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-rw-r--r--indra/llinventory/llsettingssky.cpp17
-rw-r--r--indra/llinventory/llsettingssky.h13
-rw-r--r--indra/llrender/llshadermgr.cpp11
-rw-r--r--indra/llrender/llshadermgr.h7
-rw-r--r--indra/newview/app_settings/settings.xml51
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl20
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/srgbF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl (renamed from indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl)4
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl (renamed from indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl)43
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl (renamed from indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl)0
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl (renamed from indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl)0
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl (renamed from indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl)4
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl (renamed from indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl)0
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl (renamed from indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl)0
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl (renamed from indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterF.glsl)0
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl (renamed from indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterV.glsl)0
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl (renamed from indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl)0
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl36
-rw-r--r--indra/newview/featuretable.txt4
-rw-r--r--indra/newview/featuretable_mac.txt4
-rw-r--r--indra/newview/llenvironment.cpp13
-rw-r--r--indra/newview/llfloaterenvironmentadjust.cpp18
-rw-r--r--indra/newview/llfloaterenvironmentadjust.h2
-rw-r--r--indra/newview/llpaneleditsky.cpp20
-rw-r--r--indra/newview/llpaneleditsky.h1
-rw-r--r--indra/newview/llreflectionmapmanager.cpp3
-rw-r--r--indra/newview/llsettingsvo.cpp35
-rw-r--r--indra/newview/llviewermedia.cpp2
-rw-r--r--indra/newview/llviewertexture.cpp14
-rw-r--r--indra/newview/llviewertexture.h1
-rw-r--r--indra/newview/pipeline.cpp43
-rw-r--r--indra/newview/skins/default/xui/en/floater_adjust_environment.xml40
-rw-r--r--indra/newview/skins/default/xui/en/floater_preferences_graphics_advanced.xml14
-rw-r--r--indra/newview/skins/default/xui/en/panel_settings_sky_atmos.xml51
36 files changed, 277 insertions, 215 deletions
diff --git a/indra/llinventory/llsettingssky.cpp b/indra/llinventory/llsettingssky.cpp
index eb8385281c..6521ec8b43 100644
--- a/indra/llinventory/llsettingssky.cpp
+++ b/indra/llinventory/llsettingssky.cpp
@@ -403,6 +403,7 @@ LLSettingsSky::LLSettingsSky(const LLSD &data) :
mNextRainbowTextureId(),
mNextHaloTextureId()
{
+ mCanAutoAdjust = !data.has(SETTING_REFLECTION_PROBE_AMBIANCE);
}
LLSettingsSky::LLSettingsSky():
@@ -425,6 +426,8 @@ void LLSettingsSky::replaceSettings(LLSD settings)
mNextBloomTextureId.setNull();
mNextRainbowTextureId.setNull();
mNextHaloTextureId.setNull();
+
+ mCanAutoAdjust = !settings.has(SETTING_REFLECTION_PROBE_AMBIANCE);
}
void LLSettingsSky::replaceWithSky(LLSettingsSky::ptr_t pother)
@@ -437,6 +440,7 @@ void LLSettingsSky::replaceWithSky(LLSettingsSky::ptr_t pother)
mNextBloomTextureId = pother->mNextBloomTextureId;
mNextRainbowTextureId = pother->mNextRainbowTextureId;
mNextHaloTextureId = pother->mNextHaloTextureId;
+ mCanAutoAdjust = pother->mCanAutoAdjust;
}
void LLSettingsSky::blend(const LLSettingsBase::ptr_t &end, F64 blendf)
@@ -1429,18 +1433,23 @@ F32 LLSettingsSky::getSkyIceLevel() const
return mSettings[SETTING_SKY_ICE_LEVEL].asReal();
}
-F32 LLSettingsSky::getReflectionProbeAmbiance() const
+F32 LLSettingsSky::getReflectionProbeAmbiance(bool auto_adjust) const
{
+ if (auto_adjust && canAutoAdjust())
+ {
+ return 1.f;
+ }
+
return mSettings[SETTING_REFLECTION_PROBE_AMBIANCE].asReal();
}
-F32 LLSettingsSky::getTotalReflectionProbeAmbiance(F32 cloud_shadow_scale) const
+F32 LLSettingsSky::getTotalReflectionProbeAmbiance(F32 cloud_shadow_scale, bool auto_adjust) const
{
// feed cloud shadow back into reflection probe ambiance to mimic pre-reflection-probe behavior
// without brightening dark/interior spaces
- F32 probe_ambiance = getReflectionProbeAmbiance();
+ F32 probe_ambiance = getReflectionProbeAmbiance(auto_adjust);
- if (probe_ambiance > 0.f)
+ if (probe_ambiance > 0.f && probe_ambiance < 1.f)
{
probe_ambiance += (1.f - probe_ambiance) * getCloudShadow() * cloud_shadow_scale;
}
diff --git a/indra/llinventory/llsettingssky.h b/indra/llinventory/llsettingssky.h
index 7ae569dd4c..f55e9f0631 100644
--- a/indra/llinventory/llsettingssky.h
+++ b/indra/llinventory/llsettingssky.h
@@ -134,10 +134,12 @@ public:
F32 getSkyIceLevel() const;
// get the probe ambiance setting as stored in the sky settings asset
- F32 getReflectionProbeAmbiance() const;
+ // auto_adjust - if true and canAutoAdjust() is true, return 1.0
+ F32 getReflectionProbeAmbiance(bool auto_adjust = false) const;
// get the probe ambiance setting to use for rendering (adjusted by cloud shadow, aka cloud coverage)
- F32 getTotalReflectionProbeAmbiance(F32 cloud_shadow_scale) const;
+ // auto_adjust - if true and canAutoAdjust() is true, return 1.0
+ F32 getTotalReflectionProbeAmbiance(F32 cloud_shadow_scale, bool auto_adjust = false) const;
// Return first (only) profile layer represented in LLSD
LLSD getRayleighConfig() const;
