From 99b82d944937ce321f64aa91fb18ab2aedd3992a Mon Sep 17 00:00:00 2001 From: "Graham Linden graham@lindenlab.com" Date: Sun, 18 Feb 2018 15:52:23 +0000 Subject: Atmospherics WIP libatmosphere integrated in indra/llrender/llatmosphere.cpp Still working on runtime shaders to use libatmosphere precomputed atmospherics textures --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 03bdb754b5..7f1a8cce0d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -397,7 +397,9 @@ void main() float da = dot(norm.xyz, sun_dir.xyz); float final_da = max(0.0,da); - final_da = min(final_da, 1.0f); + final_da = min(final_da, 1.0f); + +// why an ad hoc gamma boost here? srgb_to_linear instead? final_da = pow(final_da, 1.0/1.3); vec4 diffuse = texture2DRect(diffuseRect, tc); -- cgit v1.2.3 From b6b23926340d8a2ac142b02923f04624b7c6b08e Mon Sep 17 00:00:00 2001 From: "Graham Linden graham@lindenlab.com" Date: Fri, 9 Mar 2018 21:40:46 +0000 Subject: De-duplicate water fog code and modify programs to include the shared object as necessary. --- .../shaders/class1/deferred/softenLightF.glsl | 53 ++-------------------- 1 file changed, 5 insertions(+), 48 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 7f1a8cce0d..b294dba167 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -81,6 +81,10 @@ vec3 vary_AtmosAttenuation; uniform mat4 inv_proj; uniform vec2 screen_res; +#ifdef WATER_FOG +vec4 applyWaterFogView(vec3 pos, vec4 color); +#endif + vec3 srgb_to_linear(vec3 cs) { vec3 low_range = cs / vec3(12.92); @@ -193,53 +197,6 @@ void setAtmosAttenuation(vec3 v) vary_AtmosAttenuation = v; } - -#ifdef WATER_FOG -uniform vec4 waterPlane; -uniform vec4 waterFogColor; -uniform float waterFogDensity; -uniform float waterFogKS; - -vec4 applyWaterFogDeferred(vec3 pos, vec4 color) -{ - //normalize view vector - vec3 view = normalize(pos); - float es = -(dot(view, waterPlane.xyz)); - - //find intersection point with water plane and eye vector - - //get eye depth - float e0 = max(-waterPlane.w, 0.0); - - vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0); - - //get object depth - float depth = length(pos - int_v); - - //get "thickness" of water - float l = max(depth, 0.1); - - float kd = waterFogDensity; - float ks = waterFogKS; - vec4 kc = waterFogColor; - - float F = 0.98; - - float t1 = -kd * pow(F, ks * e0); - float t2 = kd + ks * es; - float t3 = pow(F, t2*l) - 1.0; - - float L = min(t1/t2*t3, 1.0); - - float D = pow(0.98, l*kd); - - color.rgb = color.rgb * D + kc.rgb * L; - color.a = kc.a + color.a; - - return color; -} -#endif - void calcAtmospherics(vec3 inPositionEye, float ambFactor) { vec3 P = inPositionEye; @@ -462,7 +419,7 @@ void main() } #ifdef WATER_FOG - vec4 fogged = applyWaterFogDeferred(pos,vec4(col, bloom)); + vec4 fogged = applyWaterFogView(pos,vec4(col, bloom)); col = fogged.rgb; bloom = fogged.a; #endif -- cgit v1.2.3 From cf460b13bee894684d0ca1bcb5bbc9eb38df719c Mon Sep 17 00:00:00 2001 From: "Graham Linden graham@lindenlab.com" Date: Mon, 12 Mar 2018 16:24:16 +0100 Subject: De-duplicate sRGB conversion funcs from many shaders and unify on using the version that works on OSX. Add more logging to shader loading about fallbacks and loading succcess. Add frag shaders for sharing sRGB and normal encode/decode via GL shader linkage. --- .../shaders/class1/deferred/softenLightF.glsl | 38 ++-------------------- 1 file changed, 2 insertions(+), 36 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index b294dba167..0703f75d60 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -85,42 +85,8 @@ uniform vec2 screen_res; vec4 applyWaterFogView(vec3 pos, vec4 color); #endif -vec3 srgb_to_linear(vec3 cs) -{ - vec3 low_range = cs / vec3(12.92); - vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); - bvec3 lte = lessThanEqual(cs,vec3(0.04045)); - -#ifdef OLD_SELECT - vec3 result; - result.r = lte.r ? low_range.r : high_range.r; - result.g = lte.g ? low_range.g : high_range.g; - result.b = lte.b ? low_range.b : high_range.b; - return result; -#else - return mix(high_range, low_range, lte); -#endif - -} - -vec3 linear_to_srgb(vec3 cl) -{ - vec3 low_range = cl * 12.92; - vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; - bvec3 lt = lessThan(cl,vec3(0.0031308)); - -#ifdef OLD_SELECT - vec3 result; - result.r = lt.r ? low_range.r : high_range.r; - result.g = lt.g ? low_range.g : high_range.g; - result.b = lt.b ? low_range.b : high_range.b; - return result; -#else - return mix(high_range, low_range, lt); -#endif - -} - +vec3 srgb_to_linear(vec3 cs); +vec3 linear_to_srgb(vec3 cl); vec3 decode_normal (vec2 enc) { -- cgit v1.2.3 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. --- .../app_settings/shaders/class1/deferred/softenLightF.glsl | 12 +----------- 1 file changed, 1 insertion(+), 11 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 0703f75d60..5983d74cbc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -87,17 +87,7 @@ vec4 applyWaterFogView(vec3 pos, vec4 color); vec3 srgb_to_linear(vec3 cs); vec3 linear_to_srgb(vec3 cl); - -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); vec4 getPosition_d(vec2 pos_screen, float depth) { -- cgit v1.2.3 From 4f6682ca29cefb83ac2307657d8605f96051da19 Mon Sep 17 00:00:00 2001 From: "Graham Linden graham@lindenlab.com" Date: Mon, 12 Mar 2018 22:26:22 +0100 Subject: De-duplicate deferred shader code for atmospherics and transport. --- .../shaders/class1/deferred/softenLightF.glsl | 235 ++------------------- 1 file changed, 19 insertions(+), 216 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 5983d74cbc..fbfd43a4da 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -51,33 +51,13 @@ uniform vec4 morphFactor; uniform vec3 camPosLocal; //uniform vec4 camPosWorld; uniform vec4 gamma; -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 ambient; -uniform vec4 blue_horizon; -uniform vec4 blue_density; -uniform float haze_horizon; -uniform float haze_density; -uniform float cloud_shadow; -uniform float density_multiplier; -uniform float distance_multiplier; -uniform float max_y; -uniform vec4 glow; uniform float global_gamma; -uniform float scene_light_strength; uniform mat3 env_mat; uniform mat3 ssao_effect_mat; uniform vec3 sun_dir; VARYING vec2 vary_fragcoord; -vec3 vary_PositionEye; - -vec3 vary_SunlitColor; -vec3 vary_AmblitColor; -vec3 vary_AdditiveColor; -vec3 vary_AtmosAttenuation; - uniform mat4 inv_proj; uniform vec2 screen_res; @@ -89,6 +69,15 @@ vec3 srgb_to_linear(vec3 cs); vec3 linear_to_srgb(vec3 cl); vec3 decode_normal (vec2 enc); +vec3 atmosFragAmbient(vec3 l, vec3 ambient); +vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); +vec3 scaleFragSoftClip(vec3 l); +vec3 atmosFragAffectDirectionalLight(float intensity, vec3 sunlit); +vec3 fullbrightFragAtmosTransport(vec3 l, vec3 additive, vec3 atten); +vec3 fullbrightScaleSoftClipFrag(vec3 l, vec3 atten); + +void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); + vec4 getPosition_d(vec2 pos_screen, float depth) { vec2 sc = pos_screen.xy*2.0; @@ -107,196 +96,6 @@ vec4 getPosition(vec2 pos_screen) return getPosition_d(pos_screen, depth); } -vec3 getPositionEye() -{ - return vary_PositionEye; -} -vec3 getSunlitColor() -{ - return vary_SunlitColor; -} -vec3 getAmblitColor() -{ - return vary_AmblitColor; -} -vec3 getAdditiveColor() -{ - return vary_AdditiveColor; -} -vec3 getAtmosAttenuation() -{ - return vary_AtmosAttenuation; -} - -void setPositionEye(vec3 v) -{ - vary_PositionEye = v; -} - -void setSunlitColor(vec3 v) -{ - vary_SunlitColor = v; -} - -void setAmblitColor(vec3 v) -{ - vary_AmblitColor = v; -} - -void setAdditiveColor(vec3 v) -{ - vary_AdditiveColor = v; -} - -void setAtmosAttenuation(vec3 v) -{ - vary_AtmosAttenuation = v; -} - -void calcAtmospherics(vec3 inPositionEye, float ambFactor) { - - vec3 P = inPositionEye; - setPositionEye(P); - - vec3 tmpLightnorm = lightnorm.xyz; - - vec3 Pn = normalize(P); - float Plen = length(P); - - vec4 temp1 = vec4(0); - vec3 temp2 = vec3(0); - vec4 blue_weight; - vec4 haze_weight; - vec4 sunlight = sunlight_color; - vec4 light_atten; - - //sunlight attenuation effect (hue and brightness) due to atmosphere - //this is used later for sunlight modulation at various altitudes - light_atten = (blue_density + vec4(haze_density * 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 - - temp1 = blue_density + vec4(haze_density); - blue_weight = blue_density / temp1; - haze_weight = vec4(haze_density) / temp1; - - //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) - temp2.y = max(0.0, tmpLightnorm.y); - temp2.y = 1. / temp2.y; - sunlight *= exp( - light_atten * temp2.y); - - // main atmospheric scattering line integral - temp2.z = Plen * density_multiplier; - - // Transparency (-> temp1) - // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati - // compiler gets confused. - temp1 = exp(-temp1 * temp2.z * distance_multiplier); - - //final atmosphere attenuation factor - setAtmosAttenuation(temp1.rgb); - - //compute haze glow - //(can use temp2.x as temp because we haven't used it yet) - temp2.x = dot(Pn, tmpLightnorm.xyz); - temp2.x = 1. - temp2.x; - //temp2.x is 0 at the sun and increases away from sun - temp2.x = max(temp2.x, .03); //was glow.y - //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - temp2.x *= glow.x; - //higher glow.x gives dimmer glow (because next step is 1 / "angle") - temp2.x = pow(temp2.x, glow.z); - //glow.z should be negative, so we're doing a sort of (1 / "angle") function - - //add "minimum anti-solar illumination" - temp2.x += .25; - - //increase ambient when there are more clouds - vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * 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); - */ - tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); - - //haze color - setAdditiveColor( - vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) - + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x - + tmpAmbient))); - - //brightness of surface both sunlight and ambient - setSunlitColor(vec3(sunlight * .5)); - setAmblitColor(vec3(tmpAmbient * .25)); - setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); -} - -vec3 atmosLighting(vec3 light) -{ - light *= getAtmosAttenuation().r; - light += getAdditiveColor(); - return (2.0 * light); -} - -vec3 atmosTransport(vec3 light) { - light *= getAtmosAttenuation().r; - light += getAdditiveColor() * 2.0; - return light; -} - -vec3 fullbrightAtmosTransport(vec3 light) { - float brightness = dot(light.rgb, vec3(0.33333)); - - return mix(atmosTransport(light.rgb), light.rgb + getAdditiveColor().rgb, brightness * brightness); -} - - - -vec3 atmosGetDiffuseSunlightColor() -{ - return getSunlitColor(); -} - -vec3 scaleDownLight(vec3 light) -{ - return (light / scene_light_strength ); -} - -vec3 scaleUpLight(vec3 light) -{ - return (light * scene_light_strength); -} - -vec3 atmosAmbient(vec3 light) -{ - return getAmblitColor() + light / 2.0; -} - -vec3 atmosAffectDirectionalLight(float lightIntensity) -{ - return getSunlitColor() * lightIntensity; -} - -vec3 scaleSoftClip(vec3 light) -{ - //soft clip effect: - light = 1. - clamp(light, vec3(0.), vec3(1.)); - light = 1. - pow(light, gamma.xxx); - - return light; -} - - -vec3 fullbrightScaleSoftClip(vec3 light) -{ - //soft clip effect: - return light; -} void main() { @@ -324,9 +123,13 @@ void main() vec3 col; float bloom = 0.0; { - calcAtmospherics(pos.xyz, 1.0); + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; + calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten); - col = atmosAmbient(vec3(0)); + col = atmosFragAmbient(vec3(0), amblit); float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); ambient *= 0.5; ambient *= ambient; @@ -334,7 +137,7 @@ void main() col.rgb *= ambient; - col += atmosAffectDirectionalLight(final_da); + col += atmosFragAffectDirectionalLight(final_da, sunlit); col *= diffuse.rgb; @@ -346,7 +149,7 @@ void main() // float sa = dot(refnormpersp, sun_dir.xyz); - vec3 dumbshiny = vary_SunlitColor*(texture2D(lightFunc, vec2(sa, spec.a)).r); + vec3 dumbshiny = sunlit*(texture2D(lightFunc, vec2(sa, spec.a)).r); // add the two types of shiny together vec3 spec_contrib = dumbshiny * spec.rgb; @@ -370,8 +173,8 @@ void main() if (norm.w < 0.5) { - col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a); - col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a); + col = mix(atmosFragLighting(col, additive, atten), fullbrightFragAtmosTransport(col, atten, additive), diffuse.a); + col = mix(scaleFragSoftClip(col), fullbrightScaleSoftClipFrag(col, atten), diffuse.a); } #ifdef WATER_FOG -- cgit v1.2.3 From 67ab0084f87c40bf31d7fadded55cc9ea6299ca2 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Tue, 12 Jun 2018 18:42:07 +0100 Subject: Fix env panel forward action. Make env panel update environment when jumping frame to frame. Add separate funcs for sun/moon vectors in various coord systems. Make haze glow only pay attention to sun (i.e. fix sun glow when moon is near horizon in daytime). --- .../app_settings/shaders/class1/deferred/softenLightF.glsl | 10 ++++++++-- 1 file changed, 8 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index fbfd43a4da..a4543c325e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -56,6 +56,7 @@ uniform mat3 env_mat; uniform mat3 ssao_effect_mat; uniform vec3 sun_dir; +uniform vec3 moon_dir; VARYING vec2 vary_fragcoord; uniform mat4 inv_proj; @@ -106,7 +107,9 @@ void main() float envIntensity = norm.z; norm.xyz = decode_normal(norm.xy); // unpack norm - float da = dot(norm.xyz, sun_dir.xyz); + float da_sun = dot(norm.xyz, sun_dir.xyz); + float da_moon = dot(norm.xyz, moon_dir.xyz); + float da = max(da_sun, da_moon); float final_da = max(0.0,da); final_da = min(final_da, 1.0f); @@ -148,7 +151,10 @@ void main() // the old infinite-sky shiny reflection // - float sa = dot(refnormpersp, sun_dir.xyz); + float sa_sun = dot(refnormpersp, sun_dir.xyz); + float sa_moon = dot(refnormpersp, moon_dir.xyz); + float sa = max(sa_sun, sa_moon); + vec3 dumbshiny = sunlit*(texture2D(lightFunc, vec2(sa, spec.a)).r); // add the two types of shiny together -- cgit v1.2.3 From facc678391417c5fa8ca659adc1d449bba2fd349 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Thu, 9 Aug 2018 22:46:47 +0100 Subject: MAINT-8951 Remove moon_dir related shader code causing sunlight shadow artifacting. --- .../app_settings/shaders/class1/deferred/softenLightF.glsl | 9 ++------- 1 file changed, 2 insertions(+), 7 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index a4543c325e..ec3c0cb68d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -56,7 +56,6 @@ uniform mat3 env_mat; uniform mat3 ssao_effect_mat; uniform vec3 sun_dir; -uniform vec3 moon_dir; VARYING vec2 vary_fragcoord; uniform mat4 inv_proj; @@ -107,9 +106,7 @@ void main() float envIntensity = norm.z; norm.xyz = decode_normal(norm.xy); // unpack norm - float da_sun = dot(norm.xyz, sun_dir.xyz); - float da_moon = dot(norm.xyz, moon_dir.xyz); - float da = max(da_sun, da_moon); + float da = dot(norm.xyz, sun_dir.xyz); float final_da = max(0.0,da); final_da = min(final_da, 1.0f); @@ -151,9 +148,7 @@ void main() // the old infinite-sky shiny reflection // - float sa_sun = dot(refnormpersp, sun_dir.xyz); - float sa_moon = dot(refnormpersp, moon_dir.xyz); - float sa = max(sa_sun, sa_moon); + float sa = dot(refnormpersp, sun_dir.xyz); vec3 dumbshiny = sunlit*(texture2D(lightFunc, vec2(sa, spec.a)).r); -- cgit v1.2.3 From a167f8857fd242e007a6bcbcee80a54a953f29f3 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Fri, 14 Sep 2018 18:42:41 +0100 Subject: SL-1491 Fix name at top of the 3 softenLight shaders so we can differentiate which is in use when using nSight debug. Made class2 softenLightF shader modulate the atmospherics additive to only specular shading to fix lens flare on terrain etc. --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index ec3c0cb68d..4e11a7e2f5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -1,5 +1,5 @@ /** - * @file softenLightF.glsl + * @file class1/deferred/softenLightF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code -- cgit v1.2.3 From 57d89c80945ee0944f745b812487b6e3c16631d2 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Mon, 17 Sep 2018 19:40:21 +0100 Subject: SL-1491 take two: fix non-ALM/class2 atmospherics additive artifacts Modulate class1 softenLight atmospheric additive by specular.a (same fix as for class2). Clamp additive color to <= vec3(0.2) to avoid similar artifacts in non-deferred render path. --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 4e11a7e2f5..7a1968efee 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -174,7 +174,8 @@ void main() if (norm.w < 0.5) { - col = mix(atmosFragLighting(col, additive, atten), fullbrightFragAtmosTransport(col, atten, additive), diffuse.a); + vec3 add = additive * spec.a; + col = mix(atmosFragLighting(col, add, atten), fullbrightFragAtmosTransport(col, atten, add), diffuse.a); col = mix(scaleFragSoftClip(col), fullbrightScaleSoftClipFrag(col, atten), diffuse.a); } -- cgit v1.2.3 From c06bd45df96c117172b83e7f8b2a8e03c5fd88e5 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Fri, 19 Oct 2018 22:58:01 +0100 Subject: SL-9928 De-hackify WL additive to get better match between ALM and non-ALM rendering without bringing back SL-1491 lens flare bug. --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 7a1968efee..c3827e3a56 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -174,7 +174,7 @@ void main() if (norm.w < 0.5) { - vec3 add = additive * spec.a; + vec3 add = additive; col = mix(atmosFragLighting(col, add, atten), fullbrightFragAtmosTransport(col, atten, add), diffuse.a); col = mix(scaleFragSoftClip(col), fullbrightScaleSoftClipFrag(col, atten), diffuse.a); } -- cgit v1.2.3 From 4f267a5723e7da2de36b9f2295e4942a4c8bf6c5 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Thu, 1 Nov 2018 20:28:47 +0100 Subject: SL-9994 Make shaders use consistent naming and parameter order for transport and atmospheric helpers. Share transport and gamma correction code where possible. Add lots of asserts and other validation for when things don't go as planned. Engage dumpShaderSource to get more source output with shader compilation fail. --- .../shaders/class1/deferred/softenLightF.glsl | 29 +++++++--------------- 1 file changed, 9 insertions(+), 20 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index c3827e3a56..5627275df6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -69,13 +69,7 @@ vec3 srgb_to_linear(vec3 cs); vec3 linear_to_srgb(vec3 cl); vec3 decode_normal (vec2 enc); -vec3 atmosFragAmbient(vec3 l, vec3 ambient); vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); -vec3 scaleFragSoftClip(vec3 l); -vec3 atmosFragAffectDirectionalLight(float intensity, vec3 sunlit); -vec3 fullbrightFragAtmosTransport(vec3 l, vec3 additive, vec3 atten); -vec3 fullbrightScaleSoftClipFrag(vec3 l, vec3 atten); - void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); vec4 getPosition_d(vec2 pos_screen, float depth) @@ -123,22 +117,20 @@ void main() vec3 col; float bloom = 0.0; { - vec3 sunlit; - vec3 amblit; - vec3 additive; - vec3 atten; + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten); - col = atmosFragAmbient(vec3(0), amblit); float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); ambient *= 0.5; ambient *= ambient; - ambient = (1.0-ambient); - - col.rgb *= ambient; + ambient = (1.0 - ambient); - col += atmosFragAffectDirectionalLight(final_da, sunlit); - + col = amblit; + col += (final_da * sunlit); + col *= ambient; col *= diffuse.rgb; vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); @@ -174,9 +166,7 @@ void main() if (norm.w < 0.5) { - vec3 add = additive; - col = mix(atmosFragLighting(col, add, atten), fullbrightFragAtmosTransport(col, atten, add), diffuse.a); - col = mix(scaleFragSoftClip(col), fullbrightScaleSoftClipFrag(col, atten), diffuse.a); + col = atmosFragLighting(col, additive, atten); } #ifdef WATER_FOG @@ -187,7 +177,6 @@ void main() col = srgb_to_linear(col); - //col = vec3(1,0,1); //col.g = envIntensity; } -- 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/softenLightF.glsl | 32 +++++----------------- 1 file changed, 7 insertions(+), 25 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 5627275df6..cac3e75f1f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -69,33 +69,17 @@ vec3 srgb_to_linear(vec3 cs); vec3 linear_to_srgb(vec3 cl); vec3 decode_normal (vec2 enc); +vec3 scaleSoftClipFrag(vec3 l); vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); -vec4 getPosition_d(vec2 pos_screen, float depth) -{ - 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) -{ //get position in screen space (world units) given window coordinate and depth map - float depth = texture2DRect(depthMap, pos_screen.xy).a; - return getPosition_d(pos_screen, depth); -} - +vec4 getPositionWithDepth(vec2 pos_screen, float depth); void main() { vec2 tc = vary_fragcoord.xy; float depth = texture2DRect(depthMap, tc.xy).r; - vec3 pos = getPosition_d(tc, depth).xyz; + vec4 pos = getPositionWithDepth(tc, depth); vec4 norm = texture2DRect(normalMap, tc); float envIntensity = norm.z; norm.xyz = decode_normal(norm.xy); // unpack norm @@ -156,27 +140,25 @@ void main() if (envIntensity > 0.0) { //add environmentmap vec3 env_vec = env_mat * refnormpersp; - - vec3 refcol = textureCube(environmentMap, env_vec).rgb; - - col = mix(col.rgb, refcol, - envIntensity); + col = mix(col.rgb, refcol, envIntensity); } if (norm.w < 0.5) { col = atmosFragLighting(col, additive, atten); + col = scaleSoftClipFrag(col); } #ifdef WATER_FOG - vec4 fogged = applyWaterFogView(pos,vec4(col, bloom)); + vec4 fogged = applyWaterFogView(pos.xyz,vec4(col, bloom)); col = fogged.rgb; bloom = fogged.a; #endif col = srgb_to_linear(col); + //col = vec3(1,0,1); //col.g = envIntensity; } -- 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/softenLightF.glsl | 32 +++++++++++++++++----- 1 file changed, 25 insertions(+), 7 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index cac3e75f1f..5627275df6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -69,17 +69,33 @@ vec3 srgb_to_linear(vec3 cs); vec3 linear_to_srgb(vec3 cl); vec3 decode_normal (vec2 enc); -vec3 scaleSoftClipFrag(vec3 l); vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); -vec4 getPositionWithDepth(vec2 pos_screen, float depth); +vec4 getPosition_d(vec2 pos_screen, float depth) +{ + 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) +{ //get position in screen space (world units) given window coordinate and depth map + float depth = texture2DRect(depthMap, pos_screen.xy).a; + return getPosition_d(pos_screen, depth); +} + void main() { vec2 tc = vary_fragcoord.xy; float depth = texture2DRect(depthMap, tc.xy).r; - vec4 pos = getPositionWithDepth(tc, depth); + vec3 pos = getPosition_d(tc, depth).xyz; vec4 norm = texture2DRect(normalMap, tc); float envIntensity = norm.z; norm.xyz = decode_normal(norm.xy); // unpack norm @@ -140,25 +156,27 @@ void main() if (envIntensity > 0.0) { //add environmentmap vec3 env_vec = env_mat * refnormpersp; + + vec3 refcol = textureCube(environmentMap, env_vec).rgb; - col = mix(col.rgb, refcol, envIntensity); + + col = mix(col.rgb, refcol, + envIntensity); } if (norm.w < 0.5) { col = atmosFragLighting(col, additive, atten); - col = scaleSoftClipFrag(col); } #ifdef WATER_FOG - vec4 fogged = applyWaterFogView(pos.xyz,vec4(col, bloom)); + vec4 fogged = applyWaterFogView(pos,vec4(col, bloom)); col = fogged.rgb; bloom = fogged.a; #endif col = srgb_to_linear(col); - //col = vec3(1,0,1); //col.g = envIntensity; } -- cgit v1.2.3 From a49e2b604e6b505e083e24b10e39053196d917c1 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Mon, 12 Nov 2018 15:54:53 -0800 Subject: SL-10044 SL-10045 Fix class 1 and 2 transport/gamma funcs and made usage consistent across all shaders. Fix class1\environment\waterV reverting to old d1/d2 names for wave directions. --- .../app_settings/shaders/class1/deferred/softenLightF.glsl | 13 +++++++++---- 1 file changed, 9 insertions(+), 4 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 5627275df6..18259ed9ed 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -70,8 +70,12 @@ vec3 linear_to_srgb(vec3 cl); vec3 decode_normal (vec2 enc); vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); +vec3 fullbrightAtmosTransportFrag(vec3 l, vec3 additive, vec3 atten); void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); +vec3 scaleSoftClip(vec3 l); +vec3 fullbrightScaleSoftClip(vec3 l); + vec4 getPosition_d(vec2 pos_screen, float depth) { vec2 sc = pos_screen.xy*2.0; @@ -129,8 +133,8 @@ void main() ambient = (1.0 - ambient); col = amblit; - col += (final_da * sunlit); col *= ambient; + col += (final_da * sunlit); col *= diffuse.rgb; vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); @@ -141,7 +145,6 @@ void main() // float sa = dot(refnormpersp, sun_dir.xyz); - vec3 dumbshiny = sunlit*(texture2D(lightFunc, vec2(sa, spec.a)).r); // add the two types of shiny together @@ -166,17 +169,19 @@ void main() if (norm.w < 0.5) { - col = atmosFragLighting(col, additive, atten); + col = mix(atmosFragLighting(col, additive, atten), fullbrightAtmosTransportFrag(col, additive, atten), diffuse.a); + col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a); } #ifdef WATER_FOG - vec4 fogged = applyWaterFogView(pos,vec4(col, bloom)); + vec4 fogged = applyWaterFogView(pos.xyz,vec4(col, bloom)); col = fogged.rgb; bloom = fogged.a; #endif col = srgb_to_linear(col); + //col = vec3(1,0,1); //col.g = envIntensity; } -- cgit v1.2.3 From c4630a4b15c6297ae669a2030b8fbc4a1490cee4 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Wed, 14 Nov 2018 19:23:16 -0800 Subject: Work around broken deps on atmospheric vars in the frag-based deferred lighting pipe. --- .../shaders/class1/deferred/softenLightF.glsl | 184 ++++++++++----------- 1 file changed, 88 insertions(+), 96 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 18259ed9ed..5813dd84ee 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -41,7 +41,7 @@ uniform sampler2DRect normalMap; uniform sampler2DRect lightMap; uniform sampler2DRect depthMap; uniform samplerCube environmentMap; -uniform sampler2D lightFunc; +uniform sampler2D lightFunc; uniform float blur_size; uniform float blur_fidelity; @@ -78,114 +78,106 @@ vec3 fullbrightScaleSoftClip(vec3 l); vec4 getPosition_d(vec2 pos_screen, float depth) { - 