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-rw-r--r--indra/newview/app_settings/settings.xml11
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl12
-rw-r--r--indra/newview/pipeline.cpp12
4 files changed, 51 insertions, 2 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index a28ea7294c..a988c515ce 100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -10833,6 +10833,17 @@
<key>Value</key>
<real>0.5</real>
</map>
+ <key>RenderDiffuseLuminanceScale</key>
+ <map>
+ <key>Comment</key>
+ <string>Luminance adjustment for diffuse surfaces to aid auto-exposure behavior</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>0.5</real>
+ </map>
<key>RenderShaderLODThreshold</key>
<map>
<key>Comment</key>
diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
index c8afacf9bb..95b2f80e06 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
@@ -34,6 +34,8 @@ in vec2 vary_fragcoord;
uniform sampler2D diffuseRect;
uniform sampler2D emissiveRect;
+uniform sampler2D normalMap;
+uniform float diffuse_luminance_scale;
float lum(vec3 col)
{
@@ -45,7 +47,21 @@ void main()
{
vec2 tc = vary_fragcoord*0.6+0.2;
tc.y -= 0.1; // HACK - nudge exposure sample down a little bit to favor ground over sky
- vec3 c = texture(diffuseRect, tc).rgb + texture(emissiveRect, tc).rgb;
+ vec3 c = texture(diffuseRect, tc).rgb;
+
+ vec4 norm = texture(normalMap, tc);
+
+ if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_HDRI) &&
+ !GET_GBUFFER_FLAG(GBUFFER_FLAG_SKIP_ATMOS))
+ {
+ // Apply the diffuse luminance scale to objects but not the sky
+ // Prevents underexposing when looking at bright environments
+ // while still allowing for realistically bright skies.
+ c *= diffuse_luminance_scale;
+ }
+
+ c += texture(emissiveRect, tc).rgb;
+
float L = lum(c);
frag_color = vec4(max(L, 0.0));
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
index d89377326e..1629ed91c8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
@@ -153,6 +153,15 @@ float noise(vec2 x) {
//=============================
+void debugExposure(inout vec3 color)
+{
+ float exp_scale = texture(exposureMap, vec2(0.5,0.5)).r;
+ exp_scale *= 0.5;
+ if (abs(vary_fragcoord.y-exp_scale) < 0.01 && vary_fragcoord.x < 0.1)
+ {
+ color = vec3(1,0,0);
+ }
+}
vec3 legacyGamma(vec3 color)
{
@@ -181,7 +190,8 @@ void main()
vec3 seed = (diff.rgb+vec3(1.0))*vec3(tc.xy, tc.x+tc.y);
vec3 nz = vec3(noise(seed.rg), noise(seed.gb), noise(seed.rb));
diff.rgb += nz*0.003;
-
+
+ //debugExposure(diff.rgb);
frag_color = max(diff, vec4(0));
}
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 7809129743..ef6e7c3994 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -6759,6 +6759,8 @@ void LLPipeline::generateLuminance(LLRenderTarget* src, LLRenderTarget* dst)
gLuminanceProgram.bind();
+ static LLCachedControl<F32> diffuse_luminance_scale(gSavedSettings, "RenderDiffuseLuminanceScale", 1.0f);
+
S32 channel = 0;
channel = gLuminanceProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE);
if (channel > -1)
@@ -6772,6 +6774,16 @@ void LLPipeline::generateLuminance(LLRenderTarget* src, LLRenderTarget* dst)
mGlow[1].bindTexture(0, channel);
}
+ channel = gLuminanceProgram.enableTexture(LLShaderMgr::DEFERRED_NORMAL);
+ if (channel > -1)
+ {
+ // bind the normal map to get the environment mask
+ mRT->deferredScreen.bindTexture(2, channel, LLTexUnit::TFO_POINT);
+ }
+
+ static LLStaticHashedString diffuse_luminance_scale_s("diffuse_luminance_scale");
+ gLuminanceProgram.uniform1f(diffuse_luminance_scale_s, diffuse_luminance_scale);
+
mScreenTriangleVB->setBuffer();
mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
dst->flush();