@@ -334,6 +336,10 @@ public:
F32 aniso_factor = 0.0f);
virtual void updateSettings() SETTINGS_OVERRIDE;
+
+ // if true, this sky is a candidate for auto-adjustment
+ bool canAutoAdjust() const { return mCanAutoAdjust; }
+
protected:
static const std::string SETTING_LEGACY_EAST_ANGLE;
static const std::string SETTING_LEGACY_ENABLE_CLOUD_SCROLL;
@@ -377,6 +383,9 @@ private:
mutable LLColor4 mTotalAmbient;
mutable LLColor4 mHazeColor;
+ // if true, this sky is a candidate for auto adjustment
+ bool mCanAutoAdjust = true;
+
typedef std::map<std::string, S32> mapNameToUniformId_t;
static mapNameToUniformId_t sNameToUniformMapping;
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index 01bad3a684..f398526b41 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -1266,13 +1266,11 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("lightnorm");
mReservedUniforms.push_back("sunlight_color");
mReservedUniforms.push_back("ambient_color");
+ mReservedUniforms.push_back("sky_hdr_scale");
mReservedUniforms.push_back("blue_horizon");
- mReservedUniforms.push_back("blue_horizon_linear");
- mReservedUniforms.push_back("blue_density");
- mReservedUniforms.push_back("blue_density_linear");
- mReservedUniforms.push_back("haze_horizon");
+ mReservedUniforms.push_back("blue_density");
+ mReservedUniforms.push_back("haze_horizon");
mReservedUniforms.push_back("haze_density");
- mReservedUniforms.push_back("haze_density_linear");
mReservedUniforms.push_back("cloud_shadow");
mReservedUniforms.push_back("density_multiplier");
mReservedUniforms.push_back("distance_multiplier");
@@ -1460,9 +1458,6 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("water_edge");
mReservedUniforms.push_back("sun_up_factor");
mReservedUniforms.push_back("moonlight_color");
- mReservedUniforms.push_back("moonlight_linear");
- mReservedUniforms.push_back("sunlight_linear");
- mReservedUniforms.push_back("ambient_linear");
llassert(mReservedUniforms.size() == END_RESERVED_UNIFORMS);
diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h
index 8c19c80cb0..5d7ab7c53d 100644
--- a/indra/llrender/llshadermgr.h
+++ b/indra/llrender/llshadermgr.h
@@ -102,13 +102,11 @@ public:
LIGHTNORM, // "lightnorm"
SUNLIGHT_COLOR, // "sunlight_color"
AMBIENT, // "ambient_color"
+ SKY_HDR_SCALE, // "sky_hdr_scale"
BLUE_HORIZON, // "blue_horizon"
- BLUE_HORIZON_LINEAR, // "blue_horizon_linear"
BLUE_DENSITY, // "blue_density"
- BLUE_DENSITY_LINEAR, // "blue_density_linear"
HAZE_HORIZON, // "haze_horizon"
HAZE_DENSITY, // "haze_density"
- HAZE_DENSITY_LINEAR, // "haze_density_linear"
CLOUD_SHADOW, // "cloud_shadow"
DENSITY_MULTIPLIER, // "density_multiplier"
DISTANCE_MULTIPLIER, // "distance_multiplier"
@@ -285,9 +283,6 @@ public:
WATER_EDGE_FACTOR, // "water_edge"
SUN_UP_FACTOR, // "sun_up_factor"
MOONLIGHT_COLOR, // "moonlight_color"
- MOONLIGHT_LINEAR, // "moonlight_LINEAR"
- SUNLIGHT_LINEAR, // "sunlight_linear"
- AMBIENT_LINEAR, // "ambient_linear"
END_RESERVED_UNIFORMS
} eGLSLReservedUniforms;
// clang-format on
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index 79e150a6f2..f27444ca27 100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -9116,6 +9116,28 @@
<key>Value</key>
<real>500.0</real>
</map>
+ <key>RenderSSAOIrradianceScale</key>
+ <map>
+ <key>Comment</key>
+ <string>Scaling factor for irradiance input to SSAO</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>0.6</real>
+ </map>
+ <key>RenderSSAOIrradianceMax</key>
+ <map>
+ <key>Comment</key>
+ <string>Max factor for irradiance input to SSAO</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>0.18</real>
+ </map>
<key>RenderSSAOMaxScale</key>
<map>
<key>Comment</key>
@@ -10566,40 +10588,29 @@
<key>Type</key>
<string>F32</string>
<key>Value</key>
- <real>1.25</real>
- </map>
- <key>RenderReflectionProbeMaxLocalLightAmbiance</key>
- <map>
- <key>Comment</key>
- <string>Maximum effective probe ambiance for local lights</string>
- <key>Persist</key>
- <integer>0</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>4.0</real>
+ <real>1.0</real>
</map>
- <key>RenderDynamicExposureMin</key>
+ <key>RenderSkyAutoAdjustLegacy</key>
<map>
<key>Comment</key>
- <string>Minimum dynamic exposure amount</string>
+ <string>If true, automatically adjust legacy skies (those without a probe ambiance value) to take advantage of probes and HDR.</string>
<key>Persist</key>
- <integer>0</integer>
+ <integer>1</integer>
<key>Type</key>
- <string>F32</string>
+ <string>Boolean</string>
<key>Value</key>
- <real>0.6</real>
+ <integer>1</integer>
</map>
- <key>RenderDynamicExposureMax</key>
+ <key>RenderReflectionProbeMaxLocalLightAmbiance</key>
<map>
<key>Comment</key>
- <string>Maximum dynamic exposure amount</string>
+ <string>Maximum effective probe ambiance for local lights</string>
<key>Persist</key>
<integer>0</integer>
<key>Type</key>
<string>F32</string>
<key>Value</key>
- <real>1.5</real>
+ <real>4.0</real>
</map>
<key>RenderDynamicExposureCoefficient</key>
<map>
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
index 385cd51969..b752307d13 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
@@ -44,7 +44,7 @@ vec3 legacy_adjust_fullbright(vec3 c);
vec3 legacy_adjust(vec3 c);
vec3 linear_to_srgb(vec3 cl);
vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten);
-void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
+void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
#ifdef HAS_ALPHA_MASK
uniform float minimum_alpha;
@@ -85,7 +85,7 @@ void main()
vec3 amblit;
vec3 additive;
vec3 atten;
- calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false);
+ calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten);
