From e745da0c0b49e36cfeb516c79e06422d2de66433 Mon Sep 17 00:00:00 2001 From: Dave Houlton Date: Thu, 18 Mar 2021 18:01:23 -0600 Subject: DRTVWR-528, delete all unreferenced shader files, improve dev QoL --- .../class1/deferred/avatarAlphaNoColorV.glsl | 112 ------------------ .../shaders/class1/deferred/cloudShadowF.glsl | 127 --------------------- .../shaders/class1/deferred/cloudShadowV.glsl | 63 ---------- .../shaders/class1/deferred/luminanceF.glsl | 40 ------- .../shaders/class1/deferred/luminanceV.glsl | 45 -------- .../shaders/class1/deferred/postgiF.glsl | 99 ---------------- .../shaders/class1/deferred/shadowAlphaBlendF.glsl | 55 --------- .../shaders/class1/deferred/shadowAlphaBlendV.glsl | 67 ----------- 8 files changed, 608 deletions(-) delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/cloudShadowV.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendF.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendV.glsl (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl deleted file mode 100644 index bbdc8fdd1c..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl +++ /dev/null @@ -1,112 +0,0 @@ -/** - * @file avatarAlphaNoColorV.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -uniform mat4 projection_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; - -mat4 getSkinnedTransform(); -void calcAtmospherics(vec3 inPositionEye); - -float calcDirectionalLight(vec3 n, vec3 l); - -vec3 atmosAmbient(); -vec3 atmosAffectDirectionalLight(float lightIntensity); - -VARYING vec3 vary_position; -VARYING vec3 vary_ambient; -VARYING vec3 vary_directional; -VARYING vec3 vary_fragcoord; -VARYING vec3 vary_pointlight_col; -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_norm; - - -uniform float near_clip; - -uniform vec4 color; - -uniform vec4 light_position[8]; -uniform vec3 light_direction[8]; -uniform vec3 light_attenuation[8]; -uniform vec3 light_diffuse[8]; - -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight); - -void main() -{ - vary_texcoord0 = texcoord0; - - vec4 pos; - vec3 norm; - - mat4 trans = getSkinnedTransform(); - vec4 pos_in = vec4(position.xyz, 1.0); - pos.x = dot(trans[0], pos_in); - pos.y = dot(trans[1], pos_in); - pos.z = dot(trans[2], pos_in); - pos.w = 1.0; - - norm.x = dot(trans[0].xyz, normal); - norm.y = dot(trans[1].xyz, normal); - norm.z = dot(trans[2].xyz, normal); - norm = normalize(norm); - vary_norm = norm; - - vec4 frag_pos = projection_matrix * pos; - gl_Position = frag_pos; - - vary_position = pos.xyz; - - calcAtmospherics(pos.xyz); - - vec4 col = vec4(0.0, 0.0, 0.0, 1.0); - - // Collect normal lights - col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z); - col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z); - col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z); - col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z); - col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z); - col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z); - - vary_pointlight_col = col.rgb*color.rgb; - - col.rgb = vec3(0,0,0); - - // Add windlight lights - col.rgb = atmosAmbient(); - - vary_ambient = col.rgb*color.rgb; - vary_directional = color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), 0.0)); - - col.rgb = col.rgb * color.rgb; - - vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip); -} - - diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl deleted file mode 100644 index 0157d166e0..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl +++ /dev/null @@ -1,127 +0,0 @@ -/** - * @file class3/deferred/cloudsF.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D diffuseMap; - -VARYING vec4 pos; -VARYING float target_pos_x; -VARYING float vary_CloudDensity; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec2 vary_texcoord3; - -uniform sampler2D cloud_noise_texture; -uniform sampler2D cloud_noise_texture_next; -uniform float blend_factor; -uniform vec4 cloud_pos_density1; -uniform vec4 cloud_pos_density2; -uniform vec4 sunlight_color; -uniform vec4 cloud_color; -uniform float cloud_shadow; -uniform float cloud_scale; -uniform float cloud_variance; -uniform vec3 camPosLocal; -uniform vec3 sun_dir; -uniform float sun_size; -uniform float far_z; - -#if !defined(DEPTH_CLAMP) -VARYING vec4 post_pos; -#endif - -vec4 cloudNoise(vec2 uv) -{ - vec4 a = texture2D(cloud_noise_texture, uv); - vec4 b = texture2D(cloud_noise_texture_next, uv); - vec4 cloud_noise_sample = mix(a, b, blend_factor); - return normalize(cloud_noise_sample); -} - -void main() -{ - // Set variables - vec2 uv1 = vary_texcoord0.xy; - vec2 uv2 = vary_texcoord1.xy; - vec2 uv3 = vary_texcoord2.xy; - float cloudDensity = 2.0 * (cloud_shadow - 0.25); - - if (cloud_scale >= 0.0001) - { - vec2 uv4 = vary_texcoord3.xy; - - vec2 disturbance = vec2(cloudNoise(uv1 / 8.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); - vec2 disturbance2 = vec2(cloudNoise((uv1 + uv3) / 4.0f).x, cloudNoise((uv4 + uv2) / 8.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); - - // Offset texture coords - uv1 += cloud_pos_density1.xy + (disturbance * 0.2); //large texture, visible density - uv2 += cloud_pos_density1.xy; //large texture, self shadow - uv3 += cloud_pos_density2.xy; //small texture, visible density - uv4 += cloud_pos_density2.xy; //small texture, self shadow - - float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y) * 4.0); - - cloudDensity *= 1.0 - (density_variance * density_variance); - - // Compute alpha1, the main cloud opacity - float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z; - alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10 * cloud_pos_density1.z, 1.); - - // And smooth - alpha1 = 1. - alpha1 * alpha1; - alpha1 = 1. - alpha1 * alpha1; - - if (alpha1 < 0.001f) - { - discard; - } - - // Compute alpha2, for self shadowing effect - // (1 - alpha2) will later be used as percentage of incoming sunlight - float alpha2 = (cloudNoise(uv2).x - 0.5); - alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.); - - // And smooth - alpha2 = 1. - alpha2; - alpha2 = 1. - alpha2 * alpha2; - - frag_color = vec4(alpha1, alpha1, alpha1, 1); - } - else - { - frag_color = vec4(1); - } - -#if !defined(DEPTH_CLAMP) - gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); -#endif - -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudShadowV.glsl deleted file mode 100644 index effb070f93..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowV.glsl +++ /dev/null @@ -1,63 +0,0 @@ -/** - * @file cloudShadowV.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2011, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -uniform mat4 texture_matrix0; -uniform mat4 modelview_projection_matrix; -uniform float shadow_target_width; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; - -#if !defined(DEPTH_CLAMP) -VARYING float pos_zd2; -#endif - -VARYING vec4 pos; -VARYING float target_pos_x; -VARYING vec2 vary_texcoord0; -VARYING vec4 vertex_color; - -void passTextureIndex(); - -void main() -{ - //transform vertex - vec4 pre_pos = vec4(position.xyz, 1.0); - pos = modelview_projection_matrix * pre_pos; - target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; - -#if !defined(DEPTH_CLAMP) - pos_zd2 = pos.z * 0.5; - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -#else - gl_Position = pos; -#endif - - passTextureIndex(); - - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - vertex_color = diffuse_color; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl deleted file mode 100644 index be1003a7e0..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl +++ /dev/null @@ -1,40 +0,0 @@ -/** - * @file luminanceF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2DRect diffuseMap; -VARYING vec2 vary_fragcoord; - -void main() -{ - frag_color = texture2DRect(diffuseMap, vary_fragcoord.xy); -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl deleted file mode 100644 index f2dc60aa5d..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl +++ /dev/null @@ -1,45 +0,0 @@ -/** - * @file giV.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; - -VARYING vec2 vary_fragcoord; -VARYING vec4 vertex_color; - -uniform vec2 screen_res; - -void main() -{ - //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_Position = pos; - - vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; - - vertex_color = diffuse_color; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl deleted file mode 100644 index cf994d3547..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl +++ /dev/null @@ -1,99 +0,0 @@ -/** - * @file postgiF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -/*[EXTRA_CODE_HERE]*/ - - #ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; -uniform sampler2DRect giLightMap; -uniform sampler2D noiseMap; - -uniform vec2 kern[32]; -uniform float dist_factor; -uniform float blur_size; -uniform vec2 delta; -uniform int kern_length; -uniform float kern_scale; -uniform vec3 blur_quad; - -VARYING vec2 vary_fragcoord; - -uniform mat4 inv_proj; -uniform vec2 screen_res; - -vec4 getPosition(vec2 pos_screen); - -void main() -{ - vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - vec3 pos = getPosition(vary_fragcoord.xy).xyz; - - vec3 ccol = texture2DRect(giLightMap, vary_fragcoord.xy).rgb; - vec2 dlt = kern_scale * delta/(1.0+norm.xy*norm.xy); - dlt /= max(-pos.z*dist_factor, 1.0); - float defined_weight = kern[0].x; - vec3 col = vec3(0.0); - - for (int i = 0; i < kern_length; i++) - { - vec2 tc = vary_fragcoord.xy + kern[i].y*dlt; - vec3 sampNorm = texture2DRect(normalMap, tc.xy).xyz; - sampNorm = vec3((sampNorm.xy-0.5)*2.0,sampNorm.z); // unpack norm - - float d = dot(norm.xyz, sampNorm); - - if (d > 0.8) - { - vec3 samppos = getPosition(tc.xy).xyz; - samppos -= pos; - if (dot(samppos,samppos) < -0.05*pos.z) - { - col += texture2DRect(giLightMap, tc).rgb*kern[i].x; - defined_weight += kern[i].x; - } - } - } - - col /= defined_weight; - - //col = ccol; - - col = col*col*blur_quad.x + col*blur_quad.y + blur_quad.z; - - frag_color.rgb = col; - -#ifdef IS_AMD_CARD - // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts. - vec2 dummy1 = kern[0]; - vec2 dummy2 = kern[31]; -#endif -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendF.glsl deleted file mode 100644 index 44f2a73e1f..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendF.glsl +++ /dev/null @@ -1,55 +0,0 @@ -/** - * @file shadowAlphaMaskF.