diff options
Diffstat (limited to 'indra/newview/app_settings')
9 files changed, 44 insertions, 44 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index 53e4f02314..64e6bc9da2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -105,7 +105,8 @@ vec3 toneMap(vec3 color)      color *= exposure * exp_scale; -    color = toneMapACES_Hill(color); +    // mix ACES and Linear here as a compromise to avoid over-darkening legacy content +    color = mix(toneMapACES_Hill(color), color, 0.333);  #endif      return color; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index da5f997429..3a251af240 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -85,7 +85,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);  float getAmbientClamp();  void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, -        vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent); +        vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit_linear);  vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, float ambiance)  { @@ -251,7 +251,7 @@ void main()      vec3 irradiance;      vec3 glossenv;      vec3 legacyenv; -    sampleReflectionProbesLegacy(irradiance, glossenv, legacyenv, frag, pos.xyz, norm.xyz, 0.0, 0.0, true); +    sampleReflectionProbesLegacy(irradiance, glossenv, legacyenv, frag, pos.xyz, norm.xyz, 0.0, 0.0, true, amblit_linear);      float da = dot(norm.xyz, light_dir.xyz); @@ -266,7 +266,7 @@ void main()      vec3 sun_contrib = min(final_da, shadow) * sunlit_linear; -    color.rgb = max(amblit, irradiance); +    color.rgb = irradiance;      color.rgb += sun_contrib; diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl index e8db856b1f..be66b6feb2 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl @@ -92,7 +92,7 @@ void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float  float calcLegacyDistanceAttenuation(float distance, float falloff);  float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);  void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,  -        vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent); +        vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit_linear);  void waterClip(vec3 pos); @@ -224,11 +224,8 @@ void main()      float gloss      = 1.0 - perceptualRoughness;      vec3  irradiance = vec3(0);      vec3  radiance  = vec3(0); -    sampleReflectionProbes(irradiance, radiance, vary_position.xy*0.5+0.5, pos.xyz, norm.xyz, gloss, true); -    // 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); - +    sampleReflectionProbes(irradiance, radiance, vary_position.xy*0.5+0.5, pos.xyz, norm.xyz, gloss, true, amblit); +          vec3 diffuseColor;      vec3 specularColor;      calcDiffuseSpecular(col.rgb, metallic, diffuseColor, specularColor); diff --git a/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl index aa6f5a3b62..52e71edcac 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl @@ -34,7 +34,7 @@ uniform mat3 env_mat;  vec3 srgb_to_linear(vec3 c);  void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, -        vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent) +        vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit_linear)  {      ambenv = vec3(reflection_probe_ambiance * 0.25); @@ -44,9 +44,9 @@ void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,  }  void sampleReflectionProbesWater(inout vec3 ambenv, inout vec3 glossenv, -        vec2 tc, vec3 pos, vec3 norm, float glossiness) +        vec2 tc, vec3 pos, vec3 norm, float glossiness, vec3 amblit_linear)  { -    sampleReflectionProbes(ambenv, glossenv, tc, pos, norm, glossiness, false); +    sampleReflectionProbes(ambenv, glossenv, tc, pos, norm, glossiness, false, amblit_linear);  }  vec4 sampleReflectionProbesDebug(vec3 pos) @@ -56,7 +56,7 @@ vec4 sampleReflectionProbesDebug(vec3 pos)  }  void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, -        vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent) +        vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit_linear)  {      ambenv = vec3(reflection_probe_ambiance * 0.25); diff --git a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl index 1537714bb7..54a887262b 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl @@ -49,7 +49,7 @@ vec3 srgb_to_linear(vec3 c);  // reflection probe interface  void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, -        vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent); +        vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit_linear);  