading terms for the microfacet specular shading model + vec3 F = specularReflection(pbrInputs); + float G = geometricOcclusion(pbrInputs); + float D = microfacetDistribution(pbrInputs); + + const vec3 u_LightColor = vec3(1.0); + + // Calculation of analytical lighting contribution + vec3 diffuseContrib = (1.0 - F) * diffuse(pbrInputs); + vec3 specContrib = F * G * D / (4.0 * NdotL * NdotV); + // Obtain final intensity as reflectance (BRDF) scaled by the energy of the light (cosine law) + vec3 color = NdotL * u_LightColor * (diffuseContrib + specContrib); + + return color; +} + +void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor) +{ + vec3 f0 = vec3(0.04); + diffuseColor = baseColor*(vec3(1.0)-f0); + diffuseColor *= 1.0 - metallic; + specularColor = mix(f0, baseColor, metallic); +} + +vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v, vec3 norm, float perceptualRoughness, vec3 light_dir, vec3 sunlit, float scol, vec3 radiance, vec3 irradiance, vec3 colorEmissive, float ao, vec3 additive, vec3 atten) +{ + vec3 color = vec3(0); + + float NdotV = clamp(abs(dot(norm, v)), 0.001, 1.0); + + color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness); + + color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm, v, normalize(light_dir)) * sunlit * 2.75 * scol; + color += colorEmissive*0.5; + + color = atmosFragLightingLinear(color, additive, atten); + color = scaleSoftClipFragLinear(color); + + return color; +} + +uniform vec4 waterPlane; +uniform float waterSign; + +// discard if given position in eye space is on the wrong side of the waterPlane according to waterSign +void waterClip(vec3 pos) +{ + // TODO: make this less branchy + if (waterSign > 0) + { + if ((dot(pos.xyz, waterPlane.xyz) + waterPlane.w) < -0.1) + { + discard; + } + } + else + { + if ((dot(pos.xyz, waterPlane.xyz) + waterPlane.w) > -0.1) + { + discard; + } + } + +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl index b328ee9483..3bf148502c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl @@ -53,6 +53,6 @@ void main() frag_data[0] = vec4(col.rgb, 0.0); frag_data[1] = vec4(0,0,0,0); // spec vec3 nvn = normalize(vary_normal); - frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, 0.0); + frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl index fc5c86b4d6..e15239b59d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl @@ -52,5 +52,5 @@ void main() frag_data[0] = vec4(col.rgb, 0.0); frag_data[1] = vec4(0,0,0,0); vec3 nvn = normalize(vary_normal); - frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, 0.0); + frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl index 1bb8eb8bd0..b0ff233414 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl @@ -52,6 +52,6 @@ void main() frag_data[0] = vec4(col.rgb, 0.0); frag_data[1] = vec4(0,0,0,0); // spec vec3 nvn = normalize(vary_normal); - frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, 0.0); + frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl index 8319e61242..b2d2e2fa71 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl @@ -46,6 +46,6 @@ void main() frag_data[1] = vertex_color.aaaa; // spec //frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested vec3 nvn = normalize(vary_normal); - frag_data[2] = vec4(encode_normal(nvn.xyz), vertex_color.a, 0.0); + frag_data[2] = vec4(encode_normal(nvn.xyz), vertex_color.a, GBUFFER_FLAG_HAS_ATMOS); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl index ccd1df84f9..b4bc114dd5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl @@ -48,5 +48,5 @@ void main() frag_data[0] = vec4(col, 0.0); frag_data[1] = vec4(spec, vertex_color.a); // spec vec3 nvn = normalize(vary_normal); - frag_data[2] = vec4(encode_normal(nvn.xyz), vertex_color.a, 0.0); + frag_data[2] = vec4(encode_normal(nvn.xyz), vertex_color.a, GBUFFER_FLAG_HAS_ATMOS); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index 57420158ca..33b97aefcb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -82,7 +82,7 @@ void main() color.a = final_alpha; #endif - frag_color.rgb = color.rgb; + frag_color.rgb = srgb_to_linear(color.rgb); frag_color.a = color.a; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl index 9fcee04c32..f693323d45 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl @@ -38,7 +38,7 @@ uniform sampler2D diffuseMap; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; VARYING vec3 vary_texcoord1; -VARYING vec4 vary_position; +VARYING vec3 vary_position; uniform samplerCube environmentMap; @@ -74,7 +74,7 @@ void main() vec3 amblit; vec3 additive; vec3 atten; - vec3 pos = vary_position.xyz/vary_position.w; + vec3 pos = vary_position.xyz; calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false); diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl index 3bd6b693fa..0e461b4004 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl @@ -45,7 +45,7 @@ ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; VARYING vec3 vary_texcoord1; -VARYING vec4 vary_position; +VARYING vec3 vary_position; #ifdef HAS_SKIN mat4 getObjectSkinnedTransform(); @@ -62,17 +62,18 @@ void main() mat4 mat = getObjectSkinnedTransform(); mat = modelview_matrix * mat; vec4 pos = mat * vert; - vary_position = gl_Position = projection_matrix * pos; + gl_Position = projection_matrix * pos; vec3 norm = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz); #else vec4 pos = (modelview_matrix * vert); - vary_position = gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); + gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); vec3 norm = normalize(normal_matrix * normal); #endif - vec3 ref = reflect(pos.xyz, -norm); + vary_position = pos.xyz; vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - vary_texcoord1 = (texture_matrix1 * vec4(ref,1.0)).xyz; + + vary_texcoord1 = norm; calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl b/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl new file mode 100644 index 0000000000..9e6c853015 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl @@ -0,0 +1,141 @@ +/** + * @file class1/deferred/genbrdflut.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2022, 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 + * $/LicenseInfo$ + */ + +/* Taken from Sascha Willem's Vulkan GLTF refernce implementation +MIT License + +Copyright (c) 2018 Sascha Willems + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +*/ + +/*[EXTRA_CODE_HERE]*/ + +VARYING vec2 vary_uv; + +out vec4 outColor; + +#define NUM_SAMPLES 1024u + +const float PI = 3.1415926536; + +// Based omn http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/ +float random(vec2 co) +{ + float a = 12.9898; + float b = 78.233; + float c = 43758.5453; + float dt= dot(co.xy ,vec2(a,b)); + float sn= mod(dt,3.14); + return fract(sin(sn) * c); +} + +vec2 hammersley2d(uint i, uint N) +{ + // Radical inverse based on http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html + uint bits = (i << 16u) | (i >> 16u); + bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); + bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); + bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); + bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); + float rdi = float(bits) * 2.3283064365386963e-10; + return vec2(float(i) /float(N), rdi); +} + +// Based on http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_slides.pdf +vec3 importanceSample_GGX(vec2 Xi, float roughness, vec3 normal) +{ + // Maps a 2D point to a hemisphere with spread based on roughness + float alpha = roughness * roughness; + float phi = 2.0 * PI * Xi.x + random(normal.xz) * 0.1; + float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (alpha*alpha - 1.0) * Xi.y)); + float sinTheta = sqrt(1.0 - cosTheta * cosTheta); + vec3 H = vec3(sinTheta * cos(phi), sinTheta * sin(phi), cosTheta); + + // Tangent space + vec3 up = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0); + vec3 tangentX = normalize(cross(up, normal)); + vec3 tangentY = normalize(cross(normal, tangentX)); + + // Convert to world Space + return normalize(tangentX * H.x + tangentY * H.y + normal * H.z); +} + +// Geometric Shadowing function +float G_SchlicksmithGGX(float dotNL, float dotNV, float roughness) +{ + float k = (roughness * roughness) / 2.0; + float GL = dotNL / (dotNL * (1.0 - k) + k); + float GV = dotNV / (dotNV * (1.0 - k) + k); + return GL * GV; +} + +vec2 BRDF(float NoV, float roughness) +{ + // Normal always points along z-axis for the 2D lookup + const vec3 N = vec3(0.0, 0.0, 1.0); + vec3 V = vec3(sqrt(1.0 - NoV*NoV), 0.0, NoV); + + vec2 LUT = vec2(0.0); + for(uint i = 0u; i < NUM_SAMPLES; i++) { + vec2 Xi = hammersley2d(i, NUM_SAMPLES); + vec3 H = importanceSample_GGX(Xi, roughness, N); + vec3 L = 2.0 * dot(V, H) * H - V; + + float dotNL = max(dot(N, L), 0.0); + float dotNV = max(dot(N, V), 0.0); + float dotVH = max(dot(V, H), 0.0); + float dotNH = max(dot(H, N), 0.0); + + if (dotNL > 0.0) { + float G = G_SchlicksmithGGX(dotNL, dotNV, roughness); + float G_Vis = (G * dotVH) / (dotNH * dotNV); + float Fc = pow(1.0 - dotVH, 5.0); + LUT += vec2((1.0 - Fc) * G_Vis, Fc * G_Vis); + } + } + return LUT / float(NUM_SAMPLES); +} + +void main() +{ + outColor = vec4(BRDF(vary_uv.s, 1.0-vary_uv.t), 0.0, 1.0); +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/genbrdflutV.glsl index bc5eb5181d..682244478b 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/sunLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/genbrdflutV.glsl @@ -1,9 +1,9 @@ /** - * @file sunLightV.glsl + * @file class3\deferred\genbrdflutV.glsl * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. + * Copyright (C) 2022, 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 @@ -27,15 +27,13 @@ uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; -VARYING vec2 vary_fragcoord; - -uniform vec2 screen_res; +VARYING vec2 vary_uv; void main() { //transform vertex vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_Position = pos; - - vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; + vary_uv = position.xy*0.5+0.5; + + gl_Position = vec4(position.xyz, 1.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl index 90566393d2..75f914cb02 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl @@ -38,5 +38,5 @@ void main() { frag_data[0] = color*texture2D(diffuseMap, vary_texcoord0.xy); frag_data[1] = vec4(0.0); - frag_data[2] = vec4(0.0, 1.0, 0.0, 1.0); + frag_data[2] = vec4(0.0, 1.0, 0.0, GBUFFER_FLAG_SKIP_ATMOS); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl index a58cc3d12d..51afda2791 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl @@ -41,6 +41,7 @@ uniform sampler2D specularMap; VARYING vec2 vary_texcoord0; vec3 linear_to_srgb(vec3 c); +vec2 encode_normal (vec3 n); void main() { @@ -56,5 +57,5 @@ void main() frag_data[0] = vec4(col.rgb, 0.0); frag_data[1] = spec; - frag_data[2] = norm; + frag_data[2] = vec4(encode_normal(norm.xyz),0,GBUFFER_FLAG_HAS_ATMOS); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index b26194f278..51a36935f2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -23,432 +23,30 @@ * $/LicenseInfo$ */ + /*[EXTRA_CODE_HERE]*/ //class1/deferred/materialF.glsl -// This shader is used for both writing opaque/masked content to the gbuffer and writing blended content to the framebuffer during the alpha pass. +// Debug stub for non-pbr material -#define DIFFUSE_ALPHA_MODE_NONE 0 #define DIFFUSE_ALPHA_MODE_BLEND 1 -#define DIFFUSE_ALPHA_MODE_MASK 2 -#define DIFFUSE_ALPHA_MODE_EMISSIVE 3 - -uniform float emissive_brightness; // fullbright flag, 1.0 == fullbright, 0.0 otherwise -uniform int sun_up_factor; - -#ifdef WATER_FOG -vec4 applyWaterFogView(vec3 pos, vec4 color); -#endif - -vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); -vec3 scaleSoftClipFrag(vec3 l); - -vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten); -vec3 fullbrightScaleSoftClip(vec3 light); - -void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); - -vec3 srgb_to_linear(vec3 cs); -vec3 linear_to_srgb(vec3 cs); #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) - -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor -#endif - -#ifdef HAS_SUN_SHADOW -float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); -#endif - -uniform samplerCube environmentMap; -uniform sampler2D lightFunc; - -// Inputs -uniform vec4 morphFactor; -uniform vec3 camPosLocal; -uniform mat3 env_mat; - -uniform vec3 sun_dir; -uniform vec3 moon_dir; -VARYING vec2 vary_fragcoord; - -VARYING vec3 vary_position; - -uniform mat4 proj_mat; -uniform mat4 inv_proj; -uniform vec2 screen_res; - -uniform vec4 light_position[8]; -uniform vec3 light_direction[8]; -uniform vec4 light_attenuation[8]; -uniform vec3 light_diffuse[8]; - -float getAmbientClamp(); - -vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance) -{ - // SL-14895 inverted attenuation work-around - // This routine is tweaked to match deferred lighting, but previously used an inverted la value. To reconstruct - // that previous value now that the inversion is corrected, we reverse the calculations in LLPipeline::setupHWLights() - // to recover the `adjusted_radius` value previously being sent as la. - float falloff_factor = (12.0 * fa) - 9.0; - float inverted_la = falloff_factor / la; - // Yes, it makes me want to cry as well. DJH - - vec3 col = vec3(0); - - //get light vector - vec3 lv = lp.xyz - v; - - //get distance - float dist = length(lv); - float da = 1.0; - - dist /= inverted_la; - - if (dist > 0.0 && inverted_la > 0.0) - { - //normalize light vector - lv = normalize(lv); - - //distance attenuation - float dist_atten = clamp(1.0 - (dist - 1.0*(1.0 - fa)) / fa, 0.0, 1.0); - dist_atten *= dist_atten; - dist_atten *= 2.0f; - - if (dist_atten <= 0.0) - { - return col; - } - - // spotlight coefficient. - float spot = max(dot(-ln, lv), is_pointlight); - da *= spot*spot; // GL_SPOT_EXPONENT=2 - - //angular attenuation - da *= dot(n, lv); - - float lit = 0.0f; - - float amb_da = ambiance; - if (da >= 0) - { - lit = max(da * dist_atten, 0.0); - col = lit * light_col * diffuse; - amb_da += (da*0.5 + 0.5) * ambiance; - } - amb_da += (da*da*0.5 + 0.5) * ambiance; - amb_da *= dist_atten; - amb_da = min(amb_da, 1.0f - lit); - - // SL-10969 need to see why these are blown out - //col.rgb += amb_da * light_col * diffuse; - - if (spec.a > 0.0) - { - //vec3 ref = dot(pos+lv, norm); - vec3 h = normalize(lv + npos); - float nh = dot(n, h); - float nv = dot(n, npos); - float vh = dot(npos, h); - float sa = nh; - float fres = pow(1 - dot(h, npos), 5)*0.4 + 0.5; - - float gtdenom = 2 * nh; - float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); - - if (nh > 0.0) - { - float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt / (nh*da); - vec3 speccol = lit*scol*light_col.rgb*spec.rgb; - speccol = clamp(speccol, vec3(0), vec3(1)); - col += speccol; - - float cur_glare = max(speccol.r, speccol.g); - cur_glare = max(cur_glare, speccol.b); - glare = max(glare, speccol.r); - glare += max(cur_glare, 0.0); - } - } - } - - return max(col, vec3(0.0, 0.0, 0.0)); -} - -#else -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif -#endif - -uniform sampler2D diffuseMap; //always in sRGB space - -#ifdef HAS_NORMAL_MAP -uniform sampler2D bumpMap; -#endif - -#ifdef HAS_SPECULAR_MAP -uniform sampler2D specularMap; - -VARYING vec2 vary_texcoord2; -#endif - -uniform float env_intensity; -uniform vec4 specular_color; // specular color RGB and specular exponent (glossiness) in alpha - -#ifdef HAS_ALPHA_MASK -uniform float minimum_alpha; -#endif - -#ifdef HAS_NORMAL_MAP -VARYING vec3 vary_mat0; -VARYING vec3 vary_mat1; -VARYING vec3 vary_mat2; -VARYING vec2 vary_texcoord1; -#else -VARYING vec3 vary_normal; +out vec4 frag_data[4]; #endif -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -vec2 encode_normal(vec3 n); - void main() { - vec2 pos_screen = vary_texcoord0.xy; - - vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy); - diffcol.rgb *= vertex_color.rgb; - -#ifdef HAS_ALPHA_MASK -#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND - if (diffcol.a*vertex_color.a < minimum_alpha) -#else - if (diffcol.a < minimum_alpha) -#endif - { - discard; - } -#endif - #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) - vec3 gamma_diff = diffcol.rgb; - diffcol.rgb = srgb_to_linear(diffcol.rgb); -#endif - -#ifdef HAS_SPECULAR_MAP - vec4 spec = texture2D(specularMap, vary_texcoord2.xy); - spec.rgb *= specular_color.rgb; + frag_color = vec4(1, 0, 0, 0.5); #else - vec4 spec = vec4(specular_color.rgb, 1.0); -#endif - -#ifdef HAS_NORMAL_MAP - vec4 norm = texture2D(bumpMap, vary_texcoord1.xy); - - norm.xyz = norm.xyz * 2 - 1; - - vec3 tnorm = vec3(dot(norm.xyz,vary_mat0), - dot(norm.xyz,vary_mat1), - dot(norm.xyz,vary_mat2)); -#else - vec4 norm = vec4(0,0,0,1.0); - vec3 tnorm = vary_normal; -#endif - - norm.xyz = normalize(tnorm.xyz); - - vec2 abnormal = encode_normal(norm.xyz); - - vec4 final_color = diffcol; - -#if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE) - final_color.a = emissive_brightness; -#else - final_color.a = max(final_color.a, emissive_brightness); -#endif - - vec4 final_specular = spec; - -#ifdef HAS_SPECULAR_MAP - vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity * spec.a, 0.0); - final_specular.a = specular_color.a * norm.a; -#else - vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, 0.0); - final_specular.a = specular_color.a; -#endif - -#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) - - //forward rendering, output just lit sRGBA - vec3 pos = vary_position; - - float shadow = 1.0f; - -#ifdef HAS_SUN_SHADOW - shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen); -#endif - - spec = final_specular; - vec4 diffuse = final_color; - float envIntensity = final_normal.z; - - vec3 color = vec3(0,0,0); - - vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; - - float bloom = 0.0; - vec3 sunlit; - vec3 amblit; - vec3 additive; - vec3 atten; - - calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false); - - // This call breaks the Mac GLSL compiler/linker for unknown reasons (17Mar2020) - // The call is either a no-op or a pure (pow) gamma adjustment, depending on GPU level - // TODO: determine if we want to re-apply the gamma adjustment, and if so understand & fix Mac breakage - //color = fullbrightScaleSoftClip(color); - - vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); - - //we're in sRGB space, so gamma correct this dot product so - // lighting from the sun stays sharp - float da = clamp(dot(normalize(norm.xyz), light_dir.xyz), 0.0, 1.0); - da = pow(da, 1.0 / 1.3); - - color = amblit; - - //darken ambient for normals perpendicular to light vector so surfaces in shadow - // and facing away from light still have some definition to them. - // do NOT gamma correct this dot product so ambient lighting stays soft - float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); - ambient *= 0.5; - ambient *= ambient; - ambient = (1.0 - ambient); - - vec3 sun_contrib = min(da, shadow) * sunlit; - - color *= ambient; - - color += sun_contrib; - - color *= gamma_diff.rgb; - - float glare = 0.0; - - if (spec.a > 0.0) // specular reflection - { - /* // Reverting this specular calculation to previous 'dumbshiny' version - DJH 6/17/2020 - // Preserving the refactored version as a comment for potential reconsideration, - // overriding the general rule to avoid pollutiong the source with commented code. - // - // If you're reading this in 2021+, feel free to obliterate. - - vec3 npos = -normalize(pos.xyz); - - //vec3 ref = dot(pos+lv, norm); - vec3 h = normalize(light_dir.xyz + npos); - float nh = dot(norm.xyz, h); - float nv = dot(norm.xyz, npos); - float vh = dot(npos, h); - float sa = nh; - float fres = pow(1 - dot(h, npos), 5)*0.4 + 0.5; - - float gtdenom = 2 * nh; - float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); - - if (nh > 0.0) - { - float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt / (nh*da); - vec3 sp = sun_contrib*scol / 6.0f; - sp = clamp(sp, vec3(0), vec3(1)); - bloom = dot(sp, sp) / 4.0; - color += sp * spec.rgb; - } - */ - - float sa = dot(refnormpersp, sun_dir.xyz); - vec3 dumbshiny = sunlit * shadow * (texture2D(lightFunc, vec2(sa, spec.a)).r); - - // add the two types of shiny together - vec3 spec_contrib = dumbshiny * spec.rgb; - bloom = dot(spec_contrib, spec_contrib) / 6; - - glare = max(spec_contrib.r, spec_contrib.g); - glare = max(glare, spec_contrib.b); - - color += spec_contrib; - } - - color = mix(color.rgb, diffcol.rgb, diffuse.a); - - if (envIntensity > 0.0) - { - //add environmentmap - vec3 env_vec = env_mat * refnormpersp; - - vec3 reflected_color = textureCube(environmentMap, env_vec).rgb; - - color = mix(color, reflected_color, envIntensity); - - float cur_glare = max(reflected_color.r, reflected_color.g); - cur_glare = max(cur_glare, reflected_color.b); - cur_glare *= envIntensity*4.0; - glare += cur_glare; - } - - color = atmosFragLighting(color, additive, atten); - color = scaleSoftClipFrag(color); - - //convert to linear before adding local lights - color = srgb_to_linear(color); - - vec3 npos = normalize(-pos.xyz); - - vec3 light = vec3(0, 0, 0); - - final_specular.rgb = srgb_to_linear(final_specular.rgb); // SL-14035 - -#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w ); - - LIGHT_LOOP(1) - LIGHT_LOOP(2) - LIGHT_LOOP(3) - LIGHT_LOOP(4) - LIGHT_LOOP(5) - LIGHT_LOOP(6) - LIGHT_LOOP(7) - - color += light; - - glare = min(glare, 1.0); - float al = max(diffcol.a, glare)*vertex_color.a; - - //convert to srgb as this color is being written post gamma correction - color = linear_to_srgb(color); - -#ifdef WATER_FOG - vec4 temp = applyWaterFogView(pos, vec4(color, al)); - color = temp.rgb; - al = temp.a; -#endif - - frag_color = vec4(color, al); - -#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer - - // deferred path - frag_data[0] = final_color; //gbuffer is sRGB - frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent. - frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity. + // emissive red PBR material + frag_data[0] = vec4(0, 0, 0, 0); + frag_data[1] = vec4(0, 0, 0, 0); + frag_data[2] = vec4(1, 0, 0, GBUFFER_FLAG_HAS_PBR); + frag_data[3] = vec4(1, 0, 0, 0); #endif } - diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl index 7e29ada205..a1cab87092 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl @@ -1,5 +1,5 @@ /** - * @file bumpV.glsl + * @file materialV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl index 35068899ee..b4044353b4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl @@ -34,8 +34,7 @@ out vec4 frag_data[3]; #endif uniform vec4 color; -uniform vec4 sunlight_color; -uniform vec4 moonlight_color; +uniform vec3 moonlight_color; uniform vec3 moon_dir; uniform float moon_brightness; uniform sampler2D diffuseMap; @@ -66,7 +65,7 @@ void main() frag_data[0] = vec4(c.rgb, c.a); frag_data[1] = vec4(0.0); - frag_data[2] = vec4(0.0f); + frag_data[2] = vec4(0.0, 0.0, 0.0, GBUFFER_FLAG_HAS_ATMOS); gl_FragDepth = 0.999985f; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index 09c47165dd..0ae4bbfc5d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -36,7 +36,6 @@ out vec4 frag_color; uniform sampler2DRect depthMap; uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; -uniform samplerCube environmentMap; uniform sampler2D noiseMap; uniform sampler2D lightFunc; diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index ec3fb9c543..8dcc18080d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -42,7 +42,6 @@ uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; -uniform samplerCube environmentMap; uniform sampler2D noiseMap; uniform sampler2D projectionMap; uniform sampler2D lightFunc; diff --git a/indra/newview/app_settings/shaders/class3/deferred/shVisV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl index 8f32dfde79..fc1024f4f1 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/shVisV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl @@ -1,9 +1,9 @@ /** - * @file class3/deferred/shVisV.glsl + * @file class1\deferred\pbralphaF.glsl * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. + * Copyright (C) 2022, 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 @@ -22,12 +22,13 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ -ATTRIBUTE vec3 position; -VARYING vec4 vary_pos; + +/*[EXTRA_CODE_HERE]*/ + +out vec4 frag_color; void main() { - // Output - vary_pos = vec4(position, 1); - gl_Position = vary_pos; + frag_color = vec4(0,1,0,0.5); } + diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl new file mode 100644 index 0000000000..d0d76fd0cb --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl @@ -0,0 +1,115 @@ +/** + * @file class1\deferred\pbralphaV.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2022, 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 + * $/LicenseInfo$ + */ + +#define DIFFUSE_ALPHA_MODE_IGNORE 0 +#define DIFFUSE_ALPHA_MODE_BLEND 1 +#define DIFFUSE_ALPHA_MODE_MASK 2 +#define DIFFUSE_ALPHA_MODE_EMISSIVE 3 + +#ifdef HAS_SKIN +uniform mat4 modelview_matrix; +uniform mat4 projection_matrix; +mat4 getObjectSkinnedTransform(); +#else +uniform mat3 normal_matrix; +uniform mat4 modelview_projection_matrix; +#endif + +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) + #if !defined(HAS_SKIN) + uniform mat4 modelview_matrix; + #endif + VARYING vec3 vary_position; +#endif + +uniform mat4 texture_matrix0; + +#ifdef HAS_SUN_SHADOW +VARYING vec3 vary_fragcoord; +uniform float near_clip; +#endif + +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 tangent; +ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec2 texcoord1; +ATTRIBUTE vec2 texcoord2; + + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +VARYING vec2 vary_texcoord2; +VARYING vec3 vary_normal; +VARYING vec3 vary_tangent; +flat out float vary_sign; + + +void main() +{ +#ifdef HAS_SKIN + mat4 mat = getObjectSkinnedTransform(); + mat = modelview_matrix * mat; + vec3 pos = (mat*vec4(position.xyz,1.0)).xyz; +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) + vary_position = pos; +#endif + vec4 vert = projection_matrix * vec4(pos,1.0); +#else + //transform vertex + vec4 vert = modelview_projection_matrix * vec4(position.xyz, 1.0); +#endif + gl_Position = vert; + +#ifdef HAS_SUN_SHADOW + vary_fragcoord.xyz = vert.xyz + vec3(0,0,near_clip); +#endif + + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy; + vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy; + +#ifdef HAS_SKIN + vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz; + vec3 t = (mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz; +#else //HAS_SKIN + vec3 n = normal_matrix * normal; + vec3 t = normal_matrix * tangent.xyz; +#endif //HAS_SKIN + + vary_tangent = normalize(t); + vary_sign = tangent.w; + vary_normal = normalize(n); + + vertex_color = diffuse_color; + +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) + #if !defined(HAS_SKIN) + vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz; + #endif +#endif +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl new file mode 100644 index 0000000000..7376e9eb47 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl @@ -0,0 +1,105 @@ +/** + * @file pbropaqueF.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2022, 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]*/ + +uniform sampler2D diffuseMap; //always in sRGB space + +uniform float metallicFactor; +uniform float roughnessFactor; +uniform vec3 emissiveColor; +uniform sampler2D bumpMap; +uniform sampler2D emissiveMap; +uniform sampler2D specularMap; // Packed: Occlusion, Metal, Roughness + +out vec4 frag_data[4]; + +VARYING vec3 vary_position; +VARYING vec4 vertex_color; +VARYING vec3 vary_normal; +VARYING vec3 vary_tangent; +flat in float vary_sign; + +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +VARYING vec2 vary_texcoord2; + +uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff() + +vec2 encode_normal(vec3 n); +vec3 linear_to_srgb(vec3 c); +vec3 srgb_to_linear(vec3 c); + +uniform mat3 normal_matrix; + +void main() +{ +// IF .mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; +// vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb; +// else + vec4 albedo = texture2D(diffuseMap, vary_texcoord0.xy).rgba; + if (albedo.a < minimum_alpha) + { + discard; + } + + vec3 col = vertex_color.rgb * srgb_to_linear(albedo.rgb); + + // from mikktspace.com + vec3 vNt = texture2D(bumpMap, vary_texcoord1.xy).xyz*2.0-1.0; + float sign = vary_sign; + vec3 vN = vary_normal; + vec3 vT = vary_tangent.xyz; + + vec3 vB = sign * cross(vN, vT); + vec3 tnorm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN ); + + // RGB = Occlusion, Roughness, Metal + // default values, see LLViewerTexture::sDefaultPBRORMImagep + // occlusion 1.0 + // roughness 0.0 + // metal 0.0 + vec3 spec = texture2D(specularMap, vary_texcoord2.xy).rgb; + + spec.g *= roughnessFactor; + spec.b *= metallicFactor; + + vec3 emissive = emissiveColor; + emissive *= srgb_to_linear(texture2D(emissiveMap, vary_texcoord0.xy).rgb); + + tnorm *= gl_FrontFacing ? 1.0 : -1.0; + + //spec.rgb = vec3(1,1,0); + //col = vec3(0,0,0); + //emissive = vary_tangent.xyz*0.5+0.5; + //emissive = vec3(sign*0.5+0.5); + //emissive = vNt * 0.5 + 0.5; + //emissive = tnorm*0.5+0.5; + // See: C++: addDeferredAttachments(), GLSL: softenLightF + frag_data[0] = vec4(col, 0.0); // Diffuse + frag_data[1] = vec4(spec.rgb,vertex_color.a); // PBR linear packed Occlusion, Roughness, Metal. + frag_data[2] = vec4(encode_normal(tnorm), vertex_color.a, GBUFFER_FLAG_HAS_PBR); // normal, environment intensity, flags + frag_data[3] = vec4(emissive,0); // PBR sRGB Emissive +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl new file mode 100644 index 0000000000..5573c02a60 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl @@ -0,0 +1,92 @@ +/** + * @file pbropaqueV.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2022, 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 + * $/LicenseInfo$ + */ + +#define DIFFUSE_ALPHA_MODE_IGNORE 0 +#define DIFFUSE_ALPHA_MODE_BLEND 1 +#define DIFFUSE_ALPHA_MODE_MASK 2 +#define DIFFUSE_ALPHA_MODE_EMISSIVE 3 + +#ifdef HAS_SKIN +uniform mat4 modelview_matrix; +uniform mat4 projection_matrix; +mat4 getObjectSkinnedTransform(); +#else +uniform mat3 normal_matrix; +uniform mat4 modelview_projection_matrix; +#endif + +uniform mat4 texture_matrix0; + +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 tangent; +ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec2 texcoord1; +ATTRIBUTE vec2 texcoord2; + +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +VARYING vec2 vary_texcoord2; + +VARYING vec4 vertex_color; + +VARYING vec3 vary_tangent; +flat out float vary_sign; +VARYING vec3 vary_normal; + +void main() +{ +#ifdef HAS_SKIN + mat4 mat = getObjectSkinnedTransform(); + + mat = modelview_matrix * mat; + + vec3 pos = (mat*vec4(position.xyz,1.0)).xyz; + + gl_Position = projection_matrix*vec4(pos,1.0); + +#else + //transform vertex + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); +#endif + + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy; + vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy; +#ifdef HAS_SKIN + vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz; + vec3 t = (mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz; +#else //HAS_SKIN + vec3 n = normal_matrix * normal; + vec3 t = normal_matrix * tangent.xyz; +#endif + + vary_tangent = normalize(t); + vary_sign = tangent.w; + vary_normal = normalize(n); + + vertex_color = diffuse_color; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index 18616a9bb3..5bb034d5c1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -1,5 +1,5 @@ /** - * @file pointLightF.glsl + * @file class1\deferred\pointLightF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code @@ -36,7 +36,6 @@ out vec4 frag_color; uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; uniform sampler2DRect normalMap; -uniform samplerCube environmentMap; uniform sampler2D noiseMap; uniform sampler2D lightFunc; uniform sampler2DRect depthMap; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index cd37a34e0d..b61f37fe47 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -41,12 +41,53 @@ uniform float display_gamma; vec3 linear_to_srgb(vec3 cl); +//================================= +// borrowed noise from: +// <https://www.shadertoy.com/view/4dS3Wd> +// By Morgan McGuire @morgan3d, http://graphicscodex.com +// +float hash(float n) { return fract(sin(n) * 1e4); } +float hash(vec2 p) { return fract(1e4 * sin(17.0 * p.x + p.y * 0.1) * (0.1 + abs(sin(p.y * 13.0 + p.x)))); } + +float noise(float x) { + float i = floor(x); + float f = fract(x); + float u = f * f * (3.0 - 2.0 * f); + return mix(hash(i), hash(i + 1.0), u); +} + +float noise(vec2 x) { + vec2 i = floor(x); + vec2 f = fract(x); + + // Four corners in 2D of a tile + float a = hash(i); + float b = hash(i + vec2(1.0, 0.0)); + float c = hash(i + vec2(0.0, 1.0)); + float d = hash(i + vec2(1.0, 1.0)); + + // Simple 2D lerp using smoothstep envelope between the values. + // return vec3(mix(mix(a, b, smoothstep(0.0, 1.0, f.x)), + // mix(c, d, smoothstep(0.0, 1.0, f.x)), + // smoothstep(0.0, 1.0, f.y))); + + // Same code, with the clamps in smoothstep and common subexpressions + // optimized away. + vec2 u = f * f * (3.0 - 2.0 * f); + return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y; +} + +//============================= + void main() { //this is the one of the rare spots where diffuseRect contains linear color values (not sRGB) vec4 diff = texture2DRect(diffuseRect, vary_fragcoord); - //diff.rgb = pow(diff.rgb, vec3(display_gamma)); diff.rgb = linear_to_srgb(diff.rgb); + vec3 seed = (diff.rgb+vec3(1.0))*vec3(vary_fragcoord.xy, vary_fragcoord.x+vary_fragcoord.y); + vec3 nz = vec3(noise(seed.rg), noise(seed.gb), noise(seed.rb)); + diff.rgb += nz*0.008; + //diff.rgb = nz; frag_color = diff; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/reflectionProbeF.glsl new file mode 100644 index 0000000000..dd850ff97c --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/reflectionProbeF.glsl @@ -0,0 +1,58 @@ +/** + * @file class1/deferred/reflectionProbeF.