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2011, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D diffuseMap; - -#if !defined(DEPTH_CLAMP) -VARYING float pos_zd2; -#endif - -VARYING float pos_w; - -VARYING float target_pos_x; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -void main() -{ - float alpha = diffuseLookup(vary_texcoord0.xy).a * vertex_color.a; - - frag_color = vec4(alpha, alpha, alpha, 1); - -#if !defined(DEPTH_CLAMP) - gl_FragDepth = max(pos_zd2/pos_w+0.5, 0.0); -#endif -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendV.glsl deleted file mode 100644 index f45c343066..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendV.glsl +++ /dev/null @@ -1,67 +0,0 @@ -/** - * @file shadowAlphaMaskV.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2011, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -uniform mat4 texture_matrix0; -uniform mat4 modelview_projection_matrix; -uniform float shadow_target_width; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; - -#if !defined(DEPTH_CLAMP) -VARYING float pos_zd2; -#endif - -VARYING float pos_w; - -VARYING float target_pos_x; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -void passTextureIndex(); - -void main() -{ - //transform vertex - vec4 pre_pos = vec4(position.xyz, 1.0); - vec4 pos = modelview_projection_matrix * pre_pos; - target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; - - pos_w = pos.w; - -#if !defined(DEPTH_CLAMP) - pos_zd2 = pos.z * 0.5; - - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -#else - gl_Position = pos; -#endif - - passTextureIndex(); - - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - vertex_color = diffuse_color; -} -- cgit v1.2.3 From ebadc409de90c75f96a005e8f45a3eee4ad243e0 Mon Sep 17 00:00:00 2001 From: Dave Houlton Date: Mon, 29 Mar 2021 16:00:19 -0600 Subject: SL-14895, restore previous post-deferred alpha behavior --- .../app_settings/shaders/class1/deferred/alphaF.glsl | 14 +++++++++++--- .../app_settings/shaders/class1/deferred/materialF.glsl | 12 ++++++++++-- 2 files changed, 21 insertions(+), 5 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index dc484317e9..d3a05c34c0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -86,6 +86,14 @@ float getAmbientClamp(); vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, float ambiance) { + // SL-14895 inverted attenuation work-around + // This routine is tweaked to match deferred lighting, but previously used an inverted la value. To reconstruct + // that previous value now that the inversion is corrected, we reverse the calculations in LLPipeline::setupHWLights() + // to recover the `adjusted_radius` value previously being sent as la. + float falloff_factor = (12.0 * fa) - 9.0; + float inverted_la = falloff_factor / la; + // Yes, it makes me want to cry as well. DJH + vec3 col = vec3(0); //get light vector @@ -95,7 +103,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec float dist = length(lv); float da = 1.0; - /*if (dist > la) + /*if (dist > inverted_la) { return col; } @@ -113,9 +121,9 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec return col; }*/ - if (dist > 0.0 && la > 0.0) + if (dist > 0.0 && inverted_la > 0.0) { - dist /= la; + dist /= inverted_la; //normalize light vector lv = normalize(lv); diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index e1f7031af6..02d83925ea 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -91,6 +91,14 @@ float getAmbientClamp(); vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance) { + // SL-14895 inverted attenuation work-around + // This routine is tweaked to match deferred lighting, but previously used an inverted la value. To reconstruct + // that previous value now that the inversion is corrected, we reverse the calculations in LLPipeline::setupHWLights() + // to recover the `adjusted_radius` value previously being sent as la. + float falloff_factor = (12.0 * fa) - 9.0; + float inverted_la = falloff_factor / la; + // Yes, it makes me want to cry as well. DJH + vec3 col = vec3(0); //get light vector @@ -100,9 +108,9 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe float dist = length(lv); float da = 1.0; - dist /= la; + dist /= inverted_la; - if (dist > 0.0 && la > 0.0) + if (dist > 0.0 && inverted_la > 0.0) { //normalize light vector lv = normalize(lv); -- cgit v1.2.3 From ced2bd5ed4386d50231edfd1ebec01561f9b4465 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Mon, 12 Apr 2021 16:58:18 -0700 Subject: SL-14113 Fix moon haze --- indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/moonF.glsl | 6 ++++++ indra/newview/app_settings/shaders/class1/deferred/starsF.glsl | 7 ++++++- 3 files changed, 13 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl index ae1ac5de7f..187fed72e1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl @@ -126,6 +126,6 @@ void main() frag_data[1] = vec4(0.0,0.0,0.0,0.0); frag_data[2] = vec4(0,0,0,1); - gl_FragDepth = 0.99995f; + gl_FragDepth = 0.999985; // SL-14113 Stars and Clouds need same depth } diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl index 35068899ee..5906194437 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl @@ -55,6 +55,12 @@ void main() fade = clamp( moon_dir.z*moon_dir.z*4.0, 0.0, 1.0 ); vec4 c = texture2D(diffuseMap, vary_texcoord0.xy); + + // SL-14113 Don't write to depth; prevent moon's quad from hiding stars which should be visible + // Moon texture has transparent pixels <0x55,0x55,0x55,0x00> + if (c.a <= 2./255.) // 0.00784 + discard; + // c.rgb = srgb_to_linear(c.rgb); c.rgb *= moonlight_color.rgb; c.rgb *= moon_brightness; diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl index bac79a9fdc..50f10ad0fa 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl @@ -46,8 +46,13 @@ float twinkle(){ return abs(d); } +// See: +// ALM off: class1/environment/starsF.glsl +// ALM on : class1/deferred/starsF.glsl void main() { + // camera above water: class1\deferred\starsF.glsl + // camera below water: starsF.glsl vec4 col_a = texture2D(diffuseMap, vary_texcoord0.xy); vec4 col_b = texture2D(diffuseMap, vary_texcoord0.xy); vec4 col = mix(col_b, col_a, blend_factor); @@ -62,6 +67,6 @@ void main() frag_data[1] = vec4(0.0f); frag_data[2] = vec4(0.0, 1.0, 0.0, 1.0); - gl_FragDepth = 0.99995f; + gl_FragDepth = 0.999995f; // SL-14113 Moon Haze -- Stars need to depth test behind the moon } -- cgit v1.2.3 From 290c66ebf476cb1e6e7141889d1e6faf26dba3ce Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Tue, 13 Apr 2021 10:54:02 -0700 Subject: SL-14113 Cleanup typo and cross reference --- indra/newview/app_settings/shaders/class1/deferred/starsF.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl index 50f10ad0fa..b028c40ed9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl @@ -52,7 +52,7 @@ float twinkle(){ void main() { // camera above water: class1\deferred\starsF.glsl - // camera below water: starsF.glsl + // camera below water: class1\environment\starsF.glsl vec4 col_a = texture2D(diffuseMap, vary_texcoord0.xy); vec4 col_b = texture2D(diffuseMap, vary_texcoord0.xy); vec4 col = mix(col_b, col_a, blend_factor); -- cgit v1.2.3 From e371fdbf311e450ac0cc7f4d3fdacc938b489d92 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Thu, 29 Apr 2021 08:41:50 -0700 Subject: SL-14113: Remove magic numbers. Take advantage of existing shader #defines injection by extending shader loading to make use of addConstant() instead of hard-coding magic number constants in each GLSL file. --- indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/moonF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/starsF.glsl | 2 +- 3 files changed, 3 insertions(+), 3 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl index 187fed72e1..ad8ab771b8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl @@ -126,6 +126,6 @@ void main() frag_data[1] = vec4(0.0,0.0,0.0,0.0); frag_data[2] = vec4(0,0,0,1); - gl_FragDepth = 0.999985; // SL-14113 Stars and Clouds need same depth + gl_FragDepth = LL_SHADER_CONST_CLOUD_DEPTH; // SL-14113 Stars and Clouds need same depth } diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl index 5906194437..ffeaf2b600 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl @@ -74,6 +74,6 @@ void main() frag_data[1] = vec4(0.0); frag_data[2] = vec4(0.0f); - gl_FragDepth = 0.999985f; + gl_FragDepth = LL_SHADER_CONST_MOON_DEPTH; // SL-14113 } diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl index b028c40ed9..8d9c7e3507 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl @@ -67,6 +67,6 @@ void main() frag_data[1] = vec4(0.0f); frag_data[2] = vec4(0.0, 1.0, 0.0, 1.0); - gl_FragDepth = 0.999995f; // SL-14113 Moon Haze -- Stars need to depth test behind the moon + gl_FragDepth = LL_SHADER_CONST_STAR_DEPTH; // SL-14113 Moon Haze -- Stars need to depth test behind the moon } -- cgit v1.2.3 From 3f4b8423a46bae4736ebcc28082ee1a9d5b71d6b Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Thu, 29 Apr 2021 10:27:09 -0700 Subject: SL-14113: Merge duplicate shader constant for clarity. --- indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/moonF.glsl | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl index ad8ab771b8..f1187fef9a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl @@ -126,6 +126,6 @@ void main() frag_data[1] = vec4(0.0,0.0,0.0,0.0); frag_data[2] = vec4(0,0,0,1); - gl_FragDepth = LL_SHADER_CONST_CLOUD_DEPTH; // SL-14113 Stars and Clouds need same depth + gl_FragDepth = LL_SHADER_CONST_CLOUD_MOON_DEPTH; // SL-14113 Stars and Clouds need same depth } diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl index ffeaf2b600..e709d73bfa 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl @@ -74,6 +74,6 @@ void main() frag_data[1] = vec4(0.0); frag_data[2] = vec4(0.0f); - gl_FragDepth = LL_SHADER_CONST_MOON_DEPTH; // SL-14113 + gl_FragDepth = LL_SHADER_CONST_CLOUD_MOON_DEPTH; // SL-14113 } -- cgit v1.2.3 From 06969e980ee3cc16a61a934b9c6bc252149c15c9 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Fri, 25 Jun 2021 10:23:05 -0700 Subject: SL-11589: Fix horizon being U shaped bent in Low+ quality --- indra/newview/app_settings/shaders/class1/deferred/waterV.