diff options
Diffstat (limited to 'indra/newview/app_settings')
5 files changed, 35 insertions, 72 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index f0e940eb5f..cc77712347 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -134,6 +134,7 @@ vec3 toneMap(vec3 color)      color *= exposure;  #ifdef TONEMAP_ACES_NARKOWICZ +    color *= 0.8;      color = toneMapACES_Narkowicz(color);  #endif @@ -145,7 +146,7 @@ vec3 toneMap(vec3 color)      // boost exposure as discussed in https://github.com/mrdoob/three.js/pull/19621      // this factor is based on the exposure correction of Krzysztof Narkowicz in his      // implemetation of ACES tone mapping -    color /= 0.6; +    color *= 0.85/0.6;      color = toneMapACES_Hill(color);  #endif diff --git a/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl b/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl index 9f7706fe36..45267e4403 100644 --- a/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl @@ -26,29 +26,11 @@  out vec4 frag_color;  uniform sampler2D diffuseRect; -uniform sampler2D depthMap; - -uniform float resScale; -uniform float znear; -uniform float zfar;  in 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()   { -    float depth = texture(depthMap, vary_texcoord0.xy).r; -    float dist = linearDepth(depth, znear, zfar); - -    // convert linear depth to distance -    vec3 v; -    v.xy = vary_texcoord0.xy / 512.0 * 2.0 - 1.0; -    v.z = 1.0; -    v = normalize(v); -    dist /= v.z; -      vec3 col = texture(diffuseRect, vary_texcoord0.xy).rgb; -    frag_color = vec4(col, dist/256.0); +    frag_color = vec4(col, 0.0);  } diff --git a/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl index f1ee4b4681..5fa53c374b 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 errorCorrect) +        vec2 tc, vec3 pos, vec3 norm, float glossiness)  {      ambenv = vec3(reflection_probe_ambiance * 0.25); @@ -43,11 +43,11 @@ void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,      glossenv = srgb_to_linear(textureCube(environmentMap, env_vec).rgb);  } -void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, -    vec2 tc, vec3 pos, vec3 norm, float glossiness) +void sampleReflectionProbesWater(inout vec3 ambenv, inout vec3 glossenv, +        vec2 tc, vec3 pos, vec3 norm, float glossiness)  { -    sampleReflectionProbes(ambenv, glossenv, -        tc, pos, norm, glossiness, false); +    sampleReflectionProbes(ambenv, glossenv, tc, pos, norm, glossiness); +    glossenv *= 8.0;  }  vec4 sampleReflectionProbesDebug(vec3 pos) diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl index 24539c3c3a..23c6f4d5ae 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl @@ -542,7 +542,7 @@ vec3 tapIrradianceMap(vec3 pos, vec3 dir, out float w, out float dw, vec3 c, int      }  } -vec3 sampleProbes(vec3 pos, vec3 dir, float lod, bool errorCorrect) +vec3 sampleProbes(vec3 pos, vec3 dir, float lod)  {      float wsum[2];      wsum[0] = 0; @@ -573,29 +573,7 @@ vec3 sampleProbes(vec3 pos, vec3 dir, float lod, bool errorCorrect)          { -            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, dw, 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); -            } -            else -            { -                refcol = tapRefMap(pos, dir, w, dw, vi, wi, lod, refSphere[i].xyz, i); -            } +            refcol = tapRefMap(pos, dir, w, dw, vi, wi, lod, refSphere[i].xyz, i);              col[p] += refcol.rgb*w;              wsum[p] += w; @@ -684,7 +662,7 @@ vec3 sampleProbeAmbient(vec3 pos, vec3 dir)  }  void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, -        vec2 tc, vec3 pos, vec3 norm, float glossiness, bool errorCorrect) +        vec2 tc, vec3 pos, vec3 norm, float glossiness)  {      // TODO - don't hard code lods      float reflection_lods = max_probe_lod; @@ -695,13 +673,12 @@ void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,      ambenv = sampleProbeAmbient(pos, norm);      float lod = (1.0-glossiness)*reflection_lods; -    glossenv = sampleProbes(pos, normalize(refnormpersp), lod, errorCorrect); +    glossenv = sampleProbes(pos, normalize(refnormpersp), lod);  #if defined(SSR)      if (cube_snapshot != 1 && glossiness >= 0.9)      {          vec4 ssr = vec4(0); -        //float w = tapScreenSpaceReflection(errorCorrect ? 