void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity); @@ -80,7 +80,7 @@ void main()      vec3 legacyenv;      vec3 norm = normalize(vary_texcoord1.xyz);      vec4 spec = vec4(0,0,0,0); -    sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, vec2(0), pos.xyz, norm.xyz, spec.a, env_intensity, false); +    sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, vec2(0), pos.xyz, norm.xyz, spec.a, env_intensity, false, amblit);      color.rgb = legacy_adjust(color.rgb);      color.rgb = srgb_to_linear(color.rgb); diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl index 82e2de0c0f..319f2f25b7 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl @@ -60,7 +60,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);  #endif  void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, -        vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent); +        vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit_linear);  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); @@ -339,10 +339,9 @@ void main()      vec3 ambenv;      vec3 glossenv;      vec3 legacyenv; -    sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, pos.xy*0.5+0.5, pos.xyz, norm.xyz, glossiness, env, true); +    sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, pos.xy*0.5+0.5, pos.xyz, norm.xyz, glossiness, env, true, amblit_linear); -    // use sky settings ambient or irradiance map sample, whichever is brighter -    color = max(amblit_linear, ambenv); +    color = ambenv;      float da          = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0);      vec3 sun_contrib = min(da, shadow) * sunlit_linear; diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl index 41821def8e..906e66ecc8 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl @@ -530,7 +530,7 @@ vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out float dw, float lod, vec3 c,  // w - weight of sample (distance and angular attenuation)  // dw - weight of sample (distance only)  // i - index of probe  -vec3 tapIrradianceMap(vec3 pos, vec3 dir, out float w, out float dw, vec3 c, int i) +vec3 tapIrradianceMap(vec3 pos, vec3 dir, out float w, out float dw, vec3 c, int i, vec3 amblit)  {      // parallax adjustment      vec3 v; @@ -556,9 +556,12 @@ vec3 tapIrradianceMap(vec3 pos, vec3 dir, out float w, out float dw, vec3 c, int      v -= c;      v = env_mat * v; -    { -        return textureLod(irradianceProbes, vec4(v.xyz, refIndex[i].x), 0).rgb * refParams[i].x; -    } +     +    vec3 col = textureLod(irradianceProbes, vec4(v.xyz, refIndex[i].x), 0).rgb * refParams[i].x; + +    col = mix(amblit, col, min(refParams[i].x, 1.0)); + +    return col;  }  vec3 sampleProbes(vec3 pos, vec3 dir, float lod) @@ -619,7 +622,7 @@ vec3 sampleProbes(vec3 pos, vec3 dir, float lod)      return col[1]+col[0];  } -vec3 sampleProbeAmbient(vec3 pos, vec3 dir) +vec3 sampleProbeAmbient(vec3 pos, vec3 dir, vec3 amblit)  {      // modified copy/paste of sampleProbes follows, will likely diverge from sampleProbes further      // as irradiance map mixing is tuned independently of radiance map mixing @@ -649,7 +652,7 @@ vec3 sampleProbeAmbient(vec3 pos, vec3 dir)              float w = 0;              float dw = 0; -            vec3 refcol = tapIrradianceMap(pos, dir, w, dw, refSphere[i].xyz, i); +            vec3 refcol = tapIrradianceMap(pos, dir, w, dw, refSphere[i].xyz, i, amblit);              col[p] += refcol*w;              wsum[p] += w; @@ -679,14 +682,14 @@ vec3 sampleProbeAmbient(vec3 pos, vec3 dir)  }  void doProbeSample(inout vec3 ambenv, inout vec3 glossenv, -        vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent) +        vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit)  {      // TODO - don't hard code lods      float reflection_lods = max_probe_lod;      vec3 refnormpersp = reflect(pos.xyz, norm.xyz); -    ambenv = sampleProbeAmbient(pos, norm); +    ambenv = sampleProbeAmbient(pos, norm, amblit);      float lod = (1.0-glossiness)*reflection_lods;      glossenv = sampleProbes(pos, normalize(refnormpersp), lod); @@ -712,14 +715,14 @@ void doProbeSample(inout vec3 ambenv, inout vec3 glossenv,  }  void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, -        vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent) +        vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit)  {      preProbeSample(pos); -    doProbeSample(ambenv, glossenv, tc, pos, norm, glossiness, transparent); +    