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2022, 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 + * $/LicenseInfo$ + */ + +// fallback stub -- will be used if actual reflection probe shader failed to load (output pink so it's obvious) +void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, + vec3 pos, vec3 norm, float glossiness, bool errorCorrect) +{ + ambenv = vec3(1,0,1); + glossenv = vec3(1,0,1); +} + +void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, + vec3 pos, vec3 norm, float glossiness) +{ + sampleReflectionProbes(ambenv, glossenv, + pos, norm, glossiness, false); +} + +void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, + vec3 pos, vec3 norm, float glossiness, float envIntensity) +{ + ambenv = vec3(1,0,1); + glossenv = vec3(1,0,1); + legacyenv = vec3(1,0,1); +} + +void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm) +{ + +} + +void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity) +{ + +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl index 9b8df0a5a4..32e9714a75 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl @@ -43,29 +43,11 @@ void main() { float alpha = diffuseLookup(vary_texcoord0.xy).a; - // mask cutoff 0 -> no shadow SL-11051 - if (minimum_alpha == 0) + if (alpha < minimum_alpha) { discard; } -#if !defined(IS_FULLBRIGHT) - alpha *= vertex_color.a; -#endif - - if (alpha < 0.05) // treat as totally transparent - { - discard; - } - - if (alpha < 0.88) // treat as semi-transparent - { - if (fract(0.5*floor(target_pos_x / post_pos.w )) < 0.25) - { - discard; - } - } - frag_color = vec4(1,1,1,1); #if !defined(DEPTH_CLAMP) diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl index 331249dc33..adc2db60b6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl @@ -35,7 +35,7 @@ out vec4 frag_data[3]; // The fragment shader for the sky ///////////////////////////////////////////////////////////////////////// -VARYING vec4 vary_HazeColor; +VARYING vec3 vary_HazeColor; /// Soft clips the light with a gamma correction vec3 scaleSoftClip(vec3 light); @@ -48,7 +48,7 @@ void main() // the fragment) if the sky wouldn't show up because the clouds // are fully opaque. - vec4 color; + vec3 color; color = vary_HazeColor; color.rgb *= 2.; @@ -57,7 +57,7 @@ void main() /// Gamma correct for WL (soft clip effect). frag_data[0] = vec4(color.rgb, 0.0); frag_data[1] = vec4(0.0,0.0,0.0,0.0); - frag_data[2] = vec4(0.0,0.0,0.0,1.0); //1.0 in norm.w masks off fog + frag_data[2] = vec4(0.0,0.0,0.0,GBUFFER_FLAG_SKIP_ATMOS); //1.0 in norm.w masks off fog gl_FragDepth = 0.99999f; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index 28a1faf24f..ff53646fd4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -32,18 +32,18 @@ ATTRIBUTE vec3 position; /////////////////////////////////////////////////////////////////////////////// // Output parameters -VARYING vec4 vary_HazeColor; +VARYING vec3 vary_HazeColor; // Inputs uniform vec3 camPosLocal; -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 moonlight_color; +uniform vec3 lightnorm; +uniform vec3 sunlight_color; +uniform vec3 moonlight_color; uniform int sun_up_factor; -uniform vec4 ambient_color; -uniform vec4 blue_horizon; -uniform vec4 blue_density; +uniform vec3 ambient_color; +uniform vec3 blue_horizon; +uniform vec3 blue_density; uniform float haze_horizon; uniform float haze_density; @@ -52,11 +52,9 @@ uniform float density_multiplier; uniform float distance_multiplier; uniform float max_y; -uniform vec4 glow; +uniform vec3 glow; uniform float sun_moon_glow_factor; -uniform vec4 cloud_color; - // NOTE: Keep these in sync! // indra\newview\app_settings\shaders\class1\deferred\skyV.glsl // indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl @@ -87,17 +85,17 @@ void main() float rel_pos_len = length(rel_pos); // Initialize temp variables - vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; - vec4 light_atten; + vec3 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; + vec3 light_atten; // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes - light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); + light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y); // Calculate relative weights - vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); - vec4 blue_weight = blue_density / combined_haze; - vec4 haze_weight = haze_density / combined_haze; + vec3 combined_haze = abs(blue_density) + vec4(abs(haze_density)); + vec3 blue_weight = blue_density / combined_haze; + vec3 haze_weight = haze_density / combined_haze; // Compute sunlight from rel_pos & lightnorm (for long rays like sky) float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y); @@ -125,21 +123,21 @@ void main() // For sun, add to glow. For moon, remove glow entirely. SL-13768 haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25); - vec4 color = + vec3 color = (blue_horizon * blue_weight * (sunlight + ambient_color) + (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient_color)); // Final atmosphere additive color *= (1. - combined_haze); // Increase ambient when there are more clouds - vec4 tmpAmbient = ambient_color; - tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5; + vec3 tmpAmbient = ambient_color; + tmpAmbient += max(vec3(0), (1. - ambient_color)) * cloud_shadow * 0.5; // Dim sunlight by cloud shadow percentage sunlight *= max(0.0, (1. - cloud_shadow)); // Haze color below cloud - vec4 additiveColorBelowCloud = + vec3 additiveColorBelowCloud = (blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient)); // Attenuate cloud color by atmosphere diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 7f2c603f87..4b34e55efd 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -142,7 +142,7 @@ void main() color = mix(color.rgb, reflected_color, envIntensity); } - if (norm.w < 0.5) + if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS)) { color = mix(atmosFragLighting(color, additive, atten), fullbrightAtmosTransportFrag(color, additive, atten), diffuse.a); color = mix(scaleSoftClipFrag(color), fullbrightScaleSoftClip(color), diffuse.a); @@ -156,12 +156,6 @@ void main() } -// linear debuggables -//color.rgb = vec3(final_da); -//color.rgb = vec3(ambient); -//color.rgb = vec3(scol); -//color.rgb = diffuse_srgb.rgb; - // convert to linear as fullscreen lights need to sum in linear colorspace // and will be gamma (re)corrected downstream... diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl index bac79a9fdc..ef9cee3fa0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl @@ -60,7 +60,7 @@ void main() frag_data[0] = col; frag_data[1] = vec4(0.0f); - frag_data[2] = vec4(0.0, 1.0, 0.0, 1.0); + frag_data[2] = vec4(0.0, 1.0, 0.0, GBUFFER_FLAG_SKIP_ATMOS); gl_FragDepth = 0.99995f; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl index b2fa5d8a25..4ab8747629 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl @@ -57,7 +57,7 @@ void main() frag_data[0] = c; frag_data[1] = vec4(0.0f); - frag_data[2] = vec4(0.0, 1.0, 0.0, 1.0); + frag_data[2] = vec4(0.0, 1.0, 0.0, GBUFFER_FLAG_SKIP_ATMOS); gl_FragDepth = 0.999988f; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl index 6b6eed9db8..d6c14c48c9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl @@ -63,6 +63,6 @@ void main() frag_data[0] = outColor; frag_data[1] = vec4(0.0,0.0,0.0,-1.0); vec3 nvn = normalize(vary_normal); - frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, 0.0); + frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl index 89e354558a..dc0e5b0ce3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl @@ -52,5 +52,5 @@ void main() frag_data[0] = vec4(vertex_color.rgb*col.rgb, 0.0); frag_data[1] = vec4(0,0,0,0); vec3 nvn = normalize(vary_normal); - frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, 0.0); + frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl index 9a5debb3c1..14c337e608 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl @@ -78,5 +78,5 @@ void main() frag_data[0] = vec4(fb.rgb, 1.0); // diffuse frag_data[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec - frag_data[2] = vec4(encode_normal(wavef), 0.0, 0.0); // normalxyz, env intens, atmo kill + frag_data[2] = vec4(encode_normal(wavef), 0.0, GBUFFER_FLAG_HAS_ATMOS); // normalxyz, env intens, flags (atmo kill) } diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index a157e9c017..876422f86b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -22,163 +22,15 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - -#extension GL_ARB_texture_rectangle : enable -/*[EXTRA_CODE_HERE]*/ +// debug stub +out vec4 frag_data[4]; -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif - -vec3 scaleSoftClip(vec3 inColor); -vec3 atmosTransport(vec3 inColor); - -uniform sampler2D bumpMap; -uniform sampler2D bumpMap2; -uniform float blend_factor; -uniform sampler2D screenTex; -uniform sampler2D refTex; -uniform float sunAngle; -uniform float sunAngle2; -uniform vec3 lightDir; -uniform vec3 specular; -uniform float lightExp; -uniform float refScale; -uniform float kd; -uniform vec2 screenRes; -uniform vec3 normScale; -uniform float fresnelScale; -uniform float fresnelOffset; -uniform float blurMultiplier; -uniform vec2 screen_res; -uniform mat4 norm_mat; //region space to screen space -uniform int water_edge; - -//bigWave is (refCoord.w, view.w); -VARYING vec4 refCoord; -VARYING vec4 littleWave; -VARYING vec4 view; -VARYING vec4 vary_position; - -vec2 encode_normal(vec3 n); -vec3 scaleSoftClip(vec3 l); -vec3 srgb_to_linear(vec3 c); -vec3 linear_to_srgb(vec3 c); - -vec3 BlendNormal(vec3 bump1, vec3 bump2) +void main() { - vec3 n = mix(bump1, bump2, blend_factor); - return n; -} - -void main() -{ - vec4 color; - float dist = length(view.xyz); - - //normalize view vector - vec3 viewVec = normalize(view.xyz); - - //get wave normals - vec3 wave1_a = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; - vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; - vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; - - - vec3 wave1_b = texture2D(bumpMap2, vec2(refCoord.w, view.w)).xyz*2.0-1.0; - vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0; - vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0; - - vec3 wave1 = BlendNormal(wave1_a, wave1_b); - vec3 wave2 = BlendNormal(wave2_a, wave2_b); - vec3 wave3 = BlendNormal(wave3_a, wave3_b); - - //get base fresnel components - - vec3 df = vec3( - dot(viewVec, wave1), - dot(viewVec, (wave2 + wave3) * 0.5), - dot(viewVec, wave3) - ) * fresnelScale + fresnelOffset; - df *= df; - - vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; - - float dist2 = dist; - dist = max(dist, 5.0); - - float dmod = sqrt(dist); - - vec2 dmod_scale = vec2(dmod*dmod, dmod); - - //get reflected color - vec2 refdistort1 = wave1.xy*normScale.x; - vec2 refvec1 = distort+refdistort1/dmod_scale; - vec4 refcol1 = texture2D(refTex, refvec1); - - vec2 refdistort2 = wave2.xy*normScale.y; - vec2 refvec2 = distort+refdistort2/dmod_scale; - vec4 refcol2 = texture2D(refTex, refvec2); - - vec2 refdistort3 = wave3.xy*normScale.z; - vec2 refvec3 = distort+refdistort3/dmod_scale; - vec4 refcol3 = texture2D(refTex, refvec3); - - vec4 refcol = refcol1 + refcol2 + refcol3; - float df1 = df.x + df.y + df.z; - refcol *= df1 * 0.333; - - vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; - wavef.z *= max(-viewVec.z, 0.1); - wavef = normalize(wavef); - - float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset; - - vec2 refdistort4 = wavef.xy*0.125; - refdistort4.y -= abs(refdistort4.y); - vec2 refvec4 = distort+refdistort4/dmod; - float dweight = min(dist2*blurMultiplier, 1.0); - vec4 baseCol = texture2D(refTex, refvec4); - - refcol = mix(baseCol*df2, refcol, dweight); - - //get specular component - float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0); - - //harden specular - spec = pow(spec, 128.0); - - //figure out distortion vector (ripply) - vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0); - - vec4 fb = texture2D(screenTex, distort2); - - //mix with reflection - // Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug - color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999f); - - vec4 pos = vary_position; - - color.rgb += spec * specular; - - color.rgb = atmosTransport(color.rgb); - color.rgb = scaleSoftClip(color.rgb); - - color.a = spec * sunAngle2; - - vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz); - - //frag_data[0] = color; - - // TODO: The non-obvious assignment below is copied from the pre-EEP WL shader code - // Unfortunately, fixing it causes a mismatch for EEP, and so it remains... for now - // SL-12975 (unfix pre-EEP broken alpha) - frag_data[0] = vec4(color.rgb, color); // Effectively, color.rgbr - - - frag_data[1] = vec4(0); // speccolor, spec - frag_data[2] = vec4(encode_normal(screenspacewavef.xyz), 0.05, 0);// normalxy, 0, 0 + // emissive blue PBR material + frag_data[0] = vec4(0, 0, 0, 0); + frag_data[1] = vec4(0, 0, 0, 0); + frag_data[2] = vec4(1, 0, 0, GBUFFER_FLAG_HAS_PBR); + frag_data[3] = vec4(0, 0, 1, 0); } diff --git a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl index 8c8bd6d0d5..ad105c616c 100644 --- a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl @@ -23,55 +23,10 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D diffuseMap; -uniform sampler2D bumpMap; -uniform sampler2D screenTex; -uniform sampler2D refTex; -uniform sampler2D screenDepth; - -uniform vec4 fogCol; -uniform vec3 lightDir; -uniform vec3 specular; -uniform float lightExp; -uniform vec2 fbScale; -uniform float refScale; -uniform float znear; -uniform float zfar; -uniform float kd; -uniform vec4 waterPlane; -uniform vec3 eyeVec; -uniform vec4 waterFogColor; -uniform float waterFogKS; -uniform vec2 screenRes; - -//bigWave is (refCoord.w, view.w); -VARYING vec4 refCoord; -VARYING vec4 littleWave; -VARYING vec4 view; - -vec4 applyWaterFogView(vec3 pos, vec4 color); +// debug stub void main() { - vec4 color; - - //get detail normals - vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; - vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; - vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; - vec3 wavef = normalize(wave1+wave2+wave3); - - //figure out distortion vector (ripply) - vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; - distort = distort+wavef.xy*refScale; - - vec4 fb = texture2D(screenTex, distort); - - frag_color = applyWaterFogView(view.xyz, fb); + frag_color = vec4(0, 1, 1, 0); } diff --git a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl index d370997123..46a6c2021d 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl @@ -23,146 +23,9 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif -vec3 scaleSoftClip(vec3 inColor); -vec3 atmosTransport(vec3 inColor); - -uniform sampler2D bumpMap; -uniform sampler2D bumpMap2; -uniform float blend_factor; -uniform sampler2D screenTex; -uniform sampler2D refTex; - -uniform float sunAngle; -uniform float sunAngle2; -uniform vec3 lightDir; -uniform vec3 specular; -uniform float lightExp; -uniform float refScale; -uniform float kd; -uniform vec2 screenRes; -uniform vec3 normScale; -uniform float fresnelScale; -uniform float fresnelOffset; -uniform float blurMultiplier; - - -//bigWave is (refCoord.w, view.w); -VARYING vec4 refCoord; -VARYING vec4 littleWave; -VARYING vec4 view; - -vec3 BlendNormal(vec3 bump1, vec3 bump2) +void main() { - vec3 n = mix(bump1, bump2, blend_factor); - return n; + frag_color = vec4(0, 0, 1, 0); } - - -void main() -{ - vec4 color; - - float dist = length(view.xy); - - //normalize view vector - vec3 viewVec = normalize(view.xyz); - - //get wave normals - vec2 bigwave = vec2(refCoord.w, view.w); - vec3 wave1_a = texture2D(bumpMap, bigwave ).xyz*2.0-1.0; - vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; - vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; - - - vec3 wave1_b = texture2D(bumpMap2, bigwave ).xyz*2.0-1.0; - vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0; - vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0; - - vec3 wave1 = BlendNormal(wave1_a, wave1_b); - vec3 wave2 = BlendNormal(wave2_a, wave2_b); - vec3 wave3 = BlendNormal(wave3_a, wave3_b); - - - //get base fresnel components - - vec3 df = vec3( - dot(viewVec, wave1), - dot(viewVec, (wave2 + wave3) * 0.5), - dot(viewVec, wave3) - ) * fresnelScale + fresnelOffset; - df *= df; - - vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; - - float dist2 = dist; - dist = max(dist, 5.0); - - float dmod = sqrt(dist); - - vec2 dmod_scale = vec2(dmod*dmod, dmod); - - //get reflected color - vec2 refdistort1 = wave1.xy*normScale.x; - vec2 refvec1 = distort+refdistort1/dmod_scale; - vec4 refcol1 = texture2D(refTex, refvec1); - - vec2 refdistort2 = wave2.xy*normScale.y; - vec2 refvec2 = distort+refdistort2/dmod_scale; - vec4 refcol2 = texture2D(refTex, refvec2); - - vec2 refdistort3 = wave3.xy*normScale.z; - vec2 refvec3 = distort+refdistort3/dmod_scale; - vec4 refcol3 = texture2D(refTex, refvec3); - - vec4 refcol = refcol1 + refcol2 + refcol3; - float df1 = df.x + df.y + df.z; - refcol *= df1 * 0.333; - - vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; - - wavef.z *= max(-viewVec.z, 0.1); - wavef = normalize(wavef); - - float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset; - - vec2 refdistort4 = wavef.xy*0.125; - refdistort4.y -= abs(refdistort4.y); - vec2 refvec4 = distort+refdistort4/dmod; - float dweight = min(dist2*blurMultiplier, 1.0); - vec4 baseCol = texture2D(refTex, refvec4); - refcol = mix(baseCol*df2, refcol, dweight); - - //get specular component - float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0); - - //harden specular - spec = pow(spec, 128.0); - - //figure out distortion vector (ripply) - vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0); - - vec4 fb = texture2D(screenTex, distort2); - - //mix with reflection - // Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug - color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999); - color.rgb += spec * specular; - - color.rgb = atmosTransport(color.rgb); - color.rgb = scaleSoftClip(color.rgb); - color.a = spec * sunAngle2; - - frag_color = color; - -#if defined(WATER_EDGE) - gl_FragDepth = 0.9999847f; -#endif - -} - diff --git a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl index df640cba05..011b3c8643 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl @@ -32,6 +32,8 @@ uniform float waterFogKS; vec3 getPositionEye(); +vec3 srgb_to_linear(vec3 col); + vec4 applyWaterFogView(vec3 pos, vec4 color) { vec3 view = normalize(pos); @@ -71,6 +73,52 @@ vec4 applyWaterFogView(vec3 pos, vec4 color) return color; } +vec4 applyWaterFogViewLinear(vec3 pos, vec4 color) +{ + if (dot(pos, waterPlane.xyz) + waterPlane.w > 0.0) + { + return color; + } + + vec3 view = normalize(pos); + //normalize view vector + float es = -(dot(view, waterPlane.xyz)); + + + //find intersection point with water plane and eye vector + + //get eye depth + float e0 = max(-waterPlane.w, 0.0); + + vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w / es : vec3(0.0, 0.0, 0.0); + + //get object depth + float depth = length(pos - int_v); + + //get "thickness" of water + float l = max(depth, 0.1); + + float kd = waterFogDensity; + float ks = waterFogKS; + vec4 kc = waterFogColor; + kc.rgb = srgb_to_linear(kc.rgb); // TODO -- pass in waterFogColor linear + + float F = 0.98; + + float t1 = -kd * pow(F, ks * e0); + float t2 = kd + ks * es; + float t3 = pow(F, t2 * l) - 1.0; + + float L = min(t1 / t2 * t3, 1.0); + + float D = pow(0.98, l * kd); + + color.rgb = color.rgb * D + kc.rgb * L; + color.a = kc.a + color.a; + + return color; +} + vec4 applyWaterFog(vec4 color) { //normalize view vector diff --git a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl index cc41e3f740..a0a0e7dfca 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl @@ -24,6 +24,7 @@ */ uniform mat4 modelview_matrix; +uniform mat3 normal_matrix; uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; @@ -36,10 +37,16 @@ uniform vec2 waveDir2; uniform float time; uniform vec3 eyeVec; uniform float waterHeight; +uniform vec3 lightDir; VARYING vec4 refCoord; VARYING vec4 littleWave; VARYING vec4 view; +out vec3 vary_position; +out vec3 vary_light_dir; +out vec3 vary_tangent; +out vec3 vary_normal; +out vec2 vary_fragcoord; float wave(vec2 v, float t, float f, vec2 d, float s) { @@ -52,6 +59,11 @@ void main() vec4 pos = vec4(position.xyz, 1.0); mat4 modelViewProj = modelview_projection_matrix; + vary_position = (modelview_matrix * pos).xyz; + vary_light_dir = normal_matrix * lightDir; + vary_normal = normal_matrix * vec3(0, 0, 1); + vary_tangent = normal_matrix * vec3(1, 0, 0); + vec4 oPosition; //get view vector @@ -63,12 +75,13 @@ void main() pos.xy = eyeVec.xy + oEyeVec.xy/d*ld; view.xyz = oEyeVec; - + d = clamp(ld/1536.0-0.5, 0.0, 1.0); d *= d; oPosition = vec4(position, 1.0); oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d); + oPosition = modelViewProj * oPosition; refCoord.xyz = oPosition.xyz + vec3(0,0,0.2); @@ -83,8 +96,7 @@ void main() pos = modelview_matrix*pos; calcAtmospherics(pos.xyz); - - + //pass wave parameters to pixel shader vec2 bigWave = (v.xy) * vec2(0.04,0.04) + waveDir1 * time * 0.055; //get two normal map (detail map) texture coordinates diff --git a/indra/newview/app_settings/shaders/class1/interface/irradianceGenF.glsl b/indra/newview/app_settings/shaders/class1/interface/irradianceGenF.glsl new file mode 100644 index 0000000000..feaf562686 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/irradianceGenF.glsl @@ -0,0 +1,227 @@ +/** + * @file irradianceGenF.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2022, 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]*/ + + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +uniform samplerCubeArray reflectionProbes; +uniform int sourceIdx; + +VARYING vec3 vary_dir; + + +// Code below is derived from the Khronos GLTF Sample viewer: +// https://github.com/KhronosGroup/glTF-Sample-Viewer/blob/master/source/shaders/ibl_filtering.frag + + +#define MATH_PI 3.1415926535897932384626433832795 + +float u_roughness = 1.0; +int u_sampleCount = 16; +float u_lodBias = 2.0; +int u_width = 64; + +// Hammersley Points on the Hemisphere +// CC BY 3.0 (Holger Dammertz) +// http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html +// with adapted interface +float radicalInverse_VdC(uint bits) +{ + bits = (bits << 16u) | (bits >> 16u); + bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); + bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); + bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); + bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); + return float(bits) * 2.3283064365386963e-10; // / 0x100000000 +} + +// hammersley2d describes a sequence of points in the 2d unit square [0,1)^2 +// that can be used for quasi Monte Carlo integration +vec2 hammersley2d(int i, int N) { + return vec2(float(i)/float(N), radicalInverse_VdC(uint(i))); +} + +// Hemisphere Sample + +// TBN generates a tangent bitangent normal coordinate frame from the normal +// (the normal must be normalized) +mat3 generateTBN(vec3 normal) +{ + vec3 bitangent = vec3(0.0, 1.0, 0.0); + + float NdotUp = dot(normal, vec3(0.0, 1.0, 0.0)); + float epsilon = 0.0000001; + /*if (1.0 - abs(NdotUp) <= epsilon) + { + // Sampling +Y or -Y, so we need a more robust bitangent. + if (NdotUp > 0.0) + { + bitangent = vec3(0.0, 0.0, 1.0); + } + else + { + bitangent = vec3(0.0, 0.0, -1.0); + } + }*/ + + vec3 tangent = normalize(cross(bitangent, normal)); + bitangent = cross(normal, tangent); + + return mat3(tangent, bitangent, normal); +} + +struct MicrofacetDistributionSample +{ + float pdf; + float cosTheta; + float sinTheta; + float phi; +}; + +MicrofacetDistributionSample Lambertian(vec2 xi, float roughness) +{ + MicrofacetDistributionSample lambertian; + + // Cosine weighted hemisphere sampling + // http://www.pbr-book.org/3ed-2018/Monte_Carlo_Integration/2D_Sampling_with_Multidimensional_Transformations.html#Cosine-WeightedHemisphereSampling + lambertian.cosTheta = sqrt(1.0 - xi.y); + lambertian.sinTheta = sqrt(xi.y); // equivalent to `sqrt(1.0 - cosTheta*cosTheta)`; + lambertian.phi = 2.0 * MATH_PI * xi.x; + + lambertian.pdf = lambertian.cosTheta / MATH_PI; // evaluation for solid angle, therefore drop the sinTheta + + return lambertian; +} + + +// getImportanceSample returns an importance sample direction with pdf in the .w component +vec4 getImportanceSample(int sampleIndex, vec3 N, float roughness) +{ + // generate a quasi monte carlo point in the unit square [0.1)^2 + vec2 xi = hammersley2d(sampleIndex, u_sampleCount); + + MicrofacetDistributionSample importanceSample; + + // generate the points on the hemisphere with a fitting mapping for + // the distribution (e.g. lambertian uses a cosine importance) + importanceSample = Lambertian(xi, roughness); + + // transform the hemisphere sample to the normal coordinate frame + // i.e. rotate the hemisphere to the normal direction + vec3 localSpaceDirection = normalize(vec3( + importanceSample.sinTheta * cos(importanceSample.phi), + importanceSample.sinTheta * sin(importanceSample.phi), + importanceSample.cosTheta + )); + mat3 TBN = generateTBN(N); + vec3 direction = TBN * localSpaceDirection; + + return vec4(direction, importanceSample.pdf); +} + +// Mipmap Filtered Samples (GPU Gems 3, 20.4) +// https://developer.nvidia.com/gpugems/gpugems3/part-iii-rendering/chapter-20-gpu-based-importance-sampling +// https://cgg.mff.cuni.cz/~jaroslav/papers/2007-sketch-fis/Final_sap_0073.pdf +float computeLod(float pdf) +{ + // // Solid angle of current sample -- bigger for less likely samples + // float omegaS = 1.0 / (float(u_sampleCount) * pdf); + // // Solid angle of texel + // // note: the factor of 4.0 * MATH_PI + // float omegaP = 4.0 * MATH_PI / (6.0 * float(u_width) * float(u_width)); + // // Mip level is determined by the ratio of our sample's solid angle to a texel's solid angle + // // note that 0.5 * log2 is equivalent to log4 + // float lod = 0.5 * log2(omegaS / omegaP); + + // babylon introduces a factor of K (=4) to the solid angle ratio + // this helps to avoid undersampling the environment map + // this does not appear in the original formulation by Jaroslav Krivanek and Mark Colbert + // log4(4) == 1 + // lod += 1.0; + + // We achieved good results by using the original formulation from Krivanek & Colbert adapted to cubemaps + + // https://cgg.mff.cuni.cz/~jaroslav/papers/2007-sketch-fis/Final_sap_0073.pdf + float lod = 0.5 * log2( 6.0 * float(u_width) * float(u_width) / (float(u_sampleCount) * pdf)); + + + return lod; +} + +vec4 filterColor(vec3 N) +{ + //return textureLod(uCubeMap, N, 3.0).rgb; + vec4 color = vec4(0.f); + float weight = 0.0f; + + for(int i = 0; i < u_sampleCount; ++i) + { + vec4 importanceSample = getImportanceSample(i, N, 1.0); + + vec3 H = vec3(importanceSample.xyz); + float pdf = importanceSample.w; + + // mipmap filtered samples (GPU Gems 3, 20.4) + float lod = computeLod(pdf); + + // apply the bias to the lod + lod += u_lodBias; + + lod = clamp(lod, 0, 6); + // sample lambertian at a lower resolution to avoid fireflies + vec4 lambertian = textureLod(reflectionProbes, vec4(H, sourceIdx), lod); + + color += lambertian; + } + + if(weight != 0.0f) + { + color /= weight; + } + else + { + color /= float(u_sampleCount); + } + + return color; +} + +// entry point +void main() +{ + vec4 color = vec4(0); + + color = filterColor(vary_dir); + + frag_color = color; +} + diff --git a/indra/newview/app_settings/shaders/class3/deferred/genSkyShV.glsl b/indra/newview/app_settings/shaders/class1/interface/irradianceGenV.glsl index b466883dc7..5190abf17c 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/genSkyShV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/irradianceGenV.glsl @@ -1,9 +1,9 @@ /** - * @file genSkyShV.glsl + * @file irradianceGenV.glsl * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ * Second Life Viewer Source Code - * Copyright (C) 2005, Linden Research, Inc. + * Copyright (C) 2011, 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 @@ -22,16 +22,17 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_matrix; + ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; -VARYING vec2 vary_frag; +VARYING vec3 vary_dir; void main() { - // pass through untransformed fullscreen pos - gl_Position = vec4(position.xyz, 1.0); - vary_frag = texcoord0; + gl_Position = vec4(position, 1.0); + + vary_dir = vec3(modelview_matrix * vec4(position, 1.0)).xyz; } diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl index db130e456c..f5d2804c7f 100644 --- a/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl @@ -23,13 +23,13 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif +out vec4 frag_data[4]; void main() { - frag_color = vec4(1,1,1,1); + // emissive red PBR material for debugging + frag_data[0] = vec4(0, 0, 0, 0); + frag_data[1] = vec4(0, 0, 0, 0); + frag_data[2] = vec4(1, 0, 0, GBUFFER_FLAG_HAS_PBR); + frag_data[3] = vec4(1, 0, 0, 0); } diff --git a/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl b/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl new file mode 100644 index 0000000000..839e10ce5e --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl @@ -0,0 +1,169 @@ +/** + * @file radianceGenF.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2022, 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]*/ + +out vec4 frag_color; + +uniform samplerCubeArray reflectionProbes; +uniform int sourceIdx; + +VARYING vec3 vary_dir; + +//uniform float roughness; + +uniform float mipLevel; + +// ============================================================================================================= +// Parts of this file are (c) 2018 Sascha Willems +// SNIPPED FROM https://github.com/SaschaWillems/Vulkan-glTF-PBR/blob/master/data/shaders/prefilterenvmap.frag +/* +MIT License + +Copyright (c) 2018 Sascha Willems + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +*/ +// ============================================================================================================= + +const float PI = 3.1415926536; + +// Based omn http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/ +float random(vec2 co) +{ + float a = 12.9898; + float b = 78.233; + float c = 43758.5453; + float dt= dot(co.xy ,vec2(a,b)); + float sn= mod(dt,3.14); + return fract(sin(sn) * c); +} + +vec2 hammersley2d(uint i, uint N) +{ + // Radical inverse based on http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html + uint bits = (i << 16u) | (i >> 16u); + bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); + bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); + bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); + bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); + float rdi = float(bits) * 2.3283064365386963e-10; + return vec2(float(i) /float(N), rdi); +} + +// Based on http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_slides.pdf +vec3 importanceSample_GGX(vec2 Xi, float roughness, vec3 normal) +{ + // Maps a 2D point to a hemisphere with spread based on roughness + float alpha = roughness * roughness; + float phi = 2.0 * PI * Xi.x + random(normal.xz) * 0.1; + float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (alpha*alpha - 1.0) * Xi.y)); + float sinTheta = sqrt(1.0 - cosTheta * cosTheta); + vec3 H = vec3(sinTheta * cos(phi), sinTheta * sin(phi), cosTheta); + + // Tangent space + vec3 up = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0); + vec3 tangentX = normalize(cross(up, normal)); + vec3 tangentY = normalize(cross(normal, tangentX)); + + // Convert to world Space + return normalize(tangentX * H.x + tangentY * H.y + normal * H.z); +} + +// Normal Distribution function +float D_GGX(float dotNH, float roughness) +{ + float alpha = roughness * roughness; + float alpha2 = alpha * alpha; + float denom = dotNH * dotNH * (alpha2 - 1.0) + 1.0; + return (alpha2)/(PI * denom*denom); +} + +vec4 prefilterEnvMap(vec3 R) +{ + vec3 N = R; + vec3 V = R; + vec4 color = vec4(0.0); + float totalWeight = 0.0; + float envMapDim = 128.0; + int numSamples = 4; + + float numMips = 6.0; + + float roughness = mipLevel/numMips; + + numSamples = max(int(numSamples*roughness), 1); + + for(uint i = 0u; i < numSamples; i++) { + vec2 Xi = hammersley2d(i, numSamples); + vec3 H = importanceSample_GGX(Xi, roughness, N); + vec3 L = 2.0 * dot(V, H) * H - V; + float dotNL = clamp(dot(N, L), 0.0, 1.0); + if(dotNL > 0.0) { + // Filtering based on https://placeholderart.wordpress.com/2015/07/28/implementation-notes-runtime-environment-map-filtering-for-image-based-lighting/ + + float dotNH = clamp(dot(N, H), 0.0, 1.0); + float dotVH = clamp(dot(V, H), 0.0, 1.0); + + // Probability Distribution Function + float pdf = D_GGX(dotNH, roughness) * dotNH / (4.0 * dotVH) + 0.0001; + // Slid angle of current smple + float omegaS = 1.0 / (float(numSamples) * pdf); + // Solid angle of 1 pixel across all cube faces + float omegaP = 4.0 * PI / (6.0 * envMapDim * envMapDim); + // Biased (+1.0) mip level for better result + float mip = roughness == 0.0 ? 