From 98b2fed85fd459012ed2b859ea40a3f56d27c0e8 Mon Sep 17 00:00:00 2001 From: "Graham Linden graham@lindenlab.com" Date: Mon, 12 Mar 2018 17:52:04 +0100 Subject: De-duplicate shader code for encoding and decoding normals to/from gbuffer format. --- .../shaders/class1/deferred/blurLightF.glsl | 17 +---------------- 1 file changed, 1 insertion(+), 16 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index cbd8d2ebfc..b56abb66d1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -61,22 +61,7 @@ vec4 getPosition(vec2 pos_screen) return pos; } -vec2 encode_normal(vec3 n) -{ - float f = sqrt(8 * n.z + 8); - return n.xy / f + 0.5; -} - -vec3 decode_normal (vec2 enc) -{ - vec2 fenc = enc*4-2; - float f = dot(fenc,fenc); - float g = sqrt(1-f/4); - vec3 n; - n.xy = fenc*g; - n.z = 1-f/2; - return n; -} +vec3 decode_normal (vec2 enc); void main() { -- cgit v1.2.3 From 2929998982f37221a58b9fa8037748a2e905f4b1 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Tue, 6 Nov 2018 19:33:04 +0000 Subject: Move to using a shared deferredUtil object for getting pos/norm from gbuffer. Eliminate 20+ callsites with copy-paste of getPosition and/or getNorm code. Make pipeline use getShadowTarget/releaseShadowTarget consistently. --- .../shaders/class1/deferred/blurLightF.glsl | 24 +--------------------- 1 file changed, 1 insertion(+), 23 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index b56abb66d1..7c9382d474 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -33,7 +33,6 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; uniform sampler2DRect lightMap; @@ -45,22 +44,7 @@ uniform float kern_scale; VARYING vec2 vary_fragcoord; -uniform mat4 inv_proj; -uniform vec2 screen_res; - -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 decode_normal (vec2 enc); void main() @@ -119,11 +103,5 @@ void main() col.y *= col.y; frag_color = col; - -#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. - vec3 dummy1 = kern[0]; - vec3 dummy2 = kern[3]; -#endif } -- cgit v1.2.3 From db270df7cc00c1e2519749831e7e98c2c10e3ee6 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Fri, 9 Nov 2018 18:31:29 +0000 Subject: Back out changes causing broken shadows and other render shenanigans. --- .../shaders/class1/deferred/blurLightF.glsl | 24 +++++++++++++++++++++- 1 file changed, 23 insertions(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index 7c9382d474..b56abb66d1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -33,6 +33,7 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif +uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; uniform sampler2DRect lightMap; @@ -44,7 +45,22 @@ uniform float kern_scale; VARYING vec2 vary_fragcoord; -vec4 getPosition(vec2 pos_screen); +uniform mat4 inv_proj; +uniform vec2 screen_res; + +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; +} + vec3 decode_normal (vec2 enc); void main() @@ -103,5 +119,11 @@ void main() col.y *= col.y; frag_color = col; + +#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. + vec3 dummy1 = kern[0]; + vec3 dummy2 = kern[3]; +#endif } -- cgit v1.2.3 From 7e9033821a96a9d6e80b58fafb4c7da63807b9d4 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Thu, 6 Dec 2018 10:59:11 -0800 Subject: De-duplicate deferred gbuffer access for getPosition/getNorm. De-duplicate ambient occlusion shader code and move to new aoUtil.glsl Split shared shadow tap funcs into shadowUtil.glsl --- .../shaders/class1/deferred/blurLightF.glsl | 125 +++++++++------------ 1 file changed, 56 insertions(+), 69 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index b56abb66d1..868eec3926 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -48,82 +48,69 @@ VARYING vec2 vary_fragcoord; uniform mat4 inv_proj; uniform vec2 screen_res; -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); vec3 decode_normal (vec2 enc); void main() { vec2 tc = vary_fragcoord.xy; - vec3 norm = texture2DRect(normalMap, tc).xyz; - norm = decode_normal(norm.xy); // unpack norm - - vec3 pos = getPosition(tc).xyz; - vec4 ccol = texture2DRect(lightMap, tc).rgba; - - vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy); - dlt /= max(-pos.z*dist_factor, 1.0); - - vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free' - vec4 col = defined_weight.xyxx * ccol; - - // relax tolerance according to distance to avoid speckling artifacts, as angles and distances are a lot more abrupt within a small screen area at larger distances - float pointplanedist_tolerance_pow2 = pos.z*pos.z*0.00005; - - // perturb sampling origin slightly in screen-space to hide edge-ghosting artifacts where smoothing radius is quite large - float tc_mod = 0.5*(tc.x + tc.y); // mod(tc.x+tc.y,2) - tc_mod -= floor(tc_mod); - tc_mod *= 2.0; - tc += ( (tc_mod - 0.5) * kern[1].z * dlt * 0.5 ); - - for (int i = 1; i < 4; i++) - { - vec2 samptc = tc + kern[i].z*dlt; - vec3 samppos = getPosition(samptc).xyz; - - float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane - - if (d*d <= pointplanedist_tolerance_pow2) - { - col += texture2DRect(lightMap, samptc)*kern[i].xyxx; - defined_weight += kern[i].xy; - } - } - - for (int i = 1; i < 4; i++) - { - vec2 samptc = tc - kern[i].z*dlt; - vec3 samppos = getPosition(samptc).xyz; - - float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane - - if (d*d <= pointplanedist_tolerance_pow2) - { - col += texture2DRect(lightMap, samptc)*kern[i].xyxx; - defined_weight += kern[i].xy; - } - } - - col /= defined_weight.xyxx; - col.y *= col.y; - - frag_color = col; + vec3 norm = getNorm(tc); + vec3 pos = getPosition(tc).xyz; + vec4 ccol = texture2DRect(lightMap, tc).rgba; + + vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy); + dlt /= max(-pos.z*dist_factor, 1.0); + + vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free' + vec4 col = defined_weight.xyxx * ccol; + + // relax tolerance according to distance to avoid speckling artifacts, as angles and distances are a lot more abrupt within a small screen area at larger distances + float pointplanedist_tolerance_pow2 = pos.z*pos.z*0.00005; + + // perturb sampling origin slightly in screen-space to hide edge-ghosting artifacts where smoothing radius is quite large + float tc_mod = 0.5*(tc.x + tc.y); // mod(tc.x+tc.y,2) + tc_mod -= floor(tc_mod); + tc_mod *= 2.0; + tc += ( (tc_mod - 0.5) * kern[1].z * dlt * 0.5 ); + + for (int i = 1; i < 4; i++) + { + vec2 samptc = tc + kern[i].z*dlt; + vec3 samppos = getPosition(samptc).xyz; + + float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane + + if (d*d <= pointplanedist_tolerance_pow2) + { + col += texture2DRect(lightMap, samptc)*kern[i].xyxx; + defined_weight += kern[i].xy; + } + } + + for (int i = 1; i < 4; i++) + { + vec2 samptc = tc - kern[i].z*dlt; + vec3 samppos = getPosition(samptc).xyz; + + float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane + + if (d*d <= pointplanedist_tolerance_pow2) + { + col += texture2DRect(lightMap, samptc)*kern[i].xyxx; + defined_weight += kern[i].xy; + } + } + + col /= defined_weight.xyxx; + col.y *= col.y; + + frag_color = col; #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. - vec3 dummy1 = kern[0]; - vec3 dummy2 = kern[3]; + // 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. + vec3 dummy1 = kern[0]; + vec3 dummy2 = kern[3]; #endif } -- cgit v1.2.3 From c007e1197c521a1b48736cbba29e7c7dadf39c20 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Fri, 4 Jan 2019 13:26:47 -0800 Subject: Convert to using shared shadow sampling function (reduce duplicated code blocks in several shaders). --- indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl | 4 ---- 1 file changed, 4 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index 868eec3926..812f375f42 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -33,7 +33,6 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; uniform sampler2DRect lightMap; @@ -45,9 +44,6 @@ uniform float kern_scale; VARYING vec2 vary_fragcoord; -uniform mat4 inv_proj; -uniform vec2 screen_res; - vec4 getPosition(vec2 pos_screen); vec3 getNorm(vec2 pos_screen); vec3 decode_normal (vec2 enc); -- cgit v1.2.3 From acbc7f4cddd6ad999c2bc7690c10b85a414a8102 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Wed, 30 Jan 2019 08:37:07 -0800 Subject: SL-10415, SL-10434 Further tweaking of directional shadow sampling to balance between peter-panning and shadow acne. Move stars to just this side of the sky some to reduce parallax. Remove decodeNormF and uses of decode_normal in favor of unified use of getNorm (try to help the Intel HD x000 compiler learn to link correctly). --- indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl | 1 - 1 file changed, 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index 812f375f42..596d0274af 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -46,7 +46,6 @@ VARYING vec2 vary_fragcoord; vec4 getPosition(vec2 pos_screen); vec3 getNorm(vec2 pos_screen); -vec3 decode_normal (vec2 enc); void main() { -- cgit v1.2.3