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; + 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) { //get position in screen space (world units) given window coordinate and depth map - float depth = texture2DRect(depthMap, pos_screen.xy).a; - return getPosition_d(pos_screen, depth); + float depth = texture2DRect(depthMap, pos_screen.xy).a; + return getPosition_d(pos_screen, depth); } void main() { - vec2 tc = vary_fragcoord.xy; - float depth = texture2DRect(depthMap, tc.xy).r; - vec3 pos = getPosition_d(tc, depth).xyz; - vec4 norm = texture2DRect(normalMap, tc); - float envIntensity = norm.z; - norm.xyz = decode_normal(norm.xy); // unpack norm - - float da = dot(norm.xyz, sun_dir.xyz); - - float final_da = max(0.0,da); - final_da = min(final_da, 1.0f); - -// why an ad hoc gamma boost here? srgb_to_linear instead? - final_da = pow(final_da, 1.0/1.3); - - vec4 diffuse = texture2DRect(diffuseRect, tc); - - //convert to gamma space - diffuse.rgb = linear_to_srgb(diffuse.rgb); - - vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); - vec3 col; - float bloom = 0.0; - { + vec2 tc = vary_fragcoord.xy; + float depth = texture2DRect(depthMap, tc.xy).r; + vec3 pos = getPosition_d(tc, depth).xyz; + vec4 norm = texture2DRect(normalMap, tc); + float envIntensity = norm.z; + norm.xyz = decode_normal(norm.xy); // unpack norm + + float da = dot(norm.xyz, sun_dir.xyz); + + float final_da = clamp(da, 0.0, 1.0); + final_da = pow(final_da, 1.0/1.3); + + vec4 diffuse = texture2DRect(diffuseRect, tc); + + //convert to gamma space + diffuse.rgb = linear_to_srgb(diffuse.rgb); + + vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); + vec3 col; + float bloom = 0.0; + { vec3 sunlit; vec3 amblit; vec3 additive; vec3 atten; - calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten); - - float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); - ambient *= 0.5; - ambient *= ambient; - ambient = (1.0 - ambient); - - col = amblit; + calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten); + + float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); + ambient *= 0.5; + ambient *= ambient; + ambient = (1.0 - ambient); + + col = amblit; col *= ambient; - col += (final_da * sunlit); - col *= diffuse.rgb; - - vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); - - if (spec.a > 0.0) // specular reflection - { - // the old infinite-sky shiny reflection - // - - float sa = dot(refnormpersp, sun_dir.xyz); - vec3 dumbshiny = sunlit*(texture2D(lightFunc, vec2(sa, spec.a)).r); - - // add the two types of shiny together - vec3 spec_contrib = dumbshiny * spec.rgb; - bloom = dot(spec_contrib, spec_contrib) / 6; - col += spec_contrib; - } - - - col = mix(col.rgb, diffuse.rgb, diffuse.a); - - if (envIntensity > 0.0) - { //add environmentmap - vec3 env_vec = env_mat * refnormpersp; - - - vec3 refcol = textureCube(environmentMap, env_vec).rgb; - - col = mix(col.rgb, refcol, - envIntensity); - } - - if (norm.w < 0.5) - { - col = mix(atmosFragLighting(col, additive, atten), fullbrightAtmosTransportFrag(col, additive, atten), diffuse.a); - col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a); - } - - #ifdef WATER_FOG - vec4 fogged = applyWaterFogView(pos.xyz,vec4(col, bloom)); - col = fogged.rgb; - bloom = fogged.a; - #endif - - col = srgb_to_linear(col); - - //col = vec3(1,0,1); - //col.g = envIntensity; - } - - frag_color.rgb = col.rgb; - frag_color.a = bloom; + col += (final_da * sunlit); + col *= diffuse.rgb; + + vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); + + if (spec.a > 0.0) // specular reflection + { + // the old infinite-sky shiny reflection + // + + float sa = dot(refnormpersp, sun_dir.xyz); + vec3 dumbshiny = sunlit*(texture2D(lightFunc, vec2(sa, spec.a)).r); + + // add the two types of shiny together + vec3 spec_contrib = dumbshiny * spec.rgb; + bloom = dot(spec_contrib, spec_contrib) / 6; + col += spec_contrib; + } + + col = mix(col.rgb, diffuse.rgb, diffuse.a); + + if (envIntensity > 0.0) + { //add environmentmap + vec3 env_vec = env_mat * refnormpersp; + vec3 refcol = textureCube(environmentMap, env_vec).rgb; + col = mix(col.rgb, refcol, envIntensity); + } + + if (norm.w < 0.5) + { + col = mix(atmosFragLighting(col, additive, atten), fullbrightAtmosTransportFrag(col, additive, atten), diffuse.a); + col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a); + } + + #ifdef WATER_FOG + vec4 fogged = applyWaterFogView(pos.xyz,vec4(col, bloom)); + col = fogged.rgb; + bloom = fogged.a; + #endif + + col = srgb_to_linear(col); + + //col = vec3(1,0,1); + //col.g = envIntensity; + } + + frag_color.rgb = col.rgb; + frag_color.a = bloom; } -- cgit v1.2.3 From b6fa72d3c4d02527f6d118eadc9ba1ac48a297f5 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Mon, 3 Dec 2018 15:33:15 -0800 Subject: SL-10055 Modify handling of directional light to prefer sun when it is up but use moon dir/color when it is alone in the sky. Modify handling of shader in shaders to get some shadowing of ambient and nighttime shadowing. --- .../app_settings/shaders/class1/deferred/softenLightF.glsl | 12 +++++++----- 1 file changed, 7 insertions(+), 5 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 5813dd84ee..41eb06126b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -56,6 +56,7 @@ uniform mat3 env_mat; uniform mat3 ssao_effect_mat; uniform vec3 sun_dir; +uniform vec3 moon_dir; VARYING vec2 vary_fragcoord; uniform mat4 inv_proj; @@ -104,15 +105,17 @@ void main() float envIntensity = norm.z; norm.xyz = decode_normal(norm.xy); // unpack norm - float da = dot(norm.xyz, sun_dir.xyz); + float da_sun = dot(norm.xyz, normalize(sun_dir.xyz)); + float da_moon = dot(norm.xyz, normalize(moon_dir.xyz)); + float da = max(da_sun, da_moon); float final_da = clamp(da, 0.0, 1.0); - final_da = pow(final_da, 1.0/1.3); + final_da = pow(final_da, global_gamma); vec4 diffuse = texture2DRect(diffuseRect, tc); //convert to gamma space - diffuse.rgb = linear_to_srgb(diffuse.rgb); + //diffuse.rgb = linear_to_srgb(diffuse.rgb); vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); vec3 col; @@ -171,8 +174,7 @@ void main() bloom = fogged.a; #endif - col = srgb_to_linear(col); - + //col = srgb_to_linear(col); //col = vec3(1,0,1); //col.g = envIntensity; } -- cgit v1.2.3 From 26c1430a04de585c1823569b60dc99abc798231b Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Wed, 5 Dec 2018 13:08:06 -0800 Subject: Shader cleanup and consolidation of use of sRGB conversion funcs. --- .../shaders/class1/deferred/softenLightF.glsl | 34 ++++++++-------------- 1 file changed, 12 insertions(+), 22 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 41eb06126b..2ba766a0c4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -66,10 +66,7 @@ uniform vec2 screen_res; vec4 applyWaterFogView(vec3 pos, vec4 color); #endif -vec3 srgb_to_linear(vec3 cs); -vec3 linear_to_srgb(vec3 cl); vec3 decode_normal (vec2 enc); - vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); vec3 fullbrightAtmosTransportFrag(vec3 l, vec3 additive, vec3 atten); void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); @@ -114,13 +111,10 @@ void main() vec4 diffuse = texture2DRect(diffuseRect, tc); - //convert to gamma space - //diffuse.rgb = linear_to_srgb(diffuse.rgb); - - vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); - vec3 col; - float bloom = 0.0; - { + vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); + vec3 col; + float bloom = 0.0; + { vec3 sunlit; vec3 amblit; vec3 additive; @@ -168,18 +162,14 @@ void main() col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a); } - #ifdef WATER_FOG - vec4 fogged = applyWaterFogView(pos.xyz,vec4(col, bloom)); - col = fogged.rgb; - bloom = fogged.a; - #endif - - //col = srgb_to_linear(col); - //col = vec3(1,0,1); - //col.g = envIntensity; - } + #ifdef WATER_FOG + vec4 fogged = applyWaterFogView(pos.xyz,vec4(col, bloom)); + col = fogged.rgb; + bloom = fogged.a; + #endif + } - frag_color.rgb = col.rgb; - frag_color.a = bloom; + frag_color.rgb = col.rgb; + frag_color.a = bloom; } -- 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/softenLightF.glsl | 36 ++++++++++------------ 1 file changed, 16 insertions(+), 20 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 2ba766a0c4..0de38a3d62 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -86,18 +86,14 @@ vec4 getPosition_d(vec2 pos_screen, float depth) return pos; } -vec4 getPosition(vec2 pos_screen) -{ //get position in screen space (world units) given window coordinate and depth map - float depth = texture2DRect(depthMap, pos_screen.xy).a; - return getPosition_d(pos_screen, depth); -} - +vec4 getPositionWithDepth(vec2 pos_screen, float depth); +vec4 getPosition(vec2 pos_screen); void main() { vec2 tc = vary_fragcoord.xy; float depth = texture2DRect(depthMap, tc.xy).r; - vec3 pos = getPosition_d(tc, depth).xyz; + vec3 pos = getPositionWithDepth(tc, depth).xyz; vec4 norm = texture2DRect(normalMap, tc); float envIntensity = norm.z; norm.xyz = decode_normal(norm.xy); // unpack norm @@ -107,14 +103,14 @@ void main() float da = max(da_sun, da_moon); float final_da = clamp(da, 0.0, 1.0); - final_da = pow(final_da, global_gamma); + final_da = pow(final_da, global_gamma + 0.3); vec4 diffuse = texture2DRect(diffuseRect, tc); - vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); - vec3 col; - float bloom = 0.0; - { + vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); + vec3 col; + float bloom = 0.0; + { vec3 sunlit; vec3 amblit; vec3 additive; @@ -162,14 +158,14 @@ void main() col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a); } - #ifdef WATER_FOG - vec4 fogged = applyWaterFogView(pos.xyz,vec4(col, bloom)); - col = fogged.rgb; - bloom = fogged.a; - #endif - } + #ifdef WATER_FOG + vec4 fogged = applyWaterFogView(pos.xyz,vec4(col, bloom)); + col = fogged.rgb; + bloom = fogged.a; + #endif + } - frag_color.rgb = col.rgb; - frag_color.a = bloom; + frag_color.rgb = col.rgb; + frag_color.a = bloom; } -- 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). --- .../shaders/class1/deferred/softenLightF.glsl | 29 ++++++---------------- 1 file changed, 8 insertions(+), 21 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 0de38a3d62..f0b038cc93 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -74,31 +74,18 @@ void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, vec3 scaleSoftClip(vec3 l); vec3 fullbrightScaleSoftClip(vec3 l); -vec4 getPosition_d(vec2 pos_screen, float depth) -{ - 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 getPositionWithDepth(vec2 pos_screen, float depth); -vec4 getPosition(vec2 pos_screen); void main() { - vec2 tc = vary_fragcoord.xy; - float depth = texture2DRect(depthMap, tc.xy).r; - vec3 pos = getPositionWithDepth(tc, depth).xyz; - vec4 norm = texture2DRect(normalMap, tc); - float envIntensity = norm.z; - norm.xyz = decode_normal(norm.xy); // unpack norm - - float da_sun = dot(norm.xyz, normalize(sun_dir.xyz)); + vec2 tc = vary_fragcoord.xy; + float depth = texture2DRect(depthMap, tc.xy).r; + vec4 pos = getPositionWithDepth(tc, depth); + vec4 norm = texture2DRect(normalMap, tc); + float envIntensity = norm.z; + norm.xyz = decode_normal(norm.xy); // unpack norm + + float da_sun = dot(norm.xyz, normalize(sun_dir.xyz)); float da_moon = dot(norm.xyz, normalize(moon_dir.xyz)); float da = max(da_sun, da_moon); -- 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). --- .../shaders/class1/deferred/softenLightF.glsl | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index f0b038cc93..9e0079e0e9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -66,7 +66,7 @@ uniform vec2 screen_res; vec4 applyWaterFogView(vec3 pos, vec4 color); #endif -vec3 decode_normal (vec2 enc); +vec3 getNorm(vec2 pos_screen); vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); vec3 fullbrightAtmosTransportFrag(vec3 l, vec3 additive, vec3 atten); void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); @@ -78,14 +78,14 @@ vec4 getPositionWithDepth(vec2 pos_screen, float depth); void main() { - vec2 tc = vary_fragcoord.xy; - float depth = texture2DRect(depthMap, tc.xy).r; - vec4 pos = getPositionWithDepth(tc, depth); - vec4 norm = texture2DRect(normalMap, tc); - float envIntensity = norm.z; - norm.xyz = decode_normal(norm.xy); // unpack norm - - float da_sun = dot(norm.xyz, normalize(sun_dir.xyz)); + vec2 tc = vary_fragcoord.xy; + float depth = texture2DRect(depthMap, tc.xy).r; + vec4 pos = getPositionWithDepth(tc, depth); + vec4 norm = texture2DRect(normalMap, tc); + float envIntensity = norm.z; + norm.xyz = getNorm(tc); + + float da_sun = dot(norm.xyz, normalize(sun_dir.xyz)); float da_moon = dot(norm.xyz, normalize(moon_dir.xyz)); float da = max(da_sun, da_moon); -- cgit v1.2.3 From 6f820163ce3a42eb90edba6f3907952e7d83517c Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Tue, 26 Feb 2019 14:51:02 -0800 Subject: SL-10566 part the first Tie using deferred rendering in water reflection/distortion map generation to debug var again (claw back some performance lost to doing post-deferred in water map generation). Edit softenLightF for class1/class2 to make them comparable again. --- .../shaders/class1/deferred/softenLightF.glsl | 56 ++++++++++++++-------- 1 file