0.0 : clamp(0.5 * log2(omegaS / omegaP) + 1.0, 0.0f, numMips); + //float mip = clamp(0.5 * log2(omegaS / omegaP) + 1.0, 0.0f, 7.f); + color += textureLod(reflectionProbes, vec4(L,sourceIdx), mip) * dotNL; + totalWeight += dotNL; + + } + } + return (color / totalWeight); +} + +void main() +{ + vec3 N = normalize(vary_dir); + frag_color = prefilterEnvMap(N); +} +// ============================================================================================================= diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointShadowBlurF.glsl b/indra/newview/app_settings/shaders/class1/interface/radianceGenV.glsl index ca9ce3a2e1..5f5d9396ff 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/pointShadowBlurF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/radianceGenV.glsl @@ -1,9 +1,9 @@ /** - * @file pointShadowBlur.glsl + * @file radianceGenV.glsl * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. + * Copyright (C) 2011, 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 @@ -23,15 +23,16 @@ * $/LicenseInfo$ */ -uniform samplerCube cube_map; +uniform mat4 modelview_matrix; -in vec3 to_vec; +ATTRIBUTE vec3 position; -out vec4 fragColor; +VARYING vec3 vary_dir; -void main() +void main() { - vec4 vcol = texture(cube_map, to_vec); - fragColor = vec4(vcol.rgb, 1.0); + gl_Position = vec4(position, 1.0); + + vary_dir = vec3(modelview_matrix * vec4(position, 1.0)).xyz; } diff --git a/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl b/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl new file mode 100644 index 0000000000..f0d579f85e --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl @@ -0,0 +1,101 @@ +/** + * @file reflectionmipF.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2022, 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]*/ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +// NOTE screenMap should always be texture channel 0 and +// depthmap should always be channel 1 +uniform sampler2DRect diffuseRect; +uniform sampler2DRect depthMap; + +uniform float resScale; +uniform float znear; +uniform float zfar; + +VARYING vec2 vary_texcoord0; + +// get linear depth value given a depth buffer sample d and znear and zfar values +float linearDepth(float d, float znear, float zfar); + +void main() +{ +#if 0 + float w[9]; + + float c = 1.0/16.0; //corner weight + float e = 1.0/8.0; //edge weight + float m = 1.0/4.0; //middle weight + + //float wsum = c*4+e*4+m; + + w[0] = c; w[1] = e; w[2] = c; + w[3] = e; w[4] = m; w[5] = e; + w[6] = c; w[7] = e; w[8] = c; + + vec2 tc[9]; + + float ed = 1; + float cd = 1; + + + tc[0] = vec2(-cd, cd); tc[1] = vec2(0, ed); tc[2] = vec2(cd, cd); + tc[3] = vec2(-ed, 0); tc[4] = vec2(0, 0); tc[5] = vec2(ed, 0); + tc[6] = vec2(-cd, -cd); tc[7] = vec2(0, -ed); tc[8] = vec2(cd, -1); + + vec3 color = vec3(0,0,0); + + for (int i = 0; i < 9; ++i) + { + color += texture2DRect(screenMap, vary_texcoord0.xy+tc[i]).rgb * w[i]; + //color += texture2DRect(screenMap, vary_texcoord0.xy+tc[i]*2.0).rgb * w[i]*0.5; + } + + //color /= wsum; + + frag_color = vec4(color, 1.0); +#else + vec2 depth_tc = vary_texcoord0.xy * resScale; + float depth = texture(depthMap, depth_tc).r; + float dist = linearDepth(depth, znear, zfar); + + // convert linear depth to distance + vec3 v; + v.xy = depth_tc / 256.0 * 2.0 - 1.0; + v.z = 1.0; + v = normalize(v); + dist /= v.z; + + vec3 col = texture2DRect(diffuseRect, vary_texcoord0.xy).rgb; + frag_color = vec4(col, dist/256.0); +#endif +} diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index ea2690ba09..12f500e224 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -22,113 +22,26 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 moonlight_color; -uniform int sun_up_factor; -uniform vec4 ambient_color; -uniform vec4 blue_horizon; -uniform vec4 blue_density; -uniform float haze_horizon; -uniform float haze_density; -uniform float cloud_shadow; -uniform float density_multiplier; -uniform float distance_multiplier; -uniform float max_y; -uniform vec4 glow; -uniform float scene_light_strength; -uniform mat3 ssao_effect_mat; -uniform int no_atmo; -uniform float sun_moon_glow_factor; + +// debug stub float getAmbientClamp() { return 1.0f; } +// Returns colors in sRGB void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao) { - vec3 rel_pos = inPositionEye; - - //(TERRAIN) limit altitude - if (abs(rel_pos.y) > max_y) rel_pos *= (max_y / rel_pos.y); - - vec3 rel_pos_norm = normalize(rel_pos); - float rel_pos_len = length(rel_pos); - vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; - - // sunlight attenuation effect (hue and brightness) due to atmosphere - // this is used later for sunlight modulation at various altitudes - vec4 light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); - // I had thought blue_density and haze_density should have equal weighting, - // but attenuation due to haze_density tends to seem too strong - - vec4 combined_haze = blue_density + vec4(haze_density); - vec4 blue_weight = blue_density / combined_haze; - vec4 haze_weight = vec4(haze_density) / combined_haze; - - //(TERRAIN) compute sunlight from lightnorm y component. Factor is roughly cosecant(sun elevation) (for short rays like terrain) - float above_horizon_factor = 1.0 / max(1e-6, lightnorm.y); - sunlight *= exp(-light_atten * above_horizon_factor); // for sun [horizon..overhead] this maps to an exp curve [0..1] - - // main atmospheric scattering line integral - float density_dist = rel_pos_len * density_multiplier; - - // Transparency (-> combined_haze) - // ATI Bugfix -- can't store combined_haze*density_dist*distance_multiplier in a variable because the ati - // compiler gets confused. - combined_haze = exp(-combined_haze * density_dist * distance_multiplier); - - // final atmosphere attenuation factor - atten = combined_haze.rgb; - - // compute haze glow - float haze_glow = dot(rel_pos_norm, lightnorm.xyz); - - // dampen sun additive contrib when not facing it... - // SL-13539: This "if" clause causes an "additive" white artifact at roughly 77 degreees. - // if (length(light_dir) > 0.01) - haze_glow *= max(0.0f, dot(light_dir, rel_pos_norm)); - - haze_glow = 1. - haze_glow; - // haze_glow is 0 at the sun and increases away from sun - haze_glow = max(haze_glow, .001); // set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - haze_glow *= glow.x; - // higher glow.x gives dimmer glow (because next step is 1 / "angle") - haze_glow = pow(haze_glow, glow.z); - // glow.z should be negative, so we're doing a sort of (1 / "angle") function - - // add "minimum anti-solar illumination" - haze_glow += .25; - - haze_glow *= sun_moon_glow_factor; - - vec4 amb_color = ambient_color; - - // increase ambient when there are more clouds - vec4 tmpAmbient = amb_color + (vec4(1.) - amb_color) * cloud_shadow * 0.5; - - /* decrease value and saturation (that in HSV, not HSL) for occluded areas - * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html - * // The following line of code performs the equivalent of: - * float ambAlpha = tmpAmbient.a; - * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis - * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue); - * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, - * ambAlpha); - */ - if (use_ao) - { - tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); - } - - // Similar/Shared Algorithms: - // indra\llinventory\llsettingssky.cpp -- LLSettingsSky::calculateLightSettings() - // indra\newview\app_settings\shaders\class1\windlight\atmosphericsFuncs.glsl -- calcAtmosphericVars() - // haze color - vec3 cs = sunlight.rgb * (1. - cloud_shadow); - additive = (blue_horizon.rgb * blue_weight.rgb) * (cs + tmpAmbient.rgb) + (haze_horizon * haze_weight.rgb) * (cs * haze_glow + tmpAmbient.rgb); + amblit = vec3(0.2, 0, 0.2); + sunlit = vec3(1,0,1); + additive = vec3(0.5,0.5,0.5); + atten = vec3(1,0,1); +} - // brightness of surface both sunlight and ambient - sunlit = sunlight.rgb * 0.5; - amblit = tmpAmbient.rgb * .25; - additive *= vec3(1.0 - combined_haze); +void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 additive, + out vec3 atten) +{ + amblit = vec3(0.2, 0, 0.2); + sunlit = vec3(1,0,1); + additive = vec3(0.5,0.5,0.5); + atten = vec3(1,0,1); } diff --git a/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl deleted file mode 100644 index 82fad4db5a..0000000000 --- a/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl +++ /dev/null @@ -1,127 +0,0 @@ -/** - * @file class1/windlight/cloudShadowF.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D diffuseMap; - -VARYING vec4 pos; -VARYING float target_pos_x; -VARYING float vary_CloudDensity; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec2 vary_texcoord3; - -uniform sampler2D cloud_noise_texture; -uniform sampler2D cloud_noise_texture_next; -uniform float blend_factor; -uniform vec4 cloud_pos_density1; -uniform vec4 cloud_pos_density2; -uniform vec4 sunlight_color; -uniform vec4 cloud_color; -uniform float cloud_shadow; -uniform float cloud_scale; -uniform float cloud_variance; -uniform vec3 camPosLocal; -uniform vec3 sun_dir; -uniform float sun_size; -uniform float far_z; - -#if !defined(DEPTH_CLAMP) -VARYING vec4 post_pos; -#endif - -vec4 cloudNoise(vec2 uv) -{ - vec4 a = texture2D(cloud_noise_texture, uv); - vec4 b = texture2D(cloud_noise_texture_next, uv); - vec4 cloud_noise_sample = mix(a, b, blend_factor); - return normalize(cloud_noise_sample); -} - -void main() -{ - if (cloud_scale >= 0.0001) - { - // Set variables - vec2 uv1 = vary_texcoord0.xy; - vec2 uv2 = vary_texcoord1.xy; - vec2 uv3 = vary_texcoord2.xy; - float cloudDensity = 2.0 * (cloud_shadow - 0.25); - - vec2 uv4 = vary_texcoord3.xy; - - vec2 disturbance = vec2(cloudNoise(uv1 / 8.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); - vec2 disturbance2 = vec2(cloudNoise((uv1 + uv3) / 4.0f).x, cloudNoise((uv4 + uv2) / 8.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); - - // Offset texture coords - uv1 += cloud_pos_density1.xy + (disturbance * 0.2); //large texture, visible density - uv2 += cloud_pos_density1.xy; //large texture, self shadow - uv3 += cloud_pos_density2.xy; //small texture, visible density - uv4 += cloud_pos_density2.xy; //small texture, self shadow - - float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y) * 4.0); - - cloudDensity *= 1.0 - (density_variance * density_variance); - - // Compute alpha1, the main cloud opacity - float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z; - alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10 * cloud_pos_density1.z, 1.); - - // And smooth - alpha1 = 1. - alpha1 * alpha1; - alpha1 = 1. - alpha1 * alpha1; - - if (alpha1 < 0.001f) - { - discard; - } - - // Compute alpha2, for self shadowing effect - // (1 - alpha2) will later be used as percentage of incoming sunlight - float alpha2 = (cloudNoise(uv2).x - 0.5); - alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.); - - // And smooth - alpha2 = 1. - alpha2; - alpha2 = 1. - alpha2 * alpha2; - - frag_color = vec4(alpha1, alpha1, alpha1, 1); - } - else - { - frag_color = vec4(1); - } - -#if !defined(DEPTH_CLAMP) - gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); -#endif - -} diff --git a/indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl deleted file mode 100644 index 09b6004481..0000000000 --- a/indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl +++ /dev/null @@ -1,61 +0,0 @@ -/** - * @file class1\windlight\cloudShadowV.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2011, 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 - * $/LicenseInfo$ - */ - -uniform mat4 texture_matrix0; -uniform mat4 modelview_projection_matrix; -uniform float shadow_target_width; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; - -#if !defined(DEPTH_CLAMP) -VARYING float pos_zd2; -#endif - -VARYING vec4 pos; -VARYING float target_pos_x; -VARYING vec2 vary_texcoord0; - -void passTextureIndex(); - -void main() -{ - //transform vertex - vec4 pre_pos = vec4(position.xyz, 1.0); - pos = modelview_projection_matrix * pre_pos; - target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; - -#if !defined(DEPTH_CLAMP) - pos_zd2 = pos.z * 0.5; - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -#else - gl_Position = pos; -#endif - - passTextureIndex(); - - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; -} diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl index 2425a2ad04..f03003f5e1 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl @@ -34,8 +34,7 @@ out vec4 frag_color; #endif uniform vec4 color; -uniform vec4 sunlight_color; -uniform vec4 moonlight_color; +uniform vec3 moonlight_color; uniform vec3 moon_dir; uniform float moon_brightness; uniform sampler2D diffuseMap; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl new file mode 100644 index 0000000000..e255c78b86 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -0,0 +1,306 @@ +/** + * @file alphaF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, 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 + * $/LicenseInfo$ + */ + +//class2/deferred/alphaF.glsl + +#extension GL_ARB_texture_rectangle : enable + +/*[EXTRA_CODE_HERE]*/ + +#define INDEXED 1 +#define NON_INDEXED 2 +#define NON_INDEXED_NO_COLOR 3 + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +uniform mat3 env_mat; +uniform vec3 sun_dir; +uniform vec3 moon_dir; + +#ifdef USE_DIFFUSE_TEX +uniform sampler2D diffuseMap; +#endif + +VARYING vec3 vary_fragcoord; +VARYING vec3 vary_position; +VARYING vec2 vary_texcoord0; +VARYING vec3 vary_norm; + +#ifdef USE_VERTEX_COLOR +VARYING vec4 vertex_color; //vertex color should be treated as sRGB +#endif + +#ifdef HAS_ALPHA_MASK +uniform float minimum_alpha; +#endif + +uniform mat4 proj_mat; +uniform mat4 inv_proj; +uniform vec2 screen_res; +uniform int sun_up_factor; +uniform vec4 light_position[8]; +uniform vec3 light_direction[8]; +uniform vec4 light_attenuation[8]; +uniform vec3 light_diffuse[8]; + +void waterClip(vec3 pos); + +#ifdef WATER_FOG +vec4 applyWaterFogViewLinear(vec3 pos, vec4 color); +#endif + +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); + +#ifdef HAS_SUN_SHADOW +float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); +#endif + +float getAmbientClamp(); + +void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, + vec3 pos, vec3 norm, float glossiness, float envIntensity); + +vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, float ambiance) +{ + // SL-14895 inverted attenuation work-around + // This routine is tweaked to match deferred lighting, but previously used an inverted la value. To reconstruct + // that previous value now that the inversion is corrected, we reverse the calculations in LLPipeline::setupHWLights() + // to recover the `adjusted_radius` value previously being sent as la. + float falloff_factor = (12.0 * fa) - 9.0; + float inverted_la = falloff_factor / la; + // Yes, it makes me want to cry as well. DJH + + vec3 col = vec3(0); + + //get light vector + vec3 lv = lp.xyz-v; + + //get distance + float dist = length(lv); + float da = 1.0; + + /*if (dist > inverted_la) + { + return col; + } + + clip to projector bounds + vec4 proj_tc = proj_mat * lp; + + if (proj_tc.z < 0 + || proj_tc.z > 1 + || proj_tc.x < 0 + || proj_tc.x > 1 + || proj_tc.y < 0 + || proj_tc.y > 1) + { + return col; + }*/ + + if (dist > 0.0 && inverted_la > 0.0) + { + dist /= inverted_la; + + //normalize light vector + lv = normalize(lv); + + //distance attenuation + float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); + dist_atten *= dist_atten; + dist_atten *= 2.0f; + + if (dist_atten <= 0.0) + { + return col; + } + + // spotlight coefficient. + float spot = max(dot(-ln, lv), is_pointlight); + da *= spot*spot; // GL_SPOT_EXPONENT=2 + + //angular attenuation + da *= dot(n, lv); + da = max(0.0, da); + + float lit = 0.0f; + + float amb_da = 0.0;//ambiance; + if (da > 0) + { + lit = max(da * dist_atten,0.0); + col = lit * light_col * diffuse; + amb_da += (da*0.5+0.5) * ambiance; + } + amb_da += (da*da*0.5 + 0.5) * ambiance; + amb_da *= dist_atten; + amb_da = min(amb_da, 1.0f - lit); + + // SL-10969 ... need to work out why this blows out in many setups... + //col.rgb += amb_da * light_col * diffuse; + + // no spec for alpha shader... + } + col = max(col, vec3(0)); + return col; +} + +void main() +{ + vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; + frag *= screen_res; + + vec4 pos = vec4(vary_position, 1.0); +#ifndef IS_AVATAR_SKIN + // clip against water plane unless this is a legacy avatar skin + waterClip(pos.xyz); +#endif + vec3 norm = vary_norm; + + float shadow = 1.0f; + +#ifdef HAS_SUN_SHADOW + shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, frag); +#endif + +#ifdef USE_DIFFUSE_TEX + vec4 diffuse_tap = texture2D(diffuseMap,vary_texcoord0.xy); +#endif + +#ifdef USE_INDEXED_TEX + vec4 diffuse_tap = diffuseLookup(vary_texcoord0.xy); +#endif + + vec4 diffuse_srgb = diffuse_tap; + +#ifdef FOR_IMPOSTOR + vec4 color; + color.rgb = diffuse_srgb.rgb; + color.a = 1.0; + + float final_alpha = diffuse_srgb.a * vertex_color.a; + diffuse_srgb.rgb *= vertex_color.rgb; + + // Insure we don't pollute depth with invis pixels in impostor rendering + // + if (final_alpha < minimum_alpha) + { + discard; + } + + color.rgb = diffuse_srgb.rgb; + color.a = final_alpha; + +#else // FOR_IMPOSTOR + + vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a); + + vec3 light_dir = (sun_up_factor == 1) ? sun_dir: moon_dir; + + float final_alpha = diffuse_linear.a; + +#ifdef USE_VERTEX_COLOR + final_alpha *= vertex_color.a; + + if (final_alpha < minimum_alpha) + { // TODO: figure out how to get invisible faces out of + // render batches without breaking glow + discard; + } + + diffuse_srgb.rgb *= vertex_color.rgb; + diffuse_linear.rgb = srgb_to_linear(diffuse_srgb.rgb); +#endif // USE_VERTEX_COLOR + + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; + + calcAtmosphericVarsLinear(pos.xyz, norm, light_dir, sunlit, amblit, additive, atten); + + vec3 irradiance; + vec3 glossenv; + vec3 legacyenv; + sampleReflectionProbesLegacy(irradiance, glossenv, legacyenv, pos.xyz, norm.xyz, 0.0, 0.0); + + + float da = dot(norm.xyz, light_dir.xyz); + da = clamp(da, -1.0, 1.0); + + float final_da = da; + final_da = clamp(final_da, 0.0f, 1.0f); + + vec4 color = vec4(0.0); + + color.a = final_alpha; + + vec3 sun_contrib = min(final_da, shadow) * sunlit; + + color.rgb = max(amblit, irradiance); + + color.rgb += sun_contrib; + + color.rgb *= diffuse_linear.rgb; + + color.rgb = atmosFragLightingLinear(color.rgb, additive, atten); + color.rgb = scaleSoftClipFragLinear(color.rgb); + + vec4 light = vec4(0,0,0,0); + + #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diffuse_linear.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w); + + LIGHT_LOOP(1) + LIGHT_LOOP(2) + LIGHT_LOOP(3) + LIGHT_LOOP(4) + LIGHT_LOOP(5) + LIGHT_LOOP(6) + LIGHT_LOOP(7) + + // sum local light contrib in linear colorspace +#if !defined(LOCAL_LIGHT_KILL) + color.rgb += light.rgb; +#endif // !defined(LOCAL_LIGHT_KILL) + +#ifdef WATER_FOG + color = applyWaterFogViewLinear(pos.xyz, color); +#endif // WATER_FOG + +#endif // #else // FOR_IMPOSTOR + + 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 new file mode 100644 index 0000000000..b39f834e41 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl @@ -0,0 +1,239 @@ +/** + * @file class1\deferred\pbralphaF.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2022, 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]*/ + +uniform sampler2D diffuseMap; //always in sRGB space +uniform sampler2D bumpMap; +uniform sampler2D emissiveMap; +uniform sampler2D specularMap; // PBR: Packed: Occlusion, Metal, Roughness + +uniform float metallicFactor; +uniform float roughnessFactor; +uniform vec3 emissiveColor; + +#if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO) +uniform sampler2DRect lightMap; +#endif + +uniform int sun_up_factor; +uniform vec3 sun_dir; +uniform vec3 moon_dir; + +out vec4 frag_color; + +#ifdef HAS_SUN_SHADOW + VARYING vec3 vary_fragcoord; + uniform vec2 screen_res; +#endif + +VARYING vec3 vary_position; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +VARYING vec2 vary_texcoord2; +VARYING vec3 vary_normal; +VARYING vec3 vary_tangent; +flat in float vary_sign; + + +#ifdef HAS_ALPHA_MASK +uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff() +#endif + +// Lights +// See: LLRender::syncLightState() +uniform vec4 light_position[8]; +uniform vec3 light_direction[8]; // spot direction +uniform vec4 light_attenuation[8]; // linear, quadratic, is omni, unused, See: LLPipeline::setupHWLights() and syncLightState() +uniform vec3 light_diffuse[8]; +uniform vec2 light_deferred_attenuation[8]; // light size and falloff + +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); + +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); +float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); +void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, + vec3 pos, vec3 norm, float glossiness); + +void waterClip(vec3 pos); + +void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor); + +vec3 pbrBaseLight(vec3 diffuseColor, + vec3 specularColor, + float metallic, + vec3 pos, + vec3 norm, + float perceptualRoughness, + vec3 light_dir, + vec3 sunlit, + float scol, + vec3 radiance, + vec3 irradiance, + vec3 colorEmissive, + float ao, + vec3 additive, + vec3 atten); + +vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, + float perceptualRoughness, + float metallic, + vec3 n, // normal + vec3 v, // surface point to camera + vec3 l); //surface point to light + +vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor, + float perceptualRoughness, + float metallic, + vec3 n, // normal + vec3 p, // pixel position + vec3 v, // view vector (negative normalized pixel position) + vec3 lp, // light position + vec3 ld, // light direction (for spotlights) + vec3 lightColor, + float lightSize, float falloff, float is_pointlight, float ambiance) +{ + vec3 color = vec3(0,0,0); + + vec3 lv = lp.xyz - p; + + float lightDist = length(lv); + + float dist = lightDist / lightSize; + if (dist <= 1.0) + { + lv /= lightDist; + + float dist_atten = calcLegacyDistanceAttenuation(dist, falloff); + + // spotlight coefficient. + float spot = max(dot(-ld, lv), is_pointlight); + // spot*spot => GL_SPOT_EXPONENT=2 + float spot_atten = spot*spot; + + vec3 intensity = spot_atten * dist_atten * lightColor * 3.0; + + color = intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv); + } + + return color; +} + +void main() +{ + vec3 color = vec3(0,0,0); + + vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; + vec3 pos = vary_position; + + waterClip(pos); + +// IF .mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; +// vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb; +// else + vec4 albedo = texture(diffuseMap, vary_texcoord0.xy).rgba; + albedo.rgb = srgb_to_linear(albedo.rgb); +#ifdef HAS_ALPHA_MASK + if (albedo.a < minimum_alpha) + { + discard; + } +#endif + + vec3 baseColor = vertex_color.rgb * albedo.rgb; + + vec3 vNt = texture(bumpMap, vary_texcoord1.xy).xyz*2.0-1.0; + float sign = vary_sign; + vec3 vN = vary_normal; + vec3 vT = vary_tangent.xyz; + + vec3 vB = sign * cross(vN, vT); + vec3 norm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN ); + + norm *= gl_FrontFacing ? 1.0 : -1.0; + + float scol = 1.0; + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; + calcAtmosphericVarsLinear(pos.xyz, norm, light_dir, sunlit, amblit, additive, atten); + +#ifdef HAS_SUN_SHADOW + vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; + frag *= screen_res; + scol = sampleDirectionalShadow(pos.xyz, norm.xyz, frag); +#endif + + vec3 orm = texture(specularMap, vary_texcoord2.xy).rgb; //orm is packed into "emissiveRect" to keep the data in linear color space + + float perceptualRoughness = orm.g * roughnessFactor; + float metallic = orm.b * metallicFactor; + float ao = orm.r; + + // emissiveColor is the emissive color factor from GLTF and is already in linear space + vec3 colorEmissive = emissiveColor; + // emissiveMap here is a vanilla RGB texture encoded as sRGB, manually convert to linear + colorEmissive *= srgb_to_linear(texture2D(emissiveMap, vary_texcoord0.xy).rgb); + + // PBR IBL + float gloss = 1.0 - perceptualRoughness; + vec3 irradiance = vec3(0); + vec3 radiance = vec3(0); + sampleReflectionProbes(irradiance, radiance, 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); + + 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); + + vec3 light = vec3(0); + + // Punctual lights +#define LIGHT_LOOP(i) light += calcPointLightOrSpotLight(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, pos.xyz, v, light_position[i].xyz, light_direction[i].xyz, light_diffuse[i].rgb, light_deferred_attenuation[i].x, light_deferred_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w); + + LIGHT_LOOP(1) + LIGHT_LOOP(2) + LIGHT_LOOP(3) + LIGHT_LOOP(4) + LIGHT_LOOP(5) + LIGHT_LOOP(6) + LIGHT_LOOP(7) + + color.rgb += light.rgb; + + + frag_color = vec4(color.rgb,albedo.a * vertex_color.a); +} diff --git a/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl new file mode 100644 index 0000000000..eb26143438 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl @@ -0,0 +1,75 @@ +/** + * @file class2/deferred/reflectionProbeF.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2022, 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 + * $/LicenseInfo$ + */ + +// Implementation for when reflection probes are disabled + +uniform float reflection_probe_ambiance; + +uniform samplerCube environmentMap; + +uniform mat3 env_mat; + +vec3 srgb_to_linear(vec3 c); + +void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, + vec3 pos, vec3 norm, float glossiness, bool errorCorrect) +{ + ambenv = vec3(reflection_probe_ambiance * 0.25); + + vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); + vec3 env_vec = env_mat * refnormpersp; + glossenv = srgb_to_linear(textureCube(environmentMap, env_vec).rgb); +} + +void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, + vec3 pos, vec3 norm, float glossiness) +{ + sampleReflectionProbes(ambenv, glossenv, + pos, norm, glossiness, false); +} + +void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, + vec3 pos, vec3 norm, float glossiness, float envIntensity) +{ + ambenv = vec3(reflection_probe_ambiance * 0.25); + + vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); + vec3 env_vec = env_mat * refnormpersp; + + legacyenv = srgb_to_linear(textureCube(environmentMap, env_vec).rgb); + + glossenv = legacyenv; +} + +void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm) +{ + +} + +void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity) +{ + color = mix(color.rgb, legacyenv*1.5, envIntensity); +} + diff --git a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl index 6841a8194f..668f70c3ab 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl @@ -32,13 +32,13 @@ uniform mat4 modelview_projection_matrix; // Inputs uniform vec3 camPosLocal; -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 moonlight_color; +uniform vec3 lightnorm; +uniform vec3 sunlight_color; +uniform vec3 moonlight_color; uniform int sun_up_factor; -uniform vec4 ambient_color; -uniform vec4 blue_horizon; -uniform vec4 blue_density; +uniform vec3 ambient_color; +uniform vec3 blue_horizon; +uniform vec3 blue_density; uniform float haze_horizon; uniform float haze_density; @@ -47,10 +47,10 @@ uniform float density_multiplier; uniform float distance_multiplier; uniform float max_y; -uniform vec4 glow; +uniform vec3 glow; uniform float sun_moon_glow_factor; -uniform vec4 cloud_color; +uniform vec3 cloud_color; #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_data[3]; @@ -123,16 +123,16 @@ void main() float rel_pos_len = length(rel_pos); // Initialize temp variables - vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; + vec3 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes - vec4 light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); + vec3 light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y); // Calculate relative weights - vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); - vec4 blue_weight = blue_density / combined_haze; - vec4 haze_weight = haze_density / combined_haze; + vec3 combined_haze = abs(blue_density) + vec3(abs(haze_density)); + vec3 blue_weight = blue_density / combined_haze; + vec3 haze_weight = haze_density / combined_haze; // Compute sunlight from rel_pos & lightnorm (for long rays like sky) float off_axis = 1.0 / max(1e-6, max(0, rel_pos_norm.y) + lightnorm.y); @@ -162,7 +162,7 @@ void main() haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (sun_moon_glow_factor * (haze_glow + 0.25)); // Haze color above cloud - vec4 color = blue_horizon * blue_weight * (sunlight + ambient_color) + vec3 color = blue_horizon * blue_weight * (sunlight + ambient_color) + haze_horizon * haze_weight * (sunlight * haze_glow + ambient_color); // Final atmosphere additive @@ -170,13 +170,13 @@ void main() // Increase ambient when there are more clouds // TODO 9/20: DJH what does this do? max(0,(1-ambient)) will change the color - vec4 ambient = ambient_color + max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5; + vec3 ambient = ambient_color + max(vec3(0), (1. - ambient_color)) * cloud_shadow * 0.5; // Dim sunlight by cloud shadow percentage sunlight *= max(0.0, (1. - cloud_shadow)); // Haze color below cloud - vec4 add_below_cloud = blue_horizon * blue_weight * (sunlight + ambient) + vec3 add_below_cloud = blue_horizon * blue_weight * (sunlight + ambient) + haze_horizon * haze_weight * (sunlight * haze_glow + ambient); // Attenuate cloud color by atmosphere @@ -195,5 +195,5 @@ void main() // Gamma correct for WL (soft clip effect). frag_data[0] = vec4(color.rgb, 1.0); frag_data[1] = vec4(0.0, 0.0, 0.0, 0.0); - frag_data[2] = vec4(0.0, 0.0, 0.0, 1.0); // 1.0 in norm.w masks off fog + frag_data[2] = vec4(0.0, 0.0, 0.0, GBUFFER_FLAG_SKIP_ATMOS); // 1.0 in norm.w masks off fog } diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 7700d16007..677c9c244c 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -88,7 +88,7 @@ void main() da = pow(da, light_gamma); vec4 diffuse = texture2DRect(diffuseRect, tc); - diffuse.rgb = linear_to_srgb(diffuse.rgb); // SL-14025 + diffuse.rgb = linear_to_srgb(diffuse.rgb); // SL-14035 vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; @@ -139,7 +139,7 @@ void main() color = mix(color.rgb, reflected_color, envIntensity); } - if (norm.w < 0.5) + if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS)) { color = mix(atmosFragLighting(color, additive, atten), fullbrightAtmosTransportFrag(color, additive, atten), diffuse.a); color = mix(scaleSoftClipFrag(color), fullbrightScaleSoftClip(color), diffuse.a); diff --git a/indra/newview/app_settings/shaders/class2/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class2/deferred/waterF.glsl new file mode 100644 index 0000000000..96739d91d7 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/waterF.glsl @@ -0,0 +1,192 @@ +/** + * @file class1/deferred/waterF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, 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]*/ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_data[4]; +#else +#define frag_data gl_FragData +#endif + +vec3 scaleSoftClip(vec3 inColor); +vec3 atmosTransport(vec3 inColor); + +uniform sampler2D bumpMap; +uniform sampler2D bumpMap2; +uniform float blend_factor; +uniform sampler2D screenTex; +uniform sampler2D refTex; +uniform float sunAngle; +uniform float sunAngle2; +uniform vec3 lightDir; +uniform vec3 specular; +uniform float lightExp; +uniform float refScale; +uniform float kd; +uniform vec2 screenRes; +uniform vec3 normScale; +uniform float fresnelScale; +uniform float fresnelOffset; +uniform float blurMultiplier; +uniform vec2 screen_res; +uniform mat4 norm_mat; //region space to screen space +uniform int water_edge; + +//bigWave is (refCoord.w, view.w); +VARYING vec4 refCoord; +VARYING vec4 littleWave; +VARYING vec4 view; +VARYING vec4 vary_position; + +vec2 encode_normal(vec3 n); +vec3 scaleSoftClip(vec3 l); +vec3 srgb_to_linear(vec3 c); +vec3 linear_to_srgb(vec3 c); + +vec3 BlendNormal(vec3 bump1, vec3 bump2) +{ + vec3 n = mix(bump1, bump2, blend_factor); + return n; +} + +void main() +{ + vec4 color; + float dist = length(view.xyz); + + //normalize view vector + vec3 viewVec = normalize(view.xyz); + + //get wave normals + vec3 wave1_a = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; + vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; + vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; + + + vec3 wave1_b = texture2D(bumpMap2, vec2(refCoord.w, view.w)).xyz*2.0-1.0; + vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0; + vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0; + + vec3 wave1 = BlendNormal(wave1_a, wave1_b); + vec3 wave2 = BlendNormal(wave2_a, wave2_b); + vec3 wave3 = BlendNormal(wave3_a, wave3_b); + + //get base fresnel components + + vec3 df = vec3( + dot(viewVec, wave1), + dot(viewVec, (wave2 + wave3) * 0.5), + dot(viewVec, wave3) + ) * fresnelScale + fresnelOffset; + df *= df; + + vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; + + float dist2 = dist; + dist = max(dist, 5.0); + + float dmod = sqrt(dist); + + vec2 dmod_scale = vec2(dmod*dmod, dmod); + + //get reflected color + vec2 refdistort1 = wave1.xy*normScale.x; + vec2 refvec1 = distort+refdistort1/dmod_scale; + vec4 refcol1 = texture2D(refTex, refvec1); + + vec2 refdistort2 = wave2.xy*normScale.y; + vec2 refvec2 = distort+refdistort2/dmod_scale; + vec4 