#endif
#ifdef WATER_FOG
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
index a32296369c..53e4f02314 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
@@ -102,16 +102,12 @@ vec3 toneMap(vec3 color)
{
#ifndef NO_POST
float exp_scale = texture(exposureMap, vec2(0.5,0.5)).r;
-
+
color *= exposure * exp_scale;
color = toneMapACES_Hill(color);
-#else
- color *= 0.6;
#endif
- color = linear_to_srgb(color);
-
return color;
}
@@ -158,10 +154,10 @@ float noise(vec2 x) {
vec3 legacyGamma(vec3 color)
{
- color = 1. - clamp(color, vec3(0.), vec3(1.));
- color = 1. - pow(color, vec3(gamma)); // s/b inverted already CPU-side
+ vec3 c = 1. - clamp(color, vec3(0.), vec3(1.));
+ c = 1. - pow(c, vec3(gamma)); // s/b inverted already CPU-side
- return color;
+ return c;
}
void main()
@@ -169,12 +165,14 @@ void main()
//this is the one of the rare spots where diffuseRect contains linear color values (not sRGB)
vec4 diff = texture(diffuseRect, vary_fragcoord);
- diff.rgb = toneMap(diff.rgb);
-
#ifdef LEGACY_GAMMA
-#ifndef NO_POST
+ diff.rgb = linear_to_srgb(diff.rgb);
diff.rgb = legacyGamma(diff.rgb);
+#else
+#ifndef NO_POST
+ diff.rgb = toneMap(diff.rgb);
#endif
+ diff.rgb = linear_to_srgb(diff.rgb);
#endif
vec2 tc = vary_fragcoord.xy*screen_res*4.0;
diff --git a/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl b/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl
index 7111a822c8..31b02377da 100644
--- a/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl
@@ -113,18 +113,31 @@ vec3 inv_toneMapACES_Hill(vec3 color)
return color;
}
+// adjust legacy colors to back out tonemapping and exposure
+// NOTE: obsolete now that setting probe ambiance to zero removes tonemapping and exposure, but keeping for a minute
+// while that change goes through testing - davep 6/1/2023
+#define LEGACY_ADJUST 0
+
vec3 legacy_adjust(vec3 c)
{
+#if LEGACY_ADJUST
vec3 desat = rgb2hsv(c.rgb);
desat.g *= 1.0-(1.0-desat.b)*0.5;
desat.b += (1.0-desat.b)*0.1f;
desat.rgb = hsv2rgb(desat);
return desat;
+#else
+ return c;
+#endif
}
vec3 legacy_adjust_fullbright(vec3 c)
{
+#if LEGACY_ADJUST
float exp_scale = clamp(texture(exposureMap, vec2(0.5, 0.5)).r, 0.01, 10.0);
return c / exp_scale * 1.34; //magic 1.34 arrived at by binary search for a value that reproduces midpoint grey consistenty
+#else
+ return c;
+#endif
}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl
index e314555ef9..48cf234aa0 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl
@@ -30,7 +30,7 @@ vec3 scaleSoftClipFrag(vec3 light);
vec3 srgb_to_linear(vec3 col);
vec3 linear_to_srgb(vec3 col);
-uniform int sun_up_factor;
+uniform float sky_hdr_scale;
vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten)
{
@@ -38,7 +38,7 @@ vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten)
additive = srgb_to_linear(additive*2.0);
// magic 1.25 here is to match the default RenderSkyHDRScale -- this parameter needs to be plumbed into sky settings or something
// so it's available to all shaders that call atmosFragLighting instead of just softenLightF.glsl
- additive *= sun_up_factor*1.25 + 1.0;
+ additive *= sky_hdr_scale;
light += additive;
return light;
}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
index 4e0933f922..437fa0a6d5 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
@@ -25,27 +25,21 @@
uniform vec3 lightnorm;
uniform vec3 sunlight_color;
-uniform vec3 sunlight_linear;
uniform vec3 moonlight_color;
-uniform vec3 moonlight_linear;
uniform int sun_up_factor;
uniform vec3 ambient_color;
-uniform vec3 ambient_linear;
uniform vec3 blue_horizon;
-uniform vec3 blue_horizon_linear;
uniform vec3 blue_density;
-uniform vec3 blue_density_linear;
uniform float haze_horizon;
uniform float haze_density;
-uniform float haze_density_linear;
uniform float cloud_shadow;
uniform float density_multiplier;
uniform float distance_multiplier;
uniform float max_y;
uniform vec3 glow;
uniform float scene_light_strength;
-uniform mat3 ssao_effect_mat;
uniform float sun_moon_glow_factor;
+uniform float sky_hdr_scale;
float getAmbientClamp() { return 1.0f; }
@@ -54,7 +48,7 @@ vec3 legacy_adjust(vec3 col);
// return colors in sRGB space
void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive,
- out vec3 atten, bool use_ao)
+ out vec3 atten)
{
vec3 rel_pos = inPositionEye;
@@ -64,7 +58,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
vec3 rel_pos_norm = normalize(rel_pos);
float rel_pos_len = length(rel_pos);
- vec3 sunlight = (sun_up_factor == 1) ? sunlight_color: moonlight_color * 0.7; // magic 0.7 to match legacy color
+ vec3 sunlight = (sun_up_factor == 1) ? sunlight_color: moonlight_color;
// sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
@@ -117,20 +111,6 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
// increase ambient when there are more clouds
vec3 tmpAmbient = amb_color + (vec3(1.) - amb_color) * cloud_shadow * 0.5;
- /* decrease value and saturation (that in HSV, not HSL) for occluded areas
- * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html
- * // The following line of code performs the equivalent of:
- * float ambAlpha = tmpAmbient.a;
- * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis
- * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue);
- * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat,
- * ambAlpha);
- */
- if (use_ao)
- {
- tmpAmbient = mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor);
- }
-
// Similar/Shared Algorithms:
// indra\llinventory\llsettingssky.cpp -- LLSettingsSky::calculateLightSettings()
// indra\newview\app_settings\shaders\class1\windlight\atmosphericsFuncs.glsl -- calcAtmosphericVars()