changed, 37 insertions(+), 19 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 9e0079e0e9..bd187ed5fc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -57,6 +57,7 @@ uniform mat3 ssao_effect_mat; uniform vec3 sun_dir; uniform vec3 moon_dir; +uniform int sun_up_factor; VARYING vec2 vary_fragcoord; uniform mat4 inv_proj; @@ -69,7 +70,16 @@ vec4 applyWaterFogView(vec3 pos, vec4 color); vec3 getNorm(vec2 pos_screen); vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); vec3 fullbrightAtmosTransportFrag(vec3 l, vec3 additive, vec3 atten); + +#if defined(VERT_ATMOSPHERICS) +vec3 getPositionEye(); +vec3 getSunlitColor(); +vec3 getAmblitColor(); +vec3 getAdditiveColor(); +vec3 getAtmosAttenuation(); +#else void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); +#endif vec3 scaleSoftClip(vec3 l); vec3 fullbrightScaleSoftClip(vec3 l); @@ -84,13 +94,14 @@ void main() vec4 norm = texture2DRect(normalMap, tc); float envIntensity = norm.z; norm.xyz = getNorm(tc); - - float da_sun = dot(norm.xyz, normalize(sun_dir.xyz)); - float da_moon = dot(norm.xyz, normalize(moon_dir.xyz)); - float da = max(da_sun, da_moon); + + vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; + + float da = dot(normalize(norm.xyz), light_dir.xyz); + da = clamp(da, 0.0, 1.0); - float final_da = clamp(da, 0.0, 1.0); - final_da = pow(final_da, global_gamma + 0.3); + float light_gamma = 1.0/1.3; + da = pow(da, light_gamma); vec4 diffuse = texture2DRect(diffuseRect, tc); @@ -102,25 +113,33 @@ void main() vec3 amblit; vec3 additive; vec3 atten; + +#if defined(VERT_ATMOSPHERICS) + sunlit = getSunlitColor(); + amblit = getAmblitColor(); + additive = getAdditiveColor(); + atten = getAtmosAttenuation(); +#else calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten); - - float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); +#endif + + float ambient = min(abs(da), 1.0); ambient *= 0.5; ambient *= ambient; - ambient = (1.0 - ambient); + ambient = 1.0 - ambient; + + vec3 sun_contrib = da * sunlit; + + col.rgb = amblit; + col.rgb *= ambient; + col.rgb += sun_contrib; + col.rgb *= diffuse.rgb; - col = amblit; - col *= ambient; - col += (final_da * sunlit); - col *= diffuse.rgb; - vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); if (spec.a > 0.0) // specular reflection { // the old infinite-sky shiny reflection - // - float sa = dot(refnormpersp, sun_dir.xyz); vec3 dumbshiny = sunlit*(texture2D(lightFunc, vec2(sa, spec.a)).r); @@ -131,12 +150,12 @@ void main() } col = mix(col.rgb, diffuse.rgb, diffuse.a); - + if (envIntensity > 0.0) { //add environmentmap vec3 env_vec = env_mat * refnormpersp; vec3 refcol = textureCube(environmentMap, env_vec).rgb; - col = mix(col.rgb, refcol, envIntensity); + col = mix(col.rgb, refcol, envIntensity); } if (norm.w < 0.5) @@ -155,4 +174,3 @@ void main() frag_color.rgb = col.rgb; frag_color.a = bloom; } - -- cgit v1.2.3 From 423fa1ac297e39c9395f45490278b8751188b6db Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Thu, 7 Mar 2019 10:56:26 -0800 Subject: SL-10618, SL-10698 Fix reflection/distortion map culling planes again. Fix broken handling of shadow disables in ALM forward shaders. --- .../shaders/class1/deferred/softenLightF.glsl | 15 --------------- 1 file changed, 15 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index bd187ed5fc..07a24698a9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -71,15 +71,7 @@ vec3 getNorm(vec2 pos_screen); vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); vec3 fullbrightAtmosTransportFrag(vec3 l, vec3 additive, vec3 atten); -#if defined(VERT_ATMOSPHERICS) -vec3 getPositionEye(); -vec3 getSunlitColor(); -vec3 getAmblitColor(); -vec3 getAdditiveColor(); -vec3 getAtmosAttenuation(); -#else void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); -#endif vec3 scaleSoftClip(vec3 l); vec3 fullbrightScaleSoftClip(vec3 l); @@ -114,14 +106,7 @@ void main() vec3 additive; vec3 atten; -#if defined(VERT_ATMOSPHERICS) - sunlit = getSunlitColor(); - amblit = getAmblitColor(); - additive = getAdditiveColor(); - atten = getAtmosAttenuation(); -#else calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten); -#endif float ambient = min(abs(da), 1.0); ambient *= 0.5; -- cgit v1.2.3 From 53f3755a4629206754a5695de233d88062a54d3d Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Thu, 7 Mar 2019 15:09:34 -0800 Subject: Fix tabs. --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 07a24698a9..a39a73f1b6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -125,7 +125,7 @@ void main() if (spec.a > 0.0) // specular reflection { // the old infinite-sky shiny reflection - float sa = dot(refnormpersp, sun_dir.xyz); + float sa = dot(refnormpersp, light_dir.xyz); vec3 dumbshiny = sunlit*(texture2D(lightFunc, vec2(sa, spec.a)).r); // add the two types of shiny together -- cgit v1.2.3 From 558eaef3ea09ff560c1fead65f1d1b3b75b4bdc5 Mon Sep 17 00:00:00 2001 From: Geenz Date: Mon, 1 Apr 2019 23:09:43 -0700 Subject: Make sure that atmospheric calcs aren't done twice. The atomospherics were being applied both in the G-buffer and during the sun light pass. This ensures that is not the case. Additionally, re-enable specular on the water plane, scale the bloom factor to something more reasonable, and also someone broke specular on emissive surfaces. That's fixed too now. --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index a39a73f1b6..a04a24955e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -130,11 +130,11 @@ void main() // add the two types of shiny together vec3 spec_contrib = dumbshiny * spec.rgb; - bloom = dot(spec_contrib, spec_contrib) / 6; + bloom = dot(spec_contrib, spec_contrib) / 32; col += spec_contrib; } - col = mix(col.rgb, diffuse.rgb, diffuse.a); + col.rgb += diffuse.a * diffuse.rgb; if (envIntensity > 0.0) { //add environmentmap -- cgit v1.2.3 From 6b54c48dff9a38a0a1410ed9bcd06d2667320df3 Mon Sep 17 00:00:00 2001 From: Geenz Date: Mon, 1 Apr 2019 23:25:48 -0700 Subject: Scale the specular contribution to account for brighter highlights. This is more or less to achieve the non-ALM bloom behavior in most circumstances. Why scale it? Normalized blinn-phong gets brighter the higher the specular exponent. As it stood, the old spec contribution was extremely bright despite looking "correct". This is largely eyeballed, but generally looks better for all light sources applied to the surface of the water. --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index a04a24955e..cbeab3fc72 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -130,7 +130,7 @@ void main() // add the two types of shiny together vec3 spec_contrib = dumbshiny * spec.rgb; - bloom = dot(spec_contrib, spec_contrib) / 32; + bloom = dot(spec_contrib, spec_contrib) / 6; col += spec_contrib; } -- cgit v1.2.3 From f07a1741e91fe44423d27585e4eeb7b69542e299 Mon Sep 17 00:00:00 2001 From: Geenz Date: Tue, 2 Apr 2019 01:28:57 -0700 Subject: Make sure emissive is actually handled with atmospherics consistently. --- .../newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index cbeab3fc72..2df55f6cfc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -145,8 +145,10 @@ void main() if (norm.w < 0.5) { - col = mix(atmosFragLighting(col, additive, atten), fullbrightAtmosTransportFrag(col, additive, atten), diffuse.a); - col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a); + //col = mix(atmosFragLighting(col, additive, atten), fullbrightAtmosTransportFrag(col, additive, atten), diffuse.a); + //col = mix(scaleSoftClipFrag(col), fullbrightScaleSoftClipFrag(col, additive, atten), diffuse.a); + col = atmosFragLighting(col, additive, atten); + col = scaleSoftClipFrag(col); } #ifdef WATER_FOG -- cgit v1.2.3 From e4bac71ac38f04eca96f4e3c932b51bd0d7432a1 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Tue, 2 Apr 2019 14:14:19 -0700 Subject: Fix shader link fail from forward decl of wrong soft clip func in class 1. Fix trying to bind diffuse maps for shader without uniform in shadow shaders. Clean up merge fail around mShaderLevel namechange. --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 5 +---- 1 file changed, 1 insertion(+), 4 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 2df55f6cfc..e22240727c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -73,8 +73,7 @@ vec3 fullbrightAtmosTransportFrag(vec3 l, vec3 additive, vec3 atten); void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); -vec3 scaleSoftClip(vec3 l); -vec3 fullbrightScaleSoftClip(vec3 l); +vec3 scaleSoftClipFrag(vec3 l); vec4 getPositionWithDepth(vec2 pos_screen, float depth); @@ -145,8 +144,6 @@ void main() if (norm.w < 0.5) { - //col = mix(atmosFragLighting(col, additive, atten), fullbrightAtmosTransportFrag(col, additive, atten), diffuse.a); - //col = mix(scaleSoftClipFrag(col), fullbrightScaleSoftClipFrag(col, additive, atten), diffuse.a); col = atmosFragLighting(col, additive, atten); col = scaleSoftClipFrag(col); } -- cgit v1.2.3 From 0e9193d84c0f96b890123f092f22f81ae84fe6dc Mon Sep 17 00:00:00 2001 From: Geenz Date: Wed, 3 Apr 2019 15:51:20 -0700 Subject: Make sure that the SL BRDF is being applied to objects lit by the sun and moon. Fixes BUG-226620 --HG-- branch : BUG-226620 --- .../shaders/class1/deferred/softenLightF.glsl | 28 +++++++++++++++------- 1 file changed, 20 insertions(+), 8 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index e22240727c..97b5e56529 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -123,14 +123,26 @@ void main() if (spec.a > 0.0) // specular reflection { - // the old infinite-sky shiny reflection - float sa = dot(refnormpersp, light_dir.xyz); - vec3 dumbshiny = sunlit*(texture2D(lightFunc, vec2(sa, spec.a)).r); - - // add the two types of shiny together - vec3 spec_contrib = dumbshiny * spec.rgb; - bloom = dot(spec_contrib, spec_contrib) / 6; - col += spec_contrib; + vec3 npos = -normalize(pos.xyz); + + //vec3 ref = dot(pos+lv, norm); + vec3 h = normalize(light_dir.xyz+npos); + float nh = dot(norm.xyz, h); + float nv = dot(norm.xyz, npos); + float vh = dot(npos, h); + float sa = nh; + float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; + + float gtdenom = 2 * nh; + float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); + + if (nh > 0.0) + { + float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); + vec3 speccol = sun_contrib*scol*spec.rgb; + speccol = max(speccol, vec3(0)); + col += speccol; + } } col.rgb += diffuse.a * diffuse.rgb; -- cgit v1.2.3 From a615dc049ec1f57d3938a8b49a8f0502b4ce2523 Mon Sep 17 00:00:00 2001 From: Geenz Date: Wed, 3 Apr 2019 16:01:12 -0700 Subject: Bring back specular bloom. --HG-- branch : BUG-226620 --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 1 + 1 file changed, 1 insertion(+) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 97b5e56529..e44b441727 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -141,6 +141,7 @@ void main() float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); vec3 speccol = sun_contrib*scol*spec.rgb; speccol = max(speccol, vec3(0)); + bloom = dot (speccol, speccol) / 2; col += speccol; } } -- cgit v1.2.3 From fff2aecf7f96de9e53620887210487a48dd45580 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Fri, 5 Apr 2019 14:35:55 -0700 Subject: SL-10821 Fix directionality of da and preserve bumps on completely shadowed areas. --- .../app_settings/shaders/class1/deferred/softenLightF.glsl | 12 +++++++----- 1 file changed, 7 insertions(+), 5 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index e44b441727..361ed40eaf 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -86,13 +86,15 @@ void main() float envIntensity = norm.z; norm.xyz = getNorm(tc); + float light_gamma = 1.0/1.3; vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; float da = dot(normalize(norm.xyz), light_dir.xyz); - da = clamp(da, 0.0, 1.0); + da = clamp(da, -1.0, 1.0); - float light_gamma = 1.0/1.3; - da = pow(da, light_gamma); + float final_da = da; + final_da = clamp(final_da, 0.0, 1.0); + final_da = pow(final_da, light_gamma); vec4 diffuse = texture2DRect(diffuseRect, tc); @@ -107,12 +109,12 @@ void main() calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten); - float ambient = min(abs(da), 1.0); + float ambient = da; ambient *= 0.5; ambient *= ambient; ambient = 1.0 - ambient; - vec3 sun_contrib = da * sunlit; + vec3 sun_contrib = final_da * sunlit; col.rgb = amblit; col.rgb *= ambient; -- cgit v1.2.3 From 282f91aaf38cd108ee96475e351623ae203c57a6 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Mon, 8 Apr 2019 10:34:59 -0700 Subject: Make ambient clamping consistent between class1/2 deferred lighting and forward rendering. Add decls for intermediate lighting values for debug. --- .../app_settings/shaders/class1/deferred/softenLightF.glsl | 11 +++++++++++ 1 file changed, 11 insertions(+) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 361ed40eaf..4b9e8290dd 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -112,15 +112,24 @@ void main() float ambient = da; ambient *= 0.5; ambient *= ambient; + ambient = max(0.66, ambient); ambient = 1.0 - ambient; vec3 sun_contrib = final_da * sunlit; col.rgb = amblit; col.rgb *= ambient; + +vec3 post_ambient = col.rgb; + col.rgb += sun_contrib; + +vec3 post_sunlight = col.rgb; + col.rgb *= diffuse.rgb; +vec3 post_diffuse = col.rgb; + vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); if (spec.a > 0.0) // specular reflection @@ -168,6 +177,8 @@ void main() col = fogged.rgb; bloom = fogged.a; #endif + +//col.rgb = post_diffuse; } frag_color.rgb = col.rgb; -- cgit v1.2.3 From 08812cbe060e62cb8b61e91bc2f878a74a0015e5 Mon Sep 17 00:00:00 2001 From: Geenz Date: Wed, 10 Apr 2019 02:11:07 -0700 Subject: Separate out vertex program objects from fragment program objects and use it. Given that mShaderObjects only ever expects one copy of a given shader object (leading to lots of "shaderV" and "shaderF"), it made having utility shaders a bit more difficult to incorporate. This change makes sure the two are separated. Using this over a multimap largely for readibility. Also, actually, you know, use this functionality. --HG-- branch : OPEN-340 --- .../newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 4b9e8290dd..c599c14b43 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -73,6 +73,8 @@ vec3 fullbrightAtmosTransportFrag(vec3 l, vec3 additive, vec3 atten); void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); +void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); + vec3 scaleSoftClipFrag(vec3 l); vec4 getPositionWithDepth(vec2 pos_screen, float depth); @@ -107,8 +109,8 @@ void main() vec3 additive; vec3 atten; - calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten); - + calcAtmosphericVars(pos.xyz, 1.0, sunlit, amblit, additive, atten); + sunlit *= 0.5; float ambient = da; ambient *= 0.5; ambient *= ambient; -- cgit v1.2.3 From d7d8a15092c91f6fa55547515b243b61a78868ff Mon Sep 17 00:00:00 2001 From: Geenz Date: Wed, 10 Apr 2019 02:49:25 -0700 Subject: Fullbright + elimination of all references to calcFragAtmospherics. --HG-- branch : OPEN-340 --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index c599c14b43..b166f45bce 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -71,8 +71,6 @@ vec3 getNorm(vec2 pos_screen); vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); vec3 fullbrightAtmosTransportFrag(vec3 l, vec3 additive, vec3 atten); -void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); - void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); vec3 scaleSoftClipFrag(vec3 l); @@ -168,7 +166,7 @@ vec3 post_diffuse = col.rgb; col = mix(col.rgb, refcol, envIntensity); } - if (norm.w < 0.5) + //if (norm.w < 0.5) { col = atmosFragLighting(col, additive, atten); col = scaleSoftClipFrag(col); -- cgit v1.2.3 From de1a88d6bb17e767a9db8979ea2f7c0b3ba4cb41 Mon Sep 17 00:00:00 2001 From: Geenz Date: Wed, 10 Apr 2019 03:20:04 -0700 Subject: Revive the shading model that masks fog. --HG-- branch : OPEN-340 --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index b166f45bce..ff30004ffd 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -166,7 +166,7 @@ vec3 post_diffuse = col.rgb; col = mix(col.rgb, refcol, envIntensity); } - //if (norm.w < 0.5) + if (norm.w < 1) { col = atmosFragLighting(col, additive, atten); col = scaleSoftClipFrag(col); -- cgit v1.2.3 From 27184c74b4b8085e362c6e21d5d1071889476fe9 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Wed, 10 Apr 2019 13:43:58 -0700 Subject: SL-10901 Fix up shadow sampling and tweak shadow biasing. Clean up shader decls of unused funcs. Clean up whitespace diffs from release. --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index ff30004ffd..476a1216d3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -151,8 +151,8 @@ vec3 post_diffuse = col.rgb; { float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); vec3 speccol = sun_contrib*scol*spec.rgb; - speccol = max(speccol, vec3(0)); - bloom = dot (speccol, speccol) / 2; + speccol = clamp(speccol, vec3(0), vec3(1)); + bloom = dot(speccol, speccol) / 2; col += speccol; } } -- cgit v1.2.3 From 508ca2d458b6ae23909c88615498b629da0ca76e Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Mon, 15 Apr 2019 11:52:24 -0700 Subject: SL-10959 Scale down of bloom was off by a factor of 3 or so. --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 476a1216d3..71fbe5df57 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -152,7 +152,7 @@ vec3 post_diffuse = col.rgb; float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); vec3 speccol = sun_contrib*scol*spec.rgb; speccol = clamp(speccol, vec3(0), vec3(1)); - bloom = dot(speccol, speccol) / 2; + bloom = dot(speccol, speccol) / 6; col += speccol; } } -- cgit v1.2.3 From f30a649f1cd789510b2f4e0b2b2f85043cdfd700 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Fri, 19 Apr 2019 08:26:03 -0700 Subject: SL-10967 All paths now use the same atmospheric transport calcs. --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 1 - 1 file changed, 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 71fbe5df57..8d126859c3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -69,7 +69,6 @@ vec4 applyWaterFogView(vec3 pos, vec4 color); vec3 getNorm(vec2 pos_screen); vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); -vec3 fullbrightAtmosTransportFrag(vec3 l, vec3 additive, vec3 atten); void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); -- cgit v1.2.3 From 94d4ae298b38630e6d936efc02d7d1a701f0ac1c Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Tue, 23 Apr 2019 12:52:48 -0700 Subject: SL-10901 part 1 Fix flicker even in no shadow ALM from pow on final_da. Shadow acne at Midday still present. --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 8d126859c3..6f18244875 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -93,7 +93,7 @@ void main() float final_da = da; final_da = clamp(final_da, 0.0, 1.0); - final_da = pow(final_da, light_gamma); + //final_da = pow(final_da, light_gamma); vec4 diffuse = texture2DRect(diffuseRect, tc); @@ -177,7 +177,7 @@ vec3 post_diffuse = col.rgb; bloom = fogged.a; #endif -//col.rgb = post_diffuse; +//col.rgb = vec3(final_da); } frag_color.rgb = col.rgb; -- cgit v1.2.3 From a685e024a62751289ccfa41c962b039d1de748bd Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Tue, 23 Apr 2019 13:12:16 -0700 Subject: SL-10901 Bias shadow sampling and allow control of how dark shadows are (clamped ambient). --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 6f18244875..68deedd0d0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -70,6 +70,7 @@ vec4 applyWaterFogView(vec3 pos, vec4 color); vec3 getNorm(vec2 pos_screen); vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); +float getAmbientClamp(); void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); vec3 scaleSoftClipFrag(vec3 l); @@ -111,7 +112,7 @@ void main() float ambient = da; ambient *= 0.5; ambient *= ambient; - ambient = max(0.66, ambient); + ambient = max(getAmbientClamp(), ambient); ambient = 1.0 - ambient; vec3 sun_contrib = final_da * sunlit; -- cgit v1.2.3 From 4ed05fc84fce0fbee76c583e91feed5aff2dbbfc Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Thu, 25 Apr 2019 10:59:00 -0700 Subject: Fix dark ALM and strangeness at Mid lighting (class 3 but with a darkness about it). Make a distinct class3/lighting/lightV which boosts to WL levels (* 2.0) and make lighting without WL atmo enabled use class 2 or below. Make forward shaders (alpha and materialF with alpha-blend mode on) more consistent with deferred lighting. --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 68deedd0d0..83006c8916 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -108,7 +108,7 @@ void main() vec3 atten; calcAtmosphericVars(pos.xyz, 1.0, sunlit, amblit, additive, atten); - sunlit *= 0.5; + float ambient = da; ambient *= 0.5; ambient *= ambient; -- cgit v1.2.3 From f133be068a4aa23c02c47348f5c7d4a28e1d5c37 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Fri, 26 Apr 2019 16:02:21 -0700 Subject: Lighting WIP Consistency across class2/3/ALM lighting. --- .../app_settings/shaders/class1/deferred/softenLightF.glsl | 10 ++++++---- 1 file changed, 6 insertions(+), 4 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 83006c8916..e0fe6cfae1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -74,6 +74,8 @@ float getAmbientClamp(); void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); vec3 scaleSoftClipFrag(vec3 l); +vec3 srgb_to_linear(vec3 c); +vec3 linear_to_srgb(vec3 c); vec4 getPositionWithDepth(vec2 pos_screen, float depth); @@ -96,7 +98,9 @@ void main() final_da = clamp(final_da, 0.0, 1.0); //final_da = pow(final_da, light_gamma); - vec4 diffuse = texture2DRect(diffuseRect, tc); + vec4 gamma_diff = texture2DRect(diffuseRect, tc); + vec4 diffuse = gamma_diff; + diffuse.rgb = srgb_to_linear(gamma_diff.rgb); vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); vec3 col; @@ -126,7 +130,7 @@ vec3 post_ambient = col.rgb; vec3 post_sunlight = col.rgb; - col.rgb *= diffuse.rgb; + col.rgb *= gamma_diff.rgb; vec3 post_diffuse = col.rgb; @@ -177,8 +181,6 @@ vec3 post_diffuse = col.rgb; col = fogged.rgb; bloom = fogged.a; #endif - -//col.rgb = vec3(final_da); } frag_color.rgb = col.rgb; -- cgit v1.2.3 From eff7acfb1caaa092a88555fca752dc9aea11625e Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Mon, 29 Apr 2019 08:53:09 -0700 Subject: Remove hack mul of sunlight in alpha shader and add some taps for debugging the lighting pipe. --- .../newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index e0fe6cfae1..afdd8cdda3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -160,7 +160,9 @@ vec3 post_diffuse = col.rgb; col += speccol; } } - + + vec3 post_spec = col.rgb; + col.rgb += diffuse.a * diffuse.rgb; if (envIntensity > 0.0) @@ -176,6 +178,8 @@ vec3 post_diffuse = col.rgb; col = scaleSoftClipFrag(col); } +vec3 post_atmo = col.rgb; + #ifdef WATER_FOG vec4 fogged = applyWaterFogView(pos.xyz,vec4(col, bloom)); col = fogged.rgb; -- cgit v1.2.3 From bfce96d684d5d056061ce16a36daba9a2bd0aa9d Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Tue, 30 Apr 2019 10:04:20 -0700 Subject: SL-10856 Remove ambient clamp to keep shadows dark. Partial fix for class 3 ambient term being wrong. --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 1 - 1 file changed, 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index afdd8cdda3..bcd93d9a2d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -116,7 +116,6 @@ void main() float ambient = da; ambient *= 0.5; ambient *= ambient; - ambient = max(getAmbientClamp(), ambient); ambient = 1.0 - ambient; vec3 sun_contrib = final_da * sunlit; -- cgit v1.2.3 From c4032528aff8ef1938e897ec583bbf25a3e713e1 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Thu, 2 May 2019 13:49:35 -0700 Subject: Roll back sRGB decode changes from contrib for now. Fix direct light matching across alpha/blended-material/deferred. Get diffuse lighting to match from Low to Ultra. --- .../shaders/class1/deferred/softenLightF.glsl | 104 +++++++++++---------- 1 file changed, 57 insertions(+), 47 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index bcd93d9a2d..84642b2f98 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -36,7 +36,6 @@ out vec4 frag_color; uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; -uniform sampler2DRect positionMap; uniform sampler2DRect normalMap; uniform sampler2DRect lightMap; uniform sampler2DRect depthMap; @@ -47,13 +46,7 @@ uniform float blur_size; uniform float blur_fidelity; // Inputs -uniform vec4 morphFactor; -uniform vec3 camPosLocal; -//uniform vec4 camPosWorld; -uniform vec4 gamma; -uniform float global_gamma; uniform mat3 env_mat; -uniform mat3 ssao_effect_mat; uniform vec3 sun_dir; uniform vec3 moon_dir; @@ -63,21 +56,20 @@ VARYING vec2 vary_fragcoord; uniform mat4 inv_proj; uniform vec2 screen_res; -#ifdef WATER_FOG -vec4 applyWaterFogView(vec3 pos, vec4 color); -#endif - vec3 getNorm(vec2 pos_screen); -vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); +vec4 getPositionWithDepth(vec2 pos_screen, float depth); -float getAmbientClamp(); void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); - +float getAmbientClamp(); +vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); vec3 scaleSoftClipFrag(vec3 l); -vec3 srgb_to_linear(vec3 c); + vec3 linear_to_srgb(vec3 c); +vec3 srgb_to_linear(vec3 c); -vec4 getPositionWithDepth(vec2 pos_screen, float depth); +#ifdef WATER_FOG +vec4 applyWaterFogView(vec3 pos, vec4 color); +#endif void main() { @@ -88,50 +80,49 @@ void main() float envIntensity = norm.z; norm.xyz = getNorm(tc); - float light_gamma = 1.0/1.3; vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; - float da = dot(normalize(norm.xyz), light_dir.xyz); da = clamp(da, -1.0, 1.0); float final_da = da; final_da = clamp(final_da, 0.0, 1.0); - //final_da = pow(final_da, light_gamma); - vec4 gamma_diff = texture2DRect(diffuseRect, tc); - vec4 diffuse = gamma_diff; - diffuse.rgb = srgb_to_linear(gamma_diff.rgb); + vec4 diffuse_linear = texture2DRect(diffuseRect, tc); + vec4 diffuse_srgb = vec4(linear_to_srgb(diffuse_linear.rgb), diffuse_linear.a); vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); - vec3 col; + vec3 color = vec3(0); float bloom = 0.0; { + float ambocc = 1.0; // no AO... + vec3 sunlit; vec3 amblit; vec3 additive; vec3 atten; - - calcAtmosphericVars(pos.xyz, 