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl index 8863869e44..38276859a0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl @@ -70,7 +70,7 @@ void main() d *= d; oPosition = vec4(position, 1.0); - oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d); +// oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d); // SL-11589 remove "U" shaped horizon vary_position = modelview_matrix * oPosition; oPosition = modelViewProj * oPosition; -- cgit v1.2.3 From e914f3e4a11ff86b3e05089c9b3a6677ec623c9c Mon Sep 17 00:00:00 2001 From: Dave Houlton Date: Fri, 12 Nov 2021 14:49:00 -0700 Subject: Revert "SL-14895, restore previous post-deferred alpha behavior" This reverts commit ebadc409de90c75f96a005e8f45a3eee4ad243e0. --- .../app_settings/shaders/class1/deferred/alphaF.glsl | 14 +++----------- .../app_settings/shaders/class1/deferred/materialF.glsl | 12 ++---------- 2 files changed, 5 insertions(+), 21 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index d3a05c34c0..dc484317e9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -86,14 +86,6 @@ float getAmbientClamp(); vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, float ambiance) { - // SL-14895 inverted attenuation work-around - // This routine is tweaked to match deferred lighting, but previously used an inverted la value. To reconstruct - // that previous value now that the inversion is corrected, we reverse the calculations in LLPipeline::setupHWLights() - // to recover the `adjusted_radius` value previously being sent as la. - float falloff_factor = (12.0 * fa) - 9.0; - float inverted_la = falloff_factor / la; - // Yes, it makes me want to cry as well. DJH - vec3 col = vec3(0); //get light vector @@ -103,7 +95,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec float dist = length(lv); float da = 1.0; - /*if (dist > inverted_la) + /*if (dist > la) { return col; } @@ -121,9 +113,9 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec return col; }*/ - if (dist > 0.0 && inverted_la > 0.0) + if (dist > 0.0 && la > 0.0) { - dist /= inverted_la; + dist /= la; //normalize light vector lv = normalize(lv); diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 02d83925ea..e1f7031af6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -91,14 +91,6 @@ float getAmbientClamp(); vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance) { - // SL-14895 inverted attenuation work-around - // This routine is tweaked to match deferred lighting, but previously used an inverted la value. To reconstruct - // that previous value now that the inversion is corrected, we reverse the calculations in LLPipeline::setupHWLights() - // to recover the `adjusted_radius` value previously being sent as la. - float falloff_factor = (12.0 * fa) - 9.0; - float inverted_la = falloff_factor / la; - // Yes, it makes me want to cry as well. DJH - vec3 col = vec3(0); //get light vector @@ -108,9 +100,9 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe float dist = length(lv); float da = 1.0; - dist /= inverted_la; + dist /= la; - if (dist > 0.0 && inverted_la > 0.0) + if (dist > 0.0 && la > 0.0) { //normalize light vector lv = normalize(lv); -- cgit v1.2.3 From 93a025966649e281ceff8d1471bc983cc036bc17 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 29 Apr 2022 13:51:11 +0000 Subject: SL-17282 prototype mixing of reflection map into legacy materials --- indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl | 1 - indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl | 1 - indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl | 1 - 3 files changed, 3 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index 09c47165dd..0ae4bbfc5d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -36,7 +36,6 @@ out vec4 frag_color; uniform sampler2DRect depthMap; uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; -uniform samplerCube environmentMap; uniform sampler2D noiseMap; uniform sampler2D lightFunc; diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index ec3fb9c543..8dcc18080d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -42,7 +42,6 @@ uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; -uniform samplerCube environmentMap; uniform sampler2D noiseMap; uniform sampler2D projectionMap; uniform sampler2D lightFunc; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index 18616a9bb3..c1061f1933 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -36,7 +36,6 @@ out vec4 frag_color; uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; uniform sampler2DRect normalMap; -uniform samplerCube environmentMap; uniform sampler2D noiseMap; uniform sampler2D lightFunc; uniform sampler2DRect depthMap; -- cgit v1.2.3 From 54919fa7495910e6f7877228a0458736024dcdc4 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Mon, 2 May 2022 10:05:13 -0700 Subject: SL-17274: Stub for PBR DrawPool and shader --- .../shaders/class1/deferred/pbropaqueF.glsl | 52 ++++++++++++++++++++++ .../shaders/class1/deferred/pbropaqueV.glsl | 52 ++++++++++++++++++++++ 2 files changed, 104 insertions(+) create mode 100644 indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl new file mode 100644 index 0000000000..4da64ed5ee --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl @@ -0,0 +1,52 @@ +/** + * @file pbropaqueF.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2022, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +/*[EXTRA_CODE_HERE]*/ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_data[3]; +#else +#define frag_data gl_FragData +#endif + +VARYING vec3 vary_normal; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + +vec2 encode_normal(vec3 n); +vec3 linear_to_srgb(vec3 c); + +void main() +{ + vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb; + + vec3 spec; + spec.rgb = vec3(vertex_color.a); +col.rgb = vec3( 1, 0, 1 ); // DEBUG + frag_data[0] = vec4(col, 0.0); + frag_data[1] = vec4(spec, vertex_color.a); // spec + vec3 nvn = normalize(vary_normal); + frag_data[2] = vec4(encode_normal(nvn.xyz), vertex_color.a, 0.0); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl new file mode 100644 index 0000000000..7c52b77711 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl @@ -0,0 +1,52 @@ +/** + * @file pbropaqueV.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2022, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_projection_matrix; + +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; + +VARYING vec3 vary_normal; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + +void passTextureIndex(); + +void main() +{ + //transform vertex + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + + passTextureIndex(); + vary_normal = normalize(normal_matrix * normal); + + vertex_color = diffuse_color; +} -- cgit v1.2.3 From 415380b140adf52611639def126112e7c2b7d35d Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Fri, 6 May 2022 09:47:03 -0700 Subject: SL-17274: Add vary_position, cleanup whitespace --- .../shaders/class1/deferred/pbropaqueF.glsl | 1 + .../shaders/class1/deferred/pbropaqueV.glsl | 20 +++++++++++--------- 2 files changed, 12 insertions(+), 9 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl index 4da64ed5ee..ac3c9dd054 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl @@ -31,6 +31,7 @@ out vec4 frag_data[3]; #define frag_data gl_FragData #endif +VARYING vec3 vary_position; VARYING vec3 vary_normal; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl index 7c52b77711..72bae808e0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl @@ -25,6 +25,7 @@ uniform mat3 normal_matrix; uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; @@ -32,8 +33,8 @@ ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec3 normal; ATTRIBUTE vec2 texcoord0; +VARYING vec3 vary_position; VARYING vec3 vary_normal; - VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; @@ -41,12 +42,13 @@ void passTextureIndex(); void main() { - //transform vertex - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - - passTextureIndex(); - vary_normal = normalize(normal_matrix * normal); - - vertex_color = diffuse_color; + //transform vertex + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + vary_position = (modelview_matrix * vec4(position.xyz,1.0)).xyz; + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + + passTextureIndex(); + vary_normal = normalize(normal_matrix * normal); + + vertex_color = diffuse_color; } -- cgit v1.2.3 From 663e121f2f41b923951f122157744a529eb4bc89 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Fri, 6 May 2022 09:48:49 -0700 Subject: SL-17274: Add debug rendering to pbr shader --- .../shaders/class1/deferred/pbropaqueF.glsl | 76 +++++++++++++++++++--- 1 file changed, 66 insertions(+), 10 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl index ac3c9dd054..cb9cc4958a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl @@ -25,6 +25,19 @@ /*[EXTRA_CODE_HERE]*/ +#define DEBUG_BASIC 1 +#define DEBUG_COLOR 0 +#define DEBUG_NORMAL 0 +#define DEBUG_POSITION 0 +#define DEBUG_REFLECT_VEC 0 +#define DEBUG_REFLECT_COLOR 0 + +#ifdef HAS_SPECULAR_MAP +uniform sampler2D specularMap; +#endif +uniform samplerCube environmentMap; +uniform mat3 env_mat; + #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_data[3]; #else @@ -35,19 +48,62 @@ VARYING vec3 vary_position; VARYING vec3 vary_normal; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; +#ifdef HAS_SPECULAR_MAP +VARYING vec2 vary_texcoord2; +#endif vec2 encode_normal(vec3 n); vec3 linear_to_srgb(vec3 c); -void main() +struct PBR { - vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb; - - vec3 spec; - spec.rgb = vec3(vertex_color.a); -col.rgb = vec3( 1, 0, 1 ); // DEBUG - frag_data[0] = vec4(col, 0.0); - frag_data[1] = vec4(spec, vertex_color.a); // spec - vec3 nvn = normalize(vary_normal); - frag_data[2] = vec4(encode_normal(nvn.xyz), vertex_color.a, 0.0); + float LdotH; // Light and Half + float NdotL; // Normal and Light + float NdotH; // Normal and Half + float VdotH; // View and Half +}; + +const float M_PI = 3.141592653589793; + +void main() +{ + vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb; + +//#ifdef HAS_SPECULAR_MAP +//#else + vec4 norm = vec4(0,0,0,1.0); + vec3 tnorm = vary_normal; +//#endif + norm.xyz = normalize(tnorm.xyz); + + vec3 spec; + spec.rgb = vec3(vertex_color.a); + + vec3 pos = vary_position; + vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); + vec3 env_vec = env_mat * refnormpersp; + vec3 reflected_color = textureCube(environmentMap, env_vec).rgb; + +#if DEBUG_BASIC + col.rgb = vec3( 1, 0, 1 ); // DEBUG +#endif +#if DEBUG_COLOR + col.rgb = vertex_color.rgb; +#endif +#if DEBUG_NORMAL + col.rgb = vary_normal; +#endif +#if DEBUG_POSITION + col.rgb = vary_position.xyz; +#endif +#if DEBUG_REFLECT_VEC + col.rgb = refnormpersp; +#endif +#if DEBUG_REFLECT_COLOR + col.rgb = reflected_color; +#endif + + frag_data[0] = vec4(col, 0.0); + frag_data[1] = vec4(spec, vertex_color.a); // spec + frag_data[2] = vec4(encode_normal(norm.xyz), vertex_color.a, 0.0); } -- cgit v1.2.3 From 3400e5fd302c0d9dea6386c4d5bf38876f2cc287 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 16 May 2022 17:21:08 +0000 Subject: SL-17284 Reflection probe tuning and optimization take 1 --- .../shaders/class1/deferred/aoUtil.glsl | 14 +++++------ .../shaders/class1/deferred/blurLightF.glsl | 29 +++++++++++++++------- 2 files changed, 26 insertions(+), 17 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl index 23adbded5e..73c125bbdc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl @@ -29,8 +29,6 @@ uniform sampler2DRect depthMap; uniform float ssao_radius; uniform float ssao_max_radius; -uniform float ssao_factor; -uniform float ssao_factor_inv; uniform mat4 inv_proj; uniform vec2 screen_res; @@ -83,14 +81,14 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen) { float ret = 1.0; vec3 pos_world = pos.xyz; - vec2 noise_reflect = texture2D(noiseMap, pos_screen.xy/128.0).xy; + float angle_hidden = 0.0; float points = 0; - float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); - // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?) + float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); + vec2 noise_reflect = texture2D(noiseMap, pos_screen.xy/128.0).xy; for (int i = 0; i < 8; i++) { vec2 samppos_screen = pos_screen + scale * reflect(getKern(i), noise_reflect); @@ -105,14 +103,14 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen) //(k should vary inversely with # of samples, but this is taken care of later) float funky_val = (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) ? 1.0 : 0.0; - angle_hidden = angle_hidden + funky_val * min(1.0/dist2, ssao_factor_inv); + angle_hidden = angle_hidden + funky_val * min(1.0/dist2, 1.0); // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion" float diffz_val = (diff.z > -1.0) ? 1.0 : 0.0; points = points + diffz_val; } - - angle_hidden = min(ssao_factor*angle_hidden/points, 1.0); + + angle_hidden = min(angle_hidden/points, 1.0); float points_val = (points > 0.0) ? 1.0 : 0.0; ret = (1.0 - (points_val * angle_hidden)); diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index 596d0274af..fa3634f3b6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -69,36 +69,47 @@ void main() tc_mod *= 2.0; tc += ( (tc_mod - 0.5) * kern[1].z * dlt * 0.5 ); - for (int i = 1; i < 4; i++) + // TODO: move this to kern instead of building kernel per pixel + vec3 k[7]; + k[0] = kern[0]; + k[2] = kern[1]; + k[4] = kern[2]; + k[6] = kern[3]; + + k[1] = (k[0]+k[2])*0.5f; + k[3] = (k[2]+k[4])*0.5f; + k[5] = (k[4]+k[6])*0.5f; + + for (int i = 1; i < 7; i++) { - vec2 samptc = tc + kern[i].z*dlt; + vec2 samptc = tc + k[i].z*dlt*2.0; vec3 samppos = getPosition(samptc).xyz; float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane if (d*d <= pointplanedist_tolerance_pow2) { - col += texture2DRect(lightMap, samptc)*kern[i].xyxx; - defined_weight += kern[i].xy; + col += texture2DRect(lightMap, samptc)*k[i].xyxx; + defined_weight += k[i].xy; } } - for (int i = 1; i < 4; i++) + for (int i = 1; i < 7; i++) { - vec2 samptc = tc - kern[i].z*dlt; + vec2 samptc = tc - k[i].z*dlt*2.0; vec3 samppos = getPosition(samptc).xyz; float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane if (d*d <= pointplanedist_tolerance_pow2) { - col += texture2DRect(lightMap, samptc)*kern[i].xyxx; - defined_weight += kern[i].xy; + col += texture2DRect(lightMap, samptc)*k[i].xyxx; + defined_weight += k[i].xy; } } col /= defined_weight.xyxx; - col.y *= col.y; + //col.y *= max(col.y, 0.75); frag_color = col; -- cgit v1.2.3 From 3564b24e2a90e0772c37185cc5dcedca29d62ab8 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 19 May 2022 22:24:41 -0500 Subject: SL-17286 Reflection probe alpha/fullbright support. --- .../shaders/class1/deferred/fullbrightShinyF.glsl | 50 +++++++++++------ .../shaders/class1/deferred/fullbrightShinyV.glsl | 16 ++++-- .../shaders/class1/deferred/materialF.glsl | 64 +++++++++++----------- .../shaders/class1/deferred/reflectionProbeF.glsl | 44 +++++++++++++++ 4 files changed, 121 insertions(+), 53 deletions(-) create mode 100644 indra/newview/app_settings/shaders/class1/deferred/reflectionProbeF.glsl (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl index 9fcee04c32..a04f611440 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl @@ -35,10 +35,11 @@ out vec4 frag_color; uniform sampler2D diffuseMap; #endif + VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; VARYING vec3 vary_texcoord1; -VARYING vec4 vary_position; +VARYING vec3 vary_position; uniform samplerCube environmentMap; @@ -54,6 +55,14 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou vec3 linear_to_srgb(vec3 c); vec3 srgb_to_linear(vec3 c); +#ifdef HAS_REFLECTION_PROBES +// reflection probe interface +void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyEnv, + vec3 pos, vec3 norm, float glossiness, float envIntensity); +void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm); +void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity); +#endif + // See: // class1\deferred\fullbrightShinyF.glsl // class1\lighting\lightFullbrightShinyF.glsl @@ -70,21 +79,29 @@ void main() // SL-9632 HUDs are affected by Atmosphere if (no_atmo == 0) { - vec3 sunlit; - vec3 amblit; - vec3 additive; - vec3 atten; - vec3 pos = vary_position.xyz/vary_position.w; - - calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false); - - vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; - float env_intensity = vertex_color.a; - - //color.rgb = srgb_to_linear(color.rgb); - color.rgb = mix(color.rgb, envColor.rgb, env_intensity); - color.rgb = fullbrightAtmosTransportFrag(color.rgb, additive, atten); - color.rgb = fullbrightScaleSoftClip(color.rgb); + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; + vec3 pos = vary_position; + calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false); + + float env_intensity = vertex_color.a; +#ifndef HAS_REFLECTION_PROBES + vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; + color.rgb = mix(color.rgb, envColor.rgb, env_intensity); +#else + vec3 ambenv; + vec3 glossenv; + vec3 legacyenv; + vec3 norm = normalize(vary_texcoord1.xyz); + vec4 spec = vec4(0,0,0,0); + sampleReflectionProbes(ambenv, glossenv, legacyenv, pos.xyz, norm.xyz, spec.a, env_intensity); + legacyenv *= 1.5; // fudge brighter + applyLegacyEnv(color.rgb, legacyenv, spec, pos, norm, env_intensity); +#endif + color.rgb = fullbrightAtmosTransportFrag(color.rgb, additive, atten); + color.rgb = fullbrightScaleSoftClip(color.rgb); } /* @@ -98,7 +115,6 @@ void main() */ color.a = 1.0; - //color.rgb = linear_to_srgb(color.rgb); frag_color = color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl index 2c139430e7..a897198062 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl @@ -44,7 +44,7 @@ ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; VARYING vec3 vary_texcoord1; -VARYING vec4 vary_position; +VARYING vec3 vary_position; #ifdef HAS_SKIN mat4 getObjectSkinnedTransform(); @@ -61,17 +61,23 @@ void main() mat4 mat = getObjectSkinnedTransform(); mat = modelview_matrix * mat; vec4 pos = mat * vert; - vary_position = gl_Position = projection_matrix * pos; + gl_Position = projection_matrix * pos; vec3 norm = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz); #else vec4 pos = (modelview_matrix * vert); - vary_position = gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); + gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); vec3 norm = normalize(normal_matrix * normal); #endif - vec3 ref = reflect(pos.xyz, -norm); - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + vary_position = pos.xyz; + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + +#ifndef HAS_REFLECTION_PROBES + vec3 ref = reflect(pos.xyz, -norm); vary_texcoord1 = transpose(normal_matrix) * ref.xyz; +#else + vary_texcoord1 = norm; +#endif calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 02d83925ea..c5b1937cfb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -64,6 +64,13 @@ out vec4 frag_color; float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); #endif +#ifdef HAS_REFLECTION_PROBES +void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, + vec3 pos, vec3 norm, float glossiness, float envIntensity); +void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm); +void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity); +#endif + uniform samplerCube environmentMap; uniform sampler2D lightFunc; @@ -322,6 +329,16 @@ void main() // lighting from the sun stays sharp float da = clamp(dot(normalize(norm.xyz), light_dir.xyz), 0.0, 1.0); da = pow(da, 1.0 / 1.3); + vec3 sun_contrib = min(da, shadow) * sunlit; + +#ifdef HAS_REFLECTION_PROBES + vec3 ambenv; + vec3 glossenv; + vec3 legacyenv; + sampleReflectionProbes(ambenv, glossenv, legacyenv, pos.xyz, norm.xyz, spec.a, envIntensity); + amblit = max(ambenv, amblit); + color.rgb = amblit; +#else color = amblit; @@ -333,9 +350,8 @@ void main() ambient *= ambient; ambient = (1.0 - ambient); - vec3 sun_contrib = min(da, shadow) * sunlit; - color *= ambient; +#endif color += sun_contrib; @@ -345,35 +361,6 @@ void main() if (spec.a > 0.0) // specular reflection { - /* // Reverting this specular calculation to previous 'dumbshiny' version - DJH 6/17/2020 - // Preserving the refactored version as a comment for potential reconsideration, - // overriding the general rule to avoid pollutiong the source with commented code. - // - // If you're reading this in 2021+, feel free to obliterate. - - 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 sp = sun_contrib*scol / 6.0f; - sp = clamp(sp, vec3(0), vec3(1)); - bloom = dot(sp, sp) / 4.0; - color += sp * spec.rgb; - } - */ - float sa = dot(refnormpersp, sun_dir.xyz); vec3 dumbshiny = sunlit * shadow * (texture2D(lightFunc, vec2(sa, spec.a)).r); @@ -385,10 +372,24 @@ void main() glare = max(glare, spec_contrib.b); color += spec_contrib; + +#ifdef HAS_REFLECTION_PROBES + applyGlossEnv(color, glossenv, spec, pos.xyz, norm.xyz); +#endif } + color = mix(color.rgb, diffcol.rgb, diffuse.a); +#ifdef HAS_REFLECTION_PROBES + if (envIntensity > 0.0) + { // add environmentmap + //fudge darker + legacyenv *= 0.5*diffuse.a+0.5; + + applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, envIntensity); + } +#else if (envIntensity > 0.0) { //add environmentmap @@ -403,6 +404,7 @@ void main() cur_glare *= envIntensity*4.0; glare += cur_glare; } +#endif color = atmosFragLighting(color, additive, atten); color = scaleSoftClipFrag(color); diff --git a/indra/newview/app_settings/shaders/class1/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/reflectionProbeF.glsl new file mode 100644 index 0000000000..8f3e38b08b --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/reflectionProbeF.glsl @@ -0,0 +1,44 @@ +/** + * @file class1/deferred/reflectionProbeF.