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-rw-r--r--indra/newview/app_settings/settings.xml33
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyF.glsl23
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyV.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl4
5 files changed, 69 insertions, 2 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index 9d4f4cf911..8420f32db8 100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -9274,6 +9274,17 @@
<key>Value</key>
<integer>1</integer>
</map>
+ <key>RenderDesaturateIrradiance</key>
+ <map>
+ <key>Comment</key>
+ <string>Desaturate irradiance to remove blue tint</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>1</integer>
+ </map>
<key>RenderDebugAlphaMask</key>
<map>
<key>Comment</key>
@@ -9340,6 +9351,28 @@
<key>Value</key>
<integer>0</integer>
</map>
+ <key>RenderHDRIExposure</key>
+ <map>
+ <key>Comment</key>
+ <string>Exposure adjustment of HDRI when previewing an HDRI. Units are EV. Sane values would be -10 to 10.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>0.0</real>
+ </map>
+ <key>RenderHDRIRotation</key>
+ <map>
+ <key>Comment</key>
+ <string>Rotation (in degrees) of environment when previewing an HDRI.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>0.0</real>
+ </map>
<key>RenderMaxOpenGLVersion</key>
<map>
<key>Comment</key>
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
index 3443785e1a..d89377326e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
@@ -97,6 +97,7 @@ vec3 toneMapACES_Hill(vec3 color)
uniform float exposure;
uniform float gamma;
+uniform float aces_mix;
vec3 toneMap(vec3 color)
{
@@ -106,7 +107,7 @@ vec3 toneMap(vec3 color)
color *= exposure * exp_scale;
// mix ACES and Linear here as a compromise to avoid over-darkening legacy content
- color = mix(toneMapACES_Hill(color), color, 0.3);
+ color = mix(toneMapACES_Hill(color), color, aces_mix);
#endif
return color;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
index 9d9ba49d82..cc5280d929 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
@@ -27,6 +27,13 @@
in vec3 vary_HazeColor;
in float vary_LightNormPosDot;
+#ifdef HAS_HDRI
+in vec3 vary_position;
+uniform float sky_hdr_scale;
+uniform mat3 env_mat;
+uniform sampler2D environmentMap;
+#endif
+
uniform sampler2D rainbow_map;
uniform sampler2D halo_map;
@@ -37,6 +44,9 @@ uniform float ice_level;
out vec4 frag_data[4];
vec3 srgb_to_linear(vec3 c);
+vec3 linear_to_srgb(vec3 c);
+
+#define PI 3.14159265
/////////////////////////////////////////////////////////////////////////
// The fragment shader for the sky
@@ -71,6 +81,14 @@ vec3 halo22(float d)
void main()
{
+#ifdef HAS_HDRI
+ vec3 pos = normalize(vary_position);
+ pos = env_mat * pos;
+ vec2 texCoord = vec2(atan(pos.z, pos.x) + PI, acos(pos.y)) / vec2(2.0 * PI, PI);
+ vec3 color = textureLod(environmentMap, texCoord.xy, 0).rgb * sky_hdr_scale;
+ color = min(color, vec3(8192*8192*16));
+#else
+
// Potential Fill-rate optimization. Add cloud calculation
// back in and output alpha of 0 (so that alpha culling kills
// the fragment) if the sky wouldn't show up because the clouds
@@ -86,9 +104,12 @@ void main()
color.rgb *= 2.;
color.rgb = clamp(color.rgb, vec3(0), vec3(5));
+#endif
+
frag_data[0] = vec4(0);
frag_data[1] = vec4(0);
- frag_data[2] = vec4(0.0,0.0,0.0,GBUFFER_FLAG_SKIP_ATMOS); //1.0 in norm.w masks off fog
+ frag_data[2] = vec4(0.0,0.0,0.0,GBUFFER_FLAG_SKIP_ATMOS);
frag_data[3] = vec4(color.rgb, 1.0);
+
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
index 17ce2dee5b..bbe9a5a838 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
@@ -35,6 +35,10 @@ in vec3 position;
out vec3 vary_HazeColor;
out float vary_LightNormPosDot;
+#ifdef HAS_HDRI
+out vec3 vary_position;
+#endif
+
// Inputs
uniform vec3 camPosLocal;
@@ -72,6 +76,10 @@ void main()
// Get relative position
vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0);
+#ifdef HAS_HDRI
+ vary_position = rel_pos;
+#endif
+
// Adj position vector to clamp altitude
if (rel_pos.y > 0.)
{
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index 2f90249169..5cc7ea698a 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -189,6 +189,10 @@ void main()
vec3 v = -normalize(pos.xyz);
color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, colorEmissive, ao, additive, atten);
}
+ else if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_HDRI))
+ {
+ color = texture(emissiveRect, tc).rgb;
+ }
else if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS))
{
//should only be true of WL sky, just port over base color value