1.0, sunlit, amblit, additive, atten); + + calcAtmosphericVars(pos.xyz, ambocc, sunlit, amblit, additive, atten); float ambient = da; ambient *= 0.5; ambient *= ambient; + ambient = max(getAmbientClamp(), ambient); ambient = 1.0 - ambient; vec3 sun_contrib = final_da * sunlit; - col.rgb = amblit; - col.rgb *= ambient; + color.rgb = amblit; + color.rgb *= ambient; -vec3 post_ambient = col.rgb; +vec3 post_ambient = color.rgb; - col.rgb += sun_contrib; + color.rgb += sun_contrib; -vec3 post_sunlight = col.rgb; +vec3 post_sunlight = color.rgb; - col.rgb *= gamma_diff.rgb; + color.rgb *= diffuse_linear.rgb; -vec3 post_diffuse = col.rgb; +vec3 post_diffuse = color.rgb; vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); @@ -152,40 +143,59 @@ vec3 post_diffuse = col.rgb; if (nh > 0.0) { - float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); - vec3 speccol = sun_contrib*scol*spec.rgb; + float scontrib = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); + vec3 speccol = sun_contrib*scontrib*spec.rgb; speccol = clamp(speccol, vec3(0), vec3(1)); - bloom = dot(speccol, speccol) / 6; - col += speccol; + bloom += dot (speccol, speccol) / 6; + color += speccol; } } - vec3 post_spec = col.rgb; + vec3 post_spec = color.rgb; - col.rgb += diffuse.a * diffuse.rgb; + color.rgb += diffuse_srgb.a * diffuse_srgb.rgb; if (envIntensity > 0.0) { //add environmentmap vec3 env_vec = env_mat * refnormpersp; - vec3 refcol = textureCube(environmentMap, env_vec).rgb; - col = mix(col.rgb, refcol, envIntensity); + vec3 reflected_color = textureCube(environmentMap, env_vec).rgb; + color = mix(color.rgb, reflected_color, envIntensity); } - + +vec3 post_env = color.rgb; + if (norm.w < 1) { - col = atmosFragLighting(col, additive, atten); - col = scaleSoftClipFrag(col); + color = atmosFragLighting(color, additive, atten); + color = scaleSoftClipFrag(color); } -vec3 post_atmo = col.rgb; +vec3 post_atmo = color.rgb; #ifdef WATER_FOG - vec4 fogged = applyWaterFogView(pos.xyz,vec4(col, bloom)); - col = fogged.rgb; + vec4 fogged = applyWaterFogView(pos.xyz,vec4(color, bloom)); + color = fogged.rgb; bloom = fogged.a; #endif + +//color.rgb = amblit; +//color.rgb = vec3(ambient); +//color.rgb = sunlit; +//color.rgb = post_ambient; +//color.rgb = vec3(final_da); +//color.rgb = sun_contrib; +//color.rgb = post_sunlight; +//color.rgb = diffuse_srgb.rgb; +//color.rgb = post_diffuse; +//color.rgb = post_spec; +//color.rgb = post_env; +//color.rgb = post_atmo; + +// convert to linear as fullscreen lights need to sum in linear colorspace +// and will be gamma (re)corrected downstream... + color.rgb = srgb_to_linear(color.rgb); } - frag_color.rgb = col.rgb; + frag_color.rgb = color.rgb; frag_color.a = bloom; } -- cgit v1.2.3 From 906b0be675e5467665f65180924e6117700b4cbb Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Fri, 3 May 2019 08:47:13 -0700 Subject: SL-11087, SL-11086, SL-11092 Fix sun/moon glow factor bustage. Make darkness an option. Fix moon fade shader logic getting confused when sun was below horizon. --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 84642b2f98..d13a717761 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -146,7 +146,7 @@ vec3 post_diffuse = color.rgb; float scontrib = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); vec3 speccol = sun_contrib*scontrib*spec.rgb; speccol = clamp(speccol, vec3(0), vec3(1)); - bloom += dot (speccol, speccol) / 6; + bloom += dot(speccol, speccol) / 12.0; color += speccol; } } -- cgit v1.2.3 From 8d32aade01b0b87bd626a81f68b210538e90095b Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Fri, 3 May 2019 11:45:17 -0700 Subject: SL-11090 Tamp down bloom so we don't have to redo ten thousand gloss maps. --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index d13a717761..9d6958381b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -144,9 +144,9 @@ vec3 post_diffuse = color.rgb; if (nh > 0.0) { float scontrib = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); - vec3 speccol = sun_contrib*scontrib*spec.rgb; + vec3 speccol = sun_contrib*scontrib*spec.rgb*0.25; speccol = clamp(speccol, vec3(0), vec3(1)); - bloom += dot(speccol, speccol) / 12.0; + bloom += dot(speccol, speccol); color += speccol; } } -- cgit v1.2.3 From 89c24095c6c1b778b93a4eb7ad398627f4d5479f Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Fri, 3 May 2019 12:02:59 -0700 Subject: SL-11085 Remove ambient term clamping to get less dark shadows where we want less dark shadows in ALM. --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 9d6958381b..981a50769a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -106,7 +106,7 @@ void main() float ambient = da; ambient *= 0.5; ambient *= ambient; - ambient = max(getAmbientClamp(), ambient); + //ambient = max(getAmbientClamp(), ambient); ambient = 1.0 - ambient; vec3 sun_contrib = final_da * sunlit; -- cgit v1.2.3 From c61f73321dbef9f0f5741830bfbaa8facd6ec060 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Mon, 6 May 2019 16:29:06 -0700 Subject: SL-11102, SL-11103 Fix diffuse boost in deferred lighting to match non-deferred. Make class2 soften not clamp shadow color to incoming alpha (make shadows appear on terrain underwater). --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 2 -- 1 file changed, 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 981a50769a..fb9f6d7f37 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -153,8 +153,6 @@ vec3 post_diffuse = color.rgb; vec3 post_spec = color.rgb; - color.rgb += diffuse_srgb.a * diffuse_srgb.rgb; - if (envIntensity > 0.0) { //add environmentmap vec3 env_vec = env_mat * refnormpersp; -- cgit v1.2.3 From 570bbdb779f5e4be0c1804862bdffc9c5a1beb1b Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Tue, 7 May 2019 15:09:30 -0700 Subject: Fix diffuse boost which we don't want underwater, but do want in other cases. --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 4 ++++ 1 file changed, 4 insertions(+) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index fb9f6d7f37..b6e3951ee3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -153,6 +153,10 @@ vec3 post_diffuse = color.rgb; vec3 post_spec = color.rgb; +#ifndef WATER_FOG + color.rgb += diffuse_srgb.a * diffuse_srgb.rgb; +#endif + if (envIntensity > 0.0) { //add environmentmap vec3 env_vec = env_mat * refnormpersp; -- cgit v1.2.3 From b143aa96fcd6d16558464c98bcfd9984f7d29750 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Mon, 13 May 2019 15:33:48 -0700 Subject: SL-10856 Modify calc of sunlight to avoid clipping in gamma correct on values outside 0-1 range. Modify shaders to put back ambient clamp tuned to be close to ambient contrib in low/mid lighting. --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index b6e3951ee3..2a24915ade 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -106,8 +106,7 @@ void main() float ambient = da; ambient *= 0.5; ambient *= ambient; - //ambient = max(getAmbientClamp(), ambient); - ambient = 1.0 - ambient; + ambient = min(getAmbientClamp(), 1.0 - ambient); vec3 sun_contrib = final_da * sunlit; -- cgit v1.2.3 From b9cd2ca7907e1543b77597fb7d9280944a9fa4bd Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Tue, 14 May 2019 08:24:23 -0700 Subject: SL-11085 Reduce spec bloom further. --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 2a24915ade..4e8062977d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -143,7 +143,7 @@ vec3 post_diffuse = color.rgb; if (nh > 0.0) { float scontrib = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); - vec3 speccol = sun_contrib*scontrib*spec.rgb*0.25; + vec3 speccol = sun_contrib*scontrib*spec.rgb / 16.0f; speccol = clamp(speccol, vec3(0), vec3(1)); bloom += dot(speccol, speccol); color += speccol; -- cgit v1.2.3 From cce6254aec2de6606b4940d961cef6cceb549d61 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Thu, 16 May 2019 09:23:07 -0700 Subject: SL-11085 Modify new spec response to better match old gloss response curve. Tuned at 255, 192, 160, 128, 64, and 32 glossiness. --- .../app_settings/shaders/class1/deferred/softenLightF.glsl | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 4e8062977d..4a6dbc0313 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -143,10 +143,10 @@ vec3 post_diffuse = color.rgb; if (nh > 0.0) { float scontrib = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); - vec3 speccol = sun_contrib*scontrib*spec.rgb / 16.0f; - speccol = clamp(speccol, vec3(0), vec3(1)); - bloom += dot(speccol, speccol); - color += speccol; + vec3 sp = sun_contrib*scontrib / 16.0; + sp = clamp(sp, vec3(0), vec3(1)); + bloom += dot(sp, sp) / 6.0; + color += sp * spec.rgb; } } -- cgit v1.2.3 From c8ae0c0c3f1747faf36d27a63c66755a1bfeeb3c Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Fri, 17 May 2019 14:21:52 -0700 Subject: SL-11112 Fix blend between reflected/refracted water maps (make less transparent) and fix setting of water fog color alpha on low end to better match prev behavior of setting the internal control value in that case. --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 4a6dbc0313..c81d0f97da 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -153,7 +153,7 @@ vec3 post_diffuse = color.rgb; vec3 post_spec = color.rgb; #ifndef WATER_FOG - color.rgb += diffuse_srgb.a * diffuse_srgb.rgb; + color.rgb = mix(color.rgb, diffuse_srgb.rgb, diffuse_srgb.a); #endif if (envIntensity > 0.0) -- cgit v1.2.3 From e9dbee00262a437e4b3f971b37ea636e92032133 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Tue, 21 May 2019 16:00:45 -0700 Subject: SL-11238 Fix ambient light inputs to the renderer. Fix 3rd sky shader w/ mistaken density mod conversion. Make ambient clamp apply to all modes. Tune ALM ambient clamp to match non-ALM. --- .../app_settings/shaders/class1/deferred/softenLightF.glsl | 13 ++++++++++--- 1 file changed, 10 insertions(+), 3 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index c81d0f97da..40bb705326 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -106,7 +106,10 @@ void main() float ambient = da; ambient *= 0.5; ambient *= ambient; - ambient = min(getAmbientClamp(), 1.0 - ambient); + + ambient = (1.0 - ambient); + float ambient_clamp = getAmbientClamp() + 0.1; + ambient *= ambient_clamp; vec3 sun_contrib = final_da * sunlit; @@ -179,11 +182,10 @@ vec3 post_atmo = color.rgb; bloom = fogged.a; #endif +// srgb colorspace debuggables //color.rgb = amblit; -//color.rgb = vec3(ambient); //color.rgb = sunlit; //color.rgb = post_ambient; -//color.rgb = vec3(final_da); //color.rgb = sun_contrib; //color.rgb = post_sunlight; //color.rgb = diffuse_srgb.rgb; @@ -197,6 +199,11 @@ vec3 post_atmo = color.rgb; color.rgb = srgb_to_linear(color.rgb); } +// linear debuggables +//color.rgb = vec3(final_da); +//color.rgb = vec3(ambient); +//color.rgb = vec3(scol); + frag_color.rgb = color.rgb; frag_color.a = bloom; } -- cgit v1.2.3 From db091d23db70952b4ad8b610ef02942a8f13f223 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Wed, 22 May 2019 11:00:30 -0700 Subject: SL-10969 Fix linear attenuation on forward projector lighting. Revert setup of falloff to prev code. Revert deferred water spec and tweak refl/refr blend. --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 40bb705326..4ab68eaf3b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -156,7 +156,7 @@ vec3 post_diffuse = color.rgb; vec3 post_spec = color.rgb; #ifndef WATER_FOG - color.rgb = mix(color.rgb, diffuse_srgb.rgb, diffuse_srgb.a); + color.rgb += diffuse_srgb.rgb * diffuse_srgb.a; #endif if (envIntensity > 0.0) -- cgit v1.2.3 From d0a0eede63fdbd4ba597b86cbfbeb5b394ed2395 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Thu, 23 May 2019 09:58:33 -0700 Subject: Add render debug controls for forcing disable of ambient, sun, and local light contributions (engages AMBIENT_KILL, SUNLIGHT_KILL, and LOCAL_LIGHT_KILL defines in shaders to accomplish those tasks as required by each render mode). --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 4 ++++ 1 file changed, 4 insertions(+) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 4ab68eaf3b..c7426788c4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -113,12 +113,16 @@ void main() vec3 sun_contrib = final_da * sunlit; +#if !defined(AMBIENT_KILL) color.rgb = amblit; color.rgb *= ambient; +#endif vec3 post_ambient = color.rgb; +#if !defined(SUNLIGHT_KILL) color.rgb += sun_contrib; +#endif vec3 post_sunlight = color.rgb; -- cgit v1.2.3 From 3d9bd0fb8291ad3de4aaa20100149bd45680538b Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Tue, 28 May 2019 14:36:00 -0700 Subject: SL-10969, SL-11073 Modify forward projector lighting to use falloff like the deferred lights. Make tex cache not evaluate evictions for size during validation passes. --- .../newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 6 ++++++ 1 file changed, 6 insertions(+) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index c7426788c4..39d14314cc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -153,7 +153,9 @@ vec3 post_diffuse = color.rgb; vec3 sp = sun_contrib*scontrib / 16.0; sp = clamp(sp, vec3(0), vec3(1)); bloom += dot(sp, sp) / 6.0; +#if !defined(SUNLIGHT_KILL) color += sp * spec.rgb; +#endif } } @@ -167,15 +169,19 @@ vec3 post_diffuse = color.rgb; { //add environmentmap vec3 env_vec = env_mat * refnormpersp; vec3 reflected_color = textureCube(environmentMap, env_vec).rgb; +#if !defined(SUNLIGHT_KILL) color = mix(color.rgb, reflected_color, envIntensity); +#endif } vec3 post_env = color.rgb; if (norm.w < 1) { +#if !defined(SUNLIGHT_KILL) color = atmosFragLighting(color, additive, atten); color = scaleSoftClipFrag(color); +#endif } vec3 post_atmo = color.rgb; -- cgit v1.2.3 From 2f2cf6d855e1e5977ef0ed3583238636e890220a Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Wed, 29 May 2019 15:57:24 -0700 Subject: SL-10969 Modify ambient handling and forward projector lighting again to stamp out alpha fires. --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 3 --- 1 file changed, 3 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 39d14314cc..e07b31b3c1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -106,10 +106,7 @@ void main() float ambient = da; ambient *= 0.5; ambient *= ambient; - ambient = (1.0 - ambient); - float ambient_clamp = getAmbientClamp() + 0.1; - ambient *= ambient_clamp; vec3 sun_contrib = final_da * sunlit; -- cgit v1.2.3 From 58f7b981bdb415311f23dfffc39e7a841b3017a0 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Fri, 31 May 2019 13:47:44 -0700 Subject: SL-11337 Fix handling of ambient (was getting reset to 1,1,1,1 unintentionally). Modify shaders to balance ambient across render modes again. --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index e07b31b3c1..5b03fbaa50 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -111,7 +111,7 @@ void main() vec3 sun_contrib = final_da * sunlit; #if !defined(AMBIENT_KILL) - color.rgb = amblit; + color.rgb = amblit * 0.5; color.rgb *= ambient; #endif -- cgit v1.2.3 From 9d73d103bc137a9de5ccf550b9ceaf61c419179a Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Mon, 3 Jun 2019 10:22:43 -0700 Subject: SL-11238, SL-11337 Tweak application of ambient in deferred soften light for class1/2 --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 5b03fbaa50..13e0cb5169 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -111,7 +111,7 @@ void main() vec3 sun_contrib = final_da * sunlit; #if !defined(AMBIENT_KILL) - color.rgb = amblit * 0.5; + color.rgb = pow(amblit, vec3(1.0/1.3)); color.rgb *= ambient; #endif -- cgit v1.2.3 From 49eae58bd0d1eceda18a3997454beb15a5e27cbd Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Thu, 6 Jun 2019 16:32:55 -0700 Subject: SL-10969 More tweaking ambient light. --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 13e0cb5169..7f7faffe78 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -111,7 +111,7 @@ void main() vec3 sun_contrib = final_da * sunlit; #if !defined(AMBIENT_KILL) - color.rgb = pow(amblit, vec3(1.0/1.3)); + color.rgb = amblit * 2.0; color.rgb *= ambient; #endif -- cgit v1.2.3 From b79d0d2fdd047636598cbc9b088c3d4a10a84460 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Mon, 10 Jun 2019 09:15:35 -0700 Subject: SL-10969, SL-11051 Make fullbright alpha mask with mask cutoff == 0 not generate shadows. Adjust handling of ambient across forward and deferred again. --- .../app_settings/shaders/class1/deferred/softenLightF.glsl | 13 +++++++------ 1 file changed, 7 insertions(+), 6 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 7f7faffe78..8c0f74d679 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -59,7 +59,7 @@ uniform vec2 screen_res; vec3 getNorm(vec2 pos_screen); vec4 getPositionWithDepth(vec2 pos_screen, float depth); -void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); +void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); float getAmbientClamp(); vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); vec3 scaleSoftClipFrag(vec3 l); @@ -87,8 +87,8 @@ void main() float final_da = da; final_da = clamp(final_da, 0.0, 1.0); - vec4 diffuse_linear = texture2DRect(diffuseRect, tc); - vec4 diffuse_srgb = vec4(linear_to_srgb(diffuse_linear.rgb), diffuse_linear.a); + vec4 diffuse_srgb = texture2DRect(diffuseRect, tc); + vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a); vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); vec3 color = vec3(0); @@ -101,7 +101,7 @@ void main() vec3 additive; vec3 atten; - calcAtmosphericVars(pos.xyz, ambocc, sunlit, amblit, additive, atten); + calcAtmosphericVars(pos.xyz, ambocc, sunlit, amblit, additive, atten, false); float ambient = da; ambient *= 0.5; @@ -111,7 +111,7 @@ void main() vec3 sun_contrib = final_da * sunlit; #if !defined(AMBIENT_KILL) - color.rgb = amblit * 2.0; + color.rgb = amblit; color.rgb *= ambient; #endif @@ -123,7 +123,7 @@ vec3 post_ambient = color.rgb; vec3 post_sunlight = color.rgb; - color.rgb *= diffuse_linear.rgb; + color.rgb *= diffuse_srgb.rgb; vec3 post_diffuse = color.rgb; @@ -210,6 +210,7 @@ vec3 post_atmo = color.rgb; //color.rgb = vec3(final_da); //color.rgb = vec3(ambient); //color.rgb = vec3(scol); +//color.rgb = diffuse_linear.rgb; frag_color.rgb = color.rgb; frag_color.a = bloom; -- cgit v1.2.3 From 653133b9c035e7c34563b199e991189ca3046092 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Tue, 11 Jun 2019 13:03:06 -0700 Subject: SL-11370, SL-11372, SL-11337 Fix culling on Low+ water reflection pass. Make Mid+ / High use class1 deferred sky again (no rainbows, but faster!). Fix setting of cloud color for deferred sky/cloud shaders. Put water reflections back in wrong colorspace for consistency with release. --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 8c0f74d679..aa55b36d4a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -111,8 +111,8 @@ void main() vec3 sun_contrib = final_da * sunlit; #if !defined(AMBIENT_KILL) - color.rgb = amblit; - color.rgb *= ambient; + color.rgb = amblit * 2.0; + color.rgb *= ambient * 0.5; #endif vec3 post_ambient = color.rgb; -- cgit v1.2.3 From 032848472c1895040d5323948fc67e8f47c5fad3 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Tue, 18 Jun 2019 11:04:04 -0700 Subject: SL-11372 Fix incorrect diffuse handling in class1 softenLight from contrib. --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index aa55b36d4a..5fb3dc12e6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -159,7 +159,7 @@ vec3 post_diffuse = color.rgb; vec3 post_spec = color.rgb; #ifndef WATER_FOG - color.rgb += diffuse_srgb.rgb * diffuse_srgb.a; + color.rgb = mix(color.rgb, diffuse_srgb.rgb, diffuse_srgb.a); #endif if (envIntensity > 0.0) -- cgit v1.2.3 From 782ddfdb48e1bdf6995783c11342eed2de4a30bb Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Tue, 18 Jun 2019 13:41:53 -0700 Subject: SL-11041 Revert fix for SL_11406 causing regression of SL-11041 --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 5fb3dc12e6..0d180e5798 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -111,8 +111,8 @@ void main() vec3 sun_contrib = final_da * sunlit; #if !defined(AMBIENT_KILL) - color.rgb = amblit * 2.0; - color.rgb *= ambient * 0.5; + color.rgb = amblit; + color.rgb *= ambient; #endif vec3 post_ambient = color.rgb; -- cgit v1.2.3 From d86464182dd69aac5368f77dbb11a3e84ce4dadb Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Tue, 25 Jun 2019 11:39:33 -0700 Subject: SL-1491 Nerf backfacing additive in ALM to prevent lens flares when facing away from sun. Use hack in spec gbuffer alpha to nerf additive only on terrain (leaves additive glare for sunsets on water). --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 0d180e5798..fd1191547b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -176,7 +176,8 @@ vec3 post_env = color.rgb; if (norm.w < 1) { #if !defined(SUNLIGHT_KILL) - color = atmosFragLighting(color, additive, atten); + float additive_angular_atten = max(0.0, dot(light_dir, normalize(pos.xyz))); + color = atmosFragLighting(color, additive * additive_angular_atten * (1.0 - spec.a), atten); color = scaleSoftClipFrag(color); #endif } -- cgit v1.2.3 From 7c651f84234813eb0ceb2c72e0c19acf2bb15f55 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Thu, 27 Jun 2019 16:07:54 -0700 Subject: SL-11512 Modify method for nerfing additive on terrain so it doesn't trip up deferred lighting and make light artifacts. --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index fd1191547b..4825418fe3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -176,8 +176,9 @@ vec3 post_env = color.rgb; if (norm.w < 1) { #if !defined(SUNLIGHT_KILL) + additive *= spec.a; float additive_angular_atten = max(0.0, dot(light_dir, normalize(pos.xyz))); - color = atmosFragLighting(color, additive * additive_angular_atten * (1.0 - spec.a), atten); + color = atmosFragLighting(color, additive * additive_angular_atten, atten); color = scaleSoftClipFrag(color); #endif } -- cgit v1.2.3 From c1697079937eade10765353039b4801d029c72fa Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Fri, 28 Jun 2019 10:58:32 -0700 Subject: SL-9928 Remove spec killing additive fix for 1491 to unbreak fog. --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 4825418fe3..f9fe091124 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -176,7 +176,7 @@ vec3 post_env = color.rgb; if (norm.w < 1) { #if !defined(SUNLIGHT_KILL) - additive *= spec.a; + //additive *= spec.a; float additive_angular_atten = max(0.0, dot(light_dir, normalize(pos.xyz))); color = atmosFragLighting(color, additive * additive_angular_atten, atten); color = scaleSoftClipFrag(color); -- cgit v1.2.3 From 4e796ce8982e4e64e91a221c4acd78099c5bf58d Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Fri, 28 Jun 2019 11:07:44 -0700 Subject: SL-9928 Take out angular atten on additive too. --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index f9fe091124..0d180e5798 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -176,9 +176,7 @@ vec3 post_env = color.rgb; if (norm.w < 1) { #if !defined(SUNLIGHT_KILL) - //additive *= spec.a; - float additive_angular_atten = max(0.0, dot(light_dir, normalize(pos.xyz))); - color = atmosFragLighting(color, additive * additive_angular_atten, atten); + color = atmosFragLighting(color, additive, atten); color = scaleSoftClipFrag(color); #endif } -- cgit v1.2.3 From 664722168d7016d8bf80a65626bbff542913dc24 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Wed, 10 Jul 2019 14:50:59 -0700 Subject: SL-1491 Make sun additive contribition depend on facing the sun (without breaking fog). Put back scaling factor keeping sun contrib from blowing out with new FS param range for glow. --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 0d180e5798..269b76a19f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -59,7 +59,7 @@ uniform vec2 screen_res; vec3 getNorm(vec2 pos_screen); vec4 getPositionWithDepth(vec2 pos_screen, float depth); -void calcAtmosphericVars(vec3 inPositionEye, 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, bool use_ao); float getAmbientClamp(); vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); vec3 scaleSoftClipFrag(vec3 l); @@ -101,7 +101,7 @@ void main() vec3 additive; vec3 atten; - calcAtmosphericVars(pos.xyz, ambocc, sunlit, amblit, additive, atten, false); + calcAtmosphericVars(pos.xyz, light_dir, ambocc, sunlit, amblit, additive, atten, false); float ambient = da; ambient *= 0.5; -- cgit v1.2.3 From 2329beb3d3e3ad6501b6614578861012e4d9f4b0 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Fri, 23 Aug 2019 12:34:22 -0700 Subject: SL-11774 Fix diffuse boost when water fog is enabled and make deferred underwater shader participate in EEP/WL param updates by marking it as a water shader. --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 269b76a19f..09b1813ebe 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -158,7 +158,9 @@ vec3 post_diffuse = color.rgb; vec3 post_spec = color.rgb; -#ifndef WATER_FOG +#ifdef WATER_FOG + color.rgb += diffuse_srgb.rgb * diffuse_srgb.a * 0.25; +#else color.rgb = mix(color.rgb, diffuse_srgb.rgb, diffuse_srgb.a); #endif -- cgit v1.2.3 From 4be51fa5598c2ec2aa8dca2e0f00ef79a0732e1e Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Fri, 7 Feb 2020 16:17:15 -0800 Subject: DRTVWR-440: SL-12574: Tweak environment cube map to better match Windlight --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 09b1813ebe..b1dce665a1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -147,9 +147,9 @@ vec3 post_diffuse = color.rgb; if (nh > 0.0) { float scontrib = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); - vec3 sp = sun_contrib*scontrib / 16.0; + vec3 sp = sun_contrib*scontrib / 6.0; sp = clamp(sp, vec3(0), vec3(1)); - bloom += dot(sp, sp) / 6.0; + bloom += dot(sp, sp) / 4.0; #if !defined(SUNLIGHT_KILL) color += sp * spec.rgb; #endif -- cgit v1.2.3 From 22ec67975ccf7dd6da3dbddf94f503b14abee68e Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Tue, 25 Feb 2020 11:34:23 -0800 Subject: SL-12574: Simplify Direct Ambient --- .../app_settings/shaders/class1/deferred/softenLightF.glsl | 8 ++------ 1 file changed, 2 insertions(+), 6 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index b1dce665a1..705cc2f04e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -81,11 +81,7 @@ void main() norm.xyz = getNorm(tc); vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; - float da = dot(normalize(norm.xyz), light_dir.xyz); - da = clamp(da, -1.0, 1.0); - - float final_da = da; - final_da = clamp(final_da, 0.0, 1.0); + float da = clamp(dot(normalize(norm.xyz), light_dir.xyz), 0.0, 1.0); vec4 diffuse_srgb = texture2DRect(diffuseRect, tc); vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a); @@ -108,7 +104,7 @@ void main() ambient *= ambient; ambient = (1.0 - ambient); - vec3 sun_contrib = final_da * sunlit; + vec3 sun_contrib = da * sunlit; #if !defined(AMBIENT_KILL) color.rgb = amblit; -- cgit v1.2.3 From cc5044bce06598aab9f405bba745f0e8209fc5ce Mon Sep 17 00:00:00 2001 From: Runitai Linden Date: Wed, 4 Mar 2020 15:56:02 -0600 Subject: WIP - fix various inconsistencies in sRGB vs linear color space. Fix inconsistencies between softenLightF.glsl, materialF.glsl, and alphaF.glsl --- .../app_settings/shaders/class1/deferred/softenLightF.glsl | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 705cc2f04e..da2eb47e3b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -119,7 +119,7 @@ vec3 post_ambient = color.rgb; vec3 post_sunlight = color.rgb; - color.rgb *= diffuse_srgb.rgb; + color.rgb *= diffuse_linear.rgb; vec3 post_diffuse = color.rgb; @@ -157,7 +157,7 @@ vec3 post_diffuse = color.rgb; #ifdef WATER_FOG color.rgb += diffuse_srgb.rgb * diffuse_srgb.a * 0.25; #else - color.rgb = mix(color.rgb, diffuse_srgb.rgb, diffuse_srgb.a); + color.rgb = mix(color.rgb, diffuse_linear.rgb, diffuse_linear.a); #endif if (envIntensity > 0.0) @@ -201,7 +201,7 @@ vec3 post_atmo = color.rgb; // convert to linear as fullscreen lights need to sum in linear colorspace // and will be gamma (re)corrected downstream... - color.rgb = srgb_to_linear(color.rgb); + //color.rgb = srgb_to_linear(color.rgb); } // linear debuggables @@ -209,7 +209,7 @@ vec3 post_atmo = color.rgb; //color.rgb = vec3(ambient); //color.rgb = vec3(scol); //color.rgb = diffuse_linear.rgb; - + frag_color.rgb = color.rgb; - frag_color.a = bloom; + frag_color.a = 0.0; //bloom; } -- cgit v1.2.3 From 7c7d71269f5b47397d14bbe44e341e4ac1d96889 Mon Sep 17 00:00:00 2001 From: Runitai Linden Date: Thu, 5 Mar 2020 16:28:06 -0600 Subject: WIP - Windlight sun lighting should happen in sRGB space, not linear space. This keeps ambient from getting overblown and better matches environment lighting with ALM on/off. --- .../app_settings/shaders/class1/deferred/softenLightF.glsl | 11 +++++------ 1 file changed, 5 insertions(+), 6 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index da2eb47e3b..19e737326d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -119,7 +119,7 @@ vec3 post_ambient = color.rgb; vec3 post_sunlight = color.rgb; - color.rgb *= diffuse_linear.rgb; + color.rgb *= diffuse_srgb.rgb; vec3 post_diffuse = color.rgb; @@ -199,9 +199,6 @@ vec3 post_atmo = color.rgb; //color.rgb = post_env; //color.rgb = post_atmo; -// convert to linear as fullscreen lights need to sum in linear colorspace -// and will be gamma (re)corrected downstream... - //color.rgb = srgb_to_linear(color.rgb); } // linear debuggables @@ -209,7 +206,9 @@ vec3 post_atmo = color.rgb; //color.rgb = vec3(ambient); //color.rgb = vec3(scol); //color.rgb = diffuse_linear.rgb; - - frag_color.rgb = color.rgb; + + // convert to linear as fullscreen lights need to sum in linear colorspace + // and will be gamma (re)corrected downstream... + frag_color.rgb = srgb_to_linear(color.rgb); frag_color.a = 0.0; //bloom; } -- cgit v1.2.3 From 7d0cf70e4f335056e0d81b0b48264e5dda5be668 Mon Sep 17 00:00:00 2001 From: Runitai Linden Date: Fri, 6 Mar 2020 11:05:55 -0600 Subject: Fix for under water being much brighter and mismatching between alpha and deferred. Don't make terrain fullbright under water. --- .../newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 7 ++----- 1 file changed, 2 insertions(+), 5 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 19e737326d..54abd56625 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -154,11 +154,7 @@ vec3 post_diffuse = color.rgb; vec3 post_spec = color.rgb; -#ifdef WATER_FOG - color.rgb += diffuse_srgb.rgb * diffuse_srgb.a * 0.25; -#else color.rgb = mix(color.rgb, diffuse_linear.rgb, diffuse_linear.a); -#endif if (envIntensity > 0.0) { //add environmentmap @@ -209,6 +205,7 @@ vec3 post_atmo = color.rgb; // convert to linear as fullscreen lights need to sum in linear colorspace // and will be gamma (re)corrected downstream... + frag_color.rgb = srgb_to_linear(color.rgb); - frag_color.a = 0.0; //bloom; + frag_color.a = bloom; } -- cgit v1.2.3 From a3759b4910b94b3a375e16e605dc1a4f096f2256 Mon Sep 17 00:00:00 2001 From: Runitai Linden Date: Fri, 6 Mar 2020 13:54:27 -0600 Subject: Fix for sky in wrong color space. --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 54abd56625..1acb8d08eb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -154,7 +154,7 @@ vec3 post_diffuse = color.rgb; vec3 post_spec = color.rgb; - color.rgb = mix(color.rgb, diffuse_linear.rgb, diffuse_linear.a); + color.rgb = mix(color.rgb, diffuse_srgb.rgb, diffuse_srgb.a); if (envIntensity > 0.0) { //add environmentmap -- cgit v1.2.3 From f0a9b6c01bc1e348969e3c4ac1e929aefa538ea8 Mon Sep 17 00:00:00 2001 From: Runitai Linden Date: Fri, 6 Mar 2020 14:27:46 -0600 Subject: Fix for sunlight having improper gamma curve for angular attenuation. Fix for lack of angular attenuation on ambient lighting on triangles facing away from sun. --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 1acb8d08eb..b38f488a1f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -82,6 +82,7 @@ void main() vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; float da = clamp(dot(normalize(norm.xyz), light_dir.xyz), 0.0, 1.0); + da = pow(da, 1.0/1.3); vec4 diffuse_srgb = texture2DRect(diffuseRect, tc); vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a); @@ -99,7 +100,7 @@ void main() calcAtmosphericVars(pos.xyz, light_dir, ambocc, sunlit, amblit, additive, atten, false); - float ambient = da; + float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); ambient *= 0.5; ambient *= ambient; ambient = (1.0 - ambient); -- cgit v1.2.3 From d32821ea5bf17c4de47b9ee03b43a20ae278dfe4 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Fri, 6 Mar 2020 17:20:46 -0800 Subject: SL-12574 Fix EEP cubemap not matching non-EEP for both ALM on and off --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index b38f488a1f..547a159f3a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -162,7 +162,7 @@ vec3 post_diffuse = color.rgb; vec3 env_vec = env_mat * refnormpersp; vec3 reflected_color = textureCube(environmentMap, env_vec).rgb; #if !defined(SUNLIGHT_KILL) - color = mix(color.rgb, reflected_color, envIntensity); + color = mix(color.rgb, reflected_color, envIntensity*0.75); // MAGIC NUMBER SL-12574; ALM: On, Quality <= Mid+ #endif } -- cgit v1.2.3 From 744872b43d4b538a828dad116c46eed3d6d35436 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Fri, 13 Mar 2020 11:46:13 -0700 Subject: SL-12850 --- .../newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 547a159f3a..69a694a6cd 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -154,8 +154,6 @@ vec3 post_diffuse = color.rgb; } vec3 post_spec = color.rgb; - - color.rgb = mix(color.rgb, diffuse_srgb.rgb, diffuse_srgb.a); if (envIntensity > 0.0) { //add environmentmap @@ -165,7 +163,9 @@ vec3 post_diffuse = color.rgb; color = mix(color.rgb, reflected_color, envIntensity*0.75); // MAGIC NUMBER SL-12574; ALM: On, Quality <= Mid+ #endif } - + else + color.rgb = mix(color.rgb, diffuse_srgb.rgb, diffuse_srgb.a); + vec3 post_env = color.rgb; if (norm.w < 1) -- cgit v1.2.3 From 3792c3c7debb428d9727136afaa8b16d312abd42 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Fri, 13 Mar 2020 12:37:14 -0700 Subject: SL-12850 Adhere to coding standard --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 2 ++ 1 file changed, 2 insertions(+) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 69a694a6cd..20ac78947b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -164,7 +164,9 @@ vec3 post_diffuse = color.rgb; #endif } else + { color.rgb = mix(color.rgb, diffuse_srgb.rgb, diffuse_srgb.a); + } vec3 post_env = color.rgb; -- cgit v1.2.3 From 3e472948db34e8efc905b5b50249f4587ba1507f Mon Sep 17 00:00:00 2001 From: Runitai Linden Date: Fri, 20 Mar 2020 16:50:37 -0500 Subject: WIP - Make EEP match production. --- .../shaders/class1/deferred/softenLightF.glsl | 83 +++++++++------------- 1 file changed, 32 insertions(+), 51 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 20ac78947b..5b94baf7e6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -63,6 +63,8 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou float getAmbientClamp(); vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); vec3 scaleSoftClipFrag(vec3 l); +vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten); +vec3 fullbrightScaleSoftClip(vec3 light); vec3 linear_to_srgb(vec3 c); vec3 srgb_to_linear(vec3 c); @@ -81,11 +83,13 @@ void main() norm.xyz = getNorm(tc); vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; - float da = clamp(dot(normalize(norm.xyz), light_dir.xyz), 0.0, 1.0); - da = pow(da, 1.0/1.3); + float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0); + //da = pow(da, 1.0/1.3); + + vec4 diffuse = texture2DRect(diffuseRect, tc); - vec4 diffuse_srgb = texture2DRect(diffuseRect, tc); - vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a); + //convert to gamma space + //diffuse.rgb = linear_to_srgb(diffuse.rgb); vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); vec3 color = vec3(0); @@ -100,34 +104,27 @@ void main() calcAtmosphericVars(pos.xyz, light_dir, ambocc, sunlit, amblit, additive, atten, false); + color.rgb = amblit; + float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); ambient *= 0.5; ambient *= ambient; ambient = (1.0 - ambient); - vec3 sun_contrib = da * sunlit; - -#if !defined(AMBIENT_KILL) - color.rgb = amblit; color.rgb *= ambient; -#endif -vec3 post_ambient = color.rgb; + vec3 sun_contrib = da * sunlit; -#if !defined(SUNLIGHT_KILL) color.rgb += sun_contrib; -#endif - -vec3 post_sunlight = color.rgb; - color.rgb *= diffuse_srgb.rgb; - -vec3 post_diffuse = color.rgb; + color.rgb *= diffuse.rgb; vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); if (spec.a > 0.0) // specular reflection { + +#if 1 //EEP vec3 npos = -normalize(pos.xyz); //vec3 ref = dot(pos+lv, norm); @@ -140,71 +137,55 @@ vec3 post_diffuse = color.rgb; float gtdenom = 2 * nh; float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); - + if (nh > 0.0) { float scontrib = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); vec3 sp = sun_contrib*scontrib / 6.0; sp = clamp(sp, vec3(0), vec3(1)); bloom += dot(sp, sp) / 4.0; -#if !defined(SUNLIGHT_KILL) color += sp * spec.rgb; -#endif } +#else //PRODUCTION + float sa = dot(refnormpersp, light_dir.xyz); + vec3 dumbshiny = sunlit*(texture2D(lightFunc, vec2(sa, spec.a)).r); + + // add the two types of shiny together + vec3 spec_contrib = dumbshiny * spec.rgb; + bloom = dot(spec_contrib, spec_contrib) / 6; + color.rgb += spec_contrib; +#endif + } - vec3 post_spec = color.rgb; + color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a); if (envIntensity > 0.0) { //add environmentmap vec3 env_vec = env_mat * refnormpersp; vec3 reflected_color = textureCube(environmentMap, env_vec).rgb; -#if !defined(SUNLIGHT_KILL) - color = mix(color.rgb, reflected_color, envIntensity*0.75); // MAGIC NUMBER SL-12574; ALM: On, Quality <= Mid+ -#endif + color = mix(color.rgb, reflected_color, envIntensity); } - else - { - color.rgb = mix(color.rgb, diffuse_srgb.rgb, diffuse_srgb.a); - } - -vec3 post_env = color.rgb; - - if (norm.w < 1) + + if (norm.w < 0.5) { -#if !defined(SUNLIGHT_KILL) - color = atmosFragLighting(color, additive, atten); - color = scaleSoftClipFrag(color); -#endif + color = mix(atmosFragLighting(color, additive, atten), fullbrightAtmosTransportFrag(color, additive, atten), diffuse.a); + color = mix(scaleSoftClipFrag(color), fullbrightScaleSoftClip(color), diffuse.a); } -vec3 post_atmo = color.rgb; - #ifdef WATER_FOG vec4 fogged = applyWaterFogView(pos.xyz,vec4(color, bloom)); color = fogged.rgb; bloom = fogged.a; #endif -// srgb colorspace debuggables -//color.rgb = amblit; -//color.rgb = sunlit; -//color.rgb = post_ambient; -//color.rgb = sun_contrib; -//color.rgb = post_sunlight; -//color.rgb = diffuse_srgb.rgb; -//color.rgb = post_diffuse; -//color.rgb = post_spec; -//color.rgb = post_env; -//color.rgb = post_atmo; - } // linear debuggables //color.rgb = vec3(final_da); //color.rgb = vec3(ambient); //color.rgb = vec3(scol); -//color.rgb = diffuse_linear.rgb; +//color.rgb = diffuse_srgb.rgb; // convert to linear as fullscreen lights need to sum in linear colorspace // and will be gamma (re)corrected downstream... -- cgit v1.2.3 From 9e0cf3edaab99cc1c427e590c179d6dd604f4567 Mon Sep 17 00:00:00 2001 From: Runitai Linden Date: Wed, 25 Mar 2020 15:29:11 -0500 Subject: Fix for class2/softenLightF.glsl not matching class1/softenLightF.glsl --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 5b94baf7e6..a5804220bc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -84,7 +84,8 @@ void main() vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0); - //da = pow(da, 1.0/1.3); + float light_gamma = 1.0/1.3; + da = pow(da, light_gamma); vec4 diffuse = texture2DRect(diffuseRect, tc); -- cgit v1.2.3