@@ -141,7 +121,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
// brightness of surface both sunlight and ambient
sunlit = sunlight.rgb;
- amblit = vec3(1,0,1); //should no longer be used, filled in by calcAtmosphericVarsLinear
+ amblit = tmpAmbient;
additive *= vec3(1.0 - combined_haze);
}
@@ -164,15 +144,16 @@ float ambientLighting(vec3 norm, vec3 light_dir)
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 additive,
out vec3 atten)
{
- calcAtmosphericVars(inPositionEye, light_dir, 1.0, sunlit, amblit, additive, atten, false);
+ calcAtmosphericVars(inPositionEye, light_dir, 1.0, sunlit, amblit, additive, atten);
- // multiply by 2 to get same colors as when the "scaleSoftClip" implementation was doubling color values
+ // multiply to get similar colors as when the "scaleSoftClip" implementation was doubling color values
// (allows for mixing of light sources other than sunlight e.g. reflection probes)
- sunlit *= 2.0;
-
- // squash ambient to approximate whatever weirdness legacy atmospherics were doing
- amblit = ambient_color; // * (1.0+sun_up_factor*0.3);
+ sunlit *= 1.5;
+ amblit *= 0.5;
+
+ // override amblit with ambient_color if sky probe ambiance is not zero
+ amblit = mix(amblit, ambient_color, clamp(sky_hdr_scale-1.0, 0.0, 1.0));
- amblit *= ambientLighting(norm, light_dir);
amblit = srgb_to_linear(amblit);
+ amblit *= ambientLighting(norm, light_dir);
}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl
index 800d08047a..800d08047a 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl
index 6ecbfaecb1..6ecbfaecb1 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl
index 3773f191e8..cc3617ba61 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl
@@ -38,7 +38,7 @@ void setPositionEye(vec3 v);
vec3 getAdditiveColor();
-void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
+void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
void calcAtmospherics(vec3 inPositionEye) {
vec3 P = inPositionEye;
@@ -48,7 +48,7 @@ void calcAtmospherics(vec3 inPositionEye) {
vec3 tmpaddlit = vec3(1);
vec3 tmpattenlit = vec3(1);
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
- calcAtmosphericVars(inPositionEye, light_dir, 1, tmpsunlit, tmpamblit, tmpaddlit, tmpattenlit, false);
+ calcAtmosphericVars(inPositionEye, light_dir, 1, tmpsunlit, tmpamblit, tmpaddlit, tmpattenlit);
setSunlitColor(tmpsunlit);
setAmblitColor(tmpamblit);
setAdditiveColor(tmpaddlit);
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl
index 34669a6796..34669a6796 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl
index 1b854d80b3..1b854d80b3 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl
index 7a6741fe0e..7a6741fe0e 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl
index 23c3aed4d8..23c3aed4d8 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl
diff --git a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl
index 027bfb866f..027bfb866f 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl
diff --git a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl
index 1c79748b49..0d77e88831 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl
@@ -42,7 +42,7 @@ uniform samplerCube environmentMap;
vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten);
vec3 legacy_adjust_fullbright(vec3 c);
vec3 legacy_adjust(vec3 c);
-void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
+void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
vec3 linear_to_srgb(vec3 c);
vec3 srgb_to_linear(vec3 c);
@@ -71,7 +71,7 @@ void main()
vec3 additive;
vec3 atten;
vec3 pos = vary_position;
- calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false);
+ calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten);
float env_intensity = vertex_color.a;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index 3945e34d7a..53c5b1b801 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -44,9 +44,14 @@ uniform sampler2D lightFunc;
uniform float blur_size;
uniform float blur_fidelity;
+#if defined(HAS_SSAO)
+uniform float ssao_irradiance_scale;
+uniform float ssao_irradiance_max;
+#endif
+
// Inputs
uniform mat3 env_mat;
-
+uniform mat3 ssao_effect_mat;
uniform vec3 sun_dir;
uniform vec3 moon_dir;
uniform int sun_up_factor;
@@ -112,6 +117,16 @@ vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
vec3 l); //surface point to light
+void adjustIrradiance(inout vec3 irradiance, vec3 amblit_linear, float ambocc)
+{
+ // use sky settings ambient or irradiance map sample, whichever is brighter
+ irradiance = max(amblit_linear, irradiance);
+
+#if defined(HAS_SSAO)
+ irradiance = mix(ssao_effect_mat * min(irradiance.rgb*ssao_irradiance_scale, vec3(ssao_irradiance_max)), irradiance.rgb, ambocc);
+#endif
+}
+
void main()
{
vec2 tc = vary_fragcoord.xy;
@@ -173,7 +188,7 @@ void main()
vec3 orm = texture(specularRect, tc).rgb;
float perceptualRoughness = orm.g;
float metallic = orm.b;
- float ao = orm.r * ambocc;
+ float ao = orm.r;
vec3 colorEmissive = texture(emissiveRect, tc).rgb;
// PBR IBL
@@ -181,9 +196,7 @@ void main()
sampleReflectionProbes(irradiance, radiance, tc, pos.xyz, norm.xyz, gloss);
- // Take maximium of legacy ambient vs irradiance sample as irradiance
- // NOTE: ao is applied in pbrIbl (see pbrBaseLight), do not apply here
- irradiance = max(amblit_linear,irradiance);
+ adjustIrradiance(irradiance, amblit_linear, ambocc);
vec3 diffuseColor;
vec3 specularColor;
@@ -203,17 +216,15 @@ void main()
//should only be true of WL sky, just port over base color value
color = texture(emissiveRect, tc).rgb;
color = srgb_to_linear(color);
- if (sun_up_factor > 0)
- {
- color *= sky_hdr_scale + 1.0;