refcol2 = texture2D(refTex, refvec2); + + vec2 refdistort3 = wave3.xy*normScale.z; + vec2 refvec3 = distort+refdistort3/dmod_scale; + vec4 refcol3 = texture2D(refTex, refvec3); + + vec4 refcol = refcol1 + refcol2 + refcol3; + float df1 = df.x + df.y + df.z; + refcol *= df1 * 0.333; + + vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; + wavef.z *= max(-viewVec.z, 0.1); + wavef = normalize(wavef); + + float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset; + + vec2 refdistort4 = wavef.xy*0.125; + refdistort4.y -= abs(refdistort4.y); + vec2 refvec4 = distort+refdistort4/dmod; + float dweight = min(dist2*blurMultiplier, 1.0); + vec4 baseCol = texture2D(refTex, refvec4); + + refcol = mix(baseCol*df2, refcol, dweight); + + //get specular component + float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0); + + //harden specular + spec = pow(spec, 128.0); + + //figure out distortion vector (ripply) + vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0); + + vec4 fb = texture2D(screenTex, distort2); + + //mix with reflection + // Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug + color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999f); + + vec4 pos = vary_position; + + //color.rgb += spec * specular; + + //color.rgb = atmosTransport(color.rgb); + //color.rgb = scaleSoftClip(color.rgb); + + //color.rgb = refcol.rgb; + color.rgb = vec3(0.0); + color.a = spec * sunAngle2; + + vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz); + + //frag_data[0] = color; + + // TODO: The non-obvious assignment below is copied from the pre-EEP WL shader code + // Unfortunately, fixing it causes a mismatch for EEP, and so it remains... for now + // SL-12975 (unfix pre-EEP broken alpha) + frag_data[0] = vec4(srgb_to_linear(color.rgb), 0.0); + + frag_data[1] = vec4(1.0, 0.1, 0.0, 0.0); // occlusion, roughness, metalness + frag_data[2] = vec4(encode_normal(screenspacewavef.xyz), 0.0, GBUFFER_FLAG_HAS_PBR);// normalxy, env intens, flags (atmo kill) + //frag_data[3] = vec4(srgb_to_linear(refcol.rgb),0); + frag_data[3] = vec4(0, 0, 0, 0); + + + //frag_data[0] = vec4(0.0,0,0,0); + //frag_data[1] = vec4(0, 1.0, 0.0, 0.0); + //frag_data[3] = vec4(0); +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl index c65cf48c67..d485379a56 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl @@ -22,20 +22,21 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - -#extension GL_ARB_texture_rectangle : enable -/*[EXTRA_CODE_HERE]*/ +//class2/environment/waterF.glsl #ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; +out vec4 frag_color; #else -#define frag_data gl_FragData +#define frag_color gl_FragColor #endif -uniform sampler2D bumpMap; +vec3 scaleSoftClip(vec3 inColor); +vec3 atmosTransport(vec3 inColor); + +uniform sampler2D bumpMap; uniform sampler2D bumpMap2; -uniform float blend_factor; +uniform float blend_factor; uniform sampler2D screenTex; uniform sampler2D refTex; @@ -51,49 +52,45 @@ uniform vec3 normScale; uniform float fresnelScale; uniform float fresnelOffset; uniform float blurMultiplier; -uniform vec2 screen_res; -uniform mat4 norm_mat; //region space to screen space + //bigWave is (refCoord.w, view.w); VARYING vec4 refCoord; VARYING vec4 littleWave; VARYING vec4 view; -VARYING vec4 vary_position; - -vec3 scaleSoftClip(vec3 c); -vec2 encode_normal(vec3 n); vec3 BlendNormal(vec3 bump1, vec3 bump2) { - //vec3 normal = bump1.xyz * vec3( 2.0, 2.0, 2.0) - vec3(1.0, 1.0, 0.0); - //vec3 normal2 = bump2.xyz * vec3(-2.0, -2.0, 2.0) + vec3(1.0, 1.0, -1.0); - //vec3 n = normalize(normal * dot(normal, normal2) - (normal2 * normal.z)); - vec3 n = normalize(mix(bump1, bump2, blend_factor)); + vec3 n = mix(bump1, bump2, blend_factor); return n; } + void main() { vec4 color; + float dist = length(view.xy); //normalize view vector vec3 viewVec = normalize(view.xyz); //get wave normals - vec3 wave1_a = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; - vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; - vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; + vec2 bigwave = vec2(refCoord.w, view.w); + vec3 wave1_a = texture2D(bumpMap, bigwave ).xyz*2.0-1.0; + vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; + vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; - vec3 wave1_b = texture2D(bumpMap2, vec2(refCoord.w, view.w)).xyz*2.0-1.0; - vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0; - vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0; + vec3 wave1_b = texture2D(bumpMap2, bigwave ).xyz*2.0-1.0; + vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0; + vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0; vec3 wave1 = BlendNormal(wave1_a, wave1_b); vec3 wave2 = BlendNormal(wave2_a, wave2_b); vec3 wave3 = BlendNormal(wave3_a, wave3_b); + //get base fresnel components vec3 df = vec3( @@ -130,6 +127,7 @@ void main() refcol *= df1 * 0.333; vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; + wavef.z *= max(-viewVec.z, 0.1); wavef = normalize(wavef); @@ -140,7 +138,6 @@ void main() vec2 refvec4 = distort+refdistort4/dmod; float dweight = min(dist2*blurMultiplier, 1.0); vec4 baseCol = texture2D(refTex, refvec4); - refcol = mix(baseCol*df2, refcol, dweight); //get specular component @@ -155,20 +152,19 @@ void main() vec4 fb = texture2D(screenTex, distort2); //mix with reflection - // Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug + // Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999); - - color.rgb *= 2.0f; - color.rgb = scaleSoftClip(color.rgb); + color.rgb += spec * specular; - vec4 pos = vary_position; + color.rgb = atmosTransport(color.rgb); + color.rgb = scaleSoftClip(color.rgb); + color.a = spec * sunAngle2; - color.rgb += spec * specular; - color.a = spec * sunAngle2; - - vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz); + frag_color = color; + +#if defined(WATER_EDGE) + gl_FragDepth = 0.9999847f; +#endif - frag_data[0] = vec4(color.rgb, color); // diffuse - frag_data[1] = vec4(spec * specular, spec); // speccolor, spec - frag_data[2] = vec4(encode_normal(wavef.xyz), 0.05, 0);// normalxy, 0, 0 } + diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl index ee9c990b12..1463d507bc 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl @@ -29,8 +29,11 @@ vec3 scaleSoftClipFrag(vec3 light); uniform int no_atmo; +vec3 srgb_to_linear(vec3 col); +vec3 linear_to_srgb(vec3 col); + vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten) -{ +{ if (no_atmo == 1) { return light; @@ -40,6 +43,11 @@ vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten) return light * 2.0; } +vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten) +{ + return atmosFragLighting(light, additive, atten); +} + vec3 atmosLighting(vec3 light) { return atmosFragLighting(light, getAdditiveColor(), getAtmosAttenuation()); diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl new file mode 100644 index 0000000000..c69eba93b6 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl @@ -0,0 +1,251 @@ +/** + * @file class2\windlight\atmosphericsFuncs.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2022, 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 + * $/LicenseInfo$ + */ + +uniform vec3 lightnorm; +uniform vec3 sunlight_color; +uniform vec3 sunlight_linear; +uniform vec3 moonlight_color; +uniform vec3 moonlight_linear; +uniform int sun_up_factor; +uniform vec3 ambient_color; +uniform vec3 ambient_linear; +uniform vec3 blue_horizon; +uniform vec3 blue_horizon_linear; +uniform vec3 blue_density; +uniform vec3 blue_density_linear; +uniform float haze_horizon; +uniform float haze_density; +uniform float haze_density_linear; +uniform float cloud_shadow; +uniform float density_multiplier; +uniform float distance_multiplier; +uniform float max_y; +uniform vec3 glow; +uniform float scene_light_strength; +uniform mat3 ssao_effect_mat; +uniform int no_atmo; +uniform float sun_moon_glow_factor; + +float getAmbientClamp() { return 1.0f; } + +vec3 srgb_to_linear(vec3 col); + +// return colors in sRGB space +void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, + out vec3 atten, bool use_ao) +{ + vec3 rel_pos = inPositionEye; + + //(TERRAIN) limit altitude + if (abs(rel_pos.y) > max_y) rel_pos *= (max_y / rel_pos.y); + + vec3 rel_pos_norm = normalize(rel_pos); + float rel_pos_len = length(rel_pos); + vec3 sunlight = (sun_up_factor == 1) ? sunlight_color : 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); + // I had thought blue_density and haze_density should have equal weighting, + // but attenuation due to haze_density tends to seem too strong + + vec3 combined_haze = blue_density + vec3(haze_density); + vec3 blue_weight = blue_density / combined_haze; + vec3 haze_weight = vec3(haze_density) / combined_haze; + + //(TERRAIN) compute sunlight from lightnorm y component. Factor is roughly cosecant(sun elevation) (for short rays like terrain) + float above_horizon_factor = 1.0 / max(1e-6, lightnorm.y); + sunlight *= exp(-light_atten * above_horizon_factor); // for sun [horizon..overhead] this maps to an exp curve [0..1] + + // main atmospheric scattering line integral + float density_dist = rel_pos_len * density_multiplier; + + // Transparency (-> combined_haze) + // ATI Bugfix -- can't store combined_haze*density_dist*distance_multiplier in a variable because the ati + // compiler gets confused. + combined_haze = exp(-combined_haze * density_dist * distance_multiplier); + + // final atmosphere attenuation factor + atten = combined_haze.rgb; + + // compute haze glow + float haze_glow = dot(rel_pos_norm, lightnorm.xyz); + + // dampen sun additive contrib when not facing it... + // SL-13539: This "if" clause causes an "additive" white artifact at roughly 77 degreees. + // if (length(light_dir) > 0.01) + haze_glow *= max(0.0f, dot(light_dir, rel_pos_norm)); + + haze_glow = 1. - haze_glow; + // haze_glow is 0 at the sun and increases away from sun + haze_glow = max(haze_glow, .001); // set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) + haze_glow *= glow.x; + // higher glow.x gives dimmer glow (because next step is 1 / "angle") + haze_glow = pow(haze_glow, glow.z); + // glow.z should be negative, so we're doing a sort of (1 / "angle") function + + // add "minimum anti-solar illumination" + haze_glow += .25; + + haze_glow *= sun_moon_glow_factor; + + vec3 amb_color = ambient_color; + + // increase ambient when there are more clouds + vec3 tmpAmbient = amb_color + (vec3(1.) - amb_color) * cloud_shadow * 0.5; + + /* decrease value and saturation (that in HSV, not HSL) for occluded areas + * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html + * // The following line of code performs the equivalent of: + * float ambAlpha = tmpAmbient.a; + * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis + * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue); + * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, + * ambAlpha); + */ + if (use_ao) + { + tmpAmbient = mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor); + } + + // Similar/Shared Algorithms: + // indra\llinventory\llsettingssky.cpp -- LLSettingsSky::calculateLightSettings() + // indra\newview\app_settings\shaders\class1\windlight\atmosphericsFuncs.glsl -- calcAtmosphericVars() + // haze color + vec3 cs = sunlight.rgb * (1. - cloud_shadow); + 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; + additive *= vec3(1.0 - combined_haze); +} + + +vec3 srgb_to_linear(vec3 col); + +// provide a touch of lighting in the opposite direction of the sun light + // so areas in shadow don't lose all detail +float ambientLighting(vec3 norm, vec3 light_dir) +{ + float ambient = min(abs(dot(norm.xyz, light_dir.xyz)), 1.0); + ambient *= 0.56; + ambient *= ambient; + ambient = (1.0 - ambient); + return ambient; +} + + +// return colors in linear space +void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 additive, + out vec3 atten) +{ +#if 1 + calcAtmosphericVars(inPositionEye, light_dir, 1.0, sunlit, amblit, additive, atten, false); + sunlit = srgb_to_linear(sunlit); + additive = srgb_to_linear(additive); + amblit = ambient_linear; + + amblit *= ambientLighting(norm, light_dir); +#else + + //EXPERIMENTAL -- attempt to factor out srgb_to_linear conversions above + vec3 rel_pos = inPositionEye; + + //(TERRAIN) limit altitude + if (abs(rel_pos.y) > max_y) rel_pos *= (max_y / rel_pos.y); + + vec3 rel_pos_norm = normalize(rel_pos); + float rel_pos_len = length(rel_pos); + vec3 sunlight = (sun_up_factor == 1) ? vec3(sunlight_linear, 0.0) : vec3(moonlight_linear, 0.0); + + // 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); + // I had thought blue_density and haze_density should have equal weighting, + // but attenuation due to haze_density tends to seem too strong + + vec3 combined_haze = blue_density + vec3(haze_density); + vec3 blue_weight = blue_density / combined_haze; + vec3 haze_weight = vec3(haze_density) / combined_haze; + + //(TERRAIN) compute sunlight from lightnorm y component. Factor is roughly cosecant(sun elevation) (for short rays like terrain) + float above_horizon_factor = 1.0 / max(1e-6, lightnorm.y); + sunlight *= exp(-light_atten * above_horizon_factor); // for sun [horizon..overhead] this maps to an exp curve [0..1] + + // main atmospheric scattering line integral + float density_dist = rel_pos_len * density_multiplier; + + // Transparency (-> combined_haze) + // ATI Bugfix -- can't store combined_haze*density_dist*distance_multiplier in a variable because the ati + // compiler gets confused. + combined_haze = exp(-combined_haze * density_dist * distance_multiplier); + + // final atmosphere attenuation factor + atten = combined_haze.rgb; + + // compute haze glow + float haze_glow = dot(rel_pos_norm, lightnorm.xyz); + + // dampen sun additive contrib when not facing it... + // SL-13539: This "if" clause causes an "additive" white artifact at roughly 77 degreees. + // if (length(light_dir) > 0.01) + haze_glow *= max(0.0f, dot(light_dir, rel_pos_norm)); + + haze_glow = 1. - haze_glow; + // haze_glow is 0 at the sun and increases away from sun + haze_glow = max(haze_glow, .001); // set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) + haze_glow *= glow.x; + // higher glow.x gives dimmer glow (because next step is 1 / "angle") + haze_glow = pow(haze_glow, glow.z); + // glow.z should be negative, so we're doing a sort of (1 / "angle") function + + // add "minimum anti-solar illumination" + haze_glow += .25; + + haze_glow *= sun_moon_glow_factor; + + //vec3 amb_color = vec4(ambient_linear, 0.0); + vec3 amb_color = ambient_color; + + // increase ambient when there are more clouds + vec3 tmpAmbient = amb_color + (vec3(1.) - amb_color) * cloud_shadow * 0.5; + + // Similar/Shared Algorithms: + // indra\llinventory\llsettingssky.cpp -- LLSettingsSky::calculateLightSettings() + // indra\newview\app_settings\shaders\class1\windlight\atmosphericsFuncs.glsl -- calcAtmosphericVars() + // haze color + vec3 cs = sunlight.rgb * (1. - cloud_shadow); + 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 = min(sunlight.rgb, vec3(1)); + amblit = tmpAmbient.rgb; + additive *= vec3(1.0 - combined_haze); + + //sunlit = sunlight_linear; + amblit = ambient_linear*0.8; +#endif +} diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl index fa928d993e..9c5a4903d0 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl @@ -35,15 +35,15 @@ out vec4 frag_color; // The fragment shader for the sky ///////////////////////////////////////////////////////////////////////// -VARYING vec4 vary_CloudColorSun; -VARYING vec4 vary_CloudColorAmbient; +VARYING vec3 vary_CloudColorSun; +VARYING vec3 vary_CloudColorAmbient; VARYING float vary_CloudDensity; uniform sampler2D cloud_noise_texture; uniform sampler2D cloud_noise_texture_next; uniform float blend_factor; -uniform vec4 cloud_pos_density1; -uniform vec4 cloud_pos_density2; +uniform vec3 cloud_pos_density1; +uniform vec3 cloud_pos_density2; uniform float cloud_scale; uniform float cloud_variance; @@ -70,8 +70,8 @@ void main() vec2 uv1 = vary_texcoord0.xy; vec2 uv2 = vary_texcoord1.xy; - vec4 cloudColorSun = vary_CloudColorSun; - vec4 cloudColorAmbient = vary_CloudColorAmbient; + vec3 cloudColorSun = vary_CloudColorSun; + vec3 cloudColorAmbient = vary_CloudColorAmbient; float cloudDensity = vary_CloudDensity; vec2 uv3 = vary_texcoord2.xy; vec2 uv4 = vary_texcoord3.xy; @@ -120,7 +120,7 @@ void main() alpha2 = 1. - alpha2 * alpha2; // Combine - vec4 color; + vec3 color; color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient); color.rgb *= 2.; color.rgb = scaleSoftClip(color.rgb); diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl index 97ffa9feef..650009d393 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl @@ -33,8 +33,8 @@ ATTRIBUTE vec2 texcoord0; /////////////////////////////////////////////////////////////////////////////// // Output parameters -VARYING vec4 vary_CloudColorSun; -VARYING vec4 vary_CloudColorAmbient; +VARYING vec3 vary_CloudColorSun; +VARYING vec3 vary_CloudColorAmbient; VARYING float vary_CloudDensity; VARYING vec2 vary_texcoord0; @@ -46,13 +46,13 @@ VARYING float altitude_blend_factor; // Inputs uniform vec3 camPosLocal; -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 moonlight_color; +uniform vec3 lightnorm; +uniform vec3 sunlight_color; +uniform vec3 moonlight_color; uniform int sun_up_factor; -uniform vec4 ambient_color; -uniform vec4 blue_horizon; -uniform vec4 blue_density; +uniform vec3 ambient_color; +uniform vec3 blue_horizon; +uniform vec3 blue_density; uniform float haze_horizon; uniform float haze_density; @@ -60,10 +60,10 @@ uniform float cloud_shadow; uniform float density_multiplier; uniform float max_y; -uniform vec4 glow; +uniform vec3 glow; uniform float sun_moon_glow_factor; -uniform vec4 cloud_color; +uniform vec3 cloud_color; uniform float cloud_scale; @@ -114,17 +114,17 @@ void main() float rel_pos_len = length(rel_pos); // Initialize temp variables - vec4 sunlight = sunlight_color; - vec4 light_atten; + vec3 sunlight = sunlight_color; + vec3 light_atten; // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes - light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); + light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y); // Calculate relative weights - vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); - vec4 blue_weight = blue_density / combined_haze; - vec4 haze_weight = haze_density / combined_haze; + vec3 combined_haze = abs(blue_density) + vec3(abs(haze_density)); + vec3 blue_weight = blue_density / combined_haze; + vec3 haze_weight = haze_density / combined_haze; // Compute sunlight from rel_pos & lightnorm (for long rays like sky) float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y); @@ -155,14 +155,14 @@ void main() haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25); // Increase ambient when there are more clouds - vec4 tmpAmbient = ambient_color; + vec3 tmpAmbient = ambient_color; tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; // Dim sunlight by cloud shadow percentage sunlight *= (1. - cloud_shadow); // Haze color below cloud - vec4 additiveColorBelowCloud = + vec3 additiveColorBelowCloud = (blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient)); // CLOUDS @@ -178,7 +178,7 @@ void main() combined_haze = sqrt(combined_haze); // less atmos opacity (more transparency) below clouds vary_CloudColorSun *= combined_haze; vary_CloudColorAmbient *= combined_haze; - vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze); + vec3 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze); // Make a nice cloud density based on the cloud_shadow value that was passed in. vary_CloudDensity = 2. * (cloud_shadow - 0.25); diff --git a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl index 68db7fcbb1..a32a572461 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl @@ -28,6 +28,21 @@ uniform int no_atmo; vec3 getAtmosAttenuation(); vec3 getAdditiveColor(); +vec3 srgb_to_linear(vec3 col); +vec3 linear_to_srgb(vec3 col); + +vec3 scaleSoftClipFragLinear(vec3 light) +{ // identical to non-linear version and that's probably close enough + if (no_atmo == 1) + { + return light; + } + //soft clip effect: + light = 1. - clamp(light, vec3(0.), vec3(1.)); + light = 1. - pow(light, vec3(gamma)); // s/b inverted already CPU-side + return light; +} + vec3 scaleSoftClipFrag(vec3 light) { if (no_atmo == 1) diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl index 7146349453..7a229e0f5e 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl @@ -33,7 +33,7 @@ out vec4 frag_color; // The fragment shader for the sky ///////////////////////////////////////////////////////////////////////// -VARYING vec4 vary_HazeColor; +VARYING vec3 vary_HazeColor; /// Soft clips the light with a gamma correction vec3 scaleSoftClip(vec3 light); @@ -45,7 +45,7 @@ void main() // the fragment) if the sky wouldn't show up because the clouds // are fully opaque. - vec4 color; + vec3 color; color = vary_HazeColor; color.rgb *= 2.; /// Gamma correct for WL (soft clip effect). diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl index a0a33b8642..8f7726bb0b 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl @@ -32,18 +32,18 @@ ATTRIBUTE vec3 position; /////////////////////////////////////////////////////////////////////////////// // Output parameters -VARYING vec4 vary_HazeColor; +VARYING vec3 vary_HazeColor; // Inputs uniform vec3 camPosLocal; -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 moonlight_color; +uniform vec3 lightnorm; +uniform vec3 sunlight_color; +uniform vec3 moonlight_color; uniform int sun_up_factor; -uniform vec4 ambient_color; -uniform vec4 blue_horizon; -uniform vec4 blue_density; +uniform vec3 ambient_color; +uniform vec3 blue_horizon; +uniform vec3 blue_density; uniform float haze_horizon; uniform float haze_density; @@ -52,11 +52,9 @@ uniform float density_multiplier; uniform float distance_multiplier; uniform float max_y; -uniform vec4 glow; +uniform vec3 glow; uniform float sun_moon_glow_factor; -uniform vec4 cloud_color; - void main() { // World / view / projection @@ -83,17 +81,17 @@ void main() float rel_pos_len = length(rel_pos); // Initialize temp variables - vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; - vec4 light_atten; + vec3 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; + vec3 light_atten; // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes - light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); + light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y); // Calculate relative weights - vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); - vec4 blue_weight = blue_density / combined_haze; - vec4 haze_weight = haze_density / combined_haze; + vec3 combined_haze = abs(blue_density) + vec3(abs(haze_density)); + vec3 blue_weight = blue_density / combined_haze; + vec3 haze_weight = haze_density / combined_haze; // Compute sunlight from rel_pos & lightnorm (for long rays like sky) float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y); @@ -121,21 +119,21 @@ void main() // For sun, add to glow. For moon, remove glow entirely. SL-13768 haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25); - vec4 color = + vec3 color = (blue_horizon * blue_weight * (sunlight + ambient_color) + (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient_color)); // Final atmosphere additive color *= (1. - combined_haze); // Increase ambient when there are more clouds - vec4 tmpAmbient = ambient_color; - tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5; + vec3 tmpAmbient = ambient_color; + tmpAmbient += max(vec3(0), (1. - ambient_color)) * cloud_shadow * 0.5; // Dim sunlight by cloud shadow percentage sunlight *= max(0.0, (1. - cloud_shadow)); // Haze color below cloud - vec4 additiveColorBelowCloud = + vec3 additiveColorBelowCloud = (blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient)); // Attenuate cloud color by atmosphere diff --git a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl index b53a2e237f..ecf0430a88 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl @@ -32,6 +32,9 @@ vec3 getAtmosAttenuation(); uniform int no_atmo; +vec3 srgb_to_linear(vec3 col); +vec3 linear_to_srgb(vec3 col); + vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten) { light *= atten.r; @@ -44,6 +47,13 @@ vec3 atmosTransport(vec3 light) return atmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation()); } +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); +} + vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) { float brightness = dot(light.rgb * 0.5, vec3(0.3333)) + 0.1; diff --git a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl deleted file mode 100644 index df9704ec25..0000000000 --- a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl +++ /dev/null @@ -1,134 +0,0 @@ -/** - * @file avatarV.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, 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 - * $/LicenseInfo$ - */ - -uniform mat4 projection_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec4 clothing; - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color); -mat4 getSkinnedTransform(); -void calcAtmospherics(vec3 inPositionEye); - -uniform vec4 color; - -uniform vec4 gWindDir; -uniform vec4 gSinWaveParams; -uniform vec4 gGravity; - -const vec4 gMinMaxConstants = vec4(1.0, 0.166666, 0.0083143, .00018542); // #minimax-generated coefficients -const vec4 gPiConstants = vec4(0.159154943, 6.28318530, 3.141592653, 1.5707963); // # {1/2PI, 2PI, PI, PI/2} - -void main() -{ - vary_texcoord0 = texcoord0; - - vec4 pos; - mat4 trans = getSkinnedTransform(); - - vec3 norm; - norm.x = dot(trans[0].xyz, normal); - norm.y = dot(trans[1].xyz, normal); - norm.z = dot(trans[2].xyz, normal); - norm = normalize(norm); - - //wind - vec4 windEffect; - windEffect = vec4(dot(norm, gWindDir.xyz)); - pos.x = dot(trans[2].xyz, position.xyz); - windEffect.xyz = pos.x * vec3(0.015, 0.015, 0.015) - + windEffect.xyz; - windEffect.w = windEffect.w * 2.0 + 1.0; // move wind offset value to [-1, 3] - windEffect.w = windEffect.w*gWindDir.w; // modulate wind strength - - windEffect.xyz = windEffect.xyz*gSinWaveParams.xyz - +vec3(gSinWaveParams.w); // use sin wave params to scale and offset input - - - //reduce to period of 2 PI - vec4 temp1, temp0, temp2, offsetPos; - temp1.xyz = windEffect.xyz * gPiConstants.x; // change input as multiple of [0-2PI] to [0-1] - temp0.y = mod(temp1.x,1.0); - windEffect.x = temp0.y * gPiConstants.y; // scale from [0,1] to [0, 2PI] - temp1.z = temp1.z - gPiConstants.w; // shift normal oscillation by PI/2 - temp0.y = mod(temp1.z,1.0); - - windEffect.z = temp0.y * gPiConstants.y; // scale from [0,1] to [0, 2PI] - windEffect.xyz = windEffect.xyz + vec3(-3.141592); // offset to [-PI, PI] - - - //calculate sinusoid - vec4 sinWave; - temp1 = windEffect*windEffect; - sinWave = -temp1 * gMinMaxConstants.w - + vec4(gMinMaxConstants.z); // y = -(x^2)/7! + 1/5! - sinWave = sinWave * -temp1 + vec4(gMinMaxConstants.y); // y = -(x^2) * (-(x^2)/7! + 1/5!) + 1/3! - sinWave = sinWave * -temp1 + vec4(gMinMaxConstants.x); // y = -(x^2) * (-(x^2) * (-(x^2)/7! + 1/5!) + 1/3!) + 1 - sinWave = sinWave * windEffect; // y = x * (-(x^2) * (-(x^2) * (-(x^2)/7! + 1/5!) + 1/3!) + 1) - - // sinWave.x holds sin(norm . wind_direction) with primary frequency - // sinWave.y holds sin(norm . wind_direction) with secondary frequency - // sinWave.z hold cos(norm . wind_direction) with primary frequency - sinWave.xyz = sinWave.xyz * gWindDir.w - + vec3(windEffect.w); // multiply by wind strength in gWindDir.w [-wind, wind] - - // add normal facing bias offset [-wind,wind] -> [-wind - .25, wind + 1] - temp1 = vec4(dot(norm, gGravity.xyz)); // how much is this normal facing in direction of gGravity? - temp1 = min(temp1, vec4(0.2,0.0,0.0,0.0)); // clamp [-1, 1] to [-1, 0.2] - temp1 = temp1*vec4(1.5,0.0,0.0,0.0); // scale from [-1,0.2] to [-1.5, 0.3] - sinWave.x = sinWave.x + temp1.x; // add gGravity effect to sinwave (only primary frequency) - sinWave.xyz = sinWave.xyz * clothing.w; // modulate by clothing coverage - - sinWave.xyz = max(sinWave.xyz, vec3(-1.0, -1.0, -1.0)); // clamp to underlying body shape - offsetPos = clothing * sinWave.x; // multiply wind effect times clothing displacement - temp2 = gWindDir*sinWave.z + vec4(norm,0); // calculate normal offset due to wind oscillation - offsetPos = vec4(1.0,1.0,1.0,0.0)*offsetPos+vec4(position.xyz, 1.0); // add to offset vertex position, and zero out effect from w - norm += temp2.xyz*2.0; // add sin wave effect on normals (exaggerated) - - //add "backlighting" effect - float colorAcc; - colorAcc = 1.0 - clothing.w; - norm.z -= colorAcc * 0.2; - - //renormalize normal (again) - norm = normalize(norm); - - pos.x = dot(trans[0], offsetPos); - pos.y = dot(trans[1], offsetPos); - pos.z = dot(trans[2], offsetPos); - pos.w = 1.0; - - calcAtmospherics(pos.xyz); - - vec4 col = calcLighting(pos.xyz, norm, color); - vertex_color = col; - - gl_Position = projection_matrix * pos; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/attachmentShadowF.glsl b/indra/newview/app_settings/shaders/class3/deferred/attachmentShadowF.glsl deleted file mode 100644 index d973326f93..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/attachmentShadowF.glsl +++ /dev/null @@ -1,44 +0,0 @@ -/** - * @file avatarShadowF.glsl - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, 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]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D diffuseMap; - -VARYING vec4 pos; -VARYING vec2 vary_texcoord0; - -vec4 computeMoments(float depth, float a); - -void main() -{ - frag_color = computeMoments(length(pos), 1.0); -} - diff --git a/indra/newview/app_settings/shaders/class3/deferred/attachmentShadowV.glsl b/indra/newview/app_settings/shaders/class3/deferred/attachmentShadowV.glsl deleted file mode 100644 index 1a655e6467..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/attachmentShadowV.glsl +++ /dev/null @@ -1,49 +0,0 @@ -/** - * @file attachmentShadowV.glsl - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, 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 - * $/LicenseInfo$ - */ - -uniform mat4 projection_matrix; -uniform mat4 modelview_matrix; -uniform mat4 texture_matrix0; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; - -mat4 getObjectSkinnedTransform(); - -VARYING vec4 pos; - -void main() -{ - //transform vertex - mat4 mat = getObjectSkinnedTransform(); - - mat = modelview_matrix * mat; - pos = (mat*vec4(position.xyz, 1.0)); - pos = projection_matrix * vec4(pos.xyz, 1.0); - -#if !defined(DEPTH_CLAMP) - pos.z = max(pos.z, -pos.w+0.01); -#endif - gl_Position = pos; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class3/deferred/avatarShadowF.glsl deleted file mode 100644 index 48eefc7a73..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/avatarShadowF.glsl +++ /dev/null @@ -1,52 +0,0 @@ -/** - * @file avatarShadowF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, 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]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D diffuseMap; - -#if !defined(DEPTH_CLAMP) -VARYING vec4 post_pos; -#endif - -VARYING vec4 pos; - -vec4 computeMoments(float depth, float a); - -void main() -{ - frag_color = computeMoments(length(pos), 1.0); - -#if !defined(DEPTH_CLAMP) - gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); -#endif -} - diff --git a/indra/newview/app_settings/shaders/class3/deferred/avatarShadowV.glsl b/indra/newview/app_settings/shaders/class3/deferred/avatarShadowV.glsl deleted file mode 100644 index 164b355f20..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/avatarShadowV.glsl +++ /dev/null @@ -1,68 +0,0 @@ -/** - * @file avatarShadowV.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, 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 - * $/LicenseInfo$ - */ - -uniform mat4 projection_matrix; - -mat4 getSkinnedTransform(); - -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; - -#if !defined(DEPTH_CLAMP) -VARYING vec4 post_pos; -#endif - -VARYING vec4 pos; - -void main() -{ - vec3 norm; - - vec4 pos_in = vec4(position.xyz, 1.0); - mat4 trans = getSkinnedTransform(); - - pos.x = dot(trans[0], pos_in); - pos.y = dot(trans[1], pos_in); - pos.z = dot(trans[2], pos_in); - pos.w = 1.0; - - norm.x = dot(trans[0].xyz, normal); - norm.y = dot(trans[1].xyz, normal); - norm.z = dot(trans[2].xyz, normal); - norm = normalize(norm); - - pos = projection_matrix * pos; - -#if !defined(DEPTH_CLAMP) - post_pos = pos; - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -#else - gl_Position = pos; -#endif - -} - - diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl deleted file mode 100644 index 32210f60dc..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl +++ /dev/null @@ -1,119 +0,0 @@ -/** - * @file class3/deferred/cloudsF.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D diffuseMap; - -VARYING vec4 pos; -VARYING float target_pos_x; -VARYING float vary_CloudDensity; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec2 vary_texcoord3; - -uniform sampler2D cloud_noise_texture; -uniform sampler2D cloud_noise_texture_next; -uniform float blend_factor; -uniform vec4 cloud_pos_density1; -uniform vec4 cloud_pos_density2; -uniform vec4 cloud_color; -uniform float cloud_shadow; -uniform float cloud_scale; -uniform float cloud_variance; -uniform vec3 camPosLocal; -uniform vec3 sun_dir; -uniform float sun_size; -uniform float far_z; - -vec4 cloudNoise(vec2 uv) -{ - vec4 a = texture2D(cloud_noise_texture, uv); - vec4 b = texture2D(cloud_noise_texture_next, uv); - vec4 cloud_noise_sample = mix(a, b, blend_factor); - return normalize(cloud_noise_sample); -} - -vec4 computeMoments(float depth, float alpha); - -void main() -{ - if (cloud_scale >= 0.001) - { - // Set variables - vec2 uv1 = vary_texcoord0.xy; - vec2 uv2 = vary_texcoord1.xy; - vec2 uv3 = vary_texcoord2.xy; - float cloudDensity = 2.0 * (cloud_shadow - 0.25); - - vec2 uv4 = vary_texcoord3.xy; - - vec2 disturbance = vec2(cloudNoise(uv1 / 8.