diff options
Diffstat (limited to 'indra/newview/app_settings')
4 files changed, 47 insertions, 30 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl index c83a6be85d..57c0a6024f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl @@ -133,6 +133,7 @@ uniform vec4 minimum_alphas; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlpha #if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3 in vec4[2] vary_coords; #endif +in vec3 vary_position; in vec3 vary_normal; in vec3 vary_tangent; flat in float vary_sign; @@ -140,11 +141,14 @@ in vec4 vary_texcoord0; in vec4 vary_texcoord1; vec2 encode_normal(vec3 n); +void mirrorClip(vec3 position); float terrain_mix(TerrainMix tm, vec4 tms4); void main() { + // Make sure we clip the terrain if we're in a mirror. + mirrorClip(vary_position); #if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3 TerrainCoord terrain_texcoord = vary_coords; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl index dbb9404219..489fc26e3f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl @@ -25,6 +25,7 @@ uniform mat3 normal_matrix; uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; in vec3 position; @@ -42,6 +43,7 @@ out vec3 vary_tangent; flat out float vary_sign; out vec4 vary_texcoord0; out vec4 vary_texcoord1; +out vec3 vary_position; // *HACK: tangent_space_transform should use texture_normal_transform, or maybe // we shouldn't use tangent_space_transform at all. See the call to @@ -55,6 +57,7 @@ void main() { //transform vertex gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz; vec3 n = normal_matrix * normal; vary_vertex_normal = normal; diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl index 4f6e01764a..4f2475b101 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl @@ -48,6 +48,7 @@ layout (std140) uniform ReflectionProbes /// box[0..2] - plane 0 .. 2 in [A,B,C,D] notation // box[3][0..2] - plane thickness mat4 refBox[MAX_REFMAP_COUNT]; + mat4 heroBox; // list of bounding spheres for reflection probes sorted by distance to camera (closest first) vec4 refSphere[MAX_REFMAP_COUNT]; // extra parameters @@ -56,6 +57,7 @@ layout (std140) uniform ReflectionProbes // z - fade in // w - znear vec4 refParams[MAX_REFMAP_COUNT]; + vec4 heroSphere; // 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 @@ -71,6 +73,10 @@ layout (std140) uniform ReflectionProbes // number of reflection probes present in refSphere int refmapCount; + + int heroShape; + int heroMipCount; + int heroProbeCount; }; // Inputs @@ -366,11 +372,11 @@ return texCUBE(envMap, ReflDirectionWS); // i - probe index in refBox/refSphere // d - distance to nearest wall in clip space // scale - scale of box, default 1.0 -vec3 boxIntersect(vec3 origin, vec3 dir, int i, out float d, float scale) +vec3 boxIntersect(vec3 origin, vec3 dir, mat4 i, out float d, float scale) { // Intersection with OBB convert to unit box space // Transform in local unit parallax cube space (scaled and rotated) - mat4 clipToLocal = refBox[i]; + mat4 clipToLocal = i; vec3 RayLS = mat3(clipToLocal) * dir; vec3 PositionLS = (clipToLocal * vec4(origin, 1.0)).xyz; @@ -389,7 +395,7 @@ vec3 boxIntersect(vec3 origin, vec3 dir, int i, out float d, float scale) return IntersectPositionCS; } -vec3 boxIntersect(vec3 origin, vec3 dir, int i, out float d) +vec3 boxIntersect(vec3 origin, vec3 dir, mat4 i, out float d) { return boxIntersect(origin, dir, i, d, 1.0); } @@ -444,9 +450,9 @@ void boxIntersectionDebug( in vec3 ro, in vec3 p, vec3 boxSize, inout vec4 col) } -void boxIntersectDebug(vec3 origin, vec3 pos, int i, inout vec4 col) +void boxIntersectDebug(vec3 origin, vec3 pos, mat4 i, inout vec4 col) { - mat4 clipToLocal = refBox[i]; + mat4 clipToLocal = i; // transform into unit cube space origin = (clipToLocal * vec4(origin, 1.0)).xyz; @@ -463,7 +469,7 @@ void boxIntersectDebug(vec3 origin, vec3 pos, int i, inout vec4 col) // r - radius of probe influence