- }
+ color *= sky_hdr_scale;
}
else
{
// legacy shaders are still writng sRGB to gbuffer
baseColor.rgb = legacy_adjust(baseColor.rgb);
-
+
baseColor.rgb = srgb_to_linear(baseColor.rgb);
+
spec.rgb = srgb_to_linear(spec.rgb);
float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0);
@@ -224,11 +235,10 @@ void main()
sampleReflectionProbesLegacy(irradiance, glossenv, legacyenv, tc, pos.xyz, norm.xyz, spec.a, envIntensity);
- // use sky settings ambient or irradiance map sample, whichever is brighter
- irradiance = max(amblit_linear, irradiance);
+ adjustIrradiance(irradiance, amblit_linear, ambocc);
// apply lambertian IBL only (see pbrIbl)
- color.rgb = irradiance * ambocc;
+ color.rgb = irradiance;
vec3 sun_contrib = min(da, scol) * sunlit_linear;
color.rgb += sun_contrib;
diff --git a/indra/newview/featuretable.txt b/indra/newview/featuretable.txt
index 6f09beea4a..ec2467200a 100644
--- a/indra/newview/featuretable.txt
+++ b/indra/newview/featuretable.txt
@@ -1,4 +1,4 @@
-version 56
+version 57
// The version number above should be incremented IF AND ONLY IF some
// change has been made that is sufficiently important to justify
// resetting the graphics preferences of all users to the recommended
@@ -275,7 +275,7 @@ RenderShadowDetail 1 2
RenderFSAASamples 1 2
RenderReflectionsEnabled 1 1
RenderReflectionProbeDetail 1 1
-RenderScreenSpaceReflections 1 1
+RenderScreenSpaceReflections 1 0
RenderReflectionProbeLevel 1 3
//
diff --git a/indra/newview/featuretable_mac.txt b/indra/newview/featuretable_mac.txt
index c4677de7bb..0687a3cea1 100644
--- a/indra/newview/featuretable_mac.txt
+++ b/indra/newview/featuretable_mac.txt
@@ -1,4 +1,4 @@
-version 51
+version 52
// The version number above should be incremented IF AND ONLY IF some
// change has been made that is sufficiently important to justify
// resetting the graphics preferences of all users to the recommended
@@ -273,7 +273,7 @@ RenderShadowDetail 1 2
RenderFSAASamples 1 2
RenderReflectionsEnabled 1 1
RenderReflectionProbeDetail 1 1
-RenderScreenSpaceReflections 1 1
+RenderScreenSpaceReflections 1 0
RenderReflectionProbeLevel 1 3
//
diff --git a/indra/newview/llenvironment.cpp b/indra/newview/llenvironment.cpp
index 58da164b5a..d73a486877 100644
--- a/indra/newview/llenvironment.cpp
+++ b/indra/newview/llenvironment.cpp
@@ -1748,19 +1748,8 @@ void LLEnvironment::updateGLVariablesForSettings(LLShaderUniforms* uniforms, con
//_WARNS("RIDER") << "pushing '" << (*it).first << "' as " << value << LL_ENDL;
break;
case LLSD::TypeReal:
- {
- F32 v = value.asReal();
- switch (it.second.getShaderKey())
- { // convert to linear color space if this is a color parameter
- case LLShaderMgr::HAZE_HORIZON:
- case LLShaderMgr::HAZE_DENSITY:
- case LLShaderMgr::CLOUD_SHADOW:
- //v = sRGBtoLinear(v);
- break;
- }
- shader->uniform1f(it.second.getShaderKey(), v);
+ shader->uniform1f(it.second.getShaderKey(), value.asReal());
//_WARNS("RIDER") << "pushing '" << (*it).first << "' as " << value << LL_ENDL;
- }
break;
case LLSD::TypeBoolean:
diff --git a/indra/newview/llfloaterenvironmentadjust.cpp b/indra/newview/llfloaterenvironmentadjust.cpp
index 4d11399867..f9e8963479 100644
--- a/indra/newview/llfloaterenvironmentadjust.cpp
+++ b/indra/newview/llfloaterenvironmentadjust.cpp
@@ -201,6 +201,8 @@ void LLFloaterEnvironmentAdjust::refresh()
getChild<LLUICtrl>(FIELD_SKY_MOON_AZIMUTH)->setValue(azimuth);
getChild<LLUICtrl>(FIELD_SKY_MOON_ELEVATION)->setValue(elevation);
getChild<LLVirtualTrackball>(FIELD_SKY_MOON_ROTATION)->setRotation(quat);
+
+ updateGammaLabel();
}
@@ -478,9 +480,25 @@ void LLFloaterEnvironmentAdjust::onReflectionProbeAmbianceChanged()
if (!mLiveSky) return;
F32 ambiance = getChild<LLUICtrl>(FIELD_REFLECTION_PROBE_AMBIANCE)->getValue().asReal();
mLiveSky->setReflectionProbeAmbiance(ambiance);
+
+ updateGammaLabel();
mLiveSky->update();
}
+void LLFloaterEnvironmentAdjust::updateGammaLabel()
+{
+ if (!mLiveSky) return;
+ F32 ambiance = mLiveSky->getReflectionProbeAmbiance();
+ if (ambiance != 0.f)
+ {
+ childSetValue("scene_gamma_label", getString("hdr_string"));
+ }
+ else
+ {
+ childSetValue("scene_gamma_label", getString("brightness_string"));
+ }
+}
+
void LLFloaterEnvironmentAdjust::onEnvironmentUpdated(LLEnvironment::EnvSelection_t env, S32 version)
{
if (env == LLEnvironment::ENV_LOCAL)
diff --git a/indra/newview/llfloaterenvironmentadjust.h b/indra/newview/llfloaterenvironmentadjust.h
index 43c0ba0495..db893cca12 100644
--- a/indra/newview/llfloaterenvironmentadjust.h
+++ b/indra/newview/llfloaterenvironmentadjust.h
@@ -83,7 +83,7 @@ private:
void onWaterMapChanged();
void onReflectionProbeAmbianceChanged();
-
+ void updateGammaLabel();
void onButtonReset();
void onEnvironmentUpdated(LLEnvironment::EnvSelection_t env, S32 version);
diff --git a/indra/newview/llpaneleditsky.cpp b/indra/newview/llpaneleditsky.cpp
index d17845ebc5..a14af27e59 100644
--- a/indra/newview/llpaneleditsky.cpp
+++ b/indra/newview/llpaneleditsky.cpp
@@ -213,6 +213,8 @@ void LLPanelSettingsSkyAtmosTab::refresh()
getChild<LLUICtrl>(FIELD_SKY_DENSITY_DROPLET_RADIUS)->setValue(droplet_radius);
getChild<LLUICtrl>(FIELD_SKY_DENSITY_ICE_LEVEL)->setValue(ice_level);
getChild<LLUICtrl>(FIELD_REFLECTION_PROBE_AMBIANCE)->setValue(rp_ambiance);
+
+ updateGammaLabel();
}
//-------------------------------------------------------------------------
@@ -321,11 +323,29 @@ void LLPanelSettingsSkyAtmosTab::onReflectionProbeAmbianceChanged()
{
if (!mSkySettings) return;
F32 ambiance = getChild<LLUICtrl>(FIELD_REFLECTION_PROBE_AMBIANCE)->getValue().asReal();
+
mSkySettings->setReflectionProbeAmbiance(ambiance);