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); - vec2 disturbance2 = vec2(cloudNoise((uv1 + uv3) / 4.0f).x, cloudNoise((uv4 + uv2) / 8.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); - - // Offset texture coords - uv1 += cloud_pos_density1.xy + (disturbance * 0.2); //large texture, visible density - uv2 += cloud_pos_density1.xy; //large texture, self shadow - uv3 += cloud_pos_density2.xy; //small texture, visible density - uv4 += cloud_pos_density2.xy; //small texture, self shadow - - float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y) * 4.0); - - cloudDensity *= 1.0 - (density_variance * density_variance); - - // Compute alpha1, the main cloud opacity - float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z; - alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10 * cloud_pos_density1.z, 1.); - - // And smooth - alpha1 = 1. - alpha1 * alpha1; - alpha1 = 1. - alpha1 * alpha1; - - if (alpha1 < 0.001f) - { - discard; - } - - // Compute alpha2, for self shadowing effect - // (1 - alpha2) will later be used as percentage of incoming sunlight - float alpha2 = (cloudNoise(uv2).x - 0.5); - alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.); - - // And smooth - alpha2 = 1. - alpha2; - alpha2 = 1. - alpha2 * alpha2; - - frag_color = computeMoments(length(pos), alpha1); - } - else - { - frag_color = vec4(0); - } -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudShadowV.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudShadowV.glsl deleted file mode 100644 index effb070f93..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/cloudShadowV.glsl +++ /dev/null @@ -1,63 +0,0 @@ -/** - * @file cloudShadowV.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2011, 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 - * $/LicenseInfo$ - */ - -uniform mat4 texture_matrix0; -uniform mat4 modelview_projection_matrix; -uniform float shadow_target_width; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; - -#if !defined(DEPTH_CLAMP) -VARYING float pos_zd2; -#endif - -VARYING vec4 pos; -VARYING float target_pos_x; -VARYING vec2 vary_texcoord0; -VARYING vec4 vertex_color; - -void passTextureIndex(); - -void main() -{ - //transform vertex - vec4 pre_pos = vec4(position.xyz, 1.0); - pos = modelview_projection_matrix * pre_pos; - target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; - -#if !defined(DEPTH_CLAMP) - pos_zd2 = pos.z * 0.5; - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -#else - gl_Position = pos; -#endif - - passTextureIndex(); - - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - vertex_color = diffuse_color; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl deleted file mode 100644 index e40d7e7c75..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl +++ /dev/null @@ -1,166 +0,0 @@ -/** - * @file class3/deferred/cloudsF.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif - -///////////////////////////////////////////////////////////////////////// -// The fragment shader for the sky -///////////////////////////////////////////////////////////////////////// - -VARYING vec4 vary_CloudColorSun; -VARYING vec4 vary_CloudColorAmbient; -VARYING float vary_CloudDensity; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec2 vary_texcoord3; -VARYING vec3 vary_pos; - -uniform sampler2D cloud_noise_texture; -uniform sampler2D cloud_noise_texture_next; -uniform float blend_factor; -uniform vec4 cloud_pos_density1; -uniform vec4 cloud_pos_density2; -uniform vec4 cloud_color; -uniform float cloud_shadow; -uniform float cloud_scale; -uniform float cloud_variance; -uniform vec3 camPosLocal; -uniform vec3 sun_dir; -uniform float sun_size; -uniform float far_z; - -uniform sampler2D transmittance_texture; -uniform sampler3D scattering_texture; -uniform sampler3D single_mie_scattering_texture; -uniform sampler2D irradiance_texture; -uniform sampler2D sh_input_r; -uniform sampler2D sh_input_g; -uniform sampler2D sh_input_b; - -vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance); - -/// Soft clips the light with a gamma correction -vec3 scaleSoftClip(vec3 light); - -vec4 cloudNoise(vec2 uv) -{ - vec4 a = texture2D(cloud_noise_texture, uv); - vec4 b = texture2D(cloud_noise_texture_next, uv); - vec4 cloud_noise_sample = mix(a, b, blend_factor); - return cloud_noise_sample; -} - -void main() -{ - // Set variables - vec2 uv1 = vary_texcoord0.xy; - vec2 uv2 = vary_texcoord1.xy; - vec2 uv3 = vary_texcoord2.xy; - float cloudDensity = 2.0 * (cloud_shadow - 0.25); - - if (cloud_scale < 0.001) - { - discard; - } - - vec2 uv4 = vary_texcoord3.xy; - - vec2 disturbance = vec2(cloudNoise(uv1 / 16.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); - - // Offset texture coords - uv1 += cloud_pos_density1.xy + (disturbance * 0.2); //large texture, visible density - uv2 += cloud_pos_density1.xy; //large texture, self shadow - uv3 += cloud_pos_density2.xy; //small texture, visible density - uv4 += cloud_pos_density2.xy; //small texture, self shadow - - float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0) * 4.0); - - cloudDensity *= 1.0 - (density_variance * density_variance); - - // Compute alpha1, the main cloud opacity - float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z; - alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10 * cloud_pos_density1.z, 1.); - - // And smooth - alpha1 = 1. - alpha1 * alpha1; - alpha1 = 1. - alpha1 * alpha1; - - if (alpha1 < 0.001f) - { - discard; - } - - // Compute alpha2, for self shadowing effect - // (1 - alpha2) will later be used as percentage of incoming sunlight - float alpha2 = (cloudNoise(uv2).x - 0.5); - alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.); - - // And smooth - alpha2 = 1. - alpha2; - alpha2 = 1. - alpha2 * alpha2; - - vec3 view_ray = vary_pos.xyz + camPosLocal; - - vec3 view_direction = normalize(view_ray); - vec3 sun_direction = normalize(sun_dir); - vec3 earth_center = vec3(0, 0, -6360.0f); - vec3 camPos = (camPosLocal / 1000.0f) - earth_center; - - vec3 transmittance; - vec3 radiance_sun = GetSkyLuminance(camPos, view_direction, 1.0 - alpha1, sun_direction, transmittance); - - vec3 sun_color = vec3(1.0) - exp(-radiance_sun * 0.0001); - - // Combine - vec4 color; - - vec4 l1tap = vec4(1.0/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265)); - - vec4 l1r = texture2D(sh_input_r, vec2(0,0)); - vec4 l1g = texture2D(sh_input_g, vec2(0,0)); - vec4 l1b = texture2D(sh_input_b, vec2(0,0)); - - vec3 sun_indir = vec3(-view_direction.xy, view_direction.z); - vec3 amb = vec3(dot(l1r, l1tap * vec4(1, sun_indir)), - dot(l1g, l1tap * vec4(1, sun_indir)), - dot(l1b, l1tap * vec4(1, sun_indir))); - - - amb = max(vec3(0), amb); - - color.rgb = sun_color * cloud_color.rgb * (1. - alpha2); - color.rgb = pow(color.rgb, vec3(1.0 / 2.2)); - color.rgb += amb; - - frag_data[0] = vec4(color.rgb, alpha1); - frag_data[1] = vec4(0); - frag_data[2] = vec4(0,1,0,1); -} - diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudsV.glsl deleted file mode 100644 index 71e422ddf0..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/cloudsV.glsl +++ /dev/null @@ -1,70 +0,0 @@ -/** - * @file WLCloudsV.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 - * $/LicenseInfo$ - */ - -uniform mat4 modelview_projection_matrix; -uniform mat4 modelview_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; - -////////////////////////////////////////////////////////////////////////// -// The vertex shader for creating the atmospheric sky -/////////////////////////////////////////////////////////////////////////////// - -// Output parameters -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec2 vary_texcoord3; -VARYING vec3 vary_pos; - -// Inputs -uniform float cloud_scale; -uniform vec4 lightnorm; -uniform vec3 camPosLocal; - -void main() -{ - vary_pos = position; - - // World / view / projection - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - - // Texture coords - vary_texcoord0 = texcoord0; - vary_texcoord0.xy -= 0.5; - vary_texcoord0.xy /= max(0.001, cloud_scale); - vary_texcoord0.xy += 0.5; - - vary_texcoord1 = vary_texcoord0; - vary_texcoord1.x += lightnorm.x * 0.0125; - vary_texcoord1.y += lightnorm.z * 0.0125; - - vary_texcoord2 = vary_texcoord0 * 16.; - vary_texcoord3 = vary_texcoord1 * 16.; - - // END CLOUDS -} - diff --git a/indra/newview/app_settings/shaders/class3/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class3/deferred/deferredUtil.glsl deleted file mode 100644 index e27bbce094..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/deferredUtil.glsl +++ /dev/null @@ -1,79 +0,0 @@ -/** - * @file class1/deferred/deferredUtil.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, 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 - * $/LicenseInfo$ - */ - -uniform sampler2DRect normalMap; -uniform sampler2DRect depthMap; - -uniform mat4 inv_proj; -uniform vec2 screen_res; - -vec2 getScreenCoordinate(vec2 screenpos) -{ - vec2 sc = screenpos.xy * 2.0; - if (screen_res.x > 0 && screen_res.y > 0) - { - sc /= screen_res; - } - return sc - vec2(1.0, 1.0); -} - -vec3 getNorm(vec2 screenpos) -{ - vec2 enc = texture2DRect(normalMap, screenpos.xy).xy; - vec2 fenc = enc*4-2; - float f = dot(fenc,fenc); - float g = sqrt(1-f/4); - vec3 n; - n.xy = fenc*g; - n.z = 1-f/2; - return n; -} - -float getDepth(vec2 pos_screen) -{ - float depth = texture2DRect(depthMap, pos_screen).r; - return depth; -} - -vec4 getPosition(vec2 pos_screen) -{ - float depth = getDepth(pos_screen); - vec2 sc = getScreenCoordinate(pos_screen); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} - -vec4 getPositionWithDepth(vec2 pos_screen, float depth) -{ - vec2 sc = getScreenCoordinate(pos_screen); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/depthToShadowVolumeG.glsl b/indra/newview/app_settings/shaders/class3/deferred/depthToShadowVolumeG.glsl deleted file mode 100644 index cdaff4b09f..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/depthToShadowVolumeG.glsl +++ /dev/null @@ -1,202 +0,0 @@ -/** - * @file depthToShadowVolumeG.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2011, 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_geometry_shader4 : enable -#extension GL_ARB_texture_rectangle : enable - -/*[EXTRA_CODE_HERE]*/ - -layout (triangles) in; -layout (triangle_strip, max_vertices = 128) out; - -uniform sampler2DRect depthMap; -uniform mat4 shadowMatrix[6]; -uniform vec4 lightpos; - -VARYING vec2 vary_texcoord0; - -out vec3 to_vec; - -void cross_products(out vec4 ns[3], int a, int b, int c) -{ - ns[0] = cross(gl_PositionIn[b].xyz - gl_PositionIn[a].xyz, gl_PositionIn[c].xyz - gl_PositionIn[a].xyz); - ns[1] = cross(gl_PositionIn[c].xyz - gl_PositionIn[b].xyz, gl_PositionIn[a].xyz - gl_PositionIn[b].xyz); - ns[2] = cross(gl_PositionIn[a].xyz - gl_PositionIn[c].xyz, gl_PositionIn[b].xyz - gl_PositionIn[c].xyz); -} - -vec3 getLightDirection(vec4 lightpos, vec3 pos) -{ - - vec3 lightdir = lightpos.xyz - lightpos.w * pos; - return lightdir; -} - -void emitTri(vec4 v[3]) -{ - gl_Position = proj_matrix * v[0]; - EmitVertex(); - - gl_Position = proj_matrix * v[1]; - EmitVertex(); - - gl_Position = proj_matrix * v[2]; - EmitVertex(); - - EndPrimitive(); -} - -void emitQuad(vec4 v[4] -{ - // Emit a quad as a triangle strip. - gl_Position = proj_matrix*v[0]; - EmitVertex(); - - gl_Position = proj_matrix*v[1]; - EmitVertex(); - - gl_Position = proj_matrix*v[2]; - EmitVertex(); - - gl_Position = proj_matrix*v[3]; - EmitVertex(); - - EndPrimitive(); -} - -void emitPrimitives(int layer) -{ - int i = layer; - gl_Layer = i; - - vec4 depth1 = vec4(texture2DRect(depthMap, tc0).rg, texture2DRect(depthMap, tc1).rg)); - vec3 depth2 = vec4(texture2DRect(depthMap, tc2).rg, texture2DRect(depthMap, tc3).rg)); - vec3 depth3 = vec4(texture2DRect(depthMap, tc4).rg, texture2DRect(depthMap, tc5).rg)); - vec3 depth4 = vec4(texture2DRect(depthMap, tc6).rg, texture2DRect(depthMap, tc7).rg)); - - depth1 = min(depth1, depth2); - depth1 = min(depth1, depth3); - depth1 = min(depth1, depth4); - - vec2 depth = min(depth1.xy, depth1.zw); - - int side = sqrt(gl_VerticesIn); - - for (int j = 0; j < side; j++) - { - for (int k = 0; k < side; ++k) - { - vec3 pos = gl_PositionIn[(j * side) + k].xyz; - vec4 v = shadowMatrix[i] * vec4(pos, 1.0); - gl_Position = v; - to_vec = pos - light_position.xyz * depth; - EmitVertex(); - } - - EndPrimitive(); - } - - vec3 norms[3]; // Normals - vec3 lightdir3]; // Directions toward light - - vec4 v[4]; // Temporary vertices - - vec4 or_pos[3] = - { // Triangle oriented toward light source - gl_PositionIn[0], - gl_PositionIn[2], - gl_PositionIn[4] - }; - - // Compute normal at each vertex. - cross_products(n, 0, 2, 4); - - // Compute direction from vertices to light. - lightdir[0] = getLightDirection(lightpos, gl_PositionIn[0].xyz); - lightdir[1] = getLightDirection(lightpos, gl_PositionIn[2].xyz); - lightdir[2] = getLightDirection(lightpos, gl_PositionIn[4].xyz); - - // Check if the main triangle faces the light. - bool faces_light = true; - if (!(dot(ns[0],d[0]) > 0 - |dot(ns[1],d[1]) > 0 - |dot(ns[2],d[2]) > 0)) - { - // Flip vertex winding order in or_pos. - or_pos[1] = gl_PositionIn[4]; - or_pos[2] = gl_PositionIn[2]; - faces_light = false; - } - - // Near cap: simply render triangle. - emitTri(or_pos); - - // Far cap: extrude positions to infinity. - v[0] =vec4(lightpos.w * or_pos[0].xyz - lightpos.xyz,0); - v[1] =vec4(lightpos.w * or_pos[2].xyz - lightpos.xyz,0); - v[2] =vec4(lightpos.w * or_pos[1].xyz - lightpos.xyz,0); - - emitTri(v); - - // Loop over all edges and extrude if needed. - for ( int i=0; i<3; i++ ) - { - // Compute indices of neighbor triangle. - int v0 = i*2; - int nb = (i*2+1); - int v1 = (i*2+2) % 6; - cross_products(n, v0, nb, v1); - - // Compute direction to light, again as above. - d[0] =lightpos.xyz-lightpos.w*gl_PositionIn[v0].xyz; - d[1] =lightpos.xyz-lightpos.w*gl_PositionIn[nb].xyz; - d[2] =lightpos.xyz-lightpos.w*gl_PositionIn[v1].xyz; - - bool is_parallel = gl_PositionIn[nb].w < 1e-5; - - // Extrude the edge if it does not have a - // neighbor, or if it's a possible silhouette. - if (is_parallel || - ( faces_light != (dot(ns[0],d[0])>0 || - dot(ns[1],d[1])>0 || - dot(ns[2],d[2])>0) )) - { - // Make sure sides are oriented correctly. - int i0 = faces_light ? v0 : v1; - int i1 = faces_light ? v1 : v0; - - v[0] = gl_PositionIn[i0]; - v[1] = vec4(lightpos.w*gl_PositionIn[i0].xyz - lightpos.xyz, 0); - v[2] = gl_PositionIn[i1]; - v[3] = vec4(lightpos.w*gl_PositionIn[i1].xyz - lightpos.xyz, 0); - - emitQuad(v); - } - } -} - -void main() -{ - // Output - emitPrimitives(0); -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl new file mode 100644 index 0000000000..c0a1491446 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl @@ -0,0 +1,106 @@ +/** + * @file fullbrightShinyF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, 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]*/ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +#ifndef HAS_DIFFUSE_LOOKUP +uniform sampler2D diffuseMap; +#endif + + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING vec3 vary_texcoord1; +VARYING vec3 vary_position; + +uniform samplerCube environmentMap; + +// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; used in LLDrawPoolAlpha::beginRenderPass() +uniform int no_atmo; + +vec3 fullbrightShinyAtmosTransport(vec3 light); +vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten); +vec3 fullbrightScaleSoftClip(vec3 light); + +void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); + +vec3 linear_to_srgb(vec3 c); +vec3 srgb_to_linear(vec3 c); + +// reflection probe interface +void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyEnv, + vec3 pos, vec3 norm, float glossiness, float envIntensity); +void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm); +void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity); + +// See: +// class1\deferred\fullbrightShinyF.glsl +// class1\lighting\lightFullbrightShinyF.glsl +void main() +{ +#ifdef HAS_DIFFUSE_LOOKUP + vec4 color = diffuseLookup(vary_texcoord0.xy); +#else + vec4 color = texture2D(diffuseMap, vary_texcoord0.xy); +#endif + + color.rgb *= vertex_color.rgb; + + // SL-9632 HUDs are affected by Atmosphere + if (no_atmo == 0) + { + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; + vec3 pos = vary_position; + calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false); + + float env_intensity = vertex_color.a; + + vec3 ambenv; + vec3 glossenv; + vec3 legacyenv; + vec3 norm = normalize(vary_texcoord1.xyz); + vec4 spec = vec4(0,0,0,0); + sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, pos.xyz, norm.xyz, spec.a, env_intensity); + applyLegacyEnv(color.rgb, legacyenv, spec, pos, norm, env_intensity); + + color.rgb = fullbrightAtmosTransportFrag(color.rgb, additive, atten); + color.rgb = fullbrightScaleSoftClip(color.rgb); + } + + color.a = 1.0; + + color.rgb = srgb_to_linear(color.rgb); + frag_color = color; +} + diff --git a/indra/newview/app_settings/shaders/class3/deferred/gatherSkyShF.glsl b/indra/newview/app_settings/shaders/class3/deferred/gatherSkyShF.glsl deleted file mode 100644 index 34d26cddea..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/gatherSkyShF.glsl +++ /dev/null @@ -1,70 +0,0 @@ -/** - * @file class3/deferred/gatherSkyShF.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif - -VARYING vec2 vary_frag; - -uniform vec2 screen_res; -uniform sampler2D sh_input_r; -uniform sampler2D sh_input_g; -uniform sampler2D sh_input_b; - -void main() -{ - vec2 offset = vec2(2.0) / screen_res; - - vec4 r = vec4(0); - vec4 g = vec4(0); - vec4 b = vec4(0); - - vec2 tc = vary_frag * 2.0; - - r += texture2D(sh_input_r, tc + vec2(0, 0)); - r += texture2D(sh_input_r, tc + vec2(offset.x, 0)); - r += texture2D(sh_input_r, tc + vec2(0, offset.y)); - r += texture2D(sh_input_r, tc + vec2(offset.x, offset.y)); - r /= 4.0f; - - g += texture2D(sh_input_g, tc + vec2(0, 0)); - g += texture2D(sh_input_g, tc + vec2(offset.x, 0)); - g += texture2D(sh_input_g, tc + vec2(0, offset.y)); - g += texture2D(sh_input_g, tc + vec2(offset.x, offset.y)); - g /= 4.0f; - - b += texture2D(sh_input_b, tc + vec2(0, 0)); - b += texture2D(sh_input_b, tc + vec2(offset.x, 0)); - b += texture2D(sh_input_b, tc + vec2(0, offset.y)); - b += texture2D(sh_input_b, tc + vec2(offset.x, offset.y)); - b /= 4.0f; - - frag_data[0] = r; - frag_data[1] = g; - frag_data[2] = b; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/gatherSkyShV.glsl b/indra/newview/app_settings/shaders/class3/deferred/gatherSkyShV.glsl deleted file mode 100644 index 337c8a50fe..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/gatherSkyShV.glsl +++ /dev/null @@ -1,40 +0,0 @@ -/** - * @file gatherSkyShV.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 - * $/LicenseInfo$ - */ - -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; - -VARYING vec2 vary_frag; -uniform vec2 screen_res; - -void main() -{ - // pass through untransformed fullscreen pos - float oo_divisor = screen_res.x / 64.0; - vec3 pos = (position.xyz * oo_divisor) + vec3(oo_divisor - 1, oo_divisor - 1, 0); - gl_Position = vec4(pos.xyz, 1.0); - vary_frag = texcoord0 * oo_divisor; -} - diff --git a/indra/newview/app_settings/shaders/class3/deferred/genSkyShF.glsl b/indra/newview/app_settings/shaders/class3/deferred/genSkyShF.glsl deleted file mode 100644 index d5d91c88f0..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/genSkyShF.glsl +++ /dev/null @@ -1,111 +0,0 @@ -/** - * @file class3/deferred/genSkyShF.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif - -VARYING vec2 vary_frag; - -uniform vec3 sun_dir; - -uniform sampler2D transmittance_texture; -uniform sampler3D scattering_texture; -uniform sampler3D single_mie_scattering_texture; -uniform sampler2D irradiance_texture; - -vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance); - -vec3 calcDirection(vec2 tc) -{ - float phi = tc.y * 2.0 * 3.14159265; - float cosTheta = sqrt(1.0 - tc.x); - float sinTheta = sqrt(1.0 - cosTheta * cosTheta); - return vec3(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta); -} - -// reverse mapping above to convert a hemisphere direction into phi/theta values -void getPhiAndThetaFromDirection(vec3 dir, out float phi, out float theta) -{ - float sin_theta; - float cos_theta; - cos_theta = dir.z; - theta = acos(cos_theta); - sin_theta = sin(theta); - phi = abs(sin_theta) > 0.0001 ? acos(dir.x / sin_theta) : 1.0; -} - -// reverse mapping above to convert a hemisphere direction into an SH texture sample pos -vec2 calcShUvFromDirection(vec3 dir) -{ - vec2 uv; - float phi; - float theta; - getPhiAndThetaFromDirection(dir, phi, theta); - uv.y = phi / 2.0 * 3.14159265; - uv.x = theta / 2.0 * 3.14159265; - return uv; -} - -void projectToL1(vec3 n, vec3 c, vec4 basis, out vec4 coeffs[3]) -{ - coeffs[0] = vec4(basis.x, n * basis.yzw * c.r); - coeffs[1] = vec4(basis.x, n * basis.yzw * c.g); - coeffs[2] = vec4(basis.x, n * basis.yzw * c.b); -} - -void main() -{ - float Y00 = sqrt(1.0 / 3.14159265) * 0.5; - float Y1x = sqrt(3.0 / 3.14159265) * 0.5; - float Y1y = Y1x; - float Y1z = Y1x; - - vec4 L1 = vec4(Y00, Y1x, Y1y, Y1z); - - vec3 view_direction = calcDirection(vary_frag); - vec3 sun_direction = normalize(sun_dir); - vec3 cam_pos = vec3(0, 0, 6360); - - vec3 transmittance; - vec3 radiance = GetSkyLuminance(cam_pos, view_direction, 0.0f, sun_direction, transmittance); - - vec3 color = vec3(1.0) - exp(-radiance * 0.0001); - - color = pow(color, vec3(1.0/2.2)); - - vec4 coeffs[3]; - coeffs[0] = vec4(0); - coeffs[1] = vec4(0); - coeffs[2] = vec4(0); - - projectToL1(view_direction, color.rgb, L1, coeffs); - - frag_data[0] = coeffs[0]; - frag_data[1] = coeffs[1]; - frag_data[2] = coeffs[2]; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/indirect.glsl b/indra/newview/app_settings/shaders/class3/deferred/indirect.glsl deleted file mode 100644 index 33c5667cae..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/indirect.glsl +++ /dev/null @@ -1,44 +0,0 @@ -/** - * @file class3/deferred/indirect.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2011, 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]*/ - -uniform sampler2D sh_input_r; -uniform sampler2D sh_input_g; -uniform sampler2D sh_input_b; - -vec3 GetIndirect(vec3 norm) -{ - vec4 l1tap = vec4(1.0/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265)); - vec4 l1r = texture2D(sh_input_r, vec2(0,0)); - vec4 l1g = texture2D(sh_input_g, vec2(0,0)); - vec4 l1b = texture2D(sh_input_b, vec2(0,0)); - vec3 indirect = vec3(dot(l1r, l1tap * vec4(1, norm.xyz)), - dot(l1g, l1tap * vec4(1, norm.xyz)), - dot(l1b, l1tap * vec4(1, norm.xyz))); - indirect = clamp(indirect, vec3(0), vec3(1.0)); - return indirect; -} - diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl new file mode 100644 index 0000000000..8016022d78 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl @@ -0,0 +1,380 @@ +/** +* @file materialF.glsl +* +* $LicenseInfo:firstyear=2007&license=viewerlgpl$ +* Second Life Viewer Source Code +* Copyright (C) 2007, 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]*/ + +//class1/deferred/materialF.glsl + +// This shader is used for both writing opaque/masked content to the gbuffer and writing blended content to the framebuffer during the alpha pass. + +#define DIFFUSE_ALPHA_MODE_NONE 0 +#define DIFFUSE_ALPHA_MODE_BLEND 1 +#define DIFFUSE_ALPHA_MODE_MASK 2 +#define DIFFUSE_ALPHA_MODE_EMISSIVE 3 + +uniform float emissive_brightness; // fullbright flag, 1.0 == fullbright, 0.0 otherwise +uniform int sun_up_factor; + +#ifdef WATER_FOG +vec4 applyWaterFogView(vec3 pos, vec4 color); +#endif + +vec3 atmosFragLightingLinear(vec3 l, vec3 additive, vec3 atten); +vec3 scaleSoftClipFragLinear(vec3 l); +void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); +vec3 fullbrightAtmosTransportFragLinear(vec3 light, vec3 additive, vec3 atten); + +vec3 srgb_to_linear(vec3 cs); +vec3 linear_to_srgb(vec3 cs); + +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +#ifdef HAS_SUN_SHADOW +float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); +#endif + +void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, + vec3 pos, vec3 norm, float glossiness, float envIntensity); +void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm); +void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity); + +uniform samplerCube environmentMap; +uniform sampler2D lightFunc; + +// Inputs +uniform vec4 morphFactor; +uniform vec3 camPosLocal; +uniform mat3 env_mat; + +uniform vec3 sun_dir; +uniform vec3 moon_dir; +VARYING vec2 vary_fragcoord; + +VARYING vec3 vary_position; + +uniform mat4 proj_mat; +uniform mat4 inv_proj; +uniform vec2 screen_res; + +uniform vec4 light_position[8]; +uniform vec3 light_direction[8]; +uniform vec4 light_attenuation[8]; +uniform vec3 light_diffuse[8]; + +float getAmbientClamp(); +void waterClip(vec3 pos); + +vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, float ambiance) +{ + // SL-14895 inverted attenuation work-around + // This routine is tweaked to match deferred lighting, but previously used an inverted la value. To reconstruct + // that previous value now that the inversion is corrected, we reverse the calculations in LLPipeline::setupHWLights() + // to recover the `adjusted_radius` value previously being sent as la. + float falloff_factor = (12.0 * fa) - 9.0; + float inverted_la = falloff_factor / la; + // Yes, it makes me want to cry as well. DJH + + vec3 col = vec3(0); + + //get light vector + vec3 lv = lp.xyz - v; + + //get distance + float dist = length(lv); + float da = 1.0; + + dist /= inverted_la; + + if (dist > 0.0 && inverted_la > 0.0) + { + //normalize light vector + lv = normalize(lv); + + //distance attenuation + float dist_atten = clamp(1.0 - (dist - 1.0*(1.0 - fa)) / fa, 0.0, 1.0); + dist_atten *= dist_atten; + dist_atten *= 2.0f; + + if (dist_atten <= 0.0) + { + return col; + } + + // spotlight coefficient. + float spot = max(dot(-ln, lv), is_pointlight); + da *= spot*spot; // GL_SPOT_EXPONENT=2 + + //angular attenuation + da *= dot(n, lv); + + float lit = 0.0f; + + float amb_da = ambiance; + if (da >= 0) + { + lit = max(da * dist_atten, 0.0); + col = lit * light_col * diffuse; + amb_da += (da*0.5 + 0.5) * ambiance; + } + amb_da += (da*da*0.5 + 0.5) * ambiance; + amb_da *= dist_atten; + amb_da = min(amb_da, 1.0f - lit); + + // SL-10969 need to see why these are blown out + //col.rgb += amb_da * light_col * diffuse; + + if (spec.a > 0.0) + { + //vec3 ref = dot(pos+lv, norm); + vec3 h = normalize(lv + npos); + float nh = dot(n, h); + float nv = dot(n, npos); + float vh = dot(npos, h); + float sa = nh; + float fres = pow(1 - dot(h, npos), 5)*0.4 + 0.5; + + float gtdenom = 2 * nh; + float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); + + if (nh > 0.0) + { + float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt / (nh*da); + vec3 speccol = lit*scol*light_col.rgb*spec.rgb; + speccol = clamp(speccol, vec3(0), vec3(1)); + col += speccol; + } + } + } + + return max(col, vec3(0.0, 0.0, 0.0)); +} + +#else +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_data[3]; +#else +#define frag_data gl_FragData +#endif +#endif + +uniform sampler2D diffuseMap; //always in sRGB space + +#ifdef HAS_NORMAL_MAP +uniform sampler2D bumpMap; +#endif + +#ifdef HAS_SPECULAR_MAP +uniform sampler2D specularMap; + +VARYING vec2 vary_texcoord2; +#endif + +uniform float env_intensity; +uniform vec4 specular_color; // specular color RGB and specular exponent (glossiness) in alpha + +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK) +uniform float minimum_alpha; +#endif + +#ifdef HAS_NORMAL_MAP +VARYING vec3 vary_mat0; +VARYING vec3 vary_mat1; +VARYING vec3 vary_mat2; +VARYING vec2 vary_texcoord1; +#else +VARYING vec3 vary_normal; +#endif + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + +vec2 encode_normal(vec3 n); + +void main() +{ +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) + waterClip(vary_position.xyz); +#endif + + vec2 pos_screen = vary_texcoord0.xy; + + vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy); + diffcol.rgb *= vertex_color.rgb; + +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK) + + // Comparing floats cast from 8-bit values, produces acne right at the 8-bit transition points + float bias = 0.001953125; // 1/512, or half an 8-bit quantization + if (diffcol.a < minimum_alpha-bias) + { + discard; + } +#endif + +#ifdef HAS_SPECULAR_MAP + vec4 spec = texture2D(specularMap, vary_texcoord2.xy); + spec.rgb *= specular_color.rgb; +#else + vec4 spec = vec4(specular_color.rgb, 1.0); +#endif + +#ifdef HAS_NORMAL_MAP + vec4 norm = texture2D(bumpMap, vary_texcoord1.xy); + + norm.xyz = norm.xyz * 2 - 1; + + vec3 tnorm = vec3(dot(norm.xyz,vary_mat0), + dot(norm.xyz,vary_mat1), + dot(norm.xyz,vary_mat2)); +#else + vec4 norm = vec4(0,0,0,1.0); + vec3 tnorm = vary_normal; +#endif + + norm.xyz = normalize(tnorm.xyz); + + vec2 abnormal = encode_normal(norm.xyz); + + vec4 final_color = diffcol; + +#if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE) + final_color.a = emissive_brightness; +#else + final_color.a = max(final_color.a, emissive_brightness); +#endif + + vec4 final_specular = spec; + +#ifdef HAS_SPECULAR_MAP + vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity * spec.a, GBUFFER_FLAG_HAS_ATMOS); + final_specular.a = specular_color.a * norm.a; +#else + vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, GBUFFER_FLAG_HAS_ATMOS); + final_specular.a = specular_color.a; +#endif + +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) + //forward rendering, output lit linear color + diffcol.rgb = srgb_to_linear(diffcol.rgb); + final_specular.rgb = srgb_to_linear(final_specular.rgb); + + vec3 pos = vary_position; + + float shadow = 1.0f; + +#ifdef HAS_SUN_SHADOW + shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen); +#endif + + vec4 diffuse = final_color; + + vec3 color = vec3(0,0,0); + + vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; + + float bloom = 0.0; + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; + calcAtmosphericVarsLinear(pos.xyz, norm.xyz, light_dir, sunlit, amblit, additive, atten); + + vec3 ambenv; + vec3 glossenv; + vec3 legacyenv; + sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, pos.xyz, norm.xyz, final_specular.a, env_intensity); + + // use sky settings ambient or irradiance map sample, whichever is brighter + color = max(amblit, ambenv); + + float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0); + vec3 sun_contrib = min(da, shadow) * sunlit; + color.rgb += sun_contrib; + color *= diffcol.rgb; + + vec3 refnormpersp = reflect(pos.xyz, norm.xyz); + + if (final_specular.a > 0.0) // specular reflection + { + float sa = dot(normalize(refnormpersp), light_dir.xyz); + vec3 dumbshiny = sunlit * shadow * (texture2D(lightFunc, vec2(sa, final_specular.a)).r); + + // add the two types of shiny together + vec3 spec_contrib = dumbshiny * final_specular.rgb; + bloom = dot(spec_contrib, spec_contrib) / 6; + + color += spec_contrib; + + applyGlossEnv(color, glossenv, final_specular, pos.xyz, norm.xyz); + } + + color = mix(color.rgb, diffcol.rgb, diffuse.a); + + if (env_intensity > 0.0) + { // add environmentmap + applyLegacyEnv(color, legacyenv, final_specular, pos.xyz, norm.xyz, env_intensity); + } + + color.rgb = mix(atmosFragLightingLinear(color.rgb, additive, atten), fullbrightAtmosTransportFragLinear(color, additive, atten), diffuse.a); + color.rgb = scaleSoftClipFragLinear(color.rgb); + +#ifdef WATER_FOG + vec4 temp = applyWaterFogView(pos, vec4(color, 0.0)); + color = temp.rgb; +#endif + + vec3 npos = normalize(-pos.xyz); + vec3 light = vec3(0, 0, 0); + +#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w ); + + LIGHT_LOOP(1) + LIGHT_LOOP(2) + LIGHT_LOOP(3) + LIGHT_LOOP(4) + LIGHT_LOOP(5) + LIGHT_LOOP(6) + LIGHT_LOOP(7) + + color += light; + + float al = diffcol.a*vertex_color.a; + + frag_color = vec4(color, al); +#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer + + // deferred path // See: C++: addDeferredAttachment(), shader: softenLightF.glsl + frag_data[0] = final_color; // gbuffer is sRGB for legacy materials + frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent. + frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity. W = 1 skip atmos (mask off fog) +#endif +} + diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl new file mode 100644 index 0000000000..6dd446d9f7 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl @@ -0,0 +1,195 @@ +/** + * @file class3\deferred\multiPointLightF.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2022, 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]*/ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +uniform sampler2DRect depthMap; +uniform sampler2DRect diffuseRect; +uniform sampler2DRect specularRect; +uniform sampler2DRect emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl +uniform sampler2D noiseMap; +uniform sampler2D lightFunc; + +uniform vec3 env_mat[3]; +uniform float sun_wash; +uniform int light_count; +uniform vec4 light[LIGHT_COUNT]; // .w = size; see C++ fullscreen_lights.push_back() +uniform vec4 light_col[LIGHT_COUNT]; // .a = falloff + +uniform vec2 screen_res; +uniform float far_z; +uniform mat4 inv_proj; + +VARYING vec4 vary_fragcoord; + +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); +vec4 getPosition(vec2 pos_screen); +vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity); +vec2 getScreenXY(vec4 clip); +vec3 srgb_to_linear(vec3 c); + +// Util +vec3 hue_to_rgb(float hue); + +vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, + float perceptualRoughness, + float metallic, + vec3 n, // normal + vec3 v, // surface point to camera + vec3 l); //surface point to light + + +void main() +{ +#if defined(LOCAL_LIGHT_KILL) + discard; // Bail immediately +#else + vec3 final_color = vec3(0, 0, 0); + vec2 tc = getScreenXY(vary_fragcoord); + vec3 pos = getPosition(tc).xyz; + if (pos.z < far_z) + { + discard; + } + + float envIntensity; // not used for this shader + vec3 n; + vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG() + + vec4 spec = texture2DRect(specularRect, tc); + vec3 diffuse = texture2DRect(diffuseRect, tc).rgb; + + vec3 h, l, v = -normalize(pos); + float nh, nv, vh, lightDist; + + if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) + { + vec3 colorEmissive = texture2DRect(emissiveRect, tc).rgb; + vec3 orm = spec.rgb; + float perceptualRoughness = orm.g; + float metallic = orm.b; + vec3 f0 = vec3(0.04); + vec3 baseColor = diffuse.rgb; + + vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0); + diffuseColor *= 1.0 - metallic; + + vec3 specularColor = mix(f0, baseColor.rgb, metallic); + + for (int light_idx = 0; light_idx < LIGHT_COUNT; ++light_idx) + { + vec3 lightColor = light_col[ light_idx ].rgb; // Already in linear, see pipeline.cpp: volume->getLightLinearColor(); + float falloff = light_col[ light_idx ].a; + float lightSize = light[ light_idx ].w; + vec3 lv = light[ light_idx ].xyz - pos; + + lightDist = length(lv); + + float dist = lightDist / lightSize; + if (dist <= 1.0) + { + lv /= lightDist; + + float dist_atten = calcLegacyDistanceAttenuation(dist, falloff); + + vec3 intensity = dist_atten * lightColor * 3.0; + + final_color += intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv); + } + } + } + else + { + + float noise = texture2D(noiseMap, tc/128.0).b; + + diffuse = srgb_to_linear(diffuse); + spec.rgb = srgb_to_linear(spec.rgb); + + // As of OSX 10.6.7 ATI Apple's crash when using a variable size loop + for (int i = 0; i < LIGHT_COUNT; ++i) + { + vec3 lv = light[i].xyz - pos; + float dist = length(lv); + dist /= light[i].w; + if (dist <= 1.0) + { + float nl = dot(n, lv); + if (nl > 0.0) + { + float lightDist; + calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist); + + float fa = light_col[i].a; + float dist_atten = calcLegacyDistanceAttenuation(dist, fa); + dist_atten *= noise; + + float lit = nl * dist_atten; + + vec3 col = light_col[i].rgb * lit * diffuse; + + if (spec.a > 0.0) + { + lit = min(nl * 6.0, 1.0) * dist_atten; + float fres = pow(1 - vh, 5) * 0.4 + 0.5; + + float gtdenom = 2 * nh; + float gt = max(0, min(gtdenom * nv / vh, gtdenom * nl / vh)); + + if (nh > 0.0) + { + float scol = fres * texture2D(lightFunc, vec2(nh, spec.a)).r * gt / (nh * nl); + col += lit * scol * light_col[i].rgb * spec.rgb; + } + } + + final_color += col; + } + } + } + } + + frag_color.rgb = final_color; + frag_color.a = 0.0; +#endif // LOCAL_LIGHT_KILL + +#ifdef IS_AMD_CARD + // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage + // away which leads to unfun crashes and artifacts. + vec4 dummy1 = light[0]; + vec4 dummy2 = light_col[0]; + vec4 dummy3 = light[LIGHT_COUNT - 1]; + vec4 dummy4 = light_col[LIGHT_COUNT - 1]; +#endif +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl index 9d872b8df8..ad6a0fa752 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl @@ -1,9 +1,9 @@ /** - * @file class3/deferred/softenLightV.glsl + * @file class3\deferred\multiPointLightV.glsl * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. + * Copyright (C) 2022, 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 @@ -22,17 +22,18 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ -ATTRIBUTE vec3 position; - -VARYING vec2 vary_fragcoord; uniform mat4 modelview_projection_matrix; -uniform vec2 screen_res; + +ATTRIBUTE vec3 position; + +VARYING vec4 vary_fragcoord; void main() { //transform vertex vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_Position = pos; - vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; + vary_fragcoord = pos; + + gl_Position = pos; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl index 9d62b9d180..cb8877ebe5 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl @@ -1,9 +1,9 @@ /** - * @file multiSpotLightF.glsl + * @file class3\deferred\multiSpotLightF.glsl * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. + * Copyright (C) 2022, 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 @@ -38,10 +38,11 @@ uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; +uniform sampler2DRect emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl uniform samplerCube environmentMap; uniform sampler2DRect lightMap; uniform sampler2D noiseMap; -uniform sampler2D projectionMap; +uniform sampler2D projectionMap; // rgba uniform sampler2D lightFunc; uniform mat4 proj_mat; //screen space to light space @@ -61,6 +62,7 @@ uniform float sun_wash; uniform int proj_shadow_idx; uniform float shadow_fade; +// Light params uniform vec3 center; uniform float size; uniform vec3 color; @@ -71,221 +73,198 @@ uniform vec2 screen_res; uniform mat4 inv_proj; -vec3 getNorm(vec2 pos_screen); +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); +vec3 colorized_dot(float x); +bool clipProjectedLightVars(vec3 center, vec3 pos, out float dist, out float l_dist, out vec3 lv, out vec4 proj_tc ); +vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity); +vec3 getProjectedLightAmbiance(float amb_da, float attenuation, float lit, float nl, float noise, vec2 projected_uv); +vec3 getProjectedLightDiffuseColor(float light_distance, vec2 projected_uv ); +vec3 getProjectedLightSpecularColor(vec3 pos, vec3 n); +vec2 getScreenXY(vec4 clip); +vec3 srgb_to_linear(vec3 cs); +vec4 texture2DLodSpecular(vec2 tc, float lod); -vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - - vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); - - float det = min(lod/(proj_lod*0.5), 1.0); - - float d = min(dist.x, dist.y); - - d *= min(1, d * (proj_lod - lod)); - - float edge = 0.25*det; - - ret *= clamp(d/edge, 0.0, 1.0); - - return ret; -} +vec4 getPosition(vec2 pos_screen); -vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); +const float M_PI = 3.14159265; - vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); - - float det = min(lod/(proj_lod*0.5), 1.0); - - float d = min(dist.x, dist.y); - - float edge = 0.25*det; - - ret *= clamp(d/edge, 0.0, 1.0); - - return ret; -} +vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, + float perceptualRoughness, + float metallic, + vec3 n, // normal + vec3 v, // surface point to camera + vec3 l); //surface point to light -vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) +void main() { - vec4 ret = texture2DLod(projectionMap, tc, lod); - - vec2 dist = tc-vec2(0.5); - - float d = dot(dist,dist); - - ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0); - - return ret; -} - - -vec4 getPosition(vec2 pos_screen); +#if defined(LOCAL_LIGHT_KILL) + discard; +#else + vec3 final_color = vec3(0,0,0); + vec2 tc = getScreenXY(vary_fragcoord); + vec3 pos = getPosition(tc).xyz; -void main() -{ - vec4 frag = vary_fragcoord; - frag.xyz /= frag.w; - frag.xyz = frag.xyz*0.5+0.5; - frag.xy *= screen_res; - - vec3 pos = getPosition(frag.xy).xyz; - vec3 lv = center.xyz-pos.xyz; - float dist = length(lv); - dist /= size; - if (dist > 1.0) + vec3 lv; + vec4 proj_tc; + float dist, l_dist; + if (clipProjectedLightVars(center, pos, dist, l_dist, lv, proj_tc)) { discard; } - + float shadow = 1.0; if (proj_shadow_idx >= 0) { - vec4 shd = texture2DRect(lightMap, frag.xy); - shadow = (proj_shadow_idx == 0) ? shd.b : shd.a; + vec4 shd = texture2DRect(lightMap, tc); + shadow = (proj_shadow_idx==0)?shd.b:shd.a; shadow += shadow_fade; shadow = clamp(shadow, 0.0, 1.0); } - - vec3 norm = texture2DRect(normalMap, frag.xy).xyz; - - float envIntensity = norm.z; - norm = getNorm(frag.xy); - - norm = normalize(norm); - float l_dist = -dot(lv, proj_n); - - vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); - if (proj_tc.z < 0.0) - { - discard; - } - - proj_tc.xyz /= proj_tc.w; - - float fa = (falloff*0.5)+1.0; - float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0); - dist_atten *= dist_atten; - dist_atten *= 2.0; + float envIntensity; + vec3 n; + vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); + + float dist_atten = calcLegacyDistanceAttenuation(dist, falloff); if (dist_atten <= 0.0) { discard; } - + lv = proj_origin-pos.xyz; - lv = normalize(lv); - float da = dot(norm, lv); + vec3 h, l, v = -normalize(pos); + float nh, nl, nv, vh, lightDist; + calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist); - vec3 col = vec3(0,0,0); + vec3 diffuse = texture2DRect(diffuseRect, tc).rgb; + vec4 spec = texture2DRect(specularRect, tc); + vec3 dlit = vec3(0, 0, 0); + vec3 slit = vec3(0, 0, 0); + + vec3 amb_rgb = vec3(0); + + if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) + { + vec3 colorEmissive = texture2DRect(emissiveRect, tc).rgb; + vec3 orm = spec.rgb; + float perceptualRoughness = orm.g; + float metallic = orm.b; + vec3 f0 = vec3(0.04); + vec3 baseColor = diffuse.rgb; - vec3 diff_tex = srgb_to_linear(texture2DRect(diffuseRect, frag.xy).rgb); - - vec4 spec = texture2DRect(specularRect, frag.xy); + vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0); + diffuseColor *= 1.0 - metallic; + + vec3 specularColor = mix(f0, baseColor.rgb, metallic); - vec3 dlit = vec3(0, 0, 0); + // We need this additional test inside a light's frustum since a spotlight's ambiance can be applied + if (proj_tc.x > 0.0 && proj_tc.x < 1.0 + && proj_tc.y > 0.0 && proj_tc.y < 1.0) + { + float lit = 0.0; + float amb_da = 0.0; + + if (nl > 0.0) + { + amb_da += (nl*0.5 + 0.5) * proj_ambiance; + + dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy ); + + vec3 intensity = dist_atten * dlit * 3.0 * shadow; // Legacy attenuation + final_color += intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, normalize(lv)); + } - float noise = texture2D(noiseMap, frag.xy/128.0).b; - if (proj_tc.z > 0.0 && - proj_tc.x < 1.0 && - proj_tc.y < 1.0 && - proj_tc.x > 0.0 && - proj_tc.y > 0.0) + amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, 1.0, proj_tc.xy ); + final_color += diffuse.rgb * amb_rgb; + } + } + else { - float amb_da = proj_ambiance; - float lit = 0.0; - if (da > 0.0) + diffuse = srgb_to_linear(diffuse); + spec.rgb = srgb_to_linear(spec.rgb); + + float noise = texture2D(noiseMap, tc/128.0).b; + if (proj_tc.z > 0.0 && + proj_tc.x < 1.0 && + proj_tc.y < 1.0 && + proj_tc.x > 0.0 && + proj_tc.y > 0.0) { - lit = da * dist_atten * noise; + float amb_da = 0; + float lit = 0.0; - float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); - float lod = diff * proj_lod; - - vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); + if (nl > 0.0) + { + lit = nl * dist_atten * noise; + + dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy ); + + final_color = dlit*lit*diffuse*shadow; + + // unshadowed for consistency between forward and deferred? + amb_da += (nl*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance; + } - dlit = color.rgb * plcol.rgb * plcol.a; - - col = dlit*lit*diff_tex*shadow; - amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance; + amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, noise, proj_tc.xy ); + final_color += diffuse.rgb * amb_rgb; } - - //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); - vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod); - - amb_da += (da*da*0.5+0.5)*(1.0-shadow)*proj_ambiance; - - amb_da *= dist_atten * noise; - - amb_da = min(amb_da, 1.0-lit); - - col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; - } + if (spec.a > 0.0) + { + dlit *= min(nl*6.0, 1.0) * dist_atten; - if (spec.a > 0.0) - { - vec3 npos = -normalize(pos); - dlit *= min(da*6.0, 1.0) * dist_atten; - - //vec3 ref = dot(pos+lv, norm); - vec3 h = normalize(lv+npos); - float nh = dot(norm, h); - float nv = dot(norm, npos); - float vh = dot(npos, h); - float sa = nh; - float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; - - float gtdenom = 2 * nh; - float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); + float fres = pow(1 - vh, 5)*0.4+0.5; + + float gtdenom = 2 * nh; + float gt = max(0, min(gtdenom * nv / vh, gtdenom * nl / vh)); - if (nh > 0.0) - { - float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); - col += dlit*scol*spec.rgb*shadow; - //col += spec.rgb; - } - } + if (nh > 0.0) + { + float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl); + vec3 speccol = dlit*scol*spec.rgb*shadow; + speccol = clamp(speccol, vec3(0), vec3(1)); + final_color += speccol; + } + } - if (envIntensity > 0.0) - { - vec3 ref = reflect(normalize(pos), norm); + if (envIntensity > 0.0) + { + vec3 ref = reflect(normalize(pos), n); - //project from point pos in direction ref to plane proj_p, proj_n - vec3 pdelta = proj_p-pos; - float ds = dot(ref, proj_n); + //project from point pos in direction ref to plane proj_p, proj_n + vec3 pdelta = proj_p-pos; + float ds = dot(ref, proj_n); - if (ds < 0.0) - { - vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; + if (ds < 0.0) + { + vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; - vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); + vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); - if (stc.z > 0.0) - { - stc /= stc.w; - - if (stc.x < 1.0 && - stc.y < 1.0 && - stc.x > 0.0 && - stc.y > 0.0) + if (stc.z > 0.0) { - col += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity; + stc /= stc.w; + + if (stc.x < 1.0 && + stc.y < 1.0 && + stc.x > 0.0 && + stc.y > 0.0) + { + final_color += color.rgb * texture2DLodSpecular(stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity; + } } } } } //not sure why, but this line prevents MATBUG-194 - col = max(col, vec3(0.0)); - - col = scaleDownLight(col); + final_color = max(final_color, vec3(0.0)); - //output linear space color as gamma correction happens down stream - frag_color.rgb = col; + //output linear + frag_color.rgb = final_color; frag_color.a = 0.0; +#endif // LOCAL_LIGHT_KILL } diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl new file mode 100644 index 0000000000..cdffcf103d --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl @@ -0,0 +1,156 @@ +/** + * @file class3\deferred\pointLightF.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2022, 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]*/ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +uniform sampler2DRect diffuseRect; +uniform sampler2DRect specularRect; +uniform sampler2DRect normalMap; +uniform sampler2DRect emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl +uniform sampler2D noiseMap; +uniform sampler2D lightFunc; +uniform sampler2DRect depthMap; + +uniform vec3 env_mat[3]; +uniform float sun_wash; + +// light params +uniform vec3 color; +uniform float falloff; +uniform float size; + +VARYING vec4 vary_fragcoord; +VARYING vec3 trans_center; + +uniform vec2 screen_res; + +uniform mat4 inv_proj; +uniform vec4 viewport; + +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); +vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity); +vec4 getPosition(vec2 pos_screen); +vec2 getScreenXY(vec4 clip); +vec3 srgb_to_linear(vec3 c); + +vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, + float perceptualRoughness, + float metallic, + vec3 n, // normal + vec3 v, // surface point to camera + vec3 l); //surface point to light + +void main() +{ + vec3 final_color = vec3(0); + vec2 tc = getScreenXY(vary_fragcoord); + vec3 pos = getPosition(tc).xyz; + + float envIntensity; + vec3 n; + vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG() + + vec3 diffuse = texture2DRect(diffuseRect, tc).rgb; + vec4 spec = texture2DRect(specularRect, tc); + + // Common half vectors calcs + vec3 lv = trans_center.xyz-pos; + vec3 h, l, v = -normalize(pos); + float nh, nl, nv, vh, lightDist; + calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist); + + if (lightDist >= size) + { + discard; + } + float dist = lightDist / size; + float dist_atten = calcLegacyDistanceAttenuation(dist, falloff); + + if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) + { + vec3 colorEmissive = texture2DRect(emissiveRect, tc).rgb; + vec3 orm = spec.rgb; + float perceptualRoughness = orm.g; + float metallic = orm.b; + vec3 f0 = vec3(0.04); + vec3 baseColor = diffuse.rgb; + + vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0); + diffuseColor *= 1.0 - metallic; + + vec3 specularColor = mix(f0, baseColor.rgb, metallic); + + vec3 intensity = dist_atten * color * 3.0; // Legacy attenuation + final_color += intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, normalize(lv)); + } + else + { + if (nl < 0.0) + { + discard; + } + + diffuse = srgb_to_linear(diffuse); + spec.rgb = srgb_to_linear(spec.rgb); + + float noise = texture2D(noiseMap, tc/128.0).b; + float lit = nl * dist_atten * noise; + + final_color = color.rgb*lit*diffuse; + + if (spec.a > 0.0) + { + lit = min(nl*6.0, 1.0) * dist_atten; + + float sa = nh; + float fres = pow(1 - vh, 5) * 0.4+0.5; + float gtdenom = 2 * nh; + float gt = max(0,(min(gtdenom * nv / vh, gtdenom * nl / vh))); + + if (nh > 0.0) + { + float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl); + final_color += lit*scol*color.rgb*spec.rgb; + } + } + + if (dot(final_color, final_color) <= 0.0) + { + discard; + } + } + + frag_color.rgb = final_color; + frag_color.a = 0.0; +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowCubeV.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightV.glsl index db8c75fb8a..d42c8f6cf6 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/shadowCubeV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightV.glsl @@ -1,9 +1,9 @@ /** - * @file class3/deferred/shadowCubeV.glsl + * @file class3\deferred\pointLightV.glsl * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. + * Copyright (C) 2022, 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 @@ -24,27 +24,22 @@ */ uniform mat4 modelview_projection_matrix; +uniform mat4 modelview_matrix; ATTRIBUTE vec3 position; -#if !defined(DEPTH_CLAMP) -VARYING vec4 post_pos; -#endif +uniform vec3 center; +uniform float size; -uniform vec3 box_center; -uniform vec3 box_size; +VARYING vec4 vary_fragcoord; +VARYING vec3 trans_center; void main() { //transform vertex - vec3 p = position*box_size+box_center; - vec4 pos = modelview_projection_matrix*vec4(p.xyz, 1.0); - -#if !defined(DEPTH_CLAMP) - post_pos = pos; - - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -#else + vec3 p = position*size+center; + vec4 pos = modelview_projection_matrix * vec4(p.xyz, 1.0); + vary_fragcoord = pos; + trans_center = (modelview_matrix*vec4(center.xyz, 1.0)).xyz; gl_Position = pos; -#endif } diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl new file mode 100644 index 0000000000..ca436033f1 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl @@ -0,0 +1,572 @@ +/** + * @file class3/deferred/reflectionProbeF.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2022, 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 + * $/LicenseInfo$ + */ + +#define FLT_MAX 3.402823466e+38 + +#define REFMAP_COUNT 256 +#define REF_SAMPLE_COUNT 64 //maximum number of samples to consider + +uniform samplerCubeArray reflectionProbes; +uniform samplerCubeArray irradianceProbes; + +layout (std140) uniform ReflectionProbes +{ + // list of OBBs for user override probes + // box is a set of 3 planes outward facing planes and the depth of the box along that plane + // for each box refBox[i]... + /// box[0..2] - plane 0 .. 2 in [A,B,C,D] notation + // box[3][0..2] - plane thickness + mat4 refBox[REFMAP_COUNT]; + // list of bounding spheres for reflection probes sorted by distance to camera (closest first) + vec4 refSphere[REFMAP_COUNT]; + // extra parameters (currently only .x used for probe ambiance) + vec4 refParams[REFMAP_COUNT]; + // index of cube map in reflectionProbes for a corresponding reflection probe + // e.g. cube map channel of refSphere[2] is stored in refIndex[2] + // refIndex.x - cubemap channel in reflectionProbes + // refIndex.y - index in refNeighbor of neighbor list (index is ivec4 index, not int index) + // refIndex.z - number of neighbors + // refIndex.w - priority, if negative, this probe has a box influence + ivec4 refIndex[REFMAP_COUNT]; + + // neighbor list data (refSphere indices, not cubemap array layer) + ivec4 refNeighbor[1024]; + + // number of reflection probes present in refSphere + int refmapCount; +}; + +// Inputs +uniform mat3 env_mat; + +// list of probeIndexes shader will actually use after "getRefIndex" is called +// (stores refIndex/refSphere indices, NOT rerflectionProbes layer) +int probeIndex[REF_SAMPLE_COUNT]; + +// number of probes stored in probeIndex +int probeInfluences = 0; + +bool isAbove(vec3 pos, vec4 plane) +{ + return (dot(plane.xyz, pos) + plane.w) > 0; +} + +int max_priority = 0; + +// return true if probe at index i influences position pos +bool shouldSampleProbe(int i, vec3 pos) +{ + if (refIndex[i].w < 0) + { + vec4 v = refBox[i] * vec4(pos, 1.0); + if (abs(v.x) > 1 || + abs(v.y) > 1 || + abs(v.z) > 1) + { + return false; + } + + max_priority = max(max_priority, -refIndex[i].w); + } + else + { + vec3 delta = pos.xyz - refSphere[i].xyz; + float d = dot(delta, delta); + float r2 = refSphere[i].w; + r2 *= r2; + + if (d > r2) + { //outside bounding sphere + return false; + } + + max_priority = max(max_priority, refIndex[i].w); + } + + return true; +} + +// call before sampleRef +// populate "probeIndex" with N probe indices that influence pos where N is REF_SAMPLE_COUNT +// overall algorithm -- +void preProbeSample(vec3 pos) +{ + // TODO: make some sort of structure that reduces the number of distance checks + for (int i = 1; i < refmapCount; ++i) + { + // found an influencing probe + if (shouldSampleProbe(i, pos)) + { + probeIndex[probeInfluences] = i; + ++probeInfluences; + + int neighborIdx = refIndex[i].y; + if (neighborIdx != -1) + { + int neighborCount = min(refIndex[i].z, REF_SAMPLE_COUNT-1); + + int count = 0; + while (count < neighborCount) + { + // check up to REF_SAMPLE_COUNT-1 neighbors (neighborIdx is ivec4 index) + + int idx = refNeighbor[neighborIdx].x; + if (shouldSampleProbe(idx, pos)) + { + probeIndex[probeInfluences++] = idx; + if (probeInfluences == REF_SAMPLE_COUNT) + { + return; + } + } + count++; + if (count == neighborCount) + { + return; + } + + idx = refNeighbor[neighborIdx].y; + if (shouldSampleProbe(idx, pos)) + { + probeIndex[probeInfluences++] = idx; + if (probeInfluences == REF_SAMPLE_COUNT) + { + return; + } + } + count++; + if (count == neighborCount) + { + return; + } + + idx = refNeighbor[neighborIdx].z; + if (shouldSampleProbe(idx, pos)) + { + probeIndex[probeInfluences++] = idx; + if (probeInfluences == REF_SAMPLE_COUNT) + { + return; + } + } + count++; + if (count == neighborCount) + { + return; + } + + idx = refNeighbor[neighborIdx].w; + if (shouldSampleProbe(idx, pos)) + { + probeIndex[probeInfluences++] = idx; + if (probeInfluences == REF_SAMPLE_COUNT) + { + return; + } + } + count++; + if (count == neighborCount) + { + return; + } + + ++neighborIdx; + } + + return; + } + } + } + + if (probeInfluences == 0) + { // probe at index 0 is a special fallback probe + probeIndex[0] = 0; + probeInfluences = 1; + } +} + +// from https://www.scratchapixel.com/lessons/3d-basic-rendering/minimal-ray-tracer-rendering-simple-shapes/ray-sphere-intersection + +// original reference implementation: +/* +bool intersect(const Ray &ray) const +{ + float t0, t1; // solutions for t if the ray intersects +#if 0 + // geometric solution + Vec3f L = center - orig; + float tca = L.dotProduct(dir); + // if (tca < 0) return false; + float d2 = L.dotProduct(L) - tca * tca; + if (d2 > radius2) return false; + float thc = sqrt(radius2 - d2); + t0 = tca - thc; + t1 = tca + thc; +#else + // analytic solution + Vec3f L = orig - center; + float a = dir.dotProduct(dir); + float b = 2 * dir.dotProduct(L); + float c = L.dotProduct(L) - radius2; + if (!solveQuadratic(a, b, c, t0, t1)) return false; +#endif + if (t0 > t1) std::swap(t0, t1); + + if (t0 < 0) { + t0 = t1; // if t0 is negative, let's use t1 instead + if (t0 < 0) return false; // both t0 and t1 are negative + } + + t = t0; + + return true; +} */ + +// adapted -- assume that origin is inside sphere, return intersection of ray with edge of sphere +vec3 sphereIntersect(vec3 origin, vec3 dir, vec3 center, float radius2) +{ + float t0, t1; // solutions for t if the ray intersects + + vec3 L = center - origin; + float tca = dot(L,dir); + + float d2 = dot(L,L) - tca * tca; + + float thc = sqrt(radius2 - d2); + t0 = tca - thc; + t1 = tca + thc; + + vec3 v = origin + dir * t1; + return v; +} + +// from https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/ +/* +vec3 DirectionWS = normalize(PositionWS - CameraWS); +vec3 ReflDirectionWS = reflect(DirectionWS, NormalWS); + +// Intersection with OBB convertto unit box space +// Transform in local unit parallax cube space (scaled and rotated) +vec3 RayLS = MulMatrix( float(3x3)WorldToLocal, ReflDirectionWS); +vec3 PositionLS = MulMatrix( WorldToLocal, PositionWS); + +vec3 Unitary = vec3(1.0f, 1.0f, 1.0f); +vec3 FirstPlaneIntersect = (Unitary - PositionLS) / RayLS; +vec3 SecondPlaneIntersect = (-Unitary - PositionLS) / RayLS; +vec3 FurthestPlane = max(FirstPlaneIntersect, SecondPlaneIntersect); +float Distance = min(FurthestPlane.x, min(FurthestPlane.y, FurthestPlane.z)); + +// Use Distance in WS directly to recover intersection +vec3 IntersectPositionWS = PositionWS + ReflDirectionWS * Distance; +vec3 ReflDirectionWS = IntersectPositionWS - CubemapPositionWS; + +return texCUBE(envMap, ReflDirectionWS); +*/ + +// get point of intersection with given probe's box influence volume +// origin - ray origin in clip space +// dir - ray direction in clip space +// i - probe index in refBox/refSphere +vec3 boxIntersect(vec3 origin, vec3 dir, int i) +{ + // Intersection with OBB convertto unit box space + // Transform in local unit parallax cube space (scaled and rotated) + mat4 clipToLocal = refBox[i]; + + vec3 RayLS = mat3(clipToLocal) * dir; + vec3 PositionLS = (clipToLocal * vec4(origin, 1.0)).xyz; + + vec3 Unitary = vec3(1.0f, 1.0f, 1.0f); + vec3 FirstPlaneIntersect = (Unitary - PositionLS) / RayLS; + vec3 SecondPlaneIntersect = (-Unitary - PositionLS) / RayLS; + vec3 FurthestPlane = max(FirstPlaneIntersect, SecondPlaneIntersect); + float Distance = min(FurthestPlane.x, min(FurthestPlane.y, FurthestPlane.z)); + + // Use Distance in CS directly to recover intersection + vec3 IntersectPositionCS = origin + dir * Distance; + + return IntersectPositionCS; +} + + + +// Tap a reflection probe +// pos - position of pixel +// dir - pixel normal +// 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) +// c - center of probe +// r2 - radius of probe squared +// i - index of probe +vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out vec3 vi, out vec3 wi, float lod, vec3 c, int i) +{ + //lod = max(lod, 1); + // parallax adjustment + + vec3 v; + + if (refIndex[i].w < 0) + { + v = boxIntersect(pos, dir, i); + w = 1.0; + } + else + { + float r = refSphere[i].w; // radius of sphere volume + float rr = r * r; // radius squared + + v = sphereIntersect(pos, dir, c, rr); + + float p = float(abs(refIndex[i].w)); // priority + + float r1 = r * 0.1; // 90% of radius (outer sphere to start interpolating down) + vec3 delta = pos.xyz - refSphere[i].xyz; + float d2 = max(dot(delta, delta), 0.001); + float r2 = r1 * r1; + + float atten = 1.0 - max(d2 - r2, 0.0) / max((rr - r2), 0.001); + + w = 1.0 / d2; + w *= atten; + } + + 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; + + return ret.rgb; +} + +// Tap an irradiance map +// pos - position of pixel +// dir - pixel normal +// c - center of probe +// r2 - radius of probe squared +// i - index of probe +vec3 tapIrradianceMap(vec3 pos, vec3 dir, out float w, vec3 c, int i) +{ + // parallax adjustment + vec3 v; + if (refIndex[i].w < 0) + { + v = boxIntersect(pos, dir, i); + w = 1.0; + } + else + { + float r = refSphere[i].w; // radius of sphere volume + float p = float(abs(refIndex[i].w)); // priority + float rr = r * r; // radius squred + + v = sphereIntersect(pos, dir, c, rr); + + float r1 = r * 0.1; // 75% of radius (outer sphere to start interpolating down) + vec3 delta = pos.xyz - refSphere[i].xyz; + float d2 = dot(delta, delta); + float r2 = r1 * r1; + + w = 1.0 / d2; + + float atten = 1.0 - max(d2 - r2, 0.0) / (rr - r2); + w *= atten; + } + + v -= c; + v = env_mat * v; + { + return texture(irradianceProbes, vec4(v.xyz, refIndex[i].x)).rgb * refParams[i].x; + } +} + +vec3 sampleProbes(vec3 pos, vec3 dir, float lod, bool errorCorrect) +{ + float wsum = 0.0; + vec3 col = vec3(0,0,0); + float vd2 = dot(pos,pos); // view distance squared + + for (int idx = 0; idx < probeInfluences; ++idx) + { + int i = probeIndex[idx]; + if (abs(refIndex[i].w) < max_priority) + { + continue; + } + + float w; + vec3 vi, wi; + vec3 refcol; + + + { + if (errorCorrect && refIndex[i].w >= 0) + { // error correction is on and this probe is a sphere + //take a sample to get depth value, then error correct + refcol = tapRefMap(pos, dir, w, vi, wi, abs(lod + 2), refSphere[i].xyz, i); + + //adjust lookup by distance result + float d = length(vi - wi); + vi += dir * d; + + vi -= refSphere[i].xyz; + + vi = env_mat * vi; + + refcol = textureLod(reflectionProbes, vec4(vi, refIndex[i].x), lod).rgb; + + // weight by vector correctness + vec3 pi = normalize(wi - pos); + w *= max(dot(pi, dir), 0.1); + //w = pow(w, 32.0); + } + else + { + refcol = tapRefMap(pos, dir, w, vi, wi, lod, refSphere[i].xyz, i); + } + + col += refcol.rgb*w; + + wsum += w; + } + } + + if (wsum > 0.0) + { + col *= 1.0/wsum; + } + + return col; +} + +vec3 sampleProbeAmbient(vec3 pos, vec3 dir) +{ + // modified copy/paste of sampleProbes follows, will likely diverge from sampleProbes further + // as irradiance map mixing is tuned independently of radiance map mixing + float wsum = 0.0; + vec3 col = vec3(0,0,0); + float vd2 = dot(pos,pos); // view distance squared + + float minweight = 1.0; + + for (int idx = 0; idx < probeInfluences; ++idx) + { + int i = probeIndex[idx]; + if (abs(refIndex[i].w) < max_priority) + { + continue; + } + + { + float w; + vec3 refcol = tapIrradianceMap(pos, dir, w, refSphere[i].xyz, i); + + col += refcol*w; + + wsum += w; + } + } + + if (wsum > 0.0) + { + col *= 1.0/wsum; + } + + return col; +} + +void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, + vec3 pos, vec3 norm, float glossiness, bool errorCorrect) +{ + // TODO - don't hard code lods + float reflection_lods = 6; + preProbeSample(pos); + + vec3 refnormpersp = reflect(pos.xyz, norm.xyz); + + ambenv = sampleProbeAmbient(pos, norm); + + float lod = (1.0-glossiness)*reflection_lods; + glossenv = sampleProbes(pos, normalize(refnormpersp), lod, errorCorrect); +} + +void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, + vec3 pos, vec3 norm, float glossiness) +{ + sampleReflectionProbes(ambenv, glossenv, + pos, norm, glossiness, false); +} + +void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, + vec3 pos, vec3 norm, float glossiness, float envIntensity) +{ + // TODO - don't hard code lods + float reflection_lods = 7; + preProbeSample(pos); + + vec3 refnormpersp = reflect(pos.xyz, norm.xyz); + + ambenv = sampleProbeAmbient(pos, norm); + + if (glossiness > 0.0) + { + float lod = (1.0-glossiness)*reflection_lods; + glossenv = sampleProbes(pos, normalize(refnormpersp), lod, false); + } + + if (envIntensity > 0.0) + { + legacyenv = sampleProbes(pos, normalize(refnormpersp), 0.0, false); + } +} + +void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm) +{ + glossenv *= 0.5; // fudge darker + float fresnel = clamp(1.0+dot(normalize(pos.xyz), norm.xyz), 0.3, 1.0); + fresnel *= fresnel; + fresnel *= spec.a; + glossenv *= spec.rgb*fresnel; + glossenv *= vec3(1.0) - color; // fake energy conservation + color.rgb += glossenv*0.5; +} + + void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity) + { + vec3 reflected_color = legacyenv; + vec3 lookAt = normalize(pos); + float fresnel = 1.0+dot(lookAt, norm.xyz); + fresnel *= fresnel; + fresnel = min(fresnel+envIntensity, 1.0); + reflected_color *= (envIntensity*fresnel); + color = mix(color.rgb, reflected_color*0.5, envIntensity); + } + diff --git a/indra/newview/app_settings/shaders/class3/deferred/shVisF.glsl b/indra/newview/app_settings/shaders/class3/deferred/shVisF.glsl deleted file mode 100644 index c8991f7a18..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/shVisF.glsl +++ /dev/null @@ -1,73 +0,0 @@ -/** - * @file class3/deferred/shVisF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, 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 - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR - out vec4 frag_color; -#else - #define frag_color gl_FragColor -#endif - -///////////////////////////////////////////////////////////////////////// -// Fragment shader for L1 SH debug rendering -///////////////////////////////////////////////////////////////////////// - -uniform sampler2D sh_input_r; -uniform sampler2D sh_input_g; -uniform sampler2D sh_input_b; - -uniform mat3 inv_modelviewprojection; - -VARYING vec4 vary_pos; - -void main(void) -{ - vec2 coord = vary_pos.xy + vec2(0.5,0.5); - - coord.x *= (1.6/0.9); - - if (dot(coord, coord) > 0.25) - { - discard; - } - - vec4 n = vec4(coord*2.0, 0.0, 1); - //n.y = -n.y; - n.z = sqrt(max(1.0-n.x*n.x-n.y*n.y, 0.0)); - //n.xyz = inv_modelviewprojection * n.xyz; - - vec4 l1tap = vec4(1.0/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265)); - vec4 l1r = texture2D(sh_input_r, vec2(0,0)); - vec4 l1g = texture2D(sh_input_g, vec2(0,0)); - vec4 l1b = texture2D(sh_input_b, vec2(0,0)); - vec3 indirect = vec3( - dot(l1r, l1tap * n), - dot(l1g, l1tap * n), - dot(l1b, l1tap * n)); - - //indirect = pow(indirect, vec3(0.45)); - indirect *= 3.0; - - frag_color = vec4(indirect, 1.0); -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendF.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendF.glsl deleted file mode 100644 index 345c07a354..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendF.glsl +++ /dev/null @@ -1,58 +0,0 @@ -/** - * @file shadowAlphaMaskF.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2011, 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]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D diffuseMap; - -#if !defined(DEPTH_CLAMP) -VARYING float pos_zd2; -#endif - -VARYING float pos_w; - -VARYING float target_pos_x; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; -VARYING vec3 pos; - -vec4 computeMoments(float depth, float a); - -void main() -{ - float alpha = diffuseLookup(vary_texcoord0.xy).a * vertex_color.a; - - frag_color = computeMoments(length(pos), float a); - -#if !defined(DEPTH_CLAMP) - gl_FragDepth = max(pos_zd2/pos_w+0.5, 0.0); -#endif -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendV.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendV.glsl deleted file mode 100644 index af1461c297..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendV.glsl +++ /dev/null @@ -1,66 +0,0 @@ -/** - * @file shadowAlphaMaskV.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2011, 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 - * $/LicenseInfo$ - */ - -uniform mat4 texture_matrix0; -uniform mat4 modelview_projection_matrix; -uniform float shadow_target_width; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; - -#if !defined(DEPTH_CLAMP) -VARYING float pos_zd2; -#endif - -VARYING float target_pos_x; -VARYING vec4 pos; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -void passTextureIndex(); - -void main() -{ - //transform vertex - vec4 pre_pos = vec4(position.xyz, 1.0); - vec4 pos = modelview_projection_matrix * pre_pos; - target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; - - pos_w = pos.w; - -#if !defined(DEPTH_CLAMP) - pos_zd2 = pos.z * 0.5; - - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -#else - gl_Position = pos; -#endif - - passTextureIndex(); - - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - vertex_color = diffuse_color; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskF.glsl deleted file mode 100644 index 50f1ffd626..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskF.glsl +++ /dev/null @@ -1,74 +0,0 @@ -/** - * @file class3/deferred/shadowAlphaMaskF.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2011, 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]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D diffuseMap; - -#if !defined(DEPTH_CLAMP) -VARYING float pos_zd2; -#endif - -VARYING float pos_w; - -VARYING float target_pos_x; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -vec4 getPosition(vec2 screen_coord); -vec4 computeMoments(float depth, float a); - -void main() -{ - vec4 pos = getPosition(vary_texcoord0.xy); - - float alpha = diffuseLookup(vary_texcoord0.xy).a * vertex_color.a; - - if (alpha < 0.05) // treat as totally transparent - { - discard; - } - - if (alpha < 0.88) // treat as semi-transparent - { - if (fract(0.5*floor(target_pos_x / pos_w )) < 0.25) - { - discard; - } - } - - frag_color = computeMoments(length(pos.xyz), alpha); - -#if !defined(DEPTH_CLAMP) - gl_FragDepth = max(pos_zd2/pos_w+0.5, 0.0); -#endif - -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskV.glsl deleted file mode 100644 index 6a646f5e9e..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskV.glsl +++ /dev/null @@ -1,67 +0,0 @@ -/** - * @file class3/deferred/shadowAlphaMaskV.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2011, 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 - * $/LicenseInfo$ - */ - -uniform mat4 texture_matrix0; -uniform mat4 modelview_projection_matrix; -uniform float shadow_target_width; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; - -#if !defined(DEPTH_CLAMP) -VARYING float pos_zd2; -#endif - -VARYING vec4 pos; -VARYING float target_pos_x; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -void passTextureIndex(); - -void main() -{ - //transform vertex - vec4 pre_pos = vec4(position.xyz, 1.0); - - pos = modelview_projection_matrix * pre_pos; - - target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; - -#if !defined(DEPTH_CLAMP) - pos_zd2 = pos.z * 0.5; - - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -#else - gl_Position = pos; -#endif - - passTextureIndex(); - - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - - vertex_color = diffuse_color; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowF.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowF.glsl deleted file mode 100644 index 3350267130..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/shadowF.glsl +++ /dev/null @@ -1,49 +0,0 @@ -/** - * @file class3/deferred/shadowF.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2011, 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]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D diffuseMap; - -#if !defined(DEPTH_CLAMP) -VARYING float pos_zd2; -#endif - -VARYING vec4 pos; -VARYING float target_pos_x; - -vec4 computeMoments(float depth, float a); - -void main() -{ - frag_color = computeMoments(length(pos), 1.0); -} - diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowUtil.glsl deleted file mode 100644 index 2f69a353e8..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/shadowUtil.glsl +++ /dev/null @@ -1,157 +0,0 @@ -/** - * @file class3/deferred/shadowUtil.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, 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 - * $/LicenseInfo$ - */ - -uniform sampler2D shadowMap0; -uniform sampler2D shadowMap1; -uniform sampler2D shadowMap2; -uniform sampler2D shadowMap3; -uniform sampler2D shadowMap4; -uniform sampler2D shadowMap5; - -uniform vec3 sun_dir; -uniform vec3 moon_dir; -uniform vec2 shadow_res; -uniform vec2 proj_shadow_res; -uniform mat4 shadow_matrix[6]; -uniform vec4 shadow_clip; -uniform float shadow_bias; - -uniform float spot_shadow_bias; -uniform float spot_shadow_offset; - -float getDepth(vec2 screenpos); -vec3 getNorm(vec2 screenpos); -vec4 getPosition(vec2 pos_screen); - -float ReduceLightBleeding(float p_max, float Amount) -{ - return smoothstep(Amount, 1, p_max); -} - -float ChebyshevUpperBound(vec2 m, float t, float min_v, float Amount) -{ - float p = (t <= m.x) ? 1.0 : 0.0; - - float v = m.y - (m.x*m.x); - v = max(v, min_v); - - float d = t - m.x; - - float p_max = v / (v + d*d); - - p_max = ReduceLightBleeding(p_max, Amount); - - return max(p, p_max); -} - -vec4 computeMoments(float depth, float a) -{ - float m1 = depth; - float dx = dFdx(depth); - float dy = dFdy(depth); - float m2 = m1*m1 + 0.25 * a * (dx*dx + dy*dy); - return vec4(m1, m2, a, max(dx, dy)); -} - -float vsmDirectionalSample(vec4 stc, float depth, sampler2D shadowMap, mat4 shadowMatrix) -{ - vec4 lpos = shadowMatrix * stc; - vec4 moments = texture2D(shadowMap, lpos.xy); - return ChebyshevUpperBound(moments.rg, depth - shadow_bias * 256.0f, 0.125, 0.9); -} - -float vsmSpotSample(vec4 stc, float depth, sampler2D shadowMap, mat4 shadowMatrix) -{ - vec4 lpos = shadowMatrix * stc; - vec4 moments = texture2D(shadowMap, lpos.xy); - lpos.xyz /= lpos.w; - lpos.xy *= 0.5; - lpos.xy += 0.5; - return ChebyshevUpperBound(moments.rg, depth - spot_shadow_bias * 16.0f, 0.125, 0.9); -} - -#if VSM_POINT_SHADOWS -float vsmPointSample(float lightDistance, vec3 lightDirection, samplerCube shadow_cube_map) -{ - vec4 moments = textureCube(shadow_cube_map, light_direction); - return ChebyshevUpperBound(moments.rg, light_distance, 0.01, 0.25); -} -#endif - -float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen) -{ - if (pos.z < -shadow_clip.w) - { - discard; - } - - float depth = getDepth(pos_screen); - - vec4 spos = vec4(pos,1.0); - vec4 near_split = shadow_clip*-0.75; - vec4 far_split = shadow_clip*-1.25; - - float shadow = 0.0f; - float weight = 1.0; - - if (spos.z < near_split.z) - { - shadow += vsmDirectionalSample(spos, depth, shadowMap3, shadow_matrix[3]); - weight += 1.0f; - } - if (spos.z < near_split.y) - { - shadow += vsmDirectionalSample(spos, depth, shadowMap2, shadow_matrix[2]); - weight += 1.0f; - } - if (spos.z < near_split.x) - { - shadow += vsmDirectionalSample(spos, depth, shadowMap1, shadow_matrix[1]); - weight += 1.0f; - } - if (spos.z > far_split.x) - { - shadow += vsmDirectionalSample(spos, depth, shadowMap0, shadow_matrix[0]); - weight += 1.0f; - } - - shadow /= weight; - - return shadow; -} - -float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen) -{ - if (pos.z < -shadow_clip.w) - { - discard; - } - - float depth = getDepth(pos_screen); - - pos += norm * spot_shadow_offset; - return vsmSpotSample(vec4(pos, 1.0), depth, (index == 0) ? shadowMap4 : shadowMap5, shadow_matrix[4 + index]); -} - diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowV.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowV.glsl deleted file mode 100644 index 6577fe0ecf..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/shadowV.glsl +++ /dev/null @@ -1,62 +0,0 @@ -/** - * @file class3/deferred/shadowV.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2011, 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 - * $/LicenseInfo$ - */ - -uniform mat4 modelview_projection_matrix; -uniform float shadow_target_width; -uniform mat4 texture_matrix0; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; - -#if !defined(DEPTH_CLAMP) -VARYING float pos_zd2; -#endif - -VARYING vec4 pos; -VARYING float target_pos_x; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -void passTextureIndex(); - -void main() -{ - //transform vertex - vec4 pre_pos = vec4(position.xyz, 1.0); - - pos = modelview_projection_matrix * pre_pos; - - target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; - -#if !defined(DEPTH_CLAMP) - pos_zd2 = pos.z * 0.5; - - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -#else - gl_Position = pos; -#endif - - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl deleted file mode 100644 index a0b082ed7c..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl +++ /dev/null @@ -1,126 +0,0 @@ -/** - * @file class3/deferred/skyF.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif - -VARYING vec2 vary_frag; - -uniform vec3 camPosLocal; -uniform vec3 sun_dir; -uniform float sun_size; -uniform float far_z; -uniform mat4 inv_proj; -uniform mat4 inv_modelview; - -uniform sampler2D transmittance_texture; -uniform sampler3D scattering_texture; -uniform sampler3D single_mie_scattering_texture; -uniform sampler2D irradiance_texture; -uniform sampler2D rainbow_map; -uniform sampler2D halo_map; - -uniform float moisture_level; -uniform float droplet_radius; -uniform float ice_level; - -vec3 GetSolarLuminance(); -vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance); -vec3 GetSkyLuminanceToPoint(vec3 camPos, vec3 pos, float shadow_length, vec3 dir, out vec3 transmittance); - -vec3 ColorFromRadiance(vec3 radiance); -vec3 rainbow(float d) -{ - // d is the dot product of view and sun directions, so ranging -1.0..1.0 - // 'interesting' values of d are the range -0.75..-0.825, when view is nearly opposite of sun vec - // Rainbox texture mode is GL_REPEAT, so tc of -.75 is equiv to 0.25, -0.825 equiv to 0.175. - - // SL-13629 Rainbow texture has colors within the correct .175...250 range, but order is inverted. - // Rather than replace the texture, we mirror and translate the y tc to keep the colors within the - // interesting range, but in reversed order: i.e. d = (1 - d) - 1.575 - d = clamp(-0.575 - d, 0.0, 1.0); - - // With the colors in the lower 1/4 of the texture, inverting the coords leaves most of it inaccessible. - // So, we can stretch the texcoord above the colors (ie > 0.25) to fill the entire remaining coordinate - // space. This improves gradation, reduces banding within the rainbow interior. (1-0.25) / (0.425/0.25) = 4.2857 - float interior_coord = max(0.0, d - 0.25) * 4.2857; - d = clamp(d, 0.0, 0.25) + interior_coord; - - float rad = (droplet_radius - 5.0f) / 1024.0f; - return pow(texture2D(rainbow_map, vec2(rad, d)).rgb, vec3(1.8)) * moisture_level; -} - -vec3 halo22(float d) -{ - float v = sqrt(max(0, 1 - (d*d))); - return texture2D(halo_map, vec2(0, v)).rgb * ice_level; -} - -void main() -{ - vec3 pos = vec3((vary_frag * 2.0) - vec2(1.0, 1.0f), 1.0); - vec4 view_pos = (inv_proj * vec4(pos, 1.0f)); - - view_pos /= view_pos.w; - - vec3 view_ray = (inv_modelview * vec4(view_pos.xyz, 0.0f)).xyz + camPosLocal; - - vec3 view_direction = normalize(view_ray); - vec3 sun_direction = normalize(sun_dir); - vec3 earth_center = vec3(0, 0, -6360.0f); - vec3 camPos = (camPosLocal / 1000.0f) - earth_center; - - vec3 transmittance; - vec3 radiance_sun = GetSkyLuminance(camPos, view_direction, 0.0f, sun_direction, transmittance); - vec3 solar_luminance = GetSolarLuminance(); - - // If the view ray intersects the Sun, add the Sun radiance. - float s = dot(view_direction, sun_direction); - - // cheesy solar disc... - if (s >= (sun_size * 0.999)) - { - radiance_sun += pow(smoothstep(0.0, 1.3, (s - (sun_size * 0.9))), 2.0) * solar_luminance * transmittance; - } - s = smoothstep(0.9, 1.0, s) * 16.0f; - - vec3 color = ColorFromRadiance(radiance_sun); - - float optic_d = dot(view_direction, sun_direction); - vec3 halo_22 = halo22(optic_d); - - color.rgb += rainbow(optic_d) * optic_d; - color.rgb += halo_22; - - color = pow(color, vec3(1.0/2.2)); - - frag_data[0] = vec4(color, 1.0 + s); - frag_data[1] = vec4(0.0); - frag_data[2] = vec4(0.0, 1.0, 0.0, 1.0); -} - diff --git a/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl deleted file mode 100644 index 2eb222ada4..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl +++ /dev/null @@ -1,37 +0,0 @@ -/** - * @file class3/deferred/skyV.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 - * $/LicenseInfo$ - */ - -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; - -VARYING vec2 vary_frag; - -void main() -{ - // pass through untransformed fullscreen pos at back of frustum for proper sky depth testing - gl_Position = vec4(position.xy, 1.0f, 1.0); - vary_frag = texcoord0; -} - diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 7ed9e7b4fc..879f4ef510 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -1,31 +1,35 @@ -/** +/** * @file class3/deferred/softenLightF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2007, 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 +#extension GL_ARB_shader_texture_lod : enable -/*[EXTRA_CODE_HERE]*/ +#define FLT_MAX 3.402823466e+38 + +#define REFMAP_COUNT 256 +#define REF_SAMPLE_COUNT 64 //maximum number of samples to consider #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; @@ -36,142 +40,205 @@ out vec4 frag_color; uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; uniform sampler2DRect normalMap; +uniform sampler2DRect emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl +uniform sampler2D altDiffuseMap; // PBR: irradiance, skins/default/textures/default_irradiance.png + +const float M_PI = 3.14159265; + +#if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO) uniform sampler2DRect lightMap; +#endif + uniform sampler2DRect depthMap; uniform sampler2D lightFunc; -uniform samplerCube environmentMap; uniform float blur_size; uniform float blur_fidelity; // Inputs -uniform vec4 morphFactor; -uniform vec3 camPosLocal; -uniform float cloud_shadow; -uniform float max_y; -uniform vec4 glow; uniform mat3 env_mat; -uniform vec4 shadow_clip; uniform vec3 sun_dir; +uniform vec3 moon_dir; +uniform int sun_up_factor; VARYING vec2 vary_fragcoord; uniform mat4 inv_proj; -uniform mat4 inv_modelview; - uniform vec2 screen_res; -uniform sampler2D transmittance_texture; -uniform sampler3D scattering_texture; -uniform sampler3D single_mie_scattering_texture; -uniform sampler2D irradiance_texture; +vec3 getNorm(vec2 pos_screen); +vec4 getPositionWithDepth(vec2 pos_screen, float depth); -uniform sampler2D sh_input_r; -uniform sampler2D sh_input_g; -uniform sampler2D sh_input_b; +void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); +vec3 atmosFragLightingLinear(vec3 l, vec3 additive, vec3 atten); +vec3 scaleSoftClipFragLinear(vec3 l); +vec3 fullbrightAtmosTransportFragLinear(vec3 light, vec3 additive, vec3 atten); -vec3 GetSunAndSkyIrradiance(vec3 camPos, vec3 norm, vec3 dir, out vec3 sky_irradiance); -vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance); -vec3 GetSkyLuminanceToPoint(vec3 camPos, vec3 pos, float shadow_length, vec3 dir, out vec3 transmittance); +// reflection probe interface +void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, + vec3 pos, vec3 norm, float glossiness); +void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyEnv, + vec3 pos, vec3 norm, float glossiness, float envIntensity); +void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm); +void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity); -vec3 ColorFromRadiance(vec3 radiance); -vec4 getPositionWithDepth(vec2 pos_screen, float depth); -vec4 getPosition(vec2 pos_screen); -vec3 getNorm(vec2 pos_screen); +vec3 linear_to_srgb(vec3 c); +vec3 srgb_to_linear(vec3 c); #ifdef WATER_FOG -vec4 applyWaterFogView(vec3 pos, vec4 color); +vec4 applyWaterFogViewLinear(vec3 pos, vec4 color); #endif -void main() +void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor); + +vec3 pbrBaseLight(vec3 diffuseColor, + vec3 specularColor, + float metallic, + vec3 pos, + vec3 norm, + float perceptualRoughness, + vec3 light_dir, + vec3 sunlit, + float scol, + vec3 radiance, + vec3 irradiance, + vec3 colorEmissive, + float ao, + vec3 additive, + vec3 atten); + +vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, + float perceptualRoughness, + float metallic, + vec3 n, // normal + vec3 v, // surface point to camera + vec3 l); //surface point to light + + +void main() { - vec2 tc = vary_fragcoord.xy; - float depth = texture2DRect(depthMap, tc.xy).r; - vec3 pos = getPositionWithDepth(tc, depth).xyz; - vec4 norm = texture2DRect(normalMap, tc); + vec2 tc = vary_fragcoord.xy; + float depth = texture2DRect(depthMap, tc.xy).r; + vec4 pos = getPositionWithDepth(tc, depth); + vec4 norm = texture2DRect(normalMap, tc); float envIntensity = norm.z; - norm.xyz = getNorm(tc); + norm.xyz = getNorm(tc); + vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; - float da = max(dot(norm.xyz, sun_dir.xyz), 0.0); + vec4 baseColor = texture2DRect(diffuseRect, tc); + vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); // NOTE: PBR linear Emissive - vec4 diffuse = texture2DRect(diffuseRect, tc); // sRGB - diffuse.rgb = srgb_to_linear(diffuse.rgb); +#if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO) + vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; +#endif + +#if defined(HAS_SUN_SHADOW) + float scol = max(scol_ambocc.r, baseColor.a); +#else + float scol = 1.0; +#endif +#if defined(HAS_SSAO) + float ambocc = scol_ambocc.g; +#else + float ambocc = 1.0; +#endif - vec3 col; + vec3 color = vec3(0); float bloom = 0.0; - { - vec3 camPos = (camPosLocal / 1000.0f) + vec3(0, 0, 6360.0f); - vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); - - vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; - float scol = max(scol_ambocc.r, diffuse.a); + calcAtmosphericVarsLinear(pos.xyz, norm.xyz, light_dir, sunlit, amblit, additive, atten); - float ambocc = scol_ambocc.g; + if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) + { + vec3 orm = texture2DRect(specularRect, tc).rgb; + float perceptualRoughness = orm.g; + float metallic = orm.b; + float ao = orm.r * ambocc; + + vec3 colorEmissive = texture2DRect(emissiveRect, tc).rgb; + + // PBR IBL + float gloss = 1.0 - perceptualRoughness; + vec3 irradiance = vec3(0); + vec3 radiance = vec3(0); + sampleReflectionProbes(irradiance, radiance, 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); - vec4 l1tap = vec4(1.0/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265)); - vec4 l1r = texture2D(sh_input_r, vec2(0,0)); - vec4 l1g = texture2D(sh_input_g, vec2(0,0)); - vec4 l1b = texture2D(sh_input_b, vec2(0,0)); + vec3 diffuseColor; + vec3 specularColor; + calcDiffuseSpecular(baseColor.rgb, metallic, diffuseColor, specularColor); - vec3 indirect = vec3(dot(l1r, l1tap * vec4(1, norm.xyz)), - dot(l1g, l1tap * vec4(1, norm.xyz)), - dot(l1b, l1tap * vec4(1, norm.xyz))); + vec3 v = -normalize(pos.xyz); + color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit, scol, radiance, irradiance, colorEmissive, ao, additive, atten); + } + else if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS)) + { + //should only be true of WL sky, just port over base color value + color = srgb_to_linear(baseColor.rgb); + } + else + { + // legacy shaders are still writng sRGB to gbuffer + baseColor.rgb = srgb_to_linear(baseColor.rgb); + spec.rgb = srgb_to_linear(spec.rgb); - indirect = clamp(indirect, vec3(0), vec3(1.0)); + float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0); - vec3 transmittance; - vec3 sky_irradiance; - vec3 sun_irradiance = GetSunAndSkyIrradiance(camPos, norm.xyz, sun_dir, sky_irradiance); - vec3 inscatter = GetSkyLuminanceToPoint(camPos, (pos / 1000.f) + vec3(0, 0, 6360.0f), scol, sun_dir, transmittance); + vec3 irradiance = vec3(0); + vec3 glossenv = vec3(0); + vec3 legacyenv = vec3(0); - vec3 radiance = scol * (sun_irradiance + sky_irradiance) + inscatter; - vec3 atmo_color = ColorFromRadiance(radiance); + sampleReflectionProbesLegacy(irradiance, glossenv, legacyenv, pos.xyz, norm.xyz, spec.a, envIntensity); + + // use sky settings ambient or irradiance map sample, whichever is brighter + irradiance = max(amblit, irradiance); - col = atmo_color + indirect; - col *= transmittance; - col *= diffuse.rgb; + // apply lambertian IBL only (see pbrIbl) + color.rgb = irradiance * ambocc; - vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); + vec3 sun_contrib = min(da, scol) * sunlit; + color.rgb += sun_contrib; + color.rgb *= baseColor.rgb; + + vec3 refnormpersp = reflect(pos.xyz, norm.xyz); - if (spec.a > 0.0) // specular reflection + if (spec.a > 0.0) // specular reflection { - // the old infinite-sky shiny reflection - // - float sa = dot(refnormpersp, sun_dir.xyz); - vec3 dumbshiny = scol * texture2D(lightFunc, vec2(sa, spec.a)).r * atmo_color; - + float sa = dot(normalize(refnormpersp), light_dir.xyz); + vec3 dumbshiny = sunlit * scol * (texture2D(lightFunc, vec2(sa, spec.a)).r); + // add the two types of shiny together - vec3 spec_contrib = dumbshiny * spec.rgb * 0.25; - bloom = dot(spec_contrib, spec_contrib); - col += spec_contrib; - } + vec3 spec_contrib = dumbshiny * spec.rgb; + color.rgb += spec_contrib; - col = mix(col, diffuse.rgb, diffuse.a); + // add radiance map + applyGlossEnv(color, glossenv, spec, pos.xyz, norm.xyz); + } + color.rgb = mix(color.rgb, baseColor.rgb, baseColor.a); + if (envIntensity > 0.0) - { //add environmentmap - vec3 env_vec = env_mat * refnormpersp; - vec3 sun_direction = (inv_modelview * vec4(sun_dir, 1.0)).xyz; - vec3 radiance_sun = GetSkyLuminance(camPos, env_vec, 0.0f, sun_direction, transmittance); - vec3 refcol = ColorFromRadiance(radiance_sun); - col = mix(col.rgb, refcol, envIntensity); + { // add environment map + applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, envIntensity); } - - /*if (norm.w < 0.5) - { - col = scaleSoftClipFrag(col); - }*/ - - #ifdef WATER_FOG - vec4 fogged = applyWaterFogView(pos,vec4(col, bloom)); - col = fogged.rgb; - bloom = fogged.a; - #endif + + color = mix(atmosFragLightingLinear(color, additive, atten), fullbrightAtmosTransportFragLinear(color, additive, atten), baseColor.a); + color = scaleSoftClipFragLinear(color); } - //output linear since gamma correction happens down stream - frag_color.rgb = col; - frag_color.a = bloom; + #ifdef WATER_FOG + vec4 fogged = applyWaterFogViewLinear(pos.xyz, vec4(color, bloom)); + color = fogged.rgb; + #endif + + frag_color.rgb = color.rgb; //output linear since local lights will be added to this shader's results + frag_color.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl index 56b0f4e5ce..3274153a46 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -1,9 +1,9 @@ /** - * @file spotLightF.glsl + * @file class3\deferred\spotLightF.glsl * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. + * Copyright (C) 2022, 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 @@ -28,6 +28,16 @@ /*[EXTRA_CODE_HERE]*/ +#define DEBUG_ANY_LIGHT_TYPE 0 // Output green light cone +#define DEBUG_LEG_LIGHT_TYPE 0 // Show Legacy objects in green +#define DEBUG_PBR_LIGHT_TYPE 0 // Show PBR objects in green +#define DEBUG_PBR_SPOT 0 +#define DEBUG_PBR_SPOT_DIFFUSE 0 +#define DEBUG_PBR_SPOT_SPECULAR 0 + +#define DEBUG_SPOT_NL 0 // monochome area effected by light +#define DEBUG_SPOT_ZERO 0 // Output zero for spotlight + #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else @@ -38,10 +48,11 @@ uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; +uniform sampler2DRect emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl uniform samplerCube environmentMap; uniform sampler2DRect lightMap; uniform sampler2D noiseMap; -uniform sampler2D projectionMap; +uniform sampler2D projectionMap; // rgba uniform sampler2D lightFunc; uniform mat4 proj_mat; //screen space to light space @@ -71,217 +82,209 @@ uniform vec2 screen_res; uniform mat4 inv_proj; -vec3 getNorm(vec2 pos_screen); - -vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - - vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); - - float det = min(lod/(proj_lod*0.5), 1.0); - - float d = min(dist.x, dist.y); - - d *= min(1, d * (proj_lod - lod)); - - float edge = 0.25*det; - - ret *= clamp(d/edge, 0.0, 1.0); - - return ret; -} - -vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - - vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); - - float det = min(lod/(proj_lod*0.5), 1.0); - - float d = min(dist.x, dist.y); - - float edge = 0.25*det; - - ret *= clamp(d/edge, 0.0, 1.0); - - return ret; -} +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); +bool clipProjectedLightVars(vec3 center, vec3 pos, out float dist, out float l_dist, out vec3 lv, out vec4 proj_tc ); +vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity); +vec3 getProjectedLightAmbiance(float amb_da, float attenuation, float lit, float nl, float noise, vec2 projected_uv); +vec3 getProjectedLightDiffuseColor(float light_distance, vec2 projected_uv ); +vec3 getProjectedLightSpecularColor(vec3 pos, vec3 n); +vec2 getScreenXY(vec4 clip_point); +vec3 srgb_to_linear(vec3 c); +vec4 texture2DLodSpecular(vec2 tc, float lod); -vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - - vec2 dist = tc-vec2(0.5); - - float d = dot(dist,dist); - - ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0); - - return ret; -} +vec4 getPosition(vec2 pos_screen); +const float M_PI = 3.14159265; -vec4 getPosition(vec2 pos_screen); +vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, + float perceptualRoughness, + float metallic, + vec3 n, // normal + vec3 v, // surface point to camera + vec3 l); //surface point to light -void main() +void main() { - vec4 frag = vary_fragcoord; - frag.xyz /= frag.w; - frag.xyz = frag.xyz*0.5+0.5; - frag.xy *= screen_res; - - vec3 pos = getPosition(frag.xy).xyz; - vec3 lv = trans_center.xyz-pos.xyz; - float dist = length(lv); - dist /= size; - if (dist > 1.0) +#if defined(LOCAL_LIGHT_KILL) + discard; +#else + vec3 final_color = vec3(0,0,0); + vec2 tc = getScreenXY(vary_fragcoord); + vec3 pos = getPosition(tc).xyz; + + vec3 lv; + vec4 proj_tc; + float dist, l_dist; + if (clipProjectedLightVars(trans_center, pos, dist, l_dist, lv, proj_tc)) { discard; } - + float shadow = 1.0; - + if (proj_shadow_idx >= 0) { - vec4 shd = texture2DRect(lightMap, frag.xy); + vec4 shd = texture2DRect(lightMap, tc); shadow = (proj_shadow_idx == 0) ? shd.b : shd.a; shadow += shadow_fade; shadow = clamp(shadow, 0.0, 1.0); } - - vec3 norm = texture2DRect(normalMap, frag.xy).xyz; - float envIntensity = norm.z; - norm = getNorm(frag.xy); - - norm = normalize(norm); - float l_dist = -dot(lv, proj_n); - - vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); - if (proj_tc.z < 0.0) - { - discard; - } - - proj_tc.xyz /= proj_tc.w; - - float fa = (falloff*0.5) + 1.0; - float dist_atten = min(1.0 - (dist - 1.0 * (1.0 - fa)) / fa, 1.0); - dist_atten *= dist_atten; - dist_atten *= 2.0; + float envIntensity; + vec3 n; + vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG() + + float dist_atten = calcLegacyDistanceAttenuation(dist, falloff); if (dist_atten <= 0.0) { discard; } - - lv = proj_origin-pos.xyz; - lv = normalize(lv); - float da = dot(norm, lv); - - vec3 col = vec3(0,0,0); - - vec3 diff_tex = srgb_to_linear(texture2DRect(diffuseRect, frag.xy).rgb); - - vec4 spec = texture2DRect(specularRect, frag.xy); - vec3 dlit = vec3(0, 0, 0); + lv = proj_origin-pos.xyz; // NOTE: Re-using lv + vec3 h, l, v = -normalize(pos); + float nh, nl, nv, vh, lightDist; + calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist); - float noise = texture2D(noiseMap, frag.xy/128.0).b; - if (proj_tc.z > 0.0 && - proj_tc.x < 1.0 && - proj_tc.y < 1.0 && - proj_tc.x > 0.0 && - proj_tc.y > 0.0) + vec3 diffuse = texture2DRect(diffuseRect, tc).rgb; + vec4 spec = texture2DRect(specularRect, tc); + vec3 dlit = vec3(0, 0, 0); + vec3 slit = vec3(0, 0, 0); + + vec3 amb_rgb = vec3(0); + if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) { - float amb_da = proj_ambiance; - float lit = 0.0; + vec3 colorEmissive = texture2DRect(emissiveRect, tc).rgb; + vec3 orm = spec.rgb; + float perceptualRoughness = orm.g; + float metallic = orm.b; + vec3 f0 = vec3(0.04); + vec3 baseColor = diffuse.rgb; - if (da > 0.0) + vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0); + diffuseColor *= 1.0 - metallic; + + vec3 specularColor = mix(f0, baseColor.rgb, metallic); + + // We need this additional test inside a light's frustum since a spotlight's ambiance can be applied + if (proj_tc.x > 0.0 && proj_tc.x < 1.0 + && proj_tc.y > 0.0 && proj_tc.y < 1.0) { - lit = da * dist_atten * noise; + float lit = 0.0; + float amb_da = 0.0; - float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); - float lod = diff * proj_lod; - - vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); - - dlit = color.rgb * plcol.rgb * plcol.a; - - col = dlit*lit*diff_tex*shadow; - amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance; - } - - //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); - vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod); - - amb_da += (da*da*0.5+0.5)*(1.0-shadow)*proj_ambiance; + if (nl > 0.0) + { + amb_da += (nl*0.5 + 0.5) * proj_ambiance; - amb_da *= dist_atten * noise; - - amb_da = min(amb_da, 1.0-lit); - - col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; - } - + dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy ); - if (spec.a > 0.0) + vec3 intensity = dist_atten * dlit * 3.0 * shadow; // Legacy attenuation + final_color += intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, normalize(lv)); + } + + amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, 1.0, proj_tc.xy ); + final_color += diffuse.rgb * amb_rgb; + } + } + else { - dlit *= min(da*6.0, 1.0) * dist_atten; - vec3 npos = -normalize(pos); - - //vec3 ref = dot(pos+lv, norm); - vec3 h = normalize(lv+npos); - float nh = dot(norm, h); - float nv = dot(norm, npos); - float vh = dot(npos, h); - float sa = nh; - float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; - - float gtdenom = 2 * nh; - float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); - - if (nh > 0.0) + diffuse = srgb_to_linear(diffuse); + spec.rgb = srgb_to_linear(spec.rgb); + + float noise = texture2D(noiseMap, tc/128.0).b; + if (proj_tc.z > 0.0 && + proj_tc.x < 1.0 && + proj_tc.y < 1.0 && + proj_tc.x > 0.0 && + proj_tc.y > 0.0) { - float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); - col += dlit*scol*spec.rgb*shadow; + float amb_da = proj_ambiance; + float lit = 0.0; + + if (nl > 0.0) + { + lit = nl * dist_atten * noise; + + dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy ); + + final_color = dlit*lit*diffuse*shadow; + + amb_da += (nl*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance; + } + + vec3 amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, noise, proj_tc.xy ); + final_color += diffuse.rgb*amb_rgb; + #if DEBUG_LEG_LIGHT_TYPE + final_color = vec3(0,0.5,0); + #endif } - } - - if (envIntensity > 0.0) - { - vec3 ref = reflect(normalize(pos), norm); - - //project from point pos in direction ref to plane proj_p, proj_n - vec3 pdelta = proj_p-pos; - float ds = dot(ref, proj_n); - - if (ds < 0.0) + if (spec.a > 0.0) + { + dlit *= min(nl*6.0, 1.0) * dist_atten; + float fres = pow(1 - dot(h, v), 5)*0.4+0.5; + + float gtdenom = 2 * nh; + float gt = max(0, min(gtdenom * nv / vh, gtdenom * nl / vh)); + + if (nh > 0.0) + { + float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl); + vec3 speccol = dlit*scol*spec.rgb*shadow; + speccol = clamp(speccol, vec3(0), vec3(1)); + final_color += speccol; + } + } + + if (envIntensity > 0.0) { - vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; - - vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); + vec3 ref = reflect(normalize(pos), n); - if (stc.z > 0.0) + //project from point pos in direction ref to plane proj_p, proj_n + vec3 pdelta = proj_p-pos; + float ds = dot(ref, proj_n); + + if (ds < 0.0) { - stc /= stc.w; - - if (stc.x < 1.0 && - stc.y < 1.0 && - stc.x > 0.0 && - stc.y > 0.0) + vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; + + vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); + + if (stc.z > 0.0) { - col += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity; + stc /= stc.w; + + if (stc.x < 1.0 && + stc.y < 1.0 && + stc.x > 0.0 && + stc.y > 0.0) + { + final_color += color.rgb * texture2DLodSpecular(stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity; + } } } } } - + +#if DEBUG_PBR_SPOT_DIFFUSE + final_color = vec3(nl * dist_atten); +#endif +#if DEBUG_SPOT_NL + final_color = vec3(nl); +#endif +#if DEBUG_SPOT_ZERO + final_color = vec3(0,0,0); +#endif +#if DEBUG_ANY_LIGHT_TYPE + final_color = vec3(0,0.3333,0); +#endif + //not sure why, but this line prevents MATBUG-194 - col = max(col, vec3(0.0)); + final_color = max(final_color, vec3(0.0)); - frag_color.rgb = col; + //output linear colors as gamma correction happens down stream + frag_color.rgb = final_color; frag_color.a = 0.0; +#endif // LOCAL_LIGHT_KILL } diff --git a/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl deleted file mode 100644 index 112b498c90..