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2022, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +// fallback stub -- will be used if actual reflection probe shader failed to load (output pink so it's obvious) +void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, + vec3 pos, vec3 norm, float glossiness, float envIntensity) +{ + ambenv = vec3(1,0,1); + glossenv = vec3(1,0,1); + legacyenv = vec3(1,0,1); +} + +void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm) +{ + color = vec3(1,0,1); +} + +void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity) +{ + color = vec3(1,0,1); +} + -- cgit v1.2.3 From 0940e8871894e08da80730d11c31cbd252a05b35 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 24 May 2022 10:34:47 -0500 Subject: SL-17472 Add checkbox to preferences for enabling "PBR" that uses "class3" deferred shaders. Move reflection probe shaders to class3 and restore class2 shaders to non-reflection probe versions. --- .../shaders/class1/deferred/fullbrightShinyF.glsl | 50 ++++++----------- .../shaders/class1/deferred/materialF.glsl | 64 +++++++++++----------- 2 files changed, 48 insertions(+), 66 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl index a04f611440..9fcee04c32 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl @@ -35,11 +35,10 @@ out vec4 frag_color; uniform sampler2D diffuseMap; #endif - VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; VARYING vec3 vary_texcoord1; -VARYING vec3 vary_position; +VARYING vec4 vary_position; uniform samplerCube environmentMap; @@ -55,14 +54,6 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou vec3 linear_to_srgb(vec3 c); vec3 srgb_to_linear(vec3 c); -#ifdef HAS_REFLECTION_PROBES -// reflection probe interface -void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyEnv, - vec3 pos, vec3 norm, float glossiness, float envIntensity); -void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm); -void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity); -#endif - // See: // class1\deferred\fullbrightShinyF.glsl // class1\lighting\lightFullbrightShinyF.glsl @@ -79,29 +70,21 @@ void main() // SL-9632 HUDs are affected by Atmosphere if (no_atmo == 0) { - vec3 sunlit; - vec3 amblit; - vec3 additive; - vec3 atten; - vec3 pos = vary_position; - calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false); - - float env_intensity = vertex_color.a; -#ifndef HAS_REFLECTION_PROBES - vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; - color.rgb = mix(color.rgb, envColor.rgb, env_intensity); -#else - vec3 ambenv; - vec3 glossenv; - vec3 legacyenv; - vec3 norm = normalize(vary_texcoord1.xyz); - vec4 spec = vec4(0,0,0,0); - sampleReflectionProbes(ambenv, glossenv, legacyenv, pos.xyz, norm.xyz, spec.a, env_intensity); - legacyenv *= 1.5; // fudge brighter - applyLegacyEnv(color.rgb, legacyenv, spec, pos, norm, env_intensity); -#endif - color.rgb = fullbrightAtmosTransportFrag(color.rgb, additive, atten); - color.rgb = fullbrightScaleSoftClip(color.rgb); + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; + vec3 pos = vary_position.xyz/vary_position.w; + + calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false); + + vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; + float env_intensity = vertex_color.a; + + //color.rgb = srgb_to_linear(color.rgb); + color.rgb = mix(color.rgb, envColor.rgb, env_intensity); + color.rgb = fullbrightAtmosTransportFrag(color.rgb, additive, atten); + color.rgb = fullbrightScaleSoftClip(color.rgb); } /* @@ -115,6 +98,7 @@ void main() */ color.a = 1.0; + //color.rgb = linear_to_srgb(color.rgb); frag_color = color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index c5b1937cfb..02d83925ea 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -64,13 +64,6 @@ out vec4 frag_color; float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); #endif -#ifdef HAS_REFLECTION_PROBES -void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, - vec3 pos, vec3 norm, float glossiness, float envIntensity); -void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm); -void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity); -#endif - uniform samplerCube environmentMap; uniform sampler2D lightFunc; @@ -329,16 +322,6 @@ void main() // lighting from the sun stays sharp float da = clamp(dot(normalize(norm.xyz), light_dir.xyz), 0.0, 1.0); da = pow(da, 1.0 / 1.3); - vec3 sun_contrib = min(da, shadow) * sunlit; - -#ifdef HAS_REFLECTION_PROBES - vec3 ambenv; - vec3 glossenv; - vec3 legacyenv; - sampleReflectionProbes(ambenv, glossenv, legacyenv, pos.xyz, norm.xyz, spec.a, envIntensity); - amblit = max(ambenv, amblit); - color.rgb = amblit; -#else color = amblit; @@ -350,8 +333,9 @@ void main() ambient *= ambient; ambient = (1.0 - ambient); + vec3 sun_contrib = min(da, shadow) * sunlit; + color *= ambient; -#endif color += sun_contrib; @@ -361,6 +345,35 @@ void main() if (spec.a > 0.0) // specular reflection { + /* // Reverting this specular calculation to previous 'dumbshiny' version - DJH 6/17/2020 + // Preserving the refactored version as a comment for potential reconsideration, + // overriding the general rule to avoid pollutiong the source with commented code. + // + // If you're reading this in 2021+, feel free to obliterate. + + 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 sp = sun_contrib*scol / 6.0f; + sp = clamp(sp, vec3(0), vec3(1)); + bloom = dot(sp, sp) / 4.0; + color += sp * spec.rgb; + } + */ + float sa = dot(refnormpersp, sun_dir.xyz); vec3 dumbshiny = sunlit * shadow * (texture2D(lightFunc, vec2(sa, spec.a)).r); @@ -372,24 +385,10 @@ void main() glare = max(glare, spec_contrib.b); color += spec_contrib; - -#ifdef HAS_REFLECTION_PROBES - applyGlossEnv(color, glossenv, spec, pos.xyz, norm.xyz); -#endif } - color = mix(color.rgb, diffcol.rgb, diffuse.a); -#ifdef HAS_REFLECTION_PROBES - if (envIntensity > 0.0) - { // add environmentmap - //fudge darker - legacyenv *= 0.5*diffuse.a+0.5; - - applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, envIntensity); - } -#else if (envIntensity > 0.0) { //add environmentmap @@ -404,7 +403,6 @@ void main() cur_glare *= envIntensity*4.0; glare += cur_glare; } -#endif color = atmosFragLighting(color, additive, atten); color = scaleSoftClipFrag(color); -- cgit v1.2.3 From 0837b65fdd2ea7f50f47209bd8f1109968a677fb Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Tue, 7 Jun 2022 16:14:54 -0700 Subject: DRTVWR-559: Fix fullbrightShiny not compiling on AMD due to type mismatch --- .../app_settings/shaders/class1/deferred/fullbrightShinyF.glsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl index 9fcee04c32..f693323d45 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl @@ -38,7 +38,7 @@ uniform sampler2D diffuseMap; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; VARYING vec3 vary_texcoord1; -VARYING vec4 vary_position; +VARYING vec3 vary_position; uniform samplerCube environmentMap; @@ -74,7 +74,7 @@ void main() vec3 amblit; vec3 additive; vec3 atten; - vec3 pos = vary_position.xyz/vary_position.w; + vec3 pos = vary_position.xyz; calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false); -- cgit v1.2.3 From 77b96114c30232c1d3f3b548bf982f89f11d09da Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Tue, 21 Jun 2022 22:00:12 -0700 Subject: SL-17274 Cleanup hard-coded gbuffer atmos flag for softenlight --- .../newview/app_settings/shaders/class1/deferred/avatarF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl | 2 +- .../newview/app_settings/shaders/class1/deferred/cloudsF.glsl | 2 +- .../shaders/class1/deferred/diffuseAlphaMaskF.glsl | 2 +- .../shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl | 2 +- .../shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl | 2 +- .../newview/app_settings/shaders/class1/deferred/diffuseF.glsl | 2 +- .../app_settings/shaders/class1/deferred/diffuseIndexedF.glsl | 2 +- .../app_settings/shaders/class1/deferred/highlightF.glsl | 2 +- .../app_settings/shaders/class1/deferred/impostorF.glsl | 2 +- .../app_settings/shaders/class1/deferred/materialF.glsl | 10 +++++----- indra/newview/app_settings/shaders/class1/deferred/moonF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/skyF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/starsF.glsl | 2 +- .../newview/app_settings/shaders/class1/deferred/sunDiscF.glsl | 2 +- .../newview/app_settings/shaders/class1/deferred/terrainF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/treeF.glsl | 2 +- .../app_settings/shaders/class1/deferred/underWaterF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/waterF.glsl | 2 +- 19 files changed, 23 insertions(+), 23 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl index 60d83cc623..22b3bd1463 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl @@ -52,6 +52,6 @@ void main() frag_data[0] = vec4(diff.rgb, 0.0); frag_data[1] = vec4(0,0,0,0); vec3 nvn = normalize(vary_normal); - frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, 0.0); + frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl index b5677a07ee..749ec3a6ac 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl @@ -64,5 +64,5 @@ void main() frag_data[1] = vertex_color.aaaa; // spec //frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested vec3 nvn = normalize(tnorm); - frag_data[2] = vec4(encode_normal(nvn), vertex_color.a, 0.0); + frag_data[2] = vec4(encode_normal(nvn), vertex_color.a, GBUFFER_FLAG_HAS_ATMOS); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl index ae1ac5de7f..348e0f5228 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl @@ -124,7 +124,7 @@ void main() /// Gamma correct for WL (soft clip effect). frag_data[0] = vec4(color.rgb, alpha1); frag_data[1] = vec4(0.0,0.0,0.0,0.0); - frag_data[2] = vec4(0,0,0,1); + frag_data[2] = vec4(0,0,0,GBUFFER_FLAG_SKIP_ATMOS); gl_FragDepth = 0.99995f; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl index b328ee9483..3bf148502c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl @@ -53,6 +53,6 @@ void main() frag_data[0] = vec4(col.rgb, 0.0); frag_data[1] = vec4(0,0,0,0); // spec vec3 nvn = normalize(vary_normal); - frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, 0.0); + frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl index fc5c86b4d6..e15239b59d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl @@ -52,5 +52,5 @@ void main() frag_data[0] = vec4(col.rgb, 0.0); frag_data[1] = vec4(0,0,0,0); vec3 nvn = normalize(vary_normal); - frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, 0.0); + frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl index 1bb8eb8bd0..b0ff233414 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl @@ -52,6 +52,6 @@ void main() frag_data[0] = vec4(col.rgb, 0.0); frag_data[1] = vec4(0,0,0,0); // spec vec3 nvn = normalize(vary_normal); - frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, 0.0); + frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl index 8319e61242..b2d2e2fa71 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl @@ -46,6 +46,6 @@ void main() frag_data[1] = vertex_color.aaaa; // spec //frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested vec3 nvn = normalize(vary_normal); - frag_data[2] = vec4(encode_normal(nvn.xyz), vertex_color.a, 0.0); + frag_data[2] = vec4(encode_normal(nvn.xyz), vertex_color.a, GBUFFER_FLAG_HAS_ATMOS); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl index ccd1df84f9..b4bc114dd5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl @@ -48,5 +48,5 @@ void main() frag_data[0] = vec4(col, 0.0); frag_data[1] = vec4(spec, vertex_color.a); // spec vec3 nvn = normalize(vary_normal); - frag_data[2] = vec4(encode_normal(nvn.xyz), vertex_color.a, 0.0); + frag_data[2] = vec4(encode_normal(nvn.xyz), vertex_color.a, GBUFFER_FLAG_HAS_ATMOS); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl index 90566393d2..75f914cb02 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl @@ -38,5 +38,5 @@ void main() { frag_data[0] = color*texture2D(diffuseMap, vary_texcoord0.xy); frag_data[1] = vec4(0.0); - frag_data[2] = vec4(0.0, 1.0, 0.0, 1.0); + frag_data[2] = vec4(0.0, 1.0, 0.0, GBUFFER_FLAG_SKIP_ATMOS); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl index a58cc3d12d..67f4c59c3f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl @@ -56,5 +56,5 @@ void main() frag_data[0] = vec4(col.rgb, 0.0); frag_data[1] = spec; - frag_data[2] = norm; + frag_data[2] = norm; // TODO: Should .w be set? } diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 02d83925ea..6f087632a5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -277,10 +277,10 @@ void main() vec4 final_specular = spec; #ifdef HAS_SPECULAR_MAP - vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity * spec.a, 0.0); + vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity * spec.a, GBUFFER_FLAG_HAS_ATMOS); final_specular.a = specular_color.a * norm.a; #else - vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, 0.0); + vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, GBUFFER_FLAG_HAS_ATMOS); final_specular.a = specular_color.a; #endif @@ -444,10 +444,10 @@ void main() #else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer - // deferred path - frag_data[0] = final_color; //gbuffer is sRGB + // deferred path // See: C++: addDeferredAttachment(), shader: softenLightF.glsl + frag_data[0] = final_color; // gbuffer is sRGB frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent. - frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity. + frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity. W = 1 skip atmos (mask off fog) #endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl index 35068899ee..a513d60388 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl @@ -66,7 +66,7 @@ void main() frag_data[0] = vec4(c.rgb, c.a); frag_data[1] = vec4(0.0); - frag_data[2] = vec4(0.0f); + frag_data[2] = vec4(0.0, 0.0, 0.0, GBUFFER_FLAG_HAS_ATMOS); gl_FragDepth = 0.999985f; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl index 331249dc33..ecb0c43518 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl @@ -57,7 +57,7 @@ void main() /// Gamma correct for WL (soft clip effect). frag_data[0] = vec4(color.rgb, 0.0); frag_data[1] = vec4(0.0,0.0,0.0,0.0); - frag_data[2] = vec4(0.0,0.0,0.0,1.0); //1.0 in norm.w masks off fog + frag_data[2] = vec4(0.0,0.0,0.0,GBUFFER_FLAG_SKIP_ATMOS); //1.0 in norm.w masks off fog gl_FragDepth = 0.99999f; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl index bac79a9fdc..ef9cee3fa0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl @@ -60,7 +60,7 @@ void main() frag_data[0] = col; frag_data[1] = vec4(0.0f); - frag_data[2] = vec4(0.0, 1.0, 0.0, 1.0); + frag_data[2] = vec4(0.0, 1.0, 0.0, GBUFFER_FLAG_SKIP_ATMOS); gl_FragDepth = 0.99995f; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl index b2fa5d8a25..4ab8747629 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl @@ -57,7 +57,7 @@ void main() frag_data[0] = c; frag_data[1] = vec4(0.0f); - frag_data[2] = vec4(0.0, 1.0, 0.0, 1.0); + frag_data[2] = vec4(0.0, 1.0, 0.0, GBUFFER_FLAG_SKIP_ATMOS); gl_FragDepth = 0.999988f; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl index 6b6eed9db8..d6c14c48c9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl @@ -63,6 +63,6 @@ void main() frag_data[0] = outColor; frag_data[1] = vec4(0.0,0.0,0.0,-1.0); vec3 nvn = normalize(vary_normal); - frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, 0.0); + frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl index 89e354558a..dc0e5b0ce3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl @@ -52,5 +52,5 @@ void main() frag_data[0] = vec4(vertex_color.rgb*col.rgb, 0.0); frag_data[1] = vec4(0,0,0,0); vec3 nvn = normalize(vary_normal); - frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, 0.0); + frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl index 9a5debb3c1..14c337e608 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl @@ -78,5 +78,5 @@ void main() 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, env intens, atmo kill + frag_data[2] = vec4(encode_normal(wavef), 0.0, GBUFFER_FLAG_HAS_ATMOS); // normalxyz, env intens, flags (atmo kill) } diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index a157e9c017..03896f4c51 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -180,5 +180,5 @@ void main() frag_data[1] = vec4(0); // speccolor, spec - frag_data[2] = vec4(encode_normal(screenspacewavef.xyz), 0.05, 0);// normalxy, 0, 0 + frag_data[2] = vec4(encode_normal(screenspacewavef.xyz), 0.05, GBUFFER_FLAG_HAS_ATMOS);// normalxy, env intens, flags (atmo kill) } -- cgit v1.2.3 From 27ca7760cc4126c8c45a5c22edafee5d2984a742 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Tue, 21 Jun 2022 22:23:38 -0700 Subject: SL-17274: Remove hard-coded magic number checking if G-Buffer flag is set --- 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') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 7f2c603f87..918e119c31 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -142,7 +142,7 @@ void main() color = mix(color.rgb, reflected_color, envIntensity); } - if (norm.w < 0.5) + if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS)) { color = mix(atmosFragLighting(color, additive, atten), fullbrightAtmosTransportFrag(color, additive, atten), diffuse.a); color = mix(scaleSoftClipFrag(color), fullbrightScaleSoftClip(color), diffuse.a); -- cgit v1.2.3 From 29533c345443f127fa0ef2f9499ccfd59a971842 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Thu, 23 Jun 2022 15:16:24 -0700 Subject: SL-17274: Fix shaders to use normal and spec maps --- .../shaders/class1/deferred/pbropaqueF.glsl | 85 ++++++++++++---------- .../shaders/class1/deferred/pbropaqueV.glsl | 27 +++++++ 2 files changed, 73 insertions(+), 39 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl index cb9cc4958a..15e02c9551 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl @@ -25,69 +25,81 @@ /*[EXTRA_CODE_HERE]*/ -#define DEBUG_BASIC 1 -#define DEBUG_COLOR 0 +#define DEBUG_BASIC 0 +#define DEBUG_VERTEX 0 #define DEBUG_NORMAL 0 #define DEBUG_POSITION 0 -#define DEBUG_REFLECT_VEC 0 -#define DEBUG_REFLECT_COLOR 0 + +uniform sampler2D diffuseMap; //always in sRGB space + +#ifdef HAS_NORMAL_MAP + uniform sampler2D bumpMap; +#endif #ifdef HAS_SPECULAR_MAP -uniform sampler2D specularMap; + uniform sampler2D specularMap; // Packed: Occlusion, Metal, Roughness #endif + uniform samplerCube environmentMap; uniform mat3 env_mat; #ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; +out vec4 frag_data[4]; #else #define frag_data gl_FragData #endif VARYING vec3 vary_position; -VARYING vec3 vary_normal; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; +#ifdef HAS_NORMAL_MAP + VARYING vec3 vary_normal; + VARYING vec2 vary_texcoord1; +#endif + #ifdef HAS_SPECULAR_MAP -VARYING vec2 vary_texcoord2; + VARYING vec2 vary_texcoord2; #endif vec2 encode_normal(vec3 n); vec3 linear_to_srgb(vec3 c); -struct PBR -{ - float LdotH; // Light and Half - float NdotL; // Normal and Light - float NdotH; // Normal and Half - float VdotH; // View and Half -}; - const float M_PI = 3.141592653589793; void main() { - vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb; +// IF .mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; +// vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb; +// else + vec3 col = vertex_color.rgb * texture2D(diffuseMap, vary_texcoord0.xy).rgb; -//#ifdef HAS_SPECULAR_MAP -//#else - vec4 norm = vec4(0,0,0,1.0); - vec3 tnorm = vary_normal; -//#endif - norm.xyz = normalize(tnorm.xyz); + vec3 emissive = vec3(0); - vec3 spec; - spec.rgb = vec3(vertex_color.a); +#ifdef HAS_NORMAL_MAP + vec4 norm = texture2D(bumpMap, vary_texcoord1.xy); + vec3 tnorm = norm.xyz * 2 - 1; +#else + vec4 norm = vec4(0,0,0,1.0); +// vec3 tnorm = vary_normal; + vec3 