mSkySettings->update();
setIsDirty();
+
+ updateGammaLabel();
}
+
+void LLPanelSettingsSkyAtmosTab::updateGammaLabel()
+{
+ if (!mSkySettings) return;
+ F32 ambiance = mSkySettings->getReflectionProbeAmbiance();
+ if (ambiance != 0.f)
+ {
+ childSetValue("scene_gamma_label", getString("hdr_string"));
+ }
+ else
+ {
+ childSetValue("scene_gamma_label", getString("brightness_string"));
+ }
+
+}
//==========================================================================
LLPanelSettingsSkyCloudTab::LLPanelSettingsSkyCloudTab() :
LLPanelSettingsSky()
diff --git a/indra/newview/llpaneleditsky.h b/indra/newview/llpaneleditsky.h
index cd89e02eea..33af667ab7 100644
--- a/indra/newview/llpaneleditsky.h
+++ b/indra/newview/llpaneleditsky.h
@@ -80,6 +80,7 @@ private:
void onDropletRadiusChanged();
void onIceLevelChanged();
void onReflectionProbeAmbianceChanged();
+ void updateGammaLabel();
};
diff --git a/indra/newview/llreflectionmapmanager.cpp b/indra/newview/llreflectionmapmanager.cpp
index 5dc93dbeb8..15d41c4161 100644
--- a/indra/newview/llreflectionmapmanager.cpp
+++ b/indra/newview/llreflectionmapmanager.cpp
@@ -915,7 +915,8 @@ void LLReflectionMapManager::updateUniforms()
LLSettingsSky::ptr_t psky = environment.getCurrentSky();
static LLCachedControl<F32> cloud_shadow_scale(gSavedSettings, "RenderCloudShadowAmbianceFactor", 0.125f);
- F32 minimum_ambiance = psky->getTotalReflectionProbeAmbiance(cloud_shadow_scale);
+ static LLCachedControl<bool> should_auto_adjust(gSavedSettings, "RenderSkyAutoAdjustLegacy", true);
+ F32 minimum_ambiance = psky->getTotalReflectionProbeAmbiance(cloud_shadow_scale, should_auto_adjust);
F32 ambscale = gCubeSnapshot && !isRadiancePass() ? 0.f : 1.f;
F32 radscale = gCubeSnapshot && !isRadiancePass() ? 0.5f : 1.f;
diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp
index de11f580a8..6321dbc085 100644
--- a/indra/newview/llsettingsvo.cpp
+++ b/indra/newview/llsettingsvo.cpp
@@ -718,45 +718,42 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force)
F32 g = getGamma();
+ static LLCachedControl<bool> should_auto_adjust(gSavedSettings, "RenderSkyAutoAdjustLegacy", true);
+
+ static LLCachedControl<F32> cloud_shadow_scale(gSavedSettings, "RenderCloudShadowAmbianceFactor", 0.125f);
+ F32 probe_ambiance = getTotalReflectionProbeAmbiance(cloud_shadow_scale);
+
if (irradiance_pass)
{ // during an irradiance map update, disable ambient lighting (direct lighting only) and desaturate sky color (avoid tinting the world blue)
- shader->uniform3fv(LLShaderMgr::AMBIENT_LINEAR, LLVector3::zero.mV);
shader->uniform3fv(LLShaderMgr::AMBIENT, LLVector3::zero.mV);
}
else
{
- if (psky->getReflectionProbeAmbiance() == 0.f)
+ if (psky->getReflectionProbeAmbiance() != 0.f)
{
- LLVector3 ambcol(ambient.mV);
- F32 cloud_shadow = psky->getCloudShadow();
- LLVector3 tmpAmbient = ambcol + ((LLVector3::all_one - ambcol) * cloud_shadow * 0.5f);
-
- shader->uniform3fv(LLShaderMgr::AMBIENT_LINEAR, linearColor3v(tmpAmbient));
- shader->uniform3fv(LLShaderMgr::AMBIENT, tmpAmbient.mV);
+ shader->uniform3fv(LLShaderMgr::AMBIENT, getAmbientColor().mV);
+ shader->uniform1f(LLShaderMgr::SKY_HDR_SCALE, sqrtf(g)*2.0); // use a modifier here so 1.0 maps to the "most desirable" default and the maximum value doesn't go off the rails
+ }
+ else if (psky->canAutoAdjust() && should_auto_adjust)
+ { // auto-adjust legacy sky to take advantage of probe ambiance
+ shader->uniform3fv(LLShaderMgr::AMBIENT, (ambient * 0.5f).mV);
+ shader->uniform1f(LLShaderMgr::SKY_HDR_SCALE, 2.f);
+ probe_ambiance = 1.f;
}
else
{
- shader->uniform3fv(LLShaderMgr::AMBIENT_LINEAR, linearColor3v(getAmbientColor() / 3.f)); // note magic number 3.f comes from SLIDER_SCALE_SUN_AMBIENT
+ shader->uniform1f(LLShaderMgr::SKY_HDR_SCALE, 1.f);
shader->uniform3fv(LLShaderMgr::AMBIENT, LLVector3(ambient.mV));
}
}
- shader->uniform3fv(LLShaderMgr::BLUE_HORIZON_LINEAR, linearColor3v(getBlueHorizon() / 2.f)); // note magic number of 2.f comes from SLIDER_SCALE_BLUE_HORIZON_DENSITY
- shader->uniform3fv(LLShaderMgr::BLUE_DENSITY_LINEAR, linearColor3v(getBlueDensity() / 2.f));
-
- shader->uniform3fv(LLShaderMgr::SUNLIGHT_LINEAR, linearColor3v(sunDiffuse));
- shader->uniform3fv(LLShaderMgr::MOONLIGHT_LINEAR,linearColor3v(moonDiffuse));
-
- static LLCachedControl<F32> cloud_shadow_scale(gSavedSettings, "RenderCloudShadowAmbianceFactor", 0.125f);
- shader->uniform1f(LLShaderMgr::REFLECTION_PROBE_AMBIANCE, getTotalReflectionProbeAmbiance(cloud_shadow_scale));
+ shader->uniform1f(LLShaderMgr::REFLECTION_PROBE_AMBIANCE, probe_ambiance);
shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, getIsSunUp() ? 1 : 0);
shader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, getSunMoonGlowFactor());
shader->uniform1f(LLShaderMgr::DENSITY_MULTIPLIER, getDensityMultiplier());
shader->uniform1f(LLShaderMgr::DISTANCE_MULTIPLIER, getDistanceMultiplier());
- shader->uniform1f(LLShaderMgr::HAZE_DENSITY_LINEAR, sRGBtoLinear(getHazeDensity()));
-
shader->uniform1f(LLShaderMgr::GAMMA, g);
}
diff --git a/indra/newview/llviewermedia.cpp b/indra/newview/llviewermedia.cpp
index d0dd02426e..02108e861a 100644
--- a/indra/newview/llviewermedia.cpp
+++ b/indra/newview/llviewermedia.cpp
@@ -3014,7 +3014,7 @@ LLViewerMediaTexture* LLViewerMediaImpl::updateMediaImage()
return nullptr; // not ready for updating
}
- llassert(!mTextureId.isNull());
+ //llassert(!mTextureId.isNull());
// *TODO: Consider enabling mipmaps (they have been disabled for a long time). Likely has a significant performance impact for tiled/high texture repeat media. Mip generation in a shader may also be an option if necessary.