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl +++ /dev/null @@ -1,57 +0,0 @@ -/** - * @file class3\deferred\sunLightF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, 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]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -//class 2, shadows, no SSAO - -// Inputs -VARYING vec2 vary_fragcoord; - -vec4 getPosition(vec2 pos_screen); -vec3 getNorm(vec2 pos_screen); - -float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); -float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen); - -void main() -{ - vec2 pos_screen = vary_fragcoord.xy; - vec4 pos = getPosition(pos_screen); - vec3 norm = getNorm(pos_screen); - - frag_color.r = sampleDirectionalShadow(pos.xyz, norm, pos_screen); - frag_color.g = 1.0f; - frag_color.b = sampleSpotShadow(pos.xyz, norm, 0, pos_screen); - frag_color.a = sampleSpotShadow(pos.xyz, norm, 1, pos_screen); -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl deleted file mode 100644 index 342a2ff3ed..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl +++ /dev/null @@ -1,61 +0,0 @@ -/** - * @file class3\deferred\sunLightSSAOF.glsl - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, 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]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -//class 2 -- shadows and SSAO - -// Inputs -VARYING vec2 vary_fragcoord; - -uniform vec3 sun_dir; - -vec4 getPosition(vec2 pos_screen); -vec3 getNorm(vec2 pos_screen); - -float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); -float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen); - -//calculate decreases in ambient lighting when crowded out (SSAO) -float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen); - -void main() -{ - vec2 pos_screen = vary_fragcoord.xy; - vec4 pos = getPosition(pos_screen); - vec3 norm = getNorm(pos_screen); - - frag_color.r = sampleDirectionalShadow(pos.xyz, norm, pos_screen); - frag_color.b = calcAmbientOcclusion(pos, norm, pos_screen); - frag_color.b = sampleSpotShadow(pos.xyz, norm, 0, pos_screen); - frag_color.a = sampleSpotShadow(pos.xyz, norm, 1, pos_screen); -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/treeShadowF.glsl b/indra/newview/app_settings/shaders/class3/deferred/treeShadowF.glsl deleted file mode 100644 index 41673d1669..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/treeShadowF.glsl +++ /dev/null @@ -1,59 +0,0 @@ -/** - * @file treeShadowF.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform float minimum_alpha; - -uniform sampler2D diffuseMap; - -VARYING vec4 pos; -VARYING vec2 vary_texcoord0; - -vec4 computeMoments(float d, float a); - -void main() -{ - float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a; - - if (alpha < minimum_alpha) - { - discard; - } - - frag_color = computeMoments(length(pos), 1.0); - -#if !defined(DEPTH_CLAMP) - gl_FragDepth = max(pos.z/pos.w*0.5+0.5, 0.0); -#endif - -} - diff --git a/indra/newview/app_settings/shaders/class3/deferred/treeShadowV.glsl b/indra/newview/app_settings/shaders/class3/deferred/treeShadowV.glsl deleted file mode 100644 index 15e769ac10..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/treeShadowV.glsl +++ /dev/null @@ -1,43 +0,0 @@ -/** - * @file treeShadowV.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, 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 - * $/LicenseInfo$ - */ - -uniform mat4 texture_matrix0; -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; - -VARYING vec4 pos; -VARYING vec2 vary_texcoord0; - -void main() -{ - //transform vertex - pos = modelview_projection_matrix*vec4(position.xyz, 1.0); - - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); - - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/waterV.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterV.glsl deleted file mode 100644 index 02000d90ca..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/waterV.glsl +++ /dev/null @@ -1,95 +0,0 @@ -/** - * @file waterV.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, 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 - * $/LicenseInfo$ - */ - -uniform mat4 modelview_matrix; -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; - - -uniform vec2 d1; -uniform vec2 d2; -uniform float time; -uniform vec3 eyeVec; -uniform float waterHeight; - -VARYING vec4 refCoord; -VARYING vec4 littleWave; -VARYING vec4 view; - -VARYING vec4 vary_position; - -float wave(vec2 v, float t, float f, vec2 d, float s) -{ - return (dot(d, v)*f + t*s)*f; -} - -void main() -{ - //transform vertex - vec4 pos = vec4(position.xyz, 1.0); - mat4 modelViewProj = modelview_projection_matrix; - - vec4 oPosition; - - //get view vector - vec3 oEyeVec; - oEyeVec.xyz = pos.xyz-eyeVec; - - float d = length(oEyeVec.xy); - float ld = min(d, 2560.0); - - pos.xy = eyeVec.xy + oEyeVec.xy/d*ld; - view.xyz = oEyeVec; - - d = clamp(ld/1536.0-0.5, 0.0, 1.0); - d *= d; - - oPosition = vec4(position, 1.0); - oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d); - vary_position = modelview_matrix * oPosition; - oPosition = modelViewProj * oPosition; - - refCoord.xyz = oPosition.xyz + vec3(0,0,0.2); - - //get wave position parameter (create sweeping horizontal waves) - vec3 v = pos.xyz; - v.x += (cos(v.x*0.08/*+time*0.01*/)+sin(v.y*0.02))*6.0; - - //push position for further horizon effect. - pos.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z); - pos.w = 1.0; - pos = modelview_matrix*pos; - - //pass wave parameters to pixel shader - vec2 bigWave = (v.xy) * vec2(0.04,0.04) + d1 * time * 0.055; - //get two normal map (detail map) texture coordinates - littleWave.xy = (v.xy) * vec2(0.45, 0.9) + d2 * time * 0.13; - littleWave.zw = (v.xy) * vec2(0.1, 0.2) + d1 * time * 0.1; - view.w = bigWave.y; - refCoord.w = bigWave.x; - - gl_Position = oPosition; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/underWaterF.glsl b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl index 540226e672..a5e0adf8fa 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl @@ -1,5 +1,5 @@ /** - * @file underWaterF.glsl + * @file class3\environment\underWaterF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code @@ -23,19 +23,15 @@ * $/LicenseInfo$ */ -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif +out vec4 frag_color; uniform sampler2D diffuseMap; -uniform sampler2D bumpMap; +uniform sampler2D bumpMap; + +#ifdef TRANSPARENT_WATER uniform sampler2D screenTex; -uniform sampler2D refTex; uniform sampler2D screenDepth; +#endif uniform vec4 fogCol; uniform vec3 lightDir; @@ -49,7 +45,7 @@ uniform float kd; uniform vec4 waterPlane; uniform vec3 eyeVec; uniform vec4 waterFogColor; -uniform float waterFogDensity; +uniform vec3 waterFogColorLinear; uniform float waterFogKS; uniform vec2 screenRes; @@ -57,47 +53,15 @@ uniform vec2 screenRes; VARYING vec4 refCoord; VARYING vec4 littleWave; VARYING vec4 view; +in vec3 vary_position; -vec2 encode_normal(vec3 n); - -vec4 applyWaterFog(vec4 color, vec3 viewVec) -{ - //normalize view vector - vec3 view = normalize(viewVec); - float es = -view.z; - - //find intersection point with water plane and eye vector - - //get eye depth - float e0 = max(-waterPlane.w, 0.0); - - //get object depth - float depth = length(viewVec); - - //get "thickness" of water - float l = max(depth, 0.1); - - float kd = waterFogDensity; - float ks = waterFogKS; - vec4 kc = waterFogColor; - - float F = 0.98; - - float t1 = -kd * pow(F, ks * e0); - float t2 = kd + ks * es; - float t3 = pow(F, t2*l) - 1.0; - - float L = min(t1/t2*t3, 1.0); - - float D = pow(0.98, l*kd); - return color * D + kc * L; -} +vec4 applyWaterFogViewLinear(vec3 pos, vec4 color); void main() { vec4 color; - - //get detail normals + + //get detail normals vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; @@ -106,10 +70,12 @@ void main() //figure out distortion vector (ripply) vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; distort = distort+wavef.xy*refScale; - - vec4 fb = texture2D(screenTex, distort); - frag_data[0] = vec4(fb.rgb, 1.0); // diffuse - frag_data[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec - frag_data[2] = vec4(encode_normal(wavef), 0.0, 0.0); // normalxyz, displace +#ifdef TRANSPARENT_WATER + vec4 fb = texture2D(screenTex, distort); +#else + vec4 fb = vec4(waterFogColorLinear, 0.0); +#endif + + frag_color = applyWaterFogViewLinear(vary_position, fb); } diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl new file mode 100644 index 0000000000..a6517be433 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl @@ -0,0 +1,265 @@ +/** + * @file waterF.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2022, 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 + * $/LicenseInfo$ + */ + +// class3/environment/waterF.glsl + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +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); +vec4 applyWaterFogViewLinear(vec3 pos, vec4 color); + +// PBR interface +vec3 pbrIbl(vec3 diffuseColor, + vec3 specularColor, + vec3 radiance, // radiance map sample + vec3 irradiance, // irradiance map sample + float ao, // ambient occlusion factor + float nv, // normal dot view vector + float perceptualRoughness); + +vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, + float perceptualRoughness, + float metallic, + vec3 n, // normal + vec3 v, // surface point to camera + vec3 l); //surface point to light + +uniform sampler2D bumpMap; +uniform sampler2D bumpMap2; +uniform float blend_factor; +#ifdef TRANSPARENT_WATER +uniform sampler2D screenTex; +uniform sampler2D screenDepth; +#endif + +uniform sampler2D refTex; + +uniform float sunAngle; +uniform float sunAngle2; +uniform vec3 lightDir; +uniform vec3 specular; +uniform float lightExp; +uniform float refScale; +uniform float kd; +uniform vec2 screenRes; +uniform vec3 normScale; +uniform float fresnelScale; +uniform float fresnelOffset; +uniform float blurMultiplier; +uniform vec4 waterFogColor; +uniform vec3 waterFogColorLinear; + + +//bigWave is (refCoord.w, view.w); +VARYING vec4 refCoord; +VARYING vec4 littleWave; +VARYING vec4 view; +in vec3 vary_position; +in vec3 vary_normal; +in vec3 vary_tangent; +in vec3 vary_light_dir; + +vec3 BlendNormal(vec3 bump1, vec3 bump2) +{ + vec3 n = mix(bump1, bump2, blend_factor); + return n; +} + +vec3 srgb_to_linear(vec3 col); + +void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, + vec3 pos, vec3 norm, float glossiness, float envIntensity); + +vec3 vN, vT, vB; + +vec3 transform_normal(vec3 vNt) +{ + return normalize(vNt.x * vT + vNt.y * vB + vNt.z * vN); +} + +void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, + vec3 pos, vec3 norm, float glossiness, bool errorCorrect); + +vec3 getPositionWithNDC(vec3 ndc); + +void main() +{ + vec4 color; + + vN = vary_normal; + vT = vary_tangent; + vB = cross(vN, vT); + + vec3 pos = vary_position.xyz; + + float dist = length(pos.xyz); + + //normalize view vector + vec3 viewVec = normalize(pos.xyz); + + //get wave normals + vec2 bigwave = vec2(refCoord.w, view.w); + vec3 wave1_a = texture(bumpMap, bigwave, -2 ).xyz*2.0-1.0; + vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; + vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; + + vec3 wave1_b = texture(bumpMap2, bigwave ).xyz*2.0-1.0; + vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0; + vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0; + + vec3 wave1 = BlendNormal(wave1_a, wave1_b); + vec3 wave2 = BlendNormal(wave2_a, wave2_b); + vec3 wave3 = BlendNormal(wave3_a, wave3_b); + + wave1 = transform_normal(wave1); + wave2 = transform_normal(wave2); + wave3 = transform_normal(wave3); + + vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; + + //wavef.z *= max(-viewVec.z, 0.1); + + wavef = normalize(wavef); + + //get base fresnel components + + vec3 df = vec3( + dot(viewVec, wave1), + dot(viewVec, (wave2 + wave3) * 0.5), + dot(viewVec, wave3) + ) * fresnelScale + fresnelOffset; + + vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; + + float dist2 = dist; + dist = max(dist, 5.0); + + float dmod = sqrt(dist); + + vec2 dmod_scale = vec2(dmod*dmod, dmod); + + float df1 = df.x + df.y + df.z; + + //wavef = normalize(wavef - vary_normal); + //wavef = vary_normal; + + vec3 waver = reflect(viewVec, -wavef)*3; + + //figure out distortion vector (ripply) + vec2 distort2 = distort + waver.xy * refScale / max(dmod * df1, 1.0); + distort2 = clamp(distort2, vec2(0), vec2(0.99)); + +#ifdef TRANSPARENT_WATER + vec4 fb = texture2D(screenTex, distort2); + float depth = texture2D(screenDepth, distort2).r; + vec3 refPos = getPositionWithNDC(vec3(distort2*2.0-vec2(1.0), depth*2.0-1.0)); + + if (refPos.z > pos.z-0.05) + { + //we sampled an above water sample, don't distort + distort2 = distort; + fb = texture2D(screenTex, distort2); + depth = texture2D(screenDepth, distort2).r; + refPos = getPositionWithNDC(vec3(distort2 * 2.0 - vec2(1.0), depth * 2.0 - 1.0)); + } + + fb = applyWaterFogViewLinear(refPos, fb); +#else + vec4 fb = vec4(waterFogColorLinear.rgb, 0.0); +#endif + + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; + + calcAtmosphericVarsLinear(pos.xyz, wavef, vary_light_dir, sunlit, amblit, additive, atten); + sunlit = vec3(1); // TODO -- figure out why sunlit is breaking at some view angles + vec3 v = -viewVec; + float NdotV = clamp(abs(dot(wavef.xyz, v)), 0.001, 1.0); + + float metallic = fresnelOffset * 0.1; // fudge -- use fresnelOffset as metalness + float roughness = 0.1; + float gloss = 1.0 - roughness; + + vec3 baseColor = vec3(0.25); + vec3 f0 = vec3(0.04); + vec3 diffuseColor = baseColor.rgb * (vec3(1.0) - f0); + diffuseColor *= gloss; + + vec3 specularColor = mix(f0, baseColor.rgb, metallic); + + vec3 refnorm = normalize(wavef + vary_normal); + //vec3 refnorm = wavef; + + vec3 irradiance = vec3(0); + vec3 radiance = vec3(0); + sampleReflectionProbes(irradiance, radiance, pos, refnorm, gloss, true); + radiance *= 0.5; + irradiance = fb.rgb; + + color.rgb = pbrIbl(diffuseColor, specularColor, radiance, irradiance, gloss, NdotV, 0.0); + + // fudge -- for punctual lighting, pretend water is metallic + diffuseColor = vec3(0); + specularColor = vec3(1); + roughness = 0.1; + float scol = 1.0; // TODO -- incorporate shadow map + + //color.rgb += pbrPunctual(diffuseColor, specularColor, roughness, metallic, wavef, v, vary_light_dir) * sunlit * 2.75 * scol; + + //get specular component + float spec = clamp(dot(vary_light_dir, (reflect(viewVec, wavef))), 0.0, 1.0); + + //harden specular + spec = pow(spec, 128.0); + + color.rgb += spec * specular; + + color.rgb = atmosFragLightingLinear(color.rgb, additive, atten); + color.rgb = scaleSoftClipFragLinear(color.rgb); + + color.a = 0.f; + //color.rgb = fb.rgb; + //color.rgb = vec3(depth*depth*depth*depth); + //color.rgb = srgb_to_linear(normalize(refPos) * 0.5 + 0.5); + //color.rgb = srgb_to_linear(normalize(pos) * 0.5 + 0.5); + //color.rgb = srgb_to_linear(wavef * 0.5 + 0.5); + + //color.rgb = radiance; + frag_color = color; + +#if defined(WATER_EDGE) + gl_FragDepth = 0.9999847f; +#endif + +} + diff --git a/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoF.glsl b/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoF.glsl deleted file mode 100644 index c6ea3ec9d4..0000000000 --- a/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoF.glsl +++ /dev/null @@ -1,73 +0,0 @@ -/** - * @file class3\wl\advancedAtmoF.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -in vec3 view_dir; - -uniform vec3 cameraPosLocal; -uniform vec3 sun_dir; -uniform float sun_size; - -uniform sampler2D transmittance_texture; -uniform sampler3D scattering_texture; -uniform sampler3D mie_scattering_texture; -uniform sampler2D irradiance_texture; - -vec3 GetSolarLuminance(); -vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 sun_dir, out vec3 transmittance); -vec3 GetSkyLuminanceToPoint(vec3 camPos, vec3 pos, float shadow_length, vec3 sun_dir, out vec3 transmittance); -vec3 GetSunAndSkyIlluminance(vec3 pos, vec3 norm, vec3 sun_dir, out vec3 sky_irradiance); - -void main() -{ - vec3 view_direction = normalize(view_dir); - - vec3 camPos = cameraPosLocal; - vec3 transmittance; - vec3 sky_illum; - vec3 radiance = GetSkyLuminance(camPos, view_direction, 0.0f, sun_dir, transmittance); - vec3 radiance2 = GetSunAndSkyIlluminance(camPos, view_direction, sun_dir, sky_illum); - - //radiance *= transmittance; - - // If the view ray intersects the Sun, add the Sun radiance. - if (dot(view_direction, sun_dir) >= sun_size) - { - radiance = radiance + transmittance * GetSolarLuminance(); - } - - //vec3 color = vec3(1.0) - exp(-radiance); - //color = pow(color, vec3(1.0 / 2.2)); - - frag_color.rgb = radiance; - - frag_color.a = 1.0; -} - diff --git a/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoV.glsl b/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoV.glsl deleted file mode 100644 index 65bb00b1f6..0000000000 --- a/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoV.glsl +++ /dev/null @@ -1,43 +0,0 @@ -/** - * @file class3\wl\advancedAtmoV.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 - * $/LicenseInfo$ - */ - -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; - -// Inputs -uniform vec3 camPosLocal; - -out vec3 view_dir; - -void main() -{ - // World / view / projection - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - - // this will be normalized in the frag shader... - view_dir = position.xyz - camPosLocal.xyz; -} - diff --git a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl deleted file mode 100644 index 2b70ba76dc..0000000000 --- a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl +++ /dev/null @@ -1,46 +0,0 @@ -/** - * @file class3\wl\atmosphericsF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, 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 - * $/LicenseInfo$ - */ - -vec3 getAdditiveColor(); -vec3 getAtmosAttenuation(); -vec3 scaleSoftClipFrag(vec3 light); - -uniform int no_atmo; - -vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten) -{ - if (no_atmo == 1) - { - return light; - } - light *= atten.r; - light += additive; - return light * 2.0; -} - -vec3 atmosLighting(vec3 light) -{ - return atmosFragLighting(light, getAdditiveColor(), getAtmosAttenuation()); -} diff --git a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl deleted file mode 100644 index b76192d73f..0000000000 --- a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl +++ /dev/null @@ -1,51 +0,0 @@ -/** - * @file class3\wl\atmosphericsV.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 - * $/LicenseInfo$ - */ - -// VARYING param funcs -void setSunlitColor(vec3 v); -void setAmblitColor(vec3 v); -void setAdditiveColor(vec3 v); -void setAtmosAttenuation(vec3 v); -void setPositionEye(vec3 v); - -vec3 getAdditiveColor(); - -void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); - -void calcAtmospherics(vec3 inPositionEye) { - - vec3 P = inPositionEye; - setPositionEye(P); - vec3 tmpsunlit = vec3(1); - vec3 tmpamblit = vec3(1); - vec3 tmpaddlit = vec3(1); - vec3 tmpattenlit = vec3(1); - calcAtmosphericVars(inPositionEye, vec3(0), 1, tmpsunlit, tmpamblit, tmpaddlit, tmpattenlit, true); - setSunlitColor(tmpsunlit); - setAmblitColor(tmpamblit); - setAdditiveColor(tmpaddlit); - setAtmosAttenuation(tmpattenlit); -} - diff --git a/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl deleted file mode 100644 index 545a32a227..0000000000 --- a/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl +++ /dev/null @@ -1,68 +0,0 @@ -/** - * @file class3\wl\transportF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, 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 - * $/LicenseInfo$ - */ - -////////////////////////////////////////////////////////// -// The fragment shader for the terrain atmospherics -////////////////////////////////////////////////////////// - -vec3 getAdditiveColor(); -vec3 getAtmosAttenuation(); - -uniform int no_atmo; - -vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten) -{ - if (no_atmo == 1) - { - return light; - } - // fullbright responds minimally to atmos scatter effects - light *= min(15.0 * atten.r, 1.0); - light += (0.1 * additive); - return light * 2.0; -} - -vec3 atmosTransport(vec3 light) -{ - return atmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation()); -} - -vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) -{ - float brightness = dot(light.rgb, vec3(0.33333)); - return vec3(1,0,1); - //return atmosTransportFrag(light * 0.5, additive * (brightness * 0.5 + 0.5), atten); -} - -vec3 fullbrightAtmosTransport(vec3 light) -{ - return atmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation()); -} - -vec3 fullbrightShinyAtmosTransport(vec3 light) -{ - float brightness = dot(light.rgb, vec3(0.33333)); - return atmosTransportFrag(light * 0.5, getAdditiveColor() * (brightness * brightness), getAtmosAttenuation()); -} diff --git a/indra/newview/app_settings/shaders/shader_hierarchy.txt b/indra/newview/app_settings/shaders/shader_hierarchy.txt index 8ef04d8e1f..81e1327178 100644 --- a/indra/newview/app_settings/shaders/shader_hierarchy.txt +++ b/indra/newview/app_settings/shaders/shader_hierarchy.txt @@ -1,177 +1,15 @@ -Class 3 is highest quality / lowest performance -Class 2 is medium quality / medium performance -Class 1 is lowest quality / highest performance +Second Life shader variants are referred to as "classes." -Shaders WILL fall back to "lower" classes for functionality. +When a shader of a particular class is loaded, a lower class may +be loaded if the class requested doesn't exist or fails to load +for any reason. In general, shaders that require more resources +or later hardware capabilities should be higher class and +lower classes can be used for fallback implementations or lower +detail settings. -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -avatar/avatarV.glsl - gAvatarProgram, gAvatarWaterProgram - main() - avatar/avatarV.glsl - getSkinnedTransform() - avatarSkinV.glsl - calcAtmospherics() - windlight/atmosphericsV.glsl - calcLighting() - lighting/lightV.glsl - sumLights() - lighting/sumLightsV.glsl - calcDirectionalLight() - lighting/lightFuncV.glsl - calcPointLight() - lighting/lightFuncV.glsl - atmosAmbient() - windlight/atmosphericsHelpersV.glsl - atmosAffectDirectionalLight() - windlight/atmosphericsHelpersV.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -avatar/avatarF.glsl - gAvatarProgram - main() - avatar/avatarF.glsl - default_lighting() - lighting/lightF.glsl - calc_default_lighting() - lighting/lightF.glsl - atmosLighting() - windlight/atmosphericsF.glsl - scaleSoftClip() - windlight/gammaF.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -avatar/eyeballV.glsl - gAvatarEyeballProgram - main() - avatar/eyeballV.glsl - calcAtmospherics() - windlight/atmosphericsV.glsl - calcLightingSpecular() - lighting/lightSpecularV.glsl - sumLightsSpecular() - lighting/sumLightsSpecularV.glsl - calcDirectionalLightSpecular() - lighting/lightFuncSpecularV.glsl - calcPointLightSpecular() - lighting/lightFuncSpecularV.glsl - atmosAmbient() - windlight/atmosphericsHelpersV.glsl - atmosAffectDirectionalLight() - windlight/atmosphericsHelpersV.glsl - atmosGetDiffuseSunlightColor() - windlight/atmosphericsHelpersV.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -avatar/eyeballF.glsl - gAvatarEyeballProgram - main() - avatar/eyeballF.glsl - default_lighting() - lighting/lightF.glsl - calc_default_lighting() - lighting/lightF.glsl - atmosLighting() - windlight/atmosphericsF.glsl - scaleSoftClip() - windlight/gammaF.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -avatar/pickAvatarV.glsl - gAvatarPickProgram - main() - avatar/pickAvatarV.glsl - getSkinnedTransform() - avatarSkinV.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -avatar/pickAvatarF.glsl - gAvatarPickProgram - main() - avatar/pickAvatarF.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -environment/terrainV.glsl - gTerrainProgram, gTerrainWaterProgram - texgen_object() - environment/terrainV.glsl - main() - environment/terrainV.glsl - texgen_object() - environment/terrainV.glsl - calcAtmospherics() - windlight/atmosphericsV.glsl - calcLighting() - lighting/lightV.glsl - sumLights() - lighting/sumLightsV.glsl - calcDirectionalLight() - lighting/lightFuncV.glsl - calcPointLight() - lighting/lightFuncV.glsl - atmosAmbient() - windlight/atmosphericsHelpersV.glsl - atmosAffectDirectionalLight() - windlight/atmosphericsHelpersV.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -environment/terrainF.glsl - gTerrainProgram - main() - environment/terrainF.glsl - atmosLighting() - windlight/atmosphericsF.glsl - scaleSoftClip() - windlight/gammaF.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -environment/terrainWaterF.glsl - gTerrainWaterProgram - main() - environment/terrainWaterF.glsl - atmosLighting() - windlight/atmosphericsF.glsl - applyWaterFog() - environment/waterFogF.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -environment/underWaterF.glsl - gUnderWaterProgram - applyWaterFog() - environment/underWaterF.glsl (NOTE: different than one in waterFogF.glsl) - main() - environment/underWaterF.glsl - applyWaterFog() - environment/underWaterF.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -environment/waterV.glsl - gWaterProgram, gUnderWaterProgram - main() - environment/waterV.glsl - calcAtmospherics() - windlight/atmosphericsV.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -environment/waterF.glsl - gWaterProgram - main() - environment/waterF.glsl - atmosTransport() - windlight/transportF.glsl - scaleSoftClip() - windlight/gammaF.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -objects/fullbrightV.glsl - gObjectFullbrightProgram, gObjectFullbrightWaterProgram - main() - objects/fullbrightV.glsl - calcAtmospherics() - windlight/atmosphericsV.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -objects/fullbrightF.glsl - gObjectFullbrightProgram - main() - objects/fullbrightF.glsl - fullbright_lighting() - lighting/lightFullbrightF.glsl - fullbrightAtmosTransport() - windlight/transportF.glsl - atmosTransport() - windlight/transportF.glsl - fullbrightScaleSoftClip() - windlight/gammaF.glsl - scaleSoftClip() - windlight/gammaF.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -objects/fullbrightShinyV.glsl - gObjectFullbrightShinyProgram - main() - objects/fullbrightShinyV.glsl - calcAtmospherics() - windlight/atmosphericsV.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -objects/fullbrightShinyF.glsl - gObjectFullbrightShinyProgram - main() - objects/fullbrightShinyF.glsl - fullbright_shiny_lighting() - lighting/lightFullbrightShinyF.glsl - fullbrightShinyAtmosTransport() - windlight/transportF.glsl - atmosTransport() - windlight/transportF.glsl - fullbrightScaleSoftClip() - windlight/gammaF.glsl - scaleSoftClip() - windlight/gammaF.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -objects/fullbrightWaterF.glsl - gObjectFullbrightWaterProgram - main() - objects/fullbrightWaterF.glsl - fullbright_lighting_water() - lighting/lightFullbrightWaterF.glsl - fullbrightAtmosTransport() - windlight/transportF.glsl - atmosTransport() - windlight/transportF.glsl - applyWaterFog() - environment/waterFogF.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -objects/shinyV.glsl - gObjectShinyProgram, gObjectShinyWaterProgram - main() - objects/shinyV.glsl - calcAtmospherics() - windlight/atmosphericsV.glsl - calcLighting() - lighting/lightV.glsl - calcLighting(vec4) - lighting/lightV.glsl - sumLights() - lighting/sumLightsV.glsl - calcDirectionalLight() - lighting/lightFuncV.glsl - calcPointLight() - lighting/lightFuncV.glsl - atmosAmbient() - windlight/atmosphericsHelpersV.glsl - atmosAffectDirectionalLight() - windlight/atmosphericsHelpersV.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -objects/shinyF.glsl - gObjectShinyProgram - main() - objects/shinyF.glsl - shiny_lighting() - lighting/lightShinyF.glsl - atmosLighting() - windlight/atmosphericsF.glsl - scaleSoftClip() - windlight/gammaF.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -objects/shinyWaterF.glsl - gObjectShinyWaterProgram - main() - objects/shinyWaterF.glsl - shiny_lighting_water() - lighting/lightShinyWaterF.glsl - atmosLighting() - windlight/atmosphericsF.glsl - applyWaterFog() - environment/waterFogF.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -objects/simpleV.glsl - gObjectSimpleProgram, gObjectSimpleWaterProgram - main() - objects/simpleV.glsl - calcAtmospherics() - windlight/atmosphericsV.glsl - calcLighting() - lighting/lightV.glsl - sumLights() - lighting/sumLightsV.glsl - calcDirectionalLight() - lighting/lightFuncV.glsl - calcPointLight() - lighting/lightFuncV.glsl - atmosAmbient() - windlight/atmosphericsHelpersV.glsl - atmosAffectDirectionalLight() - windlight/atmosphericsHelpersV.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -objects/simpleF.glsl - gObjectSimpleProgram - main() - objects/simpleF.glsl - default_lighting() - lighting/lightF.glsl - atmosLighting() - windlight/atmosphericsF.glsl - scaleSoftClip() - windlight/gammaF.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -objects/simpleWaterF.glsl - gObjectSimpleWaterProgram, gAvatarWaterProgram - main() - objects/simpleWaterF.glsl - default_lighting_water() - lighting/lightWaterF.glsl - atmosLighting() - windlight/atmosphericsF.glsl - applyWaterFog() - environment/waterFogF.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -windlight/skyV.glsl - gWLSkyProgram - main() - windlight/skyV.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -windlight/skyF.glsl - gWLSkyProgram - main() - windlight/skyF.glsl - scaleSoftClip() - windlight/gammaF.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -windlight/cloudsV.glsl - gWLCloudProgram - main() - windlight/cloudsV.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -windlight/cloudsF.glsl - gWLCloudProgram - main() - windlight/cloudsF.glsl - scaleSoftClip() - windlight/gammaF.glsl +Which class is chosen will generally depend on graphics preferences. + +Previously, someone tried to enumerate the shaders here, but don't do +that. It messes with searches and the shader hierarchy changes often. diff --git a/indra/newview/app_settings/ultra_graphics.xml b/indra/newview/app_settings/ultra_graphics.xml deleted file mode 100644 index 8462df207b..0000000000 --- a/indra/newview/app_settings/ultra_graphics.xml +++ /dev/null @@ -1,42 +0,0 @@ -<?xml version="1.0" encoding="utf-8" standalone="yes"?> -<settings version = "101"> - <!--NO SHADERS--> - <RenderAvatarCloth value="TRUE"/> - <!--Default for now--> - <RenderAvatarLODFactor value="1.0"/> - <!--Default for now--> - <RenderAvatarPhysicsLODFactor value="1.0"/> - <!--Short Range--> - <RenderFarClip value="256"/> - <!--Default for now--> - <RenderFlexTimeFactor value="1"/> - <!--256... but they do not use this--> - <RenderGlowResolutionPow value="9"/> - <!--Low number--> - <RenderMaxPartCount value="4096"/> - <!--bump okay--> - <RenderObjectBump value="TRUE"/> - <!--NO SHADERS--> - <RenderReflectionDetail value="4"/> - <!--Simple--> - <RenderTerrainDetail value="1"/> - <!--Default for now--> - <RenderTerrainLODFactor value="2.0"/> - <!--Default for now--> - <RenderTreeLODFactor value="1.0"/> - <!--Avater Impostors and Visual Muting Limits (real defaults set - based on default graphics setting --> - <RenderAvatarMaxNonImpostors value="0"/> - <RenderAvatarMaxComplexity value="350000"/> - <RenderAutoMuteSurfaceAreaLimit value="1500.0"/> - <!--Default for now--> - <RenderVolumeLODFactor value="2.0"/> - <!--NO SHADERS--> - <WindLightUseAtmosShaders value="TRUE"/> - <!--Deferred Shading--> - <RenderDeferred value="TRUE"/> - <!--SSAO Enabled--> - <RenderDeferredSSAO value="TRUE"/> - <!--Full Shadows--> - <RenderShadowDetail value="2"/> -</settings> |