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-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class3/environment/waterF.glsl63
2 files changed, 43 insertions, 23 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
index a975b1f121..136b3dd966 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
@@ -789,9 +789,6 @@ void sampleReflectionProbesWater(inout vec3 ambenv, inout vec3 glossenv,
probeIndex[probeInfluences++] = 0;
doProbeSample(ambenv, glossenv, tc, pos, norm, glossiness, false, amblit);
-
- // fudge factor to get PBR water at a similar luminance ot legacy water
- glossenv *= 0.4;
}
void debugTapRefMap(vec3 pos, vec3 dir, float depth, int i, inout vec4 col)
diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
index f9e300070d..f8aa684433 100644
--- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
@@ -25,6 +25,8 @@
// class3/environment/waterF.glsl
+#define WATER_MINIMAL 1
+
out vec4 frag_color;
#ifdef HAS_SUN_SHADOW
@@ -122,6 +124,9 @@ vec3 BlendNormal(vec3 bump1, vec3 bump2)
vec3 srgb_to_linear(vec3 col);
vec3 linear_to_srgb(vec3 col);
+vec3 atmosLighting(vec3 light);
+vec3 scaleSoftClip(vec3 light);
+
vec3 vN, vT, vB;
vec3 transform_normal(vec3 vNt)
@@ -148,7 +153,7 @@ void generateWaveNormals(out vec3 wave1, out vec3 wave2, out vec3 wave3)
vec2 bigwave = vec2(refCoord.w, view.w);
- vec3 wave1_a = texture(bumpMap, bigwave, -2).xyz * 2.0 - 1.0;
+ vec3 wave1_a = texture(bumpMap, bigwave).xyz * 2.0 - 1.0;
vec3 wave2_a = texture(bumpMap, littleWave.xy).xyz * 2.0 - 1.0;
vec3 wave3_a = texture(bumpMap, littleWave.zw).xyz * 2.0 - 1.0;
@@ -183,6 +188,7 @@ void calculateFresnelFactors(out vec3 df3, out vec2 df2, vec3 viewVec, vec3 wave
void main()
{
mirrorClip(vary_position);
+
vN = vary_normal;
vT = vary_tangent;
vB = cross(vN, vT);
@@ -202,6 +208,7 @@ void main()
generateWaveNormals(wave1, wave2, wave3);
+ float dmod = sqrt(dist);
vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
@@ -216,7 +223,7 @@ void main()
vec3 up = transform_normal(vec3(0,0,1));
float vdu = -dot(viewVec, up)*2;
- vec3 wave_ibl = wavef;
+ vec3 wave_ibl = wavef * normScale;
wave_ibl.z *= 2.0;
wave_ibl = transform_normal(normalize(wave_ibl));
@@ -233,8 +240,6 @@ void main()
float dist2 = dist;
dist = max(dist, 5.0);
- float dmod = sqrt(dist);
-
//figure out distortion vector (ripply)
vec2 distort2 = distort + waver.xy * refScale / max(dmod, 1.0) * 2;
@@ -254,21 +259,27 @@ void main()
calcAtmosphericVarsLinear(pos.xyz, wavef, vary_light_dir, sunlit, amblit, additive, atten);
vec3 sunlit_linear = srgb_to_linear(sunlit);
-
+ float fade = 0;
#ifdef TRANSPARENT_WATER
- float depth = texture(depthMap, distort2).r;
- vec4 fb = texture(screenTex, distort2);
- vec3 refPos = getPositionWithNDC(vec3(distort2*2.0-vec2(1.0), depth*2.0-1.0));
+ float depth = texture(depthMap, distort).r;
+
+ vec3 refPos = getPositionWithNDC(vec3(distort*2.0-vec2(1.0), depth*2.0-1.0));
- if (refPos.z > pos.z-0.05)
+ // Calculate some distance fade in the water to better assist with refraction blending and reducing the refraction texture's "disconnect".
+ fade = max(0,min(1, (pos.z - refPos.z) / 10));
+ distort2 = mix(distort, distort2, min(1, fade * 10));
+
+ depth = texture(depthMap, distort2).r;
+
+ refPos = getPositionWithNDC(vec3(distort2 * 2.0 - vec2(1.0), depth * 2.0 - 1.0));
+
+ if (pos.z < refPos.z - 0.05)
{
- //we sampled an above water sample, don't distort
distort2 = distort;
- fb = texture(screenTex, distort2);
- depth = texture(depthMap, distort2).r;
- refPos = getPositionWithNDC(vec3(distort2 * 2.0 - vec2(1.0), depth * 2.0 - 1.0));
}
+ vec4 fb = texture(screenTex, distort2);
+
#else
vec4 fb = applyWaterFogViewLinear(viewVec*2048.0, vec4(1.0));
#endif
@@ -280,13 +291,18 @@ void main()
vec3 irradiance = vec3(0);
vec3 radiance = vec3(0);
vec3 legacyenv = vec3(0);
+
+ // TODO: Make this an option.
+#ifdef WATER_MINIMAL
sampleReflectionProbesWater(irradiance, radiance, distort2, pos.xyz, wave_ibl.xyz, gloss, amblit);
- //sampleReflectionProbes(irradiance, radiance, distort2, pos.xyz, wave_ibl.xyz, 1, true, amblit);
- //sampleReflectionProbesLegacy(irradiance, radiance, legacyenv, distort2, pos.xyz, wave_ibl.xyz, gloss, 1, false, amblit);
+#elif WATER_MINIMAL_PLUS
+ sampleReflectionProbes(irradiance, radiance, distort2, pos.xyz, wave_ibl.xyz, 1, false, amblit);
+#endif
vec3 diffuseColor = vec3(0);
vec3 specularColor = vec3(0);
- calcDiffuseSpecular(vec3(1), metallic, diffuseColor, specularColor);
+ vec3 specular_linear = srgb_to_linear(specular);
+ calcDiffuseSpecular(specular_linear, metallic, diffuseColor, specularColor);
vec3 v = -normalize(pos.xyz);
@@ -302,14 +318,21 @@ void main()
pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, normalize(wavef+up*max(dist, 32.0)/32.0*(1.0-vdu)), v, normalize(light_dir), nl, diffPunc, specPunc);
- vec3 punctual = clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10)) * sunlit_linear * 2.75 * shadow;
+ vec3 punctual = clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10)) * sunlit_linear * shadow;
vec3 color = vec3(0);
+ color = mix(fb.rgb, radiance * df2.y, df2.x * 0.99999) + punctual.rgb;
- color = mix(fb.rgb, radiance * df2.x, df2.x * 0.99999) + punctual.rgb;
+ // This looks super janky, but we do this to restore water haze in the distance.
+ // These values were finagled in to try and bring back some of the distant brightening on legacy water. Also works reasonably well on PBR skies such as PBR midday.
+ color += color * min(vec3(4),pow(1 - atten, vec3(1.35)) * 16 * fade);
- float spec = min(max(max(punctual.r, punctual.g), punctual.b), 0.05);
+ // We shorten the fade here at the shoreline so it doesn't appear too soft from a distance.
+ fade *= 60;
+ fade = min(1, fade);
+ color = mix(fb.rgb, color, fade);
- frag_color = max(vec4(color.rgb, spec), vec4(0));
+ float spec = min(max(max(punctual.r, punctual.g), punctual.b), 0.05);
+ frag_color = min(vec4(1),max(vec4(color.rgb, spec), vec4(0)));
}