LLViewerMediaTexture* media_tex = LLViewerTextureManager::getMediaTexture( mTextureId, USE_MIPMAPS );
diff --git a/indra/newview/llviewertexture.cpp b/indra/newview/llviewertexture.cpp
index f178ec9d8d..cb58588848 100644
--- a/indra/newview/llviewertexture.cpp
+++ b/indra/newview/llviewertexture.cpp
@@ -490,20 +490,6 @@ bool LLViewerTexture::isMemoryForTextureLow()
}
//static
-bool LLViewerTexture::isMemoryForTextureSuficientlyFree()
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_TEXTURE;
- const S32Megabytes DESIRED_FREE_TEXTURE_MEMORY(50);
- const S32Megabytes DESIRED_FREE_MAIN_MEMORY(200);
-
- S32Megabytes gpu;
- S32Megabytes physical;
- getGPUMemoryForTextures(gpu, physical);
-
- return (gpu > DESIRED_FREE_TEXTURE_MEMORY); // && (physical > DESIRED_FREE_MAIN_MEMORY);
-}
-
-//static
void LLViewerTexture::getGPUMemoryForTextures(S32Megabytes &gpu, S32Megabytes &physical)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_TEXTURE;
diff --git a/indra/newview/llviewertexture.h b/indra/newview/llviewertexture.h
index 34118c86cd..35fb0a2237 100644
--- a/indra/newview/llviewertexture.h
+++ b/indra/newview/llviewertexture.h
@@ -186,7 +186,6 @@ private:
virtual void switchToCachedImage();
- static bool isMemoryForTextureSuficientlyFree();
static void getGPUMemoryForTextures(S32Megabytes &gpu, S32Megabytes &physical);
public:
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 9a8597e519..852845edf4 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -6751,22 +6751,25 @@ void LLPipeline::generateExposure(LLRenderTarget* src, LLRenderTarget* dst) {
static LLStaticHashedString noiseVec("noiseVec");
static LLStaticHashedString dynamic_exposure_params("dynamic_exposure_params");
static LLCachedControl<F32> dynamic_exposure_coefficient(gSavedSettings, "RenderDynamicExposureCoefficient", 0.175f);
- static LLCachedControl<F32> dynamic_exposure_min(gSavedSettings, "RenderDynamicExposureMin", 0.125f);
- static LLCachedControl<F32> dynamic_exposure_max(gSavedSettings, "RenderDynamicExposureMax", 1.3f);
-
- F32 exposure_max = dynamic_exposure_max;
LLSettingsSky::ptr_t sky = LLEnvironment::instance().getCurrentSky();
- if (sky->getReflectionProbeAmbiance() > 0.f)
- { //not a legacy sky, use gamma as a boost to max exposure
- exposure_max = llmax(exposure_max - 1.f, 0.f);
- exposure_max *= sky->getGamma();
- exposure_max += 1.f;
- }
+ F32 probe_ambiance = LLEnvironment::instance().getCurrentSky()->getReflectionProbeAmbiance();
+ F32 exp_min = 1.f;
+ F32 exp_max = 1.f;
+
+ if (probe_ambiance > 0.f)
+ {
+ F32 hdr_scale = sqrtf(LLEnvironment::instance().getCurrentSky()->getGamma())*2.f;
+ if (hdr_scale > 1.f)
+ {
+ exp_min = 1.f / hdr_scale;
+ exp_max = hdr_scale;
+ }
+ }
gExposureProgram.uniform1f(dt, gFrameIntervalSeconds);
gExposureProgram.uniform2f(noiseVec, ll_frand() * 2.0 - 1.0, ll_frand() * 2.0 - 1.0);
- gExposureProgram.uniform3f(dynamic_exposure_params, dynamic_exposure_coefficient, dynamic_exposure_min, exposure_max);
+ gExposureProgram.uniform3f(dynamic_exposure_params, dynamic_exposure_coefficient, exp_min, exp_max);
mScreenTriangleVB->setBuffer();
mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
@@ -6789,8 +6792,12 @@ void LLPipeline::gammaCorrect(LLRenderTarget* src, LLRenderTarget* dst) {
// Apply gamma correction to the frame here.
