diff options
Diffstat (limited to 'indra')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl | 11 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl | 182 |
2 files changed, 24 insertions, 169 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl index ba917416ce..7febbe280e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl @@ -135,17 +135,6 @@ void main() tnorm *= gl_FrontFacing ? 1.0 : -1.0; -#if 0 // TODO: Remove debug - //col.xyz = (tnorm + 1.0) / 2.0;// TODO: Remove - //col.xyz = (vary_normal + 1.0) / 2.0;// TODO: Remove - //col.xyz = spec; // TODO: Remove - //col.xyz = vec3(1); // TODO: Remove - //float weight = 1.0; spec.rgb = (weight * spec.rgb) + ((1 - weight) * vec3(1.0, 1.0, 1.0)); // TODO: Remove - tnorm = vary_normal; // TODO: Remove - spec.r = 1.0; // TODO: Remove - spec.gb = vec2(1.0, 0.0); // TODO: Remove - emissive.rgb = vec3(0); // TODO: Remove -#endif frag_data[0] = max(vec4(col.xyz, 0.0), vec4(0)); // Diffuse frag_data[1] = max(vec4(spec.rgb, base_color_factor_alpha), vec4(0)); // PBR linear packed Occlusion, Roughness, Metal. frag_data[2] = max(vec4(encode_normal(tnorm), base_color_factor_alpha, GBUFFER_FLAG_HAS_PBR), vec4(0)); // normal, environment intensity, flags diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl index 1ea1ced45b..e2d6cdb2d6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl @@ -69,12 +69,7 @@ vec4 terrain_mix(vec4[4] samples, float alpha1, float alpha2, float alphaFinal) // Pre-transformed texture coordinates for each axial uv slice (Packing: xy, yz, (-x)z, unused) #define TerrainCoord vec4[2] -// TODO: Decide if we want this threshold -#if 0 #define TERRAIN_TRIPLANAR_MIX_THRESHOLD 0.01 -#else // TODO: Remove debug -#define TERRAIN_TRIPLANAR_MIX_THRESHOLD 0.01 -#endif vec4 _t_texture(sampler2D tex, vec2 uv_unflipped, float sign_or_zero) { @@ -90,15 +85,10 @@ vec4 _t_texture(sampler2D tex, vec2 uv_unflipped, float sign_or_zero) #define SAMPLE_X 1 << 2 #define SAMPLE_Y 1 << 1 #define SAMPLE_Z 1 << 0 -#define TERRAIN_DEBUG 1 // TODO: Remove debug struct TerrainWeight { vec3 weight; int type; -#if TERRAIN_DEBUG - vec3 weight_signed; - ivec3 usage; -#endif }; TerrainWeight _t_weight(TerrainCoord terrain_coord) @@ -131,155 +121,41 @@ TerrainSample _t_sample(sampler2D tex, TerrainCoord terrain_coord, TerrainWeight { TerrainSample ts; -#if 0 -// This demonstrates the case when the bug occurs: Sampling in switch..case -#if 0 -#define do_sample_x() _t_texture(tex, terrain_coord[0].zw, sign(vary_vertex_normal.x)) -#define do_sample_y() _t_texture(tex, terrain_coord[1].xy, sign(vary_vertex_normal.y)) -#else // TODO: Remove debug -// Bug still occurs despite sampling the same texture three times from the same location -#define do_sample_x() _t_texture(tex, terrain_coord[0].xy, sign(vary_vertex_normal.z)) -#define do_sample_y() _t_texture(tex, terrain_coord[0].xy, sign(vary_vertex_normal.z)) -#endif -#define do_sample_z() _t_texture(tex, terrain_coord[0].xy, sign(vary_vertex_normal.z)) -#if 0 - switch (tw.type) -#else // TODO: Remove debug -// Bug still occurs when the type is masked - switch (tw.type & (SAMPLE_X | SAMPLE_Y | SAMPLE_Z)) -#endif + // The switch..case is broken up into three parts deliberately. A single + // switch..case caused unexplained, "ant trail" seams in terrain. (as seen + // on Nvidia/Windows 10). The extra two branches are not free, but it's + // still a performance win compared to sampling along all three axes for + // every terrain fragment. + #define do_sample_x() _t_texture(tex, terrain_coord[0].zw, sign(vary_vertex_normal.x)) + #define do_sample_y() _t_texture(tex, terrain_coord[1].xy, sign(vary_vertex_normal.y)) + #define do_sample_z() _t_texture(tex, terrain_coord[0].xy, sign(vary_vertex_normal.z)) + switch (tw.type & SAMPLE_X) { - case (SAMPLE_X | SAMPLE_Y | SAMPLE_Z): - ts.x = do_sample_x(); - ts.y = do_sample_y(); - ts.z = do_sample_z(); - break; - case (SAMPLE_X | SAMPLE_Y): - ts.x = do_sample_x(); - ts.y = do_sample_y(); - ts.z = ts.x; - break; - case (SAMPLE_X | SAMPLE_Z): - ts.x = do_sample_x(); - ts.z = do_sample_z(); - ts.y = ts.x; - break; - case (SAMPLE_Y | SAMPLE_Z): - ts.y = do_sample_y(); - ts.z = do_sample_z(); - ts.x = ts.y; - break; case SAMPLE_X: ts.x = do_sample_x(); - ts.y = ts.x; - ts.z = ts.x; - break; - case SAMPLE_Y: - ts.y = do_sample_y(); - ts.x = ts.y; - ts.z = ts.y; - break; - case SAMPLE_Z: - ts.z = do_sample_z(); - ts.x = ts.z; - ts.y = ts.z; - break; + break; default: ts.x = vec4(1.0, 0.0, 1.0, 1.0); - ts.y = ts.x; - ts.z = ts.x; - break; + break; } -#else -#if 0 // TODO: Remove debug -// This demonstrates the case when the bug does not occur: Sampling beforehand and assigning in switch..case -// This otherwise uses the same logic as in the case that reproduces the bug. -#define do_sample_x() _t_texture(tex, terrain_coord[0].zw, sign(vary_vertex_normal.x)) -#define do_sample_y() _t_texture(tex, terrain_coord[1].xy, sign(vary_vertex_normal.y)) -#define do_sample_z() _t_texture(tex, terrain_coord[0].xy, sign(vary_vertex_normal.z)) - vec4 x = do_sample_x(); - vec4 y = do_sample_y(); - vec4 z = do_sample_z(); - switch (tw.type) + switch (tw.type & SAMPLE_Y) { - case (SAMPLE_X | SAMPLE_Y | SAMPLE_Z): - ts.x = x; - ts.y = y; - ts.z = z; - break; - case (SAMPLE_X | SAMPLE_Y): - ts.x = x; - ts.y = y; - ts.z = ts.x; - break; - case (SAMPLE_X | SAMPLE_Z): - ts.x = x; - ts.z = z; - ts.y = ts.x; - break; - case (SAMPLE_Y | SAMPLE_Z): - ts.y = y; - ts.z = z; - ts.x = ts.y; - break; - case SAMPLE_X: - ts.x = x; - ts.y = ts.x; - ts.z = ts.x; - break; case SAMPLE_Y: - ts.y = y; - ts.x = ts.y; - ts.z = ts.y; - break; + ts.y = do_sample_y(); + break; + default: + ts.y = vec4(1.0, 0.0, 1.0, 1.0); + break; + } + switch (tw.type & SAMPLE_Z) + { case SAMPLE_Z: - ts.z = z; - ts.x = ts.z; - ts.y = ts.z; - break; + ts.z = do_sample_z(); + break; default: - ts.x = vec4(1.0, 0.0, 1.0, 1.0); - ts.y = ts.x; - ts.z = ts.x; - break; + ts.z = vec4(1.0, 0.0, 1.0, 1.0); + break; } -#else // TODO: Keep? -// Test case where the switch..case is broken up into three parts -// This fixes unexplained, "ant trail" seams in terrain. (as seen on Nvidia/Windows 10) -// The extra two branches are not free, but it's still a performance win -// compared to sampling along all three axes for every terrain fragment. -#define do_sample_x() _t_texture(tex, terrain_coord[0].zw, sign(vary_vertex_normal.x)) -#define do_sample_y() _t_texture(tex, terrain_coord[1].xy, sign(vary_vertex_normal.y)) -#define do_sample_z() _t_texture(tex, terrain_coord[0].xy, sign(vary_vertex_normal.z)) -switch (tw.type & SAMPLE_X) -{ - case SAMPLE_X: - ts.x = do_sample_x(); - break; - default: - ts.x = vec4(1.0, 0.0, 1.0, 1.0); - break; -} -switch (tw.type & SAMPLE_Y) -{ - case SAMPLE_Y: - ts.y = do_sample_y(); - break; - default: - ts.y = vec4(1.0, 0.0, 1.0, 1.0); - break; -} -switch (tw.type & SAMPLE_Z) -{ - case SAMPLE_Z: - ts.z = do_sample_z(); - break; - default: - ts.z = vec4(1.0, 0.0, 1.0, 1.0); - break; -} -#endif -#endif return ts; } @@ -357,17 +233,7 @@ vec4 terrain_texture_color(sampler2D tex, TerrainCoord terrain_coord) TerrainSample ts = _t_sample_c(tex, terrain_coord, tw); -#if 1 return ((ts.x * tw.weight.x) + (ts.y * tw.weight.y) + (ts.z * tw.weight.z)) / (tw.weight.x + tw.weight.y + tw.weight.z); -#else // TODO: Remove debug - //return vec4(vec3(isnan(ts.x)), 1.0); - //return ts.x; -#if 0 - return vec4(1.0+sign(vary_vertex_normal)/2.0, 1.0); -#else - return vec4(isnan(tw.weight_signed), 1.0); -#endif -#endif } #elif TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 1 |