From b2d8d63890e3ba0a5fe303f8e2de7358e4f9fc23 Mon Sep 17 00:00:00 2001 From: "Graham Linden graham@lindenlab.com" Date: Fri, 9 Mar 2018 20:59:18 +0000 Subject: Fix warnings from shaders and include EXTRA_CODE_HERE sentinel in places using DEFINE_GL_FRAGCOLOR for consistency. --- indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl | 2 ++ 1 file changed, 2 insertions(+) (limited to 'indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl index 78f841c733..b173f233a5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl @@ -23,6 +23,8 @@ * $/LicenseInfo$ */ +/*[EXTRA_CODE_HERE]*/ + #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_data[3]; #else -- 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/underWaterF.glsl | 38 ++-------------------- 1 file changed, 2 insertions(+), 36 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl index b173f233a5..5e676b23f0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl @@ -58,42 +58,8 @@ VARYING vec4 refCoord; VARYING vec4 littleWave; VARYING vec4 view; -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) -{ - cl = clamp(cl, vec3(0), vec3(1)); - 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); vec2 encode_normal(vec3 n) { -- 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. --- indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl | 6 +----- 1 file changed, 1 insertion(+), 5 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl index 5e676b23f0..3a8565ee38 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl @@ -61,11 +61,7 @@ VARYING vec4 view; vec3 srgb_to_linear(vec3 cs); vec3 linear_to_srgb(vec3 cl); -vec2 encode_normal(vec3 n) -{ - float f = sqrt(8 * n.z + 8); - return n.xy / f + 0.5; -} +vec2 encode_normal(vec3 n); vec4 applyWaterFog(vec4 color, vec3 viewVec) { -- cgit v1.2.3 From eb5038fe755fd90b927359cd9fccd9ef2e951ca5 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Mon, 17 Sep 2018 20:09:58 +0100 Subject: SL-9618 Remove extraneous linear to sRGB conversion causing underwater refracted screen tex to be brighter than it should be. --- indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl index 3a8565ee38..db1eab23fb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl @@ -115,7 +115,7 @@ void main() vec4 fb = texture2D(screenTex, distort); - frag_data[0] = vec4(linear_to_srgb(fb.rgb), 1.0); // diffuse + frag_data[0] = vec4(fb.rgb, 1.0); // diffuse frag_data[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec frag_data[2] = vec4(encode_normal(wavef), 0.0, 0.0); // normalxyz, displace } -- 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. --- indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl | 3 --- 1 file changed, 3 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl index db1eab23fb..e95a688e1f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl @@ -58,9 +58,6 @@ VARYING vec4 refCoord; VARYING vec4 littleWave; VARYING vec4 view; -vec3 srgb_to_linear(vec3 cs); -vec3 linear_to_srgb(vec3 cl); - vec2 encode_normal(vec3 n); vec4 applyWaterFog(vec4 color, vec3 viewVec) -- cgit v1.2.3 From ac080210a8cd2f64c040f980708ccce2c5464874 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Mon, 6 May 2019 11:18:31 -0700 Subject: Make underwater shader output linear (refracted image was in wrong colorspace). --- indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl | 3 +++ 1 file changed, 3 insertions(+) (limited to 'indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl index e95a688e1f..641c6fbd36 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl @@ -58,6 +58,7 @@ VARYING vec4 refCoord; VARYING vec4 littleWave; VARYING vec4 view; +vec3 srgb_to_linear(vec3 c); vec2 encode_normal(vec3 n); vec4 applyWaterFog(vec4 color, vec3 viewVec) @@ -112,6 +113,8 @@ void main() vec4 fb = texture2D(screenTex, distort); + fb.rgb = srgb_to_linear(fb.rgb); + frag_data[0] = vec4(fb.rgb, 1.0); // diffuse frag_data[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec frag_data[2] = vec4(encode_normal(wavef), 0.0, 0.0); // normalxyz, displace -- 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. --- .../shaders/class1/deferred/underWaterF.glsl | 41 +--------------------- 1 file changed, 1 insertion(+), 40 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl index 641c6fbd36..9a5debb3c1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl @@ -58,45 +58,8 @@ VARYING vec4 refCoord; VARYING vec4 littleWave; VARYING vec4 view; -vec3 srgb_to_linear(vec3 c); vec2 encode_normal(vec3 n); -vec4 applyWaterFog(vec4 color, vec3 viewVec) -{ - //normalize view vector - vec3 view = normalize(viewVec); - float es = -view.z; - - //find intersection point with water plane and eye vector - - //get eye depth - float e0 = max(-waterPlane.w, 0.0); - - //get object depth - float depth = length(viewVec); - - //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); - //return vec4(1.0, 0.0, 1.0, 1.0); - return color * D + kc * L; - //depth /= 10.0; - //return vec4(depth,depth,depth,0.0); -} - void main() { vec4 color; @@ -113,9 +76,7 @@ void main() vec4 fb = texture2D(screenTex, distort); - fb.rgb = srgb_to_linear(fb.rgb); - frag_data[0] = vec4(fb.rgb, 1.0); // diffuse frag_data[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec - frag_data[2] = vec4(encode_normal(wavef), 0.0, 0.0); // normalxyz, displace + frag_data[2] = vec4(encode_normal(wavef), 0.0, 0.0); // normalxyz, env intens, atmo kill } -- cgit v1.2.3