diff options
Diffstat (limited to 'indra/newview/app_settings')
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 |