tnorm = vec3(0,0,1); +#endif - vec3 pos = vary_position; - vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); - vec3 env_vec = env_mat * refnormpersp; - vec3 reflected_color = textureCube(environmentMap, env_vec).rgb; + // RGB = Occlusion, Roughness, Metal + // default values + // occlusion ? + // roughness 1.0 + // metal 1.0 +#ifdef HAS_SPECULAR_MAP + vec3 spec = texture2D(specularMap, vary_texcoord0.xy).rgb; // TODO: FIXME: vary_texcoord2 +#else + vec3 spec = vec3(0,1,1); +#endif + norm.xyz = normalize(tnorm.xyz); #if DEBUG_BASIC - col.rgb = vec3( 1, 0, 1 ); // DEBUG + col.rgb = vec3( 1, 0, 1 ); #endif -#if DEBUG_COLOR +#if DEBUG_VERTEX col.rgb = vertex_color.rgb; #endif #if DEBUG_NORMAL @@ -96,14 +108,9 @@ void main() #if DEBUG_POSITION col.rgb = vary_position.xyz; #endif -#if DEBUG_REFLECT_VEC - col.rgb = refnormpersp; -#endif -#if DEBUG_REFLECT_COLOR - col.rgb = reflected_color; -#endif frag_data[0] = vec4(col, 0.0); - frag_data[1] = vec4(spec, vertex_color.a); // spec - frag_data[2] = vec4(encode_normal(norm.xyz), vertex_color.a, 0.0); + frag_data[1] = vec4(spec.rgb, vertex_color.a); // Occlusion, Roughness, Metal + frag_data[2] = vec4(encode_normal(norm.xyz), vertex_color.a, GBUFFER_FLAG_HAS_PBR); // + frag_data[3] = vec4(emissive,0); // Emissive } diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl index 72bae808e0..58048687a5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl @@ -33,10 +33,24 @@ ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec3 normal; ATTRIBUTE vec2 texcoord0; +#ifdef HAS_NORMAL_MAP + ATTRIBUTE vec4 tangent; + ATTRIBUTE vec2 texcoord1; + VARYING vec3 vary_mat0; + VARYING vec3 vary_mat1; + VARYING vec3 vary_mat2; +#endif + +#if HAS_SPECULAR_MAP + ATTRIBUTE vec2 texcoord2; +#endif + VARYING vec3 vary_position; VARYING vec3 vary_normal; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; // normal map +VARYING vec2 vary_texcoord2; // specular map void passTextureIndex(); @@ -50,5 +64,18 @@ void main() passTextureIndex(); vary_normal = normalize(normal_matrix * normal); +#ifdef HAS_NORMAL_MAP + //vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy; + vary_texcoord1 = texcoord1; +// vary_mat0 = vec3(t.x, b.x, n.x); +// vary_mat1 = vec3(t.y, b.y, n.y); +// vary_mat2 = vec3(t.z, b.z, n.z); +#endif + +#ifdef HAS_SPECULAR_MAP + //vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy; + vary_texcoord2 = texcoord2; +#endif + vertex_color = diffuse_color; } -- cgit v1.2.3 From 088ddc28a4954f8e10627deec951a51fda8cb31d Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 23 Jun 2022 23:43:41 -0500 Subject: SL-17653 Fix writing of PBR materials to gbuffer. --- .../shaders/class1/deferred/pbropaqueF.glsl | 24 ++-- .../shaders/class1/deferred/pbropaqueV.glsl | 123 ++++++++++++++++----- 2 files changed, 110 insertions(+), 37 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl index 15e02c9551..d5b4e278bc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl @@ -53,8 +53,11 @@ VARYING vec3 vary_position; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; #ifdef HAS_NORMAL_MAP - VARYING vec3 vary_normal; - VARYING vec2 vary_texcoord1; +VARYING vec3 vary_normal; +VARYING vec3 vary_mat0; +VARYING vec3 vary_mat1; +VARYING vec3 vary_mat2; +VARYING vec2 vary_texcoord1; #endif #ifdef HAS_SPECULAR_MAP @@ -77,24 +80,31 @@ void main() #ifdef HAS_NORMAL_MAP vec4 norm = texture2D(bumpMap, vary_texcoord1.xy); - vec3 tnorm = norm.xyz * 2 - 1; + norm.xyz = norm.xyz * 2 - 1; + + vec3 tnorm = vec3(dot(norm.xyz,vary_mat0), + dot(norm.xyz,vary_mat1), + dot(norm.xyz,vary_mat2)); #else vec4 norm = vec4(0,0,0,1.0); // vec3 tnorm = vary_normal; vec3 tnorm = vec3(0,0,1); #endif + tnorm = normalize(tnorm.xyz); + + norm.xyz = normalize(tnorm.xyz); // RGB = Occlusion, Roughness, Metal // default values // occlusion ? // roughness 1.0 // metal 1.0 #ifdef HAS_SPECULAR_MAP - vec3 spec = texture2D(specularMap, vary_texcoord0.xy).rgb; // TODO: FIXME: vary_texcoord2 + vec3 spec = texture2D(specularMap, vary_texcoord2.xy).rgb; #else - vec3 spec = vec3(0,1,1); + vec3 spec = vec3(1,1,1); #endif - norm.xyz = normalize(tnorm.xyz); + #if DEBUG_BASIC col.rgb = vec3( 1, 0, 1 ); @@ -111,6 +121,6 @@ void main() frag_data[0] = vec4(col, 0.0); frag_data[1] = vec4(spec.rgb, vertex_color.a); // Occlusion, Roughness, Metal - frag_data[2] = vec4(encode_normal(norm.xyz), vertex_color.a, GBUFFER_FLAG_HAS_PBR); // + frag_data[2] = vec4(encode_normal(tnorm), vertex_color.a, GBUFFER_FLAG_HAS_PBR); // frag_data[3] = vec4(emissive,0); // Emissive } diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl index 58048687a5..a2606ed771 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl @@ -23,59 +23,122 @@ * $/LicenseInfo$ */ -uniform mat3 normal_matrix; -uniform mat4 texture_matrix0; +#define DIFFUSE_ALPHA_MODE_IGNORE 0 +#define DIFFUSE_ALPHA_MODE_BLEND 1 +#define DIFFUSE_ALPHA_MODE_MASK 2 +#define DIFFUSE_ALPHA_MODE_EMISSIVE 3 + +#ifdef HAS_SKIN uniform mat4 modelview_matrix; +uniform mat4 projection_matrix; +mat4 getObjectSkinnedTransform(); +#else +uniform mat3 normal_matrix; uniform mat4 modelview_projection_matrix; +#endif + +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) + +#if !defined(HAS_SKIN) +uniform mat4 modelview_matrix; +#endif + +VARYING vec3 vary_position; + +#endif + +uniform mat4 texture_matrix0; ATTRIBUTE vec3 position; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec3 normal; ATTRIBUTE vec2 texcoord0; + #ifdef HAS_NORMAL_MAP - ATTRIBUTE vec4 tangent; - ATTRIBUTE vec2 texcoord1; - VARYING vec3 vary_mat0; - VARYING vec3 vary_mat1; - VARYING vec3 vary_mat2; -#endif +ATTRIBUTE vec4 tangent; +ATTRIBUTE vec2 texcoord1; -#if HAS_SPECULAR_MAP - ATTRIBUTE vec2 texcoord2; -#endif +VARYING vec3 vary_mat0; +VARYING vec3 vary_mat1; +VARYING vec3 vary_mat2; -VARYING vec3 vary_position; +VARYING vec2 vary_texcoord1; +#else VARYING vec3 vary_normal; +#endif + +#ifdef HAS_SPECULAR_MAP +ATTRIBUTE vec2 texcoord2; +VARYING vec2 vary_texcoord2; +#endif + VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; // normal map -VARYING vec2 vary_texcoord2; // specular map - -void passTextureIndex(); void main() { - //transform vertex - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - vary_position = (modelview_matrix * vec4(position.xyz,1.0)).xyz; - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; +#ifdef HAS_SKIN + mat4 mat = getObjectSkinnedTransform(); + + mat = modelview_matrix * mat; - passTextureIndex(); - vary_normal = normalize(normal_matrix * normal); + vec3 pos = (mat*vec4(position.xyz,1.0)).xyz; + +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) + vary_position = pos; +#endif + gl_Position = projection_matrix*vec4(pos,1.0); + +#else + //transform vertex + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + +#endif + + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + #ifdef HAS_NORMAL_MAP - //vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy; - vary_texcoord1 = texcoord1; -// vary_mat0 = vec3(t.x, b.x, n.x); -// vary_mat1 = vec3(t.y, b.y, n.y); -// vary_mat2 = vec3(t.z, b.z, n.z); + vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy; #endif #ifdef HAS_SPECULAR_MAP - //vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy; - vary_texcoord2 = texcoord2; + vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy; #endif - vertex_color = diffuse_color; +#ifdef HAS_SKIN + vec3 n = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz); +#ifdef HAS_NORMAL_MAP + vec3 t = normalize((mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz); + vec3 b = cross(n, t)*tangent.w; + + vary_mat0 = vec3(t.x, b.x, n.x); + vary_mat1 = vec3(t.y, b.y, n.y); + vary_mat2 = vec3(t.z, b.z, n.z); +#else //HAS_NORMAL_MAP +vary_normal = n; +#endif //HAS_NORMAL_MAP +#else //HAS_SKIN + vec3 n = normalize(normal_matrix * normal); +#ifdef HAS_NORMAL_MAP + vec3 t = normalize(normal_matrix * tangent.xyz); + vec3 b = cross(n,t)*tangent.w; + //vec3 t = cross(b,n) * binormal.w; + + vary_mat0 = vec3(t.x, b.x, n.x); + vary_mat1 = vec3(t.y, b.y, n.y); + vary_mat2 = vec3(t.z, b.z, n.z); +#else //HAS_NORMAL_MAP + vary_normal = n; +#endif //HAS_NORMAL_MAP +#endif //HAS_SKIN + + vertex_color = diffuse_color; + +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) +#if !defined(HAS_SKIN) + vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz; +#endif +#endif } -- cgit v1.2.3 From 9439c721f4672d4ed3afdeb41f493c9968ecf28b Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 24 Jun 2022 12:15:34 -0500 Subject: SL-17274 Hook up emissive map and non-texture parameters to pbropaqueF.glsl --- .../shaders/class1/deferred/pbropaqueF.glsl | 18 ++++++++++++++++-- 1 file changed, 16 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl index d5b4e278bc..b225b04c43 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl @@ -32,10 +32,18 @@ uniform sampler2D diffuseMap; //always in sRGB space +uniform float metallicFactor; +uniform float roughnessFactor; +uniform vec3 emissiveColor; + #ifdef HAS_NORMAL_MAP uniform sampler2D bumpMap; #endif +#ifdef HAS_EMISSIVE_MAP + uniform sampler2D emissiveMap; +#endif + #ifdef HAS_SPECULAR_MAP uniform sampler2D specularMap; // Packed: Occlusion, Metal, Roughness #endif @@ -76,8 +84,6 @@ void main() // else vec3 col = vertex_color.rgb * texture2D(diffuseMap, vary_texcoord0.xy).rgb; - vec3 emissive = vec3(0); - #ifdef HAS_NORMAL_MAP vec4 norm = texture2D(bumpMap, vary_texcoord1.xy); norm.xyz = norm.xyz * 2 - 1; @@ -105,6 +111,14 @@ void main() vec3 spec = vec3(1,1,1); #endif + spec.g *= roughnessFactor; + spec.b *= metallicFactor; + + vec3 emissive = emissiveColor; +#ifdef HAS_EMISSIVE_MAP + emissive *= texture2D(emissiveMap, vary_texcoord0.xy).rgb; +#endif + #if DEBUG_BASIC col.rgb = vec3( 1, 0, 1 ); -- cgit v1.2.3 From bbd87a154e7b114276b027707cab00df7120acd2 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Fri, 24 Jun 2022 13:06:29 -0700 Subject: SL-17274: Cleanup frag_data --- indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl index d5b4e278bc..1b5a1c82a2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl @@ -120,7 +120,7 @@ void main() #endif frag_data[0] = vec4(col, 0.0); - frag_data[1] = vec4(spec.rgb, vertex_color.a); // Occlusion, Roughness, Metal - frag_data[2] = vec4(encode_normal(tnorm), vertex_color.a, GBUFFER_FLAG_HAS_PBR); // - frag_data[3] = vec4(emissive,0); // Emissive + frag_data[1] = vec4(spec.rgb, vertex_color.a); // Occlusion, Roughness, Metal + frag_data[2] = vec4(encode_normal(tnorm), vertex_color.a, GBUFFER_FLAG_HAS_PBR); // normal, environment intensity, flags + frag_data[3] = vec4(emissive,0); // Emissive } -- cgit v1.2.3 From a5891e3d5b4da847c8dc677e37883341caace613 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Fri, 24 Jun 2022 15:37:42 -0700 Subject: SL-17274: PBR: Add DEBUG_NORMAL_RAW, DEBUG_NORMAL_OUT to PBR shader --- .../newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl index 5538b445fa..8cbb62b301 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl @@ -27,7 +27,8 @@ #define DEBUG_BASIC 0 #define DEBUG_VERTEX 0 -#define DEBUG_NORMAL 0 +#define DEBUG_NORMAL_RAW 0 // Output packed normal map "as is" to diffuse +#dfeine DEBUG_NORMAL_OUT 0 // Output unpacked normal to diffuse #define DEBUG_POSITION 0 uniform sampler2D diffuseMap; //always in sRGB space @@ -126,7 +127,10 @@ void main() #if DEBUG_VERTEX col.rgb = vertex_color.rgb; #endif -#if DEBUG_NORMAL +#if DEBUG_NORMAL_RAW + col.rgb = texture2D(bumpMap, vary_texcoord1.xy).rgb; +#endif +#if DEBUG_NORMAL_OUT col.rgb = vary_normal; #endif #if DEBUG_POSITION -- cgit v1.2.3 From 5cf5aa44cabf9bc142551e568c2e69954d06640f Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Fri, 24 Jun 2022 16:13:44 -0700 Subject: SL-17274: PBR: Fix typo of commit 4e1a4e80e4 --- indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl index 8cbb62b301..e4be88926f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl @@ -28,7 +28,7 @@ #define DEBUG_BASIC 0 #define DEBUG_VERTEX 0 #define DEBUG_NORMAL_RAW 0 // Output packed normal map "as is" to diffuse -#dfeine DEBUG_NORMAL_OUT 0 // Output unpacked normal to diffuse +#define DEBUG_NORMAL_OUT 0 // Output unpacked normal to diffuse #define DEBUG_POSITION 0 uniform sampler2D diffuseMap; //always in sRGB space @@ -137,7 +137,7 @@ void main() col.rgb = vary_position.xyz; #endif - frag_data[0] = vec4(col, 0.0); + frag_data[0] = vec4(col, 0.0); // Diffuse frag_data[1] = vec4(spec.rgb, vertex_color.a); // Occlusion, Roughness, Metal frag_data[2] = vec4(encode_normal(tnorm), vertex_color.a, GBUFFER_FLAG_HAS_PBR); // normal, environment intensity, flags frag_data[3] = vec4(emissive,0); // Emissive -- cgit v1.2.3 From 780bed6c2b012473791e01d72527d1324749bf32 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Mon, 27 Jun 2022 16:39:14 -0700 Subject: SL-17274: Cleanup position --- indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl index a2606ed771..82338069a8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl @@ -78,23 +78,24 @@ VARYING vec2 vary_texcoord0; void main() { + vec4 pos4 = vec4(position,1.0); #ifdef HAS_SKIN mat4 mat = getObjectSkinnedTransform(); mat = modelview_matrix * mat; - vec3 pos = (mat*vec4(position.xyz,1.0)).xyz; + vec3 pos = (mat*pos4).xyz; #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) vary_position = pos; #endif - gl_Position = projection_matrix*vec4(pos,1.0); + gl_Position = projection_matrix*pos4; #else //transform vertex - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + gl_Position = modelview_projection_matrix * pos4; #endif vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; -- cgit v1.2.3 From f49579ad25128b643f62115d9df249788d77d435 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Tue, 5 Jul 2022 20:06:37 -0700 Subject: SL-17682: PBR: Cleanup debug flags to view raw normal map as-is --- indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl index e4be88926f..6e96186c18 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl @@ -27,7 +27,7 @@ #define DEBUG_BASIC 0 #define DEBUG_VERTEX 0 -#define DEBUG_NORMAL_RAW 0 // Output packed normal map "as is" to diffuse +#define DEBUG_NORMAL_MAP 0 // Output packed normal map "as is" to diffuse #define DEBUG_NORMAL_OUT 0 // Output unpacked normal to diffuse #define DEBUG_POSITION 0 @@ -127,7 +127,7 @@ void main() #if DEBUG_VERTEX col.rgb = vertex_color.rgb; #endif -#if DEBUG_NORMAL_RAW +#if DEBUG_NORMAL_MAP col.rgb = texture2D(bumpMap, vary_texcoord1.xy).rgb; #endif #if DEBUG_NORMAL_OUT -- cgit v1.2.3 From 6369180eae30f2a4dfa7dc4a10149c632d69c4c3 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Wed, 6 Jul 2022 12:29:19 -0700 Subject: SL-17682 PBR: Fix Occlusion Roughness Metal not being in linear space; removes need for redundant linear/sRGB conversions. --- indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl index 6e96186c18..5072f16988 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl @@ -137,8 +137,9 @@ void main() col.rgb = vary_position.xyz; #endif + // See: C++: addDeferredAttachments(), GLSL: softenLightF frag_data[0] = vec4(col, 0.0); // Diffuse - frag_data[1] = vec4(spec.rgb, vertex_color.a); // Occlusion, Roughness, Metal + frag_data[1] = vec4(emissive, vertex_color.a); // PBR sRGB Emissive frag_data[2] = vec4(encode_normal(tnorm), vertex_color.a, GBUFFER_FLAG_HAS_PBR); // normal, environment intensity, flags - frag_data[3] = vec4(emissive,0); // Emissive + frag_data[3] = vec4(spec.rgb,0); // PBR linear packed Occlusion, Roughness, Metal. } -- cgit v1.2.3 From 32efb52cd1d7b3f4907efb1b4f8dc151e8a1a5d0 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Thu, 14 Jul 2022 18:12:19 -0700 Subject: SL-17764: PBR: Add light shaders to class 3 deferred --- .../shaders/class1/deferred/deferredUtil.glsl | 43 ++++++++++++++++++++++ 1 file changed, 43 insertions(+) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index e27bbce094..5dfdd2006e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -29,6 +29,13 @@ uniform sampler2DRect depthMap; uniform mat4 inv_proj; uniform vec2 screen_res; +void calcHalfVectors(vec3 h, vec3 n, vec3 v, out float nh, out float nv, out float vh) +{ + nh = dot(n, h); + nv = dot(n, v); + vh = dot(v, h); +} + vec2 getScreenCoordinate(vec2 screenpos) { vec2 sc = screenpos.xy * 2.0; @@ -39,6 +46,8 @@ vec2 getScreenCoordinate(vec2 screenpos) return sc - vec2(1.0, 1.0); } +// See: https://aras-p.info/texts/CompactNormalStorage.html +// Method #4: Spheremap Transform, Lambert Azimuthal Equal-Area projection vec3 getNorm(vec2 screenpos) { vec2 enc = texture2DRect(normalMap, screenpos.xy).xy; @@ -51,6 +60,28 @@ vec3 getNorm(vec2 screenpos) return n; } +vec3 getNormalFromPacked(vec4 packedNormalEnvIntensityFlags) +{ + vec2 enc = packedNormalEnvIntensityFlags.xy; + 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 normalize(n); // TODO: Is this normalize redundant? +} + +// return packedNormalEnvIntensityFlags since GBUFFER_FLAG_HAS_PBR needs .w +// See: C++: addDeferredAttachments(), GLSL: softenLightF +vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity) +{ + vec4 packedNormalEnvIntensityFlags = texture2DRect(normalMap, screenpos.xy); + n = getNormalFromPacked( packedNormalEnvIntensityFlags ); + envIntensity = packedNormalEnvIntensityFlags.z; + return packedNormalEnvIntensityFlags; +} + float getDepth(vec2 pos_screen) { float depth = texture2DRect(depthMap, pos_screen).r; @@ -77,3 +108,15 @@ vec4 getPositionWithDepth(vec2 pos_screen, float depth) pos.w = 1.0; return pos; } + +vec2 getScreenXY(vec4 clip) +{ + vec4 ndc = clip; + ndc.xyz /= clip.w; + vec2 screen = vec2( ndc.xy * 0.5 ); + screen += 0.5; + screen *= screen_res; + return screen; +} + +// PBR Utils -- cgit v1.2.3 From 53372ea8ae0654ae6065f963eabd6215f720544a Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Thu, 14 Jul 2022 23:53:52 -0700 Subject: SL-17702: PBR: First pass point lights --- .../shaders/class1/deferred/deferredUtil.glsl | 91 +++++++++++++++++++++- 1 file changed, 88 insertions(+), 3 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 5dfdd2006e..e28d4f38e8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -29,11 +29,15 @@ uniform sampler2DRect depthMap; uniform mat4 inv_proj; uniform vec2 screen_res; +const float M_PI = 3.14159265; + void calcHalfVectors(vec3 h, vec3 n, vec3 v, out float nh, out float nv, out float vh) { - nh = dot(n, h); - nv = dot(n, v); - vh = dot(v, h); +// l = normalize(lv); +// h = normalize(l + v); + nh = clamp(dot(n, h), 0.0, 1.0); + nv = clamp(dot(n, v), 0.0, 1.0); + vh = clamp(dot(v, h), 0.0, 1.0); } vec2 getScreenCoordinate(vec2 screenpos) @@ -120,3 +124,84 @@ vec2 getScreenXY(vec4 clip) } // PBR Utils + +vec3 fresnelSchlick( vec3 reflect0, vec3 reflect90, float vh) +{ + return reflect0 + (reflect90 - reflect0) * pow(clamp(1.0 - vh, 0.0, 1.0), 5.0); +} + +// Approximate Environment BRDF +vec2 getGGXApprox( vec2 uv ) +{ + // Reference: Physically Based Shading on Mobile + // https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile + // EnvBRDFApprox( vec3 SpecularColor, float Roughness, float NoV ) + float nv = uv.x; + float roughness = uv.y; + + const vec4 c0 = vec4( -1, -0.0275, -0.572, 0.022 ); + const vec4 c1 = vec4( 1, 0.0425, 1.04 , -0.04 ); + vec4 r = roughness * c0 + c1; + float a004 = min( r.x * r.x, exp2( -9.28 * nv ) ) * r.x + r.y; + vec2 ScaleBias = vec2( -1.04, 1.04 ) * a004 + r.zw; + return ScaleBias; +} + +#define PBR_USE_GGX_APPROX 1 +vec2 getGGX( vec2 brdfPoint ) +{ +#if PBR_USE_GGX_APPROX + return getGGXApprox( brdfPoint); +#else + return texture2D(GGXLUT, brdfPoint).rg; // TODO: use GGXLUT +#endif +} + +// NOTE: This is different from the GGX texture +float D_GGX( float nh, float alphaRough ) +{ + float rough2 = alphaRough * alphaRough; + float f = (nh * nh) * (rough2 - 1.0) + 1.0; + return rough2 / (M_PI * f * f); +} + +// NOTE: This is different from the GGX texture +float V_GGX( float nl, float nv, float alphaRough ) +{ + float rough2 = alphaRough * alphaRough; + float ggxv = nl * sqrt(nv * nv * (1.0 - rough2) + rough2); + float ggxl = nv * sqrt(nl * nl * (1.0 - rough2) + rough2); + float ggx = ggxv + ggxl; + if (ggx > 0.0) + { + return 0.5 / ggx; + } + return 0.0; +} + +void initMaterial( vec3 diffuse, vec3 packedORM, out float alphaRough, out vec3 c_diff, out vec3 reflect0, out vec3 reflect90, out float specWeight ) +{ + float metal = packedORM.b; + c_diff = mix(diffuse.rgb, vec3(0), metal); + float IOR = 1.5; // default Index Of Refraction 1.5 (dielectrics) + reflect0 = vec3(0.04); // -> incidence reflectance 0.04 + reflect0 = mix( reflect0, diffuse.rgb, metal); // reflect at 0 degrees + reflect90 = vec3(1); // reflect at 90 degrees + specWeight = 1.0; + + float perceptualRough = packedORM.g; + alphaRough = perceptualRