diff options
Diffstat (limited to 'indra/newview')
13 files changed, 150 insertions, 356 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl index 767fad016c..c4caed4d71 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl @@ -38,12 +38,5 @@ mat4 getSkinnedTransform()  	ret[1] = mix(matrixPalette[i+15],matrixPalette[i+16], x);  	ret[2] = mix(matrixPalette[i+30],matrixPalette[i+31], x);  	ret[3] = vec4(0,0,0,1); -  	return ret; - -#ifdef IS_AMD_CARD -	// If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts. -	vec4 dummy1 = matrixPalette[0]; -	vec4 dummy2 = matrixPalette[44]; -#endif  } diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl index 90bf2851c9..94de2f7b53 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl @@ -61,12 +61,5 @@ mat4 getObjectSkinnedTransform()  	ret[3] = vec4(trans, 1.0);  	return ret; - -#ifdef IS_AMD_CARD -   // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts. -   mat3x4 dummy1 = matrixPalette[0]; -   mat3x4 dummy2 = matrixPalette[MAX_JOINTS_PER_MESH_OBJECT-1]; -#endif -  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl index a5625fbc16..3da8531442 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl @@ -1,5 +1,5 @@  /**  - * @file pointLightF.glsl + * @file pointLightV.glsl   *   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * Second Life Viewer Source Code diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl index 9f06319da3..f8373215f0 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl @@ -1,5 +1,5 @@  /**  - * @file WLCloudsF.glsl + * @file class3/deferred/cloudsF.glsl   *   * $LicenseInfo:firstyear=2005&license=viewerlgpl$   * Second Life Viewer Source Code @@ -24,9 +24,9 @@   */  #ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; +out vec4 frag_data[3];  #else -#define frag_color gl_FragColor +#define frag_data gl_FragData  #endif  ///////////////////////////////////////////////////////////////////////// @@ -36,20 +36,37 @@ out vec4 frag_color;  VARYING vec4 vary_CloudColorSun;  VARYING vec4 vary_CloudColorAmbient;  VARYING float vary_CloudDensity; +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +VARYING vec2 vary_texcoord2; +VARYING vec2 vary_texcoord3; +VARYING vec3 vary_pos;  uniform sampler2D cloud_noise_texture;  uniform sampler2D cloud_noise_texture_next;  uniform float blend_factor;  uniform vec4 cloud_pos_density1;  uniform vec4 cloud_pos_density2; -uniform vec4 gamma; +uniform vec4 sunlight_color; +uniform vec4 cloud_color; +uniform float cloud_shadow;  uniform float cloud_scale;  uniform float cloud_variance; - -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec2 vary_texcoord3; +uniform vec3 ambient; +uniform vec3 camPosLocal; +uniform vec3 sun_dir; +uniform float sun_size; +uniform float far_z; + +uniform sampler2D transmittance_texture; +uniform sampler3D scattering_texture; +uniform sampler3D single_mie_scattering_texture; +uniform sampler2D irradiance_texture; +uniform sampler2D sh_input_r; +uniform sampler2D sh_input_g; +uniform sampler2D sh_input_b; + +vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance);  /// Soft clips the light with a gamma correction  vec3 scaleSoftClip(vec3 light); @@ -67,11 +84,9 @@ void main()  	// Set variables  	vec2 uv1 = vary_texcoord0.xy;  	vec2 uv2 = vary_texcoord1.xy; - -	vec4 cloudColorSun = vary_CloudColorSun; -	vec4 cloudColorAmbient = vary_CloudColorAmbient; -	float cloudDensity = vary_CloudDensity;  	vec2 uv3 = vary_texcoord2.xy; +	float cloudDensity = 2.0 * (cloud_shadow - 0.25); +  	vec2 uv4 = vary_texcoord3.xy;      vec2 disturbance = vec2(cloudNoise(uv1 / 16.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); @@ -82,33 +97,53 @@ void main()  	uv3 += cloud_pos_density2.xy + disturbance;	//small texture, visible density  	uv4 += cloud_pos_density2.xy;	//small texture, self shadow +    float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0)); -	// Compute alpha1, the main cloud opacity +    cloudDensity *= 1.0 - (density_variance * density_variance); +	// Compute alpha1, the main cloud opacity  	float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z; -	alpha1 = min(max(alpha1 + cloudDensity, 0.) * (10. + disturbance.y) * cloud_pos_density1.z, 1.); +	alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10 * cloud_pos_density1.z, 1.);  	// And smooth  	alpha1 = 1. - alpha1 * alpha1;  	alpha1 = 1. - alpha1 * alpha1;	 +    if (alpha1 < 0.001f) +    { +        discard; +    }  	// Compute alpha2, for self shadowing effect  	// (1 - alpha2) will later be used as percentage of incoming sunlight  	float alpha2 = (cloudNoise(uv2).x - 0.5); -	alpha2 = min(max(alpha2 + cloudDensity, 0.) * (2.5 + disturbance.x) * cloud_pos_density1.z, 1.); +	alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.);  	// And smooth  	alpha2 = 1. - alpha2;  	alpha2 = 1. - alpha2 * alpha2;	 +    vec3 view_ray = vary_pos.xyz + camPosLocal; + +    vec3 view_direction = normalize(view_ray); +    vec3 sun_direction  = normalize(sun_dir); +    vec3 earth_center   = vec3(0, 0, -6360.0f); +    vec3 camPos = (camPosLocal / 1000.0f) - earth_center; + +    vec3 transmittance; +    vec3 radiance_sun  = GetSkyLuminance(camPos, view_direction, 1.0 - alpha1, sun_direction, transmittance); + +    vec3 sun_color = vec3(1.0) - exp(-radiance_sun * 0.0001); +  	// Combine  	vec4 color; -	color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient); -	color *= 2.; -	/// Gamma correct for WL (soft clip effect). -	frag_color.rgb = scaleSoftClip(color.rgb); -	frag_color.a = alpha1; +    color.rgb = sun_color * cloud_color.rgb * (1. - alpha2); +    color.rgb = pow(color.rgb, vec3(1.0 / 2.2)); +    color.rgb += ambient; + +	frag_data[0] = vec4(color.rgb, alpha1); +	frag_data[1] = vec4(0); +	frag_data[2] = vec4(0,1,0,1);  } diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudsV.glsl index c1dd45cd67..53b6d88ef5 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/cloudsV.glsl @@ -24,6 +24,7 @@   */  uniform mat4 modelview_projection_matrix; +uniform mat4 modelview_matrix;  ATTRIBUTE vec3 position;  ATTRIBUTE vec2 texcoord0; @@ -33,158 +34,37 @@ ATTRIBUTE vec2 texcoord0;  ///////////////////////////////////////////////////////////////////////////////  // Output parameters -VARYING vec4 vary_CloudColorSun; -VARYING vec4 vary_CloudColorAmbient; -VARYING float vary_CloudDensity;  VARYING vec2 vary_texcoord0;  VARYING vec2 vary_texcoord1;  VARYING vec2 vary_texcoord2;  VARYING vec2 vary_texcoord3; +VARYING vec3 vary_pos;  // Inputs -uniform vec3 camPosLocal; - -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 ambient; -uniform vec4 blue_horizon; -uniform vec4 blue_density; -uniform float haze_horizon; -uniform float haze_density; - -uniform float cloud_shadow; -uniform float density_multiplier; -uniform float max_y; - -uniform vec4 glow; - -uniform vec4 cloud_color; -  uniform float cloud_scale; +uniform vec4  lightnorm; +uniform vec3  camPosLocal;  void main()  { +    vary_pos = position;  	// World / view / projection  	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); -	vary_texcoord0 = texcoord0; - -	// Get relative position -	vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); - -	// Set altitude -	if (P.y > 0.) -	{ -		P *= (max_y / P.y); -	} -	else -	{ -		P *= (-32000. / P.y); -	} - -	// Can normalize then -	vec3 Pn = normalize(P); -	float  Plen = length(P); - -	// Initialize temp variables -	vec4 temp1 = vec4(0.); -	vec4 temp2 = vec4(0.); -	vec4 blue_weight; -	vec4 haze_weight; -	vec4 sunlight = sunlight_color; -	vec4 light_atten; - - -	// Sunlight attenuation effect (hue and brightness) due to atmosphere -	// this is used later for sunlight modulation at various altitudes -	light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); - -	// Calculate relative weights -	temp1 = blue_density + haze_density; -	blue_weight = blue_density / temp1; -	haze_weight = haze_density / temp1; - -	// Compute sunlight from P & lightnorm (for long rays like sky) -	temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y ); -	temp2.y = 1. / temp2.y; -	sunlight *= exp( - light_atten * temp2.y); - -	// Distance -	temp2.z = Plen * density_multiplier; - -	// Transparency (-> temp1) -	// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati -	// compiler gets confused. -	temp1 = exp(-temp1 * temp2.z); - - -	// Compute haze glow -	temp2.x = dot(Pn, lightnorm.xyz); -	temp2.x = 1. - temp2.x; -		// temp2.x is 0 at the sun and increases away from sun -	temp2.x = max(temp2.x, .001);	 -		// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) -	temp2.x *= glow.x; -		// Higher glow.x gives dimmer glow (because next step is 1 / "angle") -	temp2.x = pow(temp2.x, glow.z); -		// glow.z should be negative, so we're doing a sort of (1 / "angle") function - -	// Add "minimum anti-solar illumination" -	temp2.x += .25; - -	// Increase ambient when there are more clouds -	vec4 tmpAmbient = ambient; -	tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;  - -	// Dim sunlight by cloud shadow percentage -	sunlight *= (1. - cloud_shadow); - -	// Haze color below cloud -	vec4 additiveColorBelowCloud = (	  blue_horizon * blue_weight * (sunlight + tmpAmbient) -				+ (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient) -			 );	 - -	// CLOUDS - -	sunlight = sunlight_color; -	temp2.y = max(0., lightnorm.y * 2.); -	temp2.y = 1. / temp2.y; -	sunlight *= exp( - light_atten * temp2.y); - -	// Cloud color out -	vary_CloudColorSun = (sunlight * temp2.x) * cloud_color; -	vary_CloudColorAmbient = tmpAmbient * cloud_color; -	 -	// Attenuate cloud color by atmosphere -	temp1 = sqrt(temp1);	//less atmos opacity (more transparency) below clouds -	vary_CloudColorSun *= temp1; -	vary_CloudColorAmbient *= temp1; -	vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1); - -	// Make a nice cloud density based on the cloud_shadow value that was passed in. -	vary_CloudDensity = 2. * (cloud_shadow - 0.25); - -  	// Texture coords  	vary_texcoord0 = texcoord0;  	vary_texcoord0.xy -= 0.5; -	vary_texcoord0.xy /= cloud_scale; -	vary_texcoord0.xy += 0.5; +    vary_texcoord0.xy /= cloud_scale; +    vary_texcoord0.xy += 0.5;  	vary_texcoord1 = vary_texcoord0;  	vary_texcoord1.x += lightnorm.x * 0.0125; -	vary_texcoord1.y += lightnorm.z * 0.0125; +    vary_texcoord1.y += lightnorm.z * 0.0125;  	vary_texcoord2 = vary_texcoord0 * 16.;  	vary_texcoord3 = vary_texcoord1 * 16.; -	// Combine these to minimize register use -	vary_CloudColorAmbient += oHazeColorBelowCloud; - -	// needs this to compile on mac -	//vary_AtmosAttenuation = vec3(0.0,0.0,0.0); -  	// END CLOUDS  } diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl index 864ba4859d..0848adba73 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl @@ -133,18 +133,7 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)  } -vec4 getPosition(vec2 pos_screen) -{ -	float depth = texture2DRect(depthMap, pos_screen.xy).r; -	vec2 sc = pos_screen.xy*2.0; -	sc /= screen_res; -	sc -= vec2(1.0,1.0); -	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); -	vec4 pos = inv_proj * ndc; -	pos /= pos.w; -	pos.w = 1.0; -	return pos; -} +vec4 getPosition(vec2 pos_screen);  void main()   { diff --git a/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl index 2073fc066f..d0514f7d23 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl @@ -1,5 +1,5 @@  /**  - * @file class3/skyF.glsl + * @file class3/deferred/skyF.glsl   *   * $LicenseInfo:firstyear=2005&license=viewerlgpl$   * Second Life Viewer Source Code @@ -44,6 +44,7 @@ uniform sampler3D single_mie_scattering_texture;  uniform sampler2D irradiance_texture;  uniform sampler2D rainbow_map;  uniform sampler2D halo_map; +uniform vec4 gamma;  uniform float moisture_level;  uniform float droplet_radius; @@ -53,6 +54,7 @@ vec3 GetSolarLuminance();  vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance);  vec3 GetSkyLuminanceToPoint(vec3 camPos, vec3 pos, float shadow_length, vec3 dir, out vec3 transmittance); +vec3 ColorFromRadiance(vec3 radiance);  vec3 rainbow(float d)  {     float rad = (droplet_radius - 5.0f) / 1024.0f; @@ -93,18 +95,15 @@ void main()      }      s = smoothstep(0.9, 1.0, s) * 16.0f; -    vec3 color = vec3(1.0) - exp(-radiance_sun * 0.0001); +    vec3 color = ColorFromRadiance(radiance_sun);      float optic_d = dot(view_direction, sun_direction); -      vec3 halo_22 = halo22(optic_d); -    if (optic_d <= 0) -    color.rgb += rainbow(optic_d); - +    color.rgb += rainbow(optic_d) * optic_d;      color.rgb += halo_22; -    color = pow(color, vec3(1.0 / 2.2)); +    color = pow(color, vec3(1.0/2.2));      frag_data[0] = vec4(color, 1.0 + s);      frag_data[1] = vec4(0.0); diff --git a/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl index a5cc49ca30..2eb222ada4 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl @@ -1,5 +1,5 @@  /**  - * @file advancedAtmoV.glsl + * @file class3/deferred/skyV.glsl   *   * $LicenseInfo:firstyear=2005&license=viewerlgpl$   * Second Life Viewer Source Code @@ -23,12 +23,6 @@   * $/LicenseInfo$   */ -uniform vec3 cameraPosLocal; -uniform mat4 modelview_projection_matrix; -uniform mat4 modelview_matrix; -uniform mat4 inv_proj; -uniform mat4 inv_modelview; -  ATTRIBUTE vec3 position;  ATTRIBUTE vec2 texcoord0; diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 2615400e52..ecf6858136 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -38,30 +38,21 @@ uniform sampler2DRect specularRect;  uniform sampler2DRect normalMap;  uniform sampler2DRect lightMap;  uniform sampler2DRect depthMap; -uniform samplerCube environmentMap; -uniform sampler2D	  lightFunc; +uniform sampler2D     lightFunc;  uniform float blur_size; +uniform samplerCube environmentMap; +  uniform float blur_fidelity;  // Inputs  uniform vec4 morphFactor;  uniform vec3 camPosLocal; -//uniform vec4 camPosWorld;  uniform vec4 gamma; -uniform vec4 sunlight_color; -uniform vec4 ambient; -uniform vec4 blue_horizon; -uniform vec4 blue_density; -uniform float haze_horizon; -uniform float haze_density;  uniform float cloud_shadow; -uniform float density_multiplier; -uniform float distance_multiplier;  uniform float max_y;  uniform vec4 glow;  uniform float global_gamma; -uniform float scene_light_strength;  