doProbeSample(ambenv, glossenv, tc, pos, norm, glossiness, transparent, amblit);  }  void sampleReflectionProbesWater(inout vec3 ambenv, inout vec3 glossenv, -        vec2 tc, vec3 pos, vec3 norm, float glossiness) +        vec2 tc, vec3 pos, vec3 norm, float glossiness, vec3 amblit)  {      // don't sample automatic probes for water      sample_automatic = false; @@ -728,7 +731,7 @@ void sampleReflectionProbesWater(inout vec3 ambenv, inout vec3 glossenv,      // always include void probe on water      probeIndex[probeInfluences++] = 0; -    doProbeSample(ambenv, glossenv, tc, pos, norm, glossiness, false); +    doProbeSample(ambenv, glossenv, tc, pos, norm, glossiness, false, amblit);      // fudge factor to get PBR water at a similar luminance ot legacy water      glossenv *= 0.4; @@ -783,14 +786,14 @@ vec4 sampleReflectionProbesDebug(vec3 pos)  }  void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, -        vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent) +        vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit)  {      float reflection_lods = max_probe_lod;      preProbeSample(pos);      vec3 refnormpersp = reflect(pos.xyz, norm.xyz); -    ambenv = sampleProbeAmbient(pos, norm); +    ambenv = sampleProbeAmbient(pos, norm, amblit);      if (glossiness > 0.0)      { diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 4ef003e0cb..8b0ea23897 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -69,9 +69,9 @@ vec3  scaleSoftClipFragLinear(vec3 l);  // reflection probe interface  void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, -    vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent); +    vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit_linear);  void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, -        vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent); +        vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit_linear);  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);  float getDepth(vec2 pos_screen); @@ -117,10 +117,10 @@ vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,                      vec3 l); //surface point to light -void adjustIrradiance(inout vec3 irradiance, vec3 amblit_linear, float ambocc) +void adjustIrradiance(inout vec3 irradiance, float ambocc)  {      // use sky settings ambient or irradiance map sample, whichever is brighter -    irradiance = max(amblit_linear, irradiance); +    //irradiance = max(amblit_linear, irradiance);  #if defined(HAS_SSAO)      irradiance = mix(ssao_effect_mat * min(irradiance.rgb*ssao_irradiance_scale, vec3(ssao_irradiance_max)), irradiance.rgb, ambocc); @@ -194,9 +194,9 @@ void main()          // PBR IBL          float gloss      = 1.0 - perceptualRoughness; -        sampleReflectionProbes(irradiance, radiance, tc, pos.xyz, norm.xyz, gloss, false); +        sampleReflectionProbes(irradiance, radiance, tc, pos.xyz, norm.xyz, gloss, false, amblit_linear); -        adjustIrradiance(irradiance, amblit_linear, ambocc); +        adjustIrradiance(irradiance, ambocc);          vec3 diffuseColor;          vec3 specularColor; @@ -232,9 +232,9 @@ void main()          vec3 glossenv = vec3(0);          vec3 legacyenv = vec3(0); -        sampleReflectionProbesLegacy(irradiance, glossenv, legacyenv, tc, pos.xyz, norm.xyz, spec.a, envIntensity, false); +        sampleReflectionProbesLegacy(irradiance, glossenv, legacyenv, tc, pos.xyz, norm.xyz, spec.a, envIntensity, false, amblit_linear); -        adjustIrradiance(irradiance, amblit_linear, ambocc); +        adjustIrradiance(irradiance, ambocc);          // apply lambertian IBL only (see pbrIbl)          color.rgb = irradiance; diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl index 8fee259933..4f79dd1ac5 100644 --- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl @@ -124,7 +124,7 @@ vec3 transform_normal(vec3 vNt)  }  void sampleReflectionProbesWater(inout vec3 ambenv, inout vec3 glossenv, -        vec2 tc, vec3 pos, vec3 norm, float glossiness); +        vec2 tc, vec3 pos, vec3 norm, float glossiness, vec3 amblit_linear);  vec3 getPositionWithNDC(vec3 ndc); @@ -237,7 +237,7 @@ void main()      vec3  irradiance = vec3(0);      vec3  radiance  = vec3(0); -    sampleReflectionProbesWater(irradiance, radiance, distort2, pos.xyz, wave_ibl.xyz, gloss); +    sampleReflectionProbesWater(irradiance, radiance, distort2, pos.xyz, wave_ibl.xyz, gloss, amblit);      irradiance       = vec3(0); | 
