diff options
Diffstat (limited to 'indra')
7 files changed, 115 insertions, 23 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 49f85af53b..50bf497605 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -370,9 +370,7 @@ vec3 pbrIbl(vec3 diffuseColor, vec3 diffuse = diffuseLight * diffuseColor; vec3 specular = specularLight * (specularColor * brdf.x + brdf.y); - //specular *= 1.5; - - return (diffuse + specular) * ao; + return (diffuse + specular) * ao * 0.5; //reduce by half to place in appropriate color space for atmospherics } // Encapsulate the various inputs used by the various functions in the shading equation diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl index 93c51ba313..e6cb8f37c7 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl @@ -196,7 +196,7 @@ void main() vec3 irradiance = vec3(0); vec3 radiance = vec3(0); sampleReflectionProbes(irradiance, radiance, pos.xyz, norm.xyz, gloss); - irradiance = max(amblit,irradiance); + irradiance = max(amblit*2.0,irradiance); vec3 f0 = vec3(0.04); @@ -212,6 +212,9 @@ void main() color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, v, light_dir) * sunlit*2.75 * scol; color += colorEmissive; + color = atmosFragLightingLinear(color, additive, atten); + color = scaleSoftClipFragLinear(color); + vec3 light = vec3(0); // Punctual lights @@ -227,8 +230,6 @@ void main() color.rgb += light.rgb; - color = atmosFragLightingLinear(color, additive, atten); - color = scaleSoftClipFragLinear(color); - + frag_color = vec4(color.rgb,albedo.a * vertex_color.a); } diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl index e578f618da..20b1e3513e 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl @@ -52,7 +52,7 @@ vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten) light *= atten.r; light += additive; - return light; + return light*2.0; } vec3 atmosLighting(vec3 light) diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl index e7e1938a11..516550be1c 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl @@ -22,15 +22,24 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ + +vec3 srgb_to_linear(vec3 col); + uniform vec4 lightnorm; uniform vec4 sunlight_color; +vec3 sunlight_linear = srgb_to_linear(sunlight_color.rgb); uniform vec4 moonlight_color; +vec3 moonlight_linear = srgb_to_linear(moonlight_color.rgb); uniform int sun_up_factor; uniform vec4 ambient_color; +vec3 ambient_linear = srgb_to_linear(ambient_color.rgb); uniform vec4 blue_horizon; +vec3 blue_horizon_linear = srgb_to_linear(blue_horizon.rgb); uniform vec4 blue_density; +vec3 blue_density_linear = srgb_to_linear(blue_density.rgb); uniform float haze_horizon; uniform float haze_density; +vec3 haze_density_linear = srgb_to_linear(vec3(haze_density)); uniform float cloud_shadow; uniform float density_multiplier; uniform float distance_multiplier; @@ -41,8 +50,6 @@ uniform mat3 ssao_effect_mat; uniform int no_atmo; uniform float sun_moon_glow_factor; -vec3 srgb_to_linear(vec3 col); - float getAmbientClamp() { return 1.0f; } // return colors in sRGB space @@ -136,13 +143,96 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou additive *= vec3(1.0 - combined_haze); } + + + // return colors in linear space void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao) { - calcAtmosphericVars(inPositionEye, light_dir, ambFactor, sunlit, amblit, additive, atten, use_ao); +#if 0 + calcAtmosphericVars(inPositionEye, light_dir, 1.0, sunlit, amblit, additive, atten, false); sunlit = srgb_to_linear(sunlit)*2.25; amblit = srgb_to_linear(amblit)*0.15; additive = srgb_to_linear(additive); atten = srgb_to_linear(atten); +#else + vec3 rel_pos = inPositionEye; + + //(TERRAIN) limit altitude + if (abs(rel_pos.y) > max_y) rel_pos *= (max_y / rel_pos.y); + + vec3 rel_pos_norm = normalize(rel_pos); + float rel_pos_len = length(rel_pos); + vec3 sunlight = (sun_up_factor == 1) ? sunlight_linear : moonlight_linear; + + // sunlight attenuation effect (hue and brightness) due to atmosphere + // this is used later for sunlight modulation at various altitudes + vec3 light_atten = (blue_density_linear + (haze_density_linear * 0.25)) * (density_multiplier * max_y); + // I had thought blue_density and haze_density should have equal weighting, + // but attenuation due to haze_density tends to seem too strong + + + vec3 combined_haze_linear = blue_density_linear + haze_density_linear; + vec3 combined_haze = blue_density.rgb + vec3(haze_density); + vec3 blue_weight = blue_density_linear / combined_haze_linear; + vec3 haze_weight = haze_density_linear / combined_haze_linear; + + //(TERRAIN) compute sunlight from lightnorm y component. Factor is roughly cosecant(sun elevation) (for short rays like terrain) + float above_horizon_factor = 1.0 / max(1e-6, lightnorm.y); + sunlight *= exp(-light_atten * above_horizon_factor); // for sun [horizon..overhead] this maps to an exp curve [0..1] + + // main atmospheric scattering line integral + float density_dist = rel_pos_len * density_multiplier; + + // Transparency (-> combined_haze) + // ATI Bugfix -- can't store combined_haze*density_dist*distance_multiplier in a variable because the ati + // compiler gets confused. + combined_haze = exp(-combined_haze * density_dist * distance_multiplier); + combined_haze_linear = exp(-combined_haze_linear * density_dist * distance_multiplier); + // final atmosphere attenuation factor + atten = combined_haze.rgb; + + // compute haze glow + float haze_glow = dot(rel_pos_norm, lightnorm.xyz); + + // dampen sun additive contrib when not facing it... + // SL-13539: This "if" clause causes an "additive" white artifact at roughly 77 degreees. + // if (length(light_dir) > 0.01) + haze_glow *= max(0.0f, dot(light_dir, rel_pos_norm)); + + haze_glow = 1. - haze_glow; + // haze_glow is 0 at the sun and increases away from sun + haze_glow = max(haze_glow, .001); // set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) + haze_glow *= glow.x; + // higher glow.x gives dimmer glow (because next step is 1 / "angle") + haze_glow = pow(haze_glow, glow.z); + // glow.z should be negative, so we're doing a sort of (1 / "angle") function + + // add "minimum anti-solar illumination" + haze_glow += .25; + + haze_glow *= sun_moon_glow_factor; + + vec3 amb_color = ambient_linear; + + // increase ambient when there are more clouds + vec3 tmpAmbient = amb_color + (vec3(1.) - amb_color) * cloud_shadow * 0.5; + + // Similar/Shared Algorithms: + // indra\llinventory\llsettingssky.cpp -- LLSettingsSky::calculateLightSettings() + // indra\newview\app_settings\shaders\class1\windlight\atmosphericsFuncs.glsl -- calcAtmosphericVars() + // haze color + vec3 cs = sunlight.rgb * (1. - cloud_shadow); + additive = (blue_horizon_linear.rgb * blue_weight.rgb) * (cs + tmpAmbient.rgb) + (haze_horizon * haze_weight.rgb) * (cs * haze_glow + tmpAmbient.rgb); + + // brightness of surface both sunlight and ambient + sunlit = sunlight.rgb; + amblit = tmpAmbient.rgb; + additive *= vec3(1.0 - combined_haze_linear); + + sunlit *= 0.8; + amblit *= 0.05; + additive *= 0.25; +#endif } diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl index de18251dc4..a1125cc1dd 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl @@ -551,7 +551,7 @@ void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 no fresnel *= spec.a; glossenv *= spec.rgb*fresnel; glossenv *= vec3(1.0) - color; // fake energy conservation - color.rgb += glossenv; + color.rgb += glossenv*0.5; } void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity) @@ -562,6 +562,6 @@ void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 no fresnel *= fresnel; fresnel = min(fresnel+envIntensity, 1.0); reflected_color *= (envIntensity*fresnel); - color = mix(color.rgb, reflected_color, envIntensity); + color = mix(color.rgb, reflected_color*0.5, envIntensity); } diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index c7ec1ddde9..1795f3fd1a 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -140,8 +140,7 @@ void main() vec3 glossenv; vec3 legacyenv; - bool hasPBR = GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR); - if (hasPBR) + if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) { norm.xyz = getNorm(tc); vec3 orm = texture2DRect(specularRect, tc).rgb; @@ -157,7 +156,7 @@ void main() vec3 radiance = vec3(0); sampleReflectionProbes(irradiance, radiance, pos.xyz, norm.xyz, gloss); - irradiance = max(amblit*ao,irradiance); + irradiance = max(amblit*2.0*ao,irradiance); vec3 f0 = vec3(0.04); vec3 baseColor = diffuse.rgb; @@ -170,13 +169,19 @@ void main() vec3 v = -normalize(pos.xyz); float NdotV = clamp(abs(dot(norm.xyz, v)), 0.001, 1.0); - color.rgb += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness); color.rgb += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, v, normalize(light_dir)) * sunlit*2.75 * scol; color.rgb += colorEmissive; + + color.rgb += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness); color = atmosFragLightingLinear(color, additive, atten); color = scaleSoftClipFragLinear(color); } + else if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS)) + { + //should only be true of WL sky, just port over diffuse value + color = srgb_to_linear(diffuse.rgb); + } else { // legacy shaders are still writng sRGB to gbuffer @@ -223,12 +228,10 @@ void main() if (envIntensity > 0.0) { // add environment map applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, envIntensity); - } - if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS)) - { - color = mix(atmosFragLightingLinear(color, additive, atten), fullbrightAtmosTransportFragLinear(color, additive, atten), diffuse.a); - color = scaleSoftClipFragLinear(color); } + + color = mix(atmosFragLightingLinear(color, additive, atten), fullbrightAtmosTransportFragLinear(color, additive, atten), diffuse.a); + color = scaleSoftClipFragLinear(color); } #ifdef WATER_FOG diff --git a/indra/newview/llreflectionmap.cpp b/indra/newview/llreflectionmap.cpp index d9dd1e9381..9bf1174742 100644 --- a/indra/newview/llreflectionmap.cpp +++ b/indra/newview/llreflectionmap.cpp @@ -43,7 +43,7 @@ void LLReflectionMap::update(U32 resolution, U32 face) mLastUpdateTime = gFrameTimeSeconds; llassert(mCubeArray.notNull()); llassert(mCubeIndex != -1); - llassert(LLPipeline::sRenderDeferred); + //llassert(LLPipeline::sRenderDeferred); // make sure we don't walk off the edge of the render target while (resolution > gPipeline.mRT->deferredScreen.getWidth() || |