uniform mat3 env_mat;  uniform vec4 shadow_clip;  uniform mat3 ssao_effect_mat; @@ -74,28 +65,29 @@ uniform mat4 inv_modelview;  uniform vec2 screen_res; +uniform sampler2D transmittance_texture; +uniform sampler3D scattering_texture; +uniform sampler3D single_mie_scattering_texture; +uniform sampler2D irradiance_texture; + +uniform sampler2D sh_input_r; +uniform sampler2D sh_input_g; +uniform sampler2D sh_input_b; + +vec3 GetSunAndSkyIrradiance(vec3 camPos, vec3 norm, vec3 dir, out vec3 sky_irradiance); +vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance); +vec3 GetSkyLuminanceToPoint(vec3 camPos, vec3 pos, float shadow_length, vec3 dir, out vec3 transmittance); + +vec3 scaleSoftClipFrag(vec3 c); +vec3 fullbrightScaleSoftClipFrag(vec3 c);  vec3 srgb_to_linear(vec3 cs);  vec3 linear_to_srgb(vec3 cl);  vec3 decode_normal (vec2 enc); -vec4 getPosition_d(vec2 pos_screen, float depth) -{ -	vec2 sc = pos_screen.xy*2.0; -	sc /= screen_res; -	sc -= vec2(1.0,1.0); -	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); -	vec4 pos = inv_proj * ndc; -	pos /= pos.w; -	pos.w = 1.0; -	return pos; -} - -vec4 getPosition(vec2 pos_screen) -{ //get position in screen space (world units) given window coordinate and depth map -	float depth = texture2DRect(depthMap, pos_screen.xy).r; -	return getPosition_d(pos_screen, depth); -} - +vec3 ColorFromRadiance(vec3 radiance); +vec4 getPositionWithDepth(vec2 pos_screen, float depth); +vec4 getPosition(vec2 pos_screen); +vec3 getNorm(vec2 pos_screen);  #ifdef WATER_FOG  vec4 applyWaterFogView(vec3 pos, vec4 color); @@ -105,24 +97,22 @@ void main()  {  	vec2 tc = vary_fragcoord.xy;  	float depth = texture2DRect(depthMap, tc.xy).r; -	vec3 pos = getPosition_d(tc, depth).xyz; +	vec3 pos = getPositionWithDepth(tc, depth).xyz;  	vec4 norm = texture2DRect(normalMap, tc);  	float envIntensity = norm.z; -	norm.xyz = decode_normal(norm.xy); // unpack norm -		 +    norm.xyz = decode_normal(norm.xy); +  	float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);  	float light_gamma = 1.0/1.3; -	da = pow(da, light_gamma); -	vec4 diffuse = texture2DRect(diffuseRect, tc); +	vec4 diffuse = texture2DRect(diffuseRect, tc); // linear -	//convert to gamma space -	diffuse.rgb = linear_to_srgb(diffuse.rgb); -	  	vec3 col;  	float bloom = 0.0;  	{ +        vec3 camPos = (camPosLocal / 1000.0f) + vec3(0, 0, 6360.0f); +  		vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);  		vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; @@ -132,17 +122,37 @@ void main()  		float ambocc = scol_ambocc.g; -		col *= diffuse.rgb; -	 +        vec4 l1tap = vec4(1.0/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265)); +        vec4 l1r = texture2D(sh_input_r, vec2(0,0)); +        vec4 l1g = texture2D(sh_input_g, vec2(0,0)); +        vec4 l1b = texture2D(sh_input_b, vec2(0,0)); + +        vec3 indirect = vec3(dot(l1r, l1tap * vec4(1, norm.xyz)), +                             dot(l1g, l1tap * vec4(1, norm.xyz)), +                             dot(l1b, l1tap * vec4(1, norm.xyz))); + +        indirect = clamp(indirect, vec3(0), vec3(1.0)); + +        vec3 transmittance; +        vec3 sky_irradiance; +        vec3 sun_irradiance = GetSunAndSkyIrradiance(camPos, norm.xyz, sun_dir, sky_irradiance); +        vec3 inscatter = GetSkyLuminanceToPoint(camPos, (pos / 1000.f) + vec3(0, 0, 6360.0f), scol, sun_dir, transmittance); + +        vec3 radiance   = scol * (sun_irradiance + sky_irradiance) + inscatter; +        vec3 atmo_color = ColorFromRadiance(radiance); + +        col = atmo_color + indirect; +        col *= transmittance; +        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); +			vec3 dumbshiny = scol * texture2D(lightFunc, vec2(sa, spec.a)).r * atmo_color;  			// add the two types of shiny together  			vec3 spec_contrib = dumbshiny * spec.rgb; @@ -155,17 +165,24 @@ void main()  		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); +            vec3 sun_direction  = (inv_modelview * vec4(sun_dir, 1.0)).xyz; +            vec3 radiance_sun  = GetSkyLuminance(camPos, env_vec, 0.0f, sun_direction, transmittance); +            vec3 refcol = ColorFromRadiance(radiance_sun); +			col = mix(col.rgb, refcol, envIntensity);  		} +		/*if (norm.w < 0.5) +		{ +			col = scaleSoftClipFrag(col); +		}*/ +  		#ifdef WATER_FOG  			vec4 fogged = applyWaterFogView(pos,vec4(col, bloom));  			col = fogged.rgb;  			bloom = fogged.a;  		#endif -		col = srgb_to_linear(col); +        col = pow(col, vec3(light_gamma));  	}  	frag_color.rgb = col; diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl index c840d72784..9d872b8df8 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl @@ -1,5 +1,5 @@  /**  - * @file softenLightF.glsl + * @file class3/deferred/softenLightV.glsl   *   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * Second Life Viewer Source Code @@ -22,21 +22,17 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ - -uniform mat4 modelview_projection_matrix; -  ATTRIBUTE vec3 position; -uniform vec2 screen_res; -  VARYING vec2 vary_fragcoord; +uniform mat4 modelview_projection_matrix; +uniform vec2 screen_res; +  void main()  {  	//transform vertex  	vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);  	gl_Position = pos;  -	 -	  	vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;  } diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl index a7da140b31..80e2a9dd55 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -133,18 +133,7 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)  } -vec4 getPosition(vec2 pos_screen) -{ -	float depth = texture2DRect(depthMap, pos_screen.xy).r; -	vec2 sc = pos_screen.xy*2.0; -	sc /= screen_res; -	sc -= vec2(1.0,1.0); -	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); -	vec4 pos = inv_proj * ndc; -	pos /= pos.w; -	pos.w = 1.0; -	return pos; -} +vec4 getPosition(vec2 pos_screen);  void main()   { diff --git a/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl index aa5e99a2f7..894534b105 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl @@ -68,19 +68,8 @@ uniform float spot_shadow_bias;  uniform float spot_shadow_offset;  vec3 decode_normal (vec2 enc); - -vec4 getPosition(vec2 pos_screen) -{ -	float depth = texture2DRect(depthMap, pos_screen.xy).r; -	vec2 sc = pos_screen.xy*2.0; -	sc /= screen_res; -	sc -= vec2(1.0,1.0); -	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); -	vec4 pos = inv_proj * ndc; -	pos /= pos.w; -	pos.w = 1.0; -	return pos; -} +vec4 getPosition(vec2 pos_screen); +vec3 getNorm(vec2 pos_screen);  float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)  { @@ -124,13 +113,8 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_scr  void main()   {  	vec2 pos_screen = vary_fragcoord.xy; -	 -	//try doing an unproject here -	  	vec4 pos = getPosition(pos_screen); -	 -	vec3 norm = texture2DRect(normalMap, pos_screen).xyz; -	norm = decode_normal(norm.xy); // unpack norm +	vec3 norm = getNorm(pos_screen);  	/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL  	{ diff --git a/indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl index 58f3f2f91e..0870a80a32 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl @@ -68,81 +68,11 @@ uniform float shadow_offset;  uniform float spot_shadow_bias;  uniform float spot_shadow_offset; -vec3 decode_normal (vec2 enc); - -vec4 getPosition(vec2 pos_screen) -{ -	float depth = texture2DRect(depthMap, pos_screen.xy).r; -	vec2 sc = pos_screen.xy*2.0; -	sc /= screen_res; -	sc -= vec2(1.0,1.0); -	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); -	vec4 pos = inv_proj * ndc; -	pos /= pos.w; -	pos.w = 1.0; -	return pos; -} - -vec2 getKern(int i) -{ -	vec2 kern[8]; -	// exponentially (^2) distant occlusion samples spread around origin -	kern[0] = vec2(-1.0, 0.0) * 0.125*0.125; -	kern[1] = vec2(1.0, 0.0) * 0.250*0.250; -	kern[2] = vec2(0.0, 1.0) * 0.375*0.375; -	kern[3] = vec2(0.0, -1.0) * 0.500*0.500; -	kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625; -	kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750; -	kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875; -	kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000; -        -	return kern[i]; -} +vec4 getPosition(vec2 pos_screen); +vec3 getNorm(vec2 pos_screen);  //calculate decreases in ambient lighting when crowded out (SSAO) -float calcAmbientOcclusion(vec4 pos, vec3 norm) -{ -	float ret = 1.0; - -	vec2 pos_screen = vary_fragcoord.xy; -	vec3 pos_world = pos.xyz; -	vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy; -		 -	float angle_hidden = 0.0; -	float points = 0; -		 -	float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); -	 -	// it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?) -	for (int i = 0; i < 8; i++) -	{ -		vec2 samppos_screen = pos_screen + scale * reflect(getKern(i), noise_reflect); -		vec3 samppos_world = getPosition(samppos_screen).xyz;  -		 -		vec3 diff = pos_world - samppos_world; -		float dist2 = dot(diff, diff); -			 -		// assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area -		// --> solid angle shrinking by the square of distance -		//radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2 -		//(k should vary inversely with # of samples, but this is taken care of later) -		 -		float funky_val = (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) ? 1.0 : 0.0; -		angle_hidden = angle_hidden + funky_val * min(1.0/dist2, ssao_factor_inv); -			 -		// 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"  -		float diffz_val = (diff.z > -1.0) ? 1.0 : 0.0; -		points = points + diffz_val; -	} -		 -	angle_hidden = min(ssao_factor*angle_hidden/points, 1.0); -	 -	float points_val = (points > 0.0) ? 1.0 : 0.0; -	ret = (1.0 - (points_val * angle_hidden)); - -	ret = max(ret, 0.0); -	return min(ret, 1.0); -} +float calcAmbientOcclusion(vec4 pos, vec3 norm, pos_screen);  float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)  { @@ -184,14 +114,9 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_scr  void main()   { -	vec2 pos_screen = vary_fragcoord.xy; -	 -	//try doing an unproject here -	 -	vec4 pos = getPosition(pos_screen); -	 -	vec3 norm = texture2DRect(normalMap, pos_screen).xyz; -	norm = decode_normal(norm.xy); // unpack norm +	vec2 pos_screen = vary_fragcoord.xy;	 +	vec4 pos        = getPosition(pos_screen); +	vec3 norm       = getNorm(pos_screen);  	/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL  	{ @@ -291,7 +216,7 @@ void main()  	}  	frag_color[0] = shadow; -	frag_color[1] = calcAmbientOcclusion(pos, norm); +	frag_color[1] = calcAmbientOcclusion(pos, norm, pos_screen);  	spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0); | 
