diff options
Diffstat (limited to 'indra/newview')
5 files changed, 85 insertions, 35 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index df0ff4e654..f570908b45 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -76,7 +76,16 @@ vec3 linear_to_srgb(vec3 c);  vec2 encode_normal (vec3 n);  vec3 scaleSoftClipFrag(vec3 l);  vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten); + +#if defined(VERT_ATMOSPHERICS) +vec3 getSunlitColor(); +vec3 getAmblitColor(); +vec3 getAdditiveColor(); +vec3 getAtmosAttenuation(); +void calcAtmospherics(vec3 inPositionEye, float ambFactor); +#else  void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); +#endif  float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); @@ -174,7 +183,15 @@ void main()      vec3 amblit;      vec3 additive;      vec3 atten; + +#if VERT_ATMOSPHERICS +    sunlit = getSunlitColor(); +    amblit = getAmblitColor(); +    additive = getAdditiveColor(); +    atten = getAtmosAttenuation(); +#else      calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten); +#endif      vec2 abnormal   = encode_normal(norm.xyz); diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 586926dc01..a18eb7b075 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -41,7 +41,14 @@ vec4 applyWaterFogView(vec3 pos, vec4 color);  vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);  vec3 scaleSoftClipFrag(vec3 l); +#if defined(VERT_ATMOSPHERICS) +vec3 getSunlitColor(); +vec3 getAmblitColor(); +vec3 getAdditiveColor(); +vec3 getAtmosAttenuation(); +#else  void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); +#endif  vec3 srgb_to_linear(vec3 cs);  vec3 linear_to_srgb(vec3 cs); @@ -278,8 +285,15 @@ void main()      vec3 additive;      vec3 atten; +#if VERT_ATMOSPHERICS +    sunlit   = getSunlitColor(); +    amblit   = getAmblitColor(); +    additive = getAdditiveColor(); +    atten    = getAtmosAttenuation(); +#else      calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten); -  +#endif +      vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));      vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 9e0079e0e9..bd187ed5fc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -57,6 +57,7 @@ uniform mat3 ssao_effect_mat;  uniform vec3 sun_dir;  uniform vec3 moon_dir; +uniform int sun_up_factor;  VARYING vec2 vary_fragcoord;  uniform mat4 inv_proj; @@ -69,7 +70,16 @@ vec4 applyWaterFogView(vec3 pos, vec4 color);  vec3 getNorm(vec2 pos_screen);  vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);  vec3 fullbrightAtmosTransportFrag(vec3 l, vec3 additive, vec3 atten); + +#if defined(VERT_ATMOSPHERICS) +vec3 getPositionEye(); +vec3 getSunlitColor(); +vec3 getAmblitColor(); +vec3 getAdditiveColor(); +vec3 getAtmosAttenuation(); +#else  void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); +#endif  vec3 scaleSoftClip(vec3 l);  vec3 fullbrightScaleSoftClip(vec3 l); @@ -84,13 +94,14 @@ void main()      vec4 norm = texture2DRect(normalMap, tc);      float envIntensity = norm.z;      norm.xyz = getNorm(tc); -         -    float da_sun  = dot(norm.xyz, normalize(sun_dir.xyz)); -    float da_moon = dot(norm.xyz, normalize(moon_dir.xyz)); -    float da = max(da_sun, da_moon); +     +    vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; +     +    float da = dot(normalize(norm.xyz), light_dir.xyz); +          da = clamp(da, 0.0, 1.0); -    float final_da = clamp(da, 0.0, 1.0); -          final_da = pow(final_da, global_gamma + 0.3); +    float light_gamma = 1.0/1.3; +	      da = pow(da, light_gamma);      vec4 diffuse = texture2DRect(diffuseRect, tc); @@ -102,25 +113,33 @@ void main()          vec3 amblit;          vec3 additive;          vec3 atten; + +#if defined(VERT_ATMOSPHERICS) +        sunlit   = getSunlitColor(); +        amblit   = getAmblitColor(); +        additive = getAdditiveColor(); +        atten    = getAtmosAttenuation(); +#else          calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten); -     -        float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); +#endif + +        float ambient = min(abs(da), 1.0);          ambient *= 0.5;          ambient *= ambient; -        ambient = (1.0 - ambient); +        ambient = 1.0 - ambient; + +        vec3 sun_contrib = da * sunlit; + +        col.rgb = amblit; +        col.rgb *= ambient; +        col.rgb += sun_contrib; +        col.rgb *= diffuse.rgb; -        col = amblit; -        col *= ambient; -        col += (final_da * sunlit);         -        col *= diffuse.rgb; -              vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));          if (spec.a > 0.0) // specular reflection          {              // the old infinite-sky shiny reflection -            // -                          float sa = dot(refnormpersp, sun_dir.xyz);              vec3 dumbshiny = sunlit*(texture2D(lightFunc, vec2(sa, spec.a)).r); @@ -131,12 +150,12 @@ void main()          }          col = mix(col.rgb, diffuse.rgb, diffuse.a); -                 +          if (envIntensity > 0.0)          { //add environmentmap              vec3 env_vec = env_mat * refnormpersp;              vec3 refcol = textureCube(environmentMap, env_vec).rgb; -            col = mix(col.rgb, refcol, envIntensity);   +            col = mix(col.rgb, refcol, envIntensity);           }          if (norm.w < 0.5) @@ -155,4 +174,3 @@ void main()      frag_color.rgb = col.rgb;      frag_color.a = bloom;  } - diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 57997245f8..415c894a43 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -101,17 +101,16 @@ void main()            da = clamp(da, 0.0, 1.0);      float light_gamma = 1.0/1.3; -	  da = pow(da, light_gamma); +	      da = pow(da, light_gamma);      vec4 diffuse = texture2DRect(diffuseRect, tc);      scol = max(scol_ambocc.r, diffuse.a); +    vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);      vec3 col;      float bloom = 0.0;      { -        vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); -          float ambocc = scol_ambocc.g;          vec3 sunlit; @@ -147,7 +146,7 @@ void main()              col += spec_contrib;          } -        col = mix(col, diffuse.rgb, diffuse.a); +        col = mix(col.rgb, diffuse.rgb, diffuse.a);          if (envIntensity > 0.0)          { //add environmentmap @@ -155,7 +154,7 @@ void main()              vec3 refcol = textureCube(environmentMap, env_vec).rgb;              col = mix(col.rgb, refcol, envIntensity);           } -                         +                          if (norm.w < 0.5)          {              col = mix(atmosFragLighting(col, additive, atten), fullbrightAtmosTransportFrag(col, additive, atten), diffuse.a); @@ -168,6 +167,7 @@ void main()              bloom = fogged.a;          #endif      } -    frag_color.rgb = col; + +    frag_color.rgb = col.rgb;      frag_color.a = bloom;  } diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index b6e35fb6ea..9250638e5c 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -9413,6 +9413,10 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)          stop_glerror();          LLPlane plane; +        S32 detail = RenderReflectionDetail; + +        bool materials_in_water = LLPipeline::sRenderDeferred && gSavedSettings.getS32("RenderWaterMaterials"); +          F32 water_height      = gAgent.getRegion()->getWaterHeight();           F32 camera_height     = camera_in.getOrigin().mV[2];          F32 distance_to_water = (water_height < camera_height) ? (camera_height - water_height) : (water_height - camera_height); @@ -9504,7 +9508,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)                      stateSort(camera, sky_and_clouds);                      gPipeline.grabReferences(sky_and_clouds); -                    if (LLPipeline::sRenderDeferred) +                    if (materials_in_water)                      {                          gPipeline.mWaterDeferredDepth.bindTarget();                          gPipeline.mWaterDeferredDepth.clear(); @@ -9532,7 +9536,6 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)                      LLPipeline::RENDER_TYPE_CLOUDS,                      LLPipeline::END_RENDER_TYPES);   -                S32 detail = RenderReflectionDetail;                  if (detail > 0)                  { //mask out selected geometry based on reflection detail                      if (detail < 4) @@ -9564,11 +9567,10 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)                          gPipeline.grabReferences(reflected_objects); -                        if (LLPipeline::sRenderDeferred) +                        if (materials_in_water)                          {                                                         renderGeomDeferred(camera);                              renderGeomPostDeferred(camera); -                              gPipeline.mWaterDeferredScreen.flush();                              gPipeline.mWaterDeferredDepth.flush();                              mWaterRef.copyContents(gPipeline.mWaterDeferredScreen, 0, 0, gPipeline.mWaterDeferredScreen.getWidth(), gPipeline.mWaterDeferredScreen.getHeight(), @@ -9648,13 +9650,13 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)                  mWaterDis.clear();                  gGL.setColorMask(true, false); -                // ignore clip plane if we're underwater and viewing distortion  map of objects above waterline -                if (camera_is_underwater) +                // ignore clip plane if we're underwater and viewing distortion map of objects above waterline +                if (camera_is_underwater && materials_in_water)                  {                      clip_plane.disable();                  } -                if (LLPipeline::sRenderDeferred) +                if (materials_in_water)                  {                                                             mWaterDis.flush();                      gGL.setColorMask(true, true); @@ -9665,7 +9667,6 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)                      gPipeline.mWaterDeferredScreen.clear();                      gPipeline.grabReferences(refracted_objects);                      gGL.setColorMask(true, false); -                      renderGeomDeferred(camera);                      renderGeomPostDeferred(camera);                  } @@ -9686,7 +9687,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)                      }                  } -                if (LLPipeline::sRenderDeferred) +                if (materials_in_water)                  {                      gPipeline.mWaterDeferredScreen.flush();                      gPipeline.mWaterDeferredDepth.flush(); | 