1 : 4, tc, pos, norm, ssr, sceneMap);          float w = tapScreenSpaceReflection(1, tc, pos, norm, ssr, sceneMap);          glossenv = mix(glossenv, ssr.rgb, w); @@ -709,6 +686,12 @@ void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,  #endif  } +void sampleReflectionProbesWater(inout vec3 ambenv, inout vec3 glossenv, +        vec2 tc, vec3 pos, vec3 norm, float glossiness) +{ +    sampleReflectionProbes(ambenv, glossenv, tc, pos, norm, glossiness); +} +  void debugTapRefMap(vec3 pos, vec3 dir, float depth, int i, inout vec4 col)  {      vec3 origin = vec3(0,0,0); @@ -749,14 +732,6 @@ vec4 sampleReflectionProbesDebug(vec3 pos)      return col;  } -void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, -    vec2 tc, vec3 pos, vec3 norm, float glossiness) -{ -    sampleReflectionProbes(ambenv, glossenv, -        tc, pos, norm, glossiness, false); -} - -  void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv,          vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity)  { @@ -770,12 +745,12 @@ void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout      if (glossiness > 0.0)      {          float lod = (1.0-glossiness)*reflection_lods; -        glossenv = sampleProbes(pos, normalize(refnormpersp), lod, false); +        glossenv = sampleProbes(pos, normalize(refnormpersp), lod);      }      if (envIntensity > 0.0)      { -        legacyenv = sampleProbes(pos, normalize(refnormpersp), 0.0, false); +        legacyenv = sampleProbes(pos, normalize(refnormpersp), 0.0);      }  #if defined(SSR) diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl index 631d2c04d0..a87682affb 100644 --- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl @@ -122,11 +122,8 @@ vec3 transform_normal(vec3 vNt)      return normalize(vNt.x * vT + vNt.y * vB + vNt.z * vN);  } -void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, -    vec2 tc, vec3 pos, vec3 norm, float glossiness); - -void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, -     vec2 tc, vec3 pos, vec3 norm, float glossiness, bool errorCorrect); +void sampleReflectionProbesWater(inout vec3 ambenv, inout vec3 glossenv, +        vec2 tc, vec3 pos, vec3 norm, float glossiness);  vec3 getPositionWithNDC(vec3 ndc); @@ -219,16 +216,16 @@ void main()      fb = applyWaterFogViewLinear(refPos, fb, sunlit);  #else -    vec4 fb = applyWaterFogViewLinear(viewVec*2048.0, vec4(0.5), sunlit); +    vec4 fb = applyWaterFogViewLinear(viewVec*2048.0, vec4(1.0), sunlit);  #endif      float metallic = 0.0; -    float perceptualRoughness = 0.1; +    float perceptualRoughness = 0.05;      float gloss      = 1.0 - perceptualRoughness;      vec3  irradiance = vec3(0);      vec3  radiance  = vec3(0); -    sampleReflectionProbes(irradiance, radiance, distort2, pos.xyz, wave_ibl.xyz, gloss); +    sampleReflectionProbesWater(irradiance, radiance, distort2, pos.xyz, wave_ibl.xyz, gloss);      irradiance       = vec3(0); @@ -265,10 +262,18 @@ void main()      f *= 0.9;      f *= f; +    // incoming scale is [0, 1] with 0.5 being default +    // shift to 0.5 to 1.5 +    f *= (fresnelScale - 0.5)+1.0; + +    // incoming offset is [0, 1] with 0.5 being default +    // shift from -1 to 1 +    f += (fresnelOffset - 0.5) * 2.0; +      f = clamp(f, 0, 1); -    //fb.rgb *= 1.; -     +      color = mix(color, fb.rgb, f); +      float spec = min(max(max(punctual.r, punctual.g), punctual.b), 0.05);      frag_color = vec4(color, spec); //*sunAngle2); | 
