From 86f0c9faa83ce4917ce7820a3295b39369d994ee Mon Sep 17 00:00:00 2001 From: Cosmic Linden Date: Fri, 13 Oct 2023 10:42:35 -0700 Subject: DRTVWR-592: (WIP) (has debug) Fix PBR terrain material mixing and triplanar mapping using wrong mix, causing bright spots --- .../shaders/class1/deferred/pbrterrainUtilF.glsl | 15 +++++++++------ 1 file changed, 9 insertions(+), 6 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl index 59b273afc3..13f3934689 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl @@ -82,7 +82,8 @@ TerrainMix _t_mix(float alpha1, float alpha2, float alphaFinal) tm.weight -= TERRAIN_RAMP_MIX_THRESHOLD; ivec4 usage = max(ivec4(0), ivec4(ceil(tm.weight))); // Prevent negative weights and keep weights balanced - tm.weight = normalize(tm.weight*vec4(usage)); + tm.weight = tm.weight*vec4(usage); + tm.weight /= (tm.weight.x + tm.weight.y + tm.weight.z + tm.weight.w); tm.type = (usage.x * MIX_X) | (usage.y * MIX_Y) | @@ -97,7 +98,7 @@ TerrainMix _t_mix(float alpha1, float alpha2, float alphaFinal) float terrain_mix(vec4 samples, float alpha1, float alpha2, float alphaFinal) { TerrainMix tm = _t_mix(alpha1, alpha2, alphaFinal); - // Assume weights are normalized + // Assume weights add to 1 return tm.weight.x * samples.x + tm.weight.y * samples.y + tm.weight.z * samples.z + @@ -118,7 +119,7 @@ vec4 terrain_mix(vec4[4] samples, float alpha1, float alpha2, float alphaFinal) vec4 terrain_mix(TerrainMix tm, TerrainMixSample tms) { - // Assume weights are normalized + // Assume weights add to 1 return tm.weight.x * tms[0] + tm.weight.y * tms[1] + tm.weight.z * tms[2] + @@ -127,7 +128,7 @@ vec4 terrain_mix(TerrainMix tm, TerrainMixSample tms) vec3 terrain_mix(TerrainMix tm, TerrainMixSample3 tms3) { - // Assume weights are normalized + // Assume weights add to 1 return tm.weight.x * tms3[0] + tm.weight.y * tms3[1] + tm.weight.z * tms3[2] + @@ -165,11 +166,13 @@ TerrainWeight _t_weight(TerrainCoord terrain_coord) { float sharpness = TERRAIN_TRIPLANAR_BLEND_FACTOR; float threshold = TERRAIN_TRIPLANAR_MIX_THRESHOLD; - vec3 weight_signed = normalize(pow(abs(vary_vertex_normal), vec3(sharpness))); + vec3 weight_signed = pow(abs(vary_vertex_normal), vec3(sharpness)); + weight_signed /= (weight_signed.x + weight_signed.y + weight_signed.z); weight_signed -= vec3(threshold); TerrainWeight tw; // *NOTE: Make sure the threshold doesn't affect the materials - tw.weight = normalize(max(vec3(0), weight_signed)); + tw.weight = max(vec3(0), weight_signed); + tw.weight /= (tw.weight.x + tw.weight.y + tw.weight.z); ivec3 usage = ivec3(round(max(vec3(0), sign(weight_signed)))); tw.type = ((usage.x) * SAMPLE_X) | ((usage.y) * SAMPLE_Y) | -- cgit v1.2.3