volume // i - index of probe in refSphere // dw - distance weight -float sphereWeight(vec3 pos, vec3 dir, vec3 origin, float r, int i, out float dw) +float sphereWeight(vec3 pos, vec3 dir, vec3 origin, float r, vec4 i, out float dw) { float r1 = r * 0.5; // 50% of radius (outer sphere to start interpolating down) vec3 delta = pos.xyz - origin; @@ -472,7 +478,7 @@ float sphereWeight(vec3 pos, vec3 dir, vec3 origin, float r, int i, out float dw float atten = 1.0 - max(d2 - r1, 0.0) / max((r - r1), 0.001); float w = 1.0 / d2; - w *= refParams[i].z; + w *= i.z; dw = w * atten * max(r, 1.0)*4; @@ -498,7 +504,7 @@ vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out float dw, float lod, vec3 c, if (refIndex[i].w < 0) { // box probe float d = 0; - v = boxIntersect(pos, dir, i, d); + v = boxIntersect(pos, dir, refBox[i], d); w = max(d, 0.001); } @@ -512,7 +518,7 @@ vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out float dw, float lod, vec3 c, refIndex[i].w < 1 ? 4096.0*4096.0 : // <== effectively disable parallax correction for automatically placed probes to keep from bombing the world with obvious spheres rr); - w = sphereWeight(pos, dir, refSphere[i].xyz, r, i, dw); + w = sphereWeight(pos, dir, refSphere[i].xyz, r, refParams[i], dw); } v -= c; @@ -538,7 +544,7 @@ vec3 tapIrradianceMap(vec3 pos, vec3 dir, out float w, out float dw, vec3 c, int if (refIndex[i].w < 0) { float d = 0.0; - v = boxIntersect(pos, dir, i, d, 3.0); + v = boxIntersect(pos, dir, refBox[i], d, 3.0); w = max(d, 0.001); } else @@ -552,7 +558,7 @@ vec3 tapIrradianceMap(vec3 pos, vec3 dir, out float w, out float dw, vec3 c, int refIndex[i].w < 1 ? 4096.0*4096.0 : // <== effectively disable parallax correction for automatically placed probes to keep from bombing the world with obvious spheres rr); - w = sphereWeight(pos, dir, refSphere[i].xyz, r, i, dw); + w = sphereWeight(pos, dir, refSphere[i].xyz, r, refParams[i], dw); } v -= c; @@ -682,23 +688,37 @@ vec3 sampleProbeAmbient(vec3 pos, vec3 dir, vec3 amblit) return col[1]+col[0]; } - #if defined(HERO_PROBES) uniform vec4 clipPlane; -uniform samplerCubeArray heroProbes; +uniform samplerCubeArray heroProbes; void tapHeroProbe(inout vec3 glossenv, vec3 pos, vec3 norm, float glossiness) { float clipDist = dot(pos.xyz, clipPlane.xyz) + clipPlane.w; - if (clipDist > 0.0 && clipDist < 0.1 && glossiness > 0.8) + float w = 0; + float dw = 0; + float falloffMult = 10; + vec3 refnormpersp = reflect(pos.xyz, norm.xyz); + if (heroShape < 1) { - vec3 refnormpersp = reflect(pos.xyz, norm.xyz); - if (dot(refnormpersp.xyz, clipPlane.xyz) > 0.0) - { - glossenv = textureLod(heroProbes, vec4(env_mat * refnormpersp, 0), (1.0-glossiness)*10).xyz; - } + float d = 0; + boxIntersect(pos, norm, heroBox, d, 1.0); + + w = max(d, 0); } + else + { + float r = heroSphere.w; + + w = sphereWeight(pos, refnormpersp, heroSphere.xyz, r, vec4(1), dw); + } + + clipDist = clipDist * 0.95 + 0.05; + clipDist = clamp(clipDist * falloffMult, 0, 1); + w = clamp(w * falloffMult * clipDist, 0, 1); + + glossenv = mix(glossenv, textureLod(heroProbes, vec4(env_mat * refnormpersp, 0), (1.0-glossiness)*heroMipCount).xyz, w); } #else @@ -779,7 +799,7 @@ void debugTapRefMap(vec3 pos, vec3 dir, float depth, int i, inout vec4 col) { if (refIndex[i].w < 0) { - boxIntersectDebug(origin, pos, i, col); + boxIntersectDebug(origin, pos, refBox[i], col); } else { diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index cc6e16c64f..2f90249169 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -32,16 +32,6 @@ uniform sampler2D specularRect; uniform sampler2D normalMap; uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl -uniform samplerCubeArray heroProbes; - -#if defined(HERO_PROBES) -layout (std140) uniform HeroProbeData -{ - vec4 heroPosition[1]; - int heroProbeCount; -}; -#endif - const float M_PI = 3.14159265; #if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO) |