+ static LLCachedControl<bool> should_auto_adjust(gSavedSettings, "RenderSkyAutoAdjustLegacy", true);
+
+ LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
+
LLGLSLShader& shader = no_post && gFloaterTools->isAvailable() ? gNoPostGammaCorrectProgram : // no post (no gamma, no exposure, no tonemapping)
- LLEnvironment::instance().getCurrentSky()->getReflectionProbeAmbiance() == 0.f ? gLegacyPostGammaCorrectProgram :
+ psky->getReflectionProbeAmbiance(should_auto_adjust) == 0.f ? gLegacyPostGammaCorrectProgram :
gDeferredPostGammaCorrectProgram;
shader.bind();
@@ -7846,14 +7853,18 @@ void LLPipeline::renderDeferredLighting()
LL_PROFILE_GPU_ZONE("atmospherics");
bindDeferredShader(soften_shader);
- static LLCachedControl<F32> sky_scale(gSavedSettings, "RenderSkyHDRScale", 1.f);
- static LLStaticHashedString sky_hdr_scale("sky_hdr_scale");
+ static LLCachedControl<F32> ssao_scale(gSavedSettings, "RenderSSAOIrradianceScale", 0.5f);
+ static LLCachedControl<F32> ssao_max(gSavedSettings, "RenderSSAOIrradianceMax", 0.25f);
+ static LLStaticHashedString ssao_scale_str("ssao_irradiance_scale");
+ static LLStaticHashedString ssao_max_str("ssao_irradiance_max");
+
+ soften_shader.uniform1f(ssao_scale_str, ssao_scale);
+ soften_shader.uniform1f(ssao_max_str, ssao_max);
LLEnvironment &environment = LLEnvironment::instance();
soften_shader.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
soften_shader.uniform3fv(LLShaderMgr::LIGHTNORM, 1, environment.getClampedLightNorm().mV);
- soften_shader.uniform1f(sky_hdr_scale, sky_scale);
-
+
soften_shader.uniform4fv(LLShaderMgr::WATER_WATERPLANE, 1, LLDrawPoolAlpha::sWaterPlane.mV);
{
diff --git a/indra/newview/skins/default/xui/en/floater_adjust_environment.xml b/indra/newview/skins/default/xui/en/floater_adjust_environment.xml
index 5258bdbaf2..518a83f846 100644
--- a/indra/newview/skins/default/xui/en/floater_adjust_environment.xml
+++ b/indra/newview/skins/default/xui/en/floater_adjust_environment.xml
@@ -10,6 +10,8 @@
min_height="275"
single_instance="true"
can_resize="false">
+ <string name="hdr_string">HDR Scale:</string>
+ <string name="brightness_string">Brightness:</string>
<layout_stack name="outer_stack"
width="845"
height="275"
@@ -245,25 +247,6 @@
top_pad="5"
width="185"
can_edit_text="true"/>
- <text follows="left|top"
- name="scene_gamma_label"
- height="10"
- layout="topleft"
- left_delta="-5"
- top_pad="15"
- width="80">Brightness:</text>
- <slider decimal_digits="2"
- follows="left|top"
- height="16"
- increment="0.01"
- initial_value="0"
- layout="topleft"
- left_delta="5"
- max_val="20"
- name="scene_gamma"
- top_pad="5"
- width="185"
- can_edit_text="true"/>
<text follows="left|top"
height="10"
layout="topleft"
@@ -283,6 +266,25 @@
top_pad="5"
width="185"
can_edit_text="true"/>
+ <text follows="left|top"
+ name="scene_gamma_label"
+ height="10"
+ layout="topleft"
+ left_delta="-5"
+ top_pad="15"
+ width="80">Brightness:</text>
+ <slider decimal_digits="2"
+ follows="left|top"
+ height="16"
+ increment="0.01"
+ initial_value="0"
+ layout="topleft"
+ left_delta="5"
+ max_val="20"
+ name="scene_gamma"
+ top_pad="5"
+ width="185"
+ can_edit_text="true"/>
</layout_panel>
<layout_panel border="false"
name="lp_3"
diff --git a/indra/newview/skins/default/xui/en/floater_preferences_graphics_advanced.xml b/indra/newview/skins/default/xui/en/floater_preferences_graphics_advanced.xml
index fd80673903..c1a94a2128 100644
--- a/indra/newview/skins/default/xui/en/floater_preferences_graphics_advanced.xml
+++ b/indra/newview/skins/default/xui/en/floater_preferences_graphics_advanced.xml
@@ -601,6 +601,20 @@
</check_box>
<check_box
+ control_name="RenderSkyAutoAdjustLegacy"
+ height="16"
+ initial_value="true"
+ label="Auto-adjust Legacy Sky"
+ layout="topleft"
+ left="420"
+ name="AutoAdjustLegacySky"
+ top_delta="16"
+ width="240">
+ <check_box.commit_callback
+ function="Pref.RenderOptionUpdate" />
+ </check_box>
+
+ <check_box
control_name="RenderDepthOfField"
height="16"
initial_value="true"
diff --git a/indra/newview/skins/default/xui/en/panel_settings_sky_atmos.xml b/indra/newview/skins/default/xui/en/panel_settings_sky_atmos.xml
index 58d125a88e..36a485e498 100644
--- a/indra/newview/skins/default/xui/en/panel_settings_sky_atmos.xml
+++ b/indra/newview/skins/default/xui/en/panel_settings_sky_atmos.xml
@@ -7,6 +7,8 @@
left="0"
name="panel_settings_sky_atmos"
top="0">
+ <string name="hdr_string">HDR Scale:</string>
+ <string name="brightness_string">Brightness:</string>
<layout_stack
name="main_ls"
follows="all"
@@ -228,29 +230,6 @@
name="ice_level"
width="207"
can_edit_text="true"/>
- <text
- name="scene_gamma_label"
- follows="left|top"
- height="10"
- layout="topleft"
- left_delta="-5"
- top_delta="25"
- width="80">
- Brightness:
- </text>
- <slider
- decimal_digits="2"
- follows="left|top"
- height="16"
- increment="0.01"
- initial_value="0"
- layout="topleft"
- left_delta="5"
- max_val="20"
- name="scene_gamma"
- top_delta="20"
- width="207"
- can_edit_text="true"/>
</layout_panel>
<layout_panel
name="right_lp"
@@ -338,8 +317,9 @@
layout="topleft"
left_delta="-5"
top_delta="25"
+ tooltip="Irradiance control. When not zero, enables HDR lighting model."
width="200">
- Reflection Probe Ambiance:
+ Reflection Probe Ambiance (HDR):
</text>
<slider
decimal_digits="2"
@@ -355,6 +335,29 @@
top_delta="20"
width="219"
can_edit_text="true"/>
+ <text
+ name="scene_gamma_label"
+ follows="left|top"
+ height="10"
+ layout="topleft"
+ left_delta="-5"
+ top_delta="25"
+ width="80">
+ Brightness:
+ </text>
+ <slider
+ decimal_digits="2"
+ follows="left|top"
+ height="16"
+ increment="0.01"
+ initial_value="0"
+ layout="topleft"
+ left_delta="5"
+ max_val="20"
+ name="scene_gamma"
+ top_delta="20"
+ width="207"
+ can_edit_text="true"/>
</layout_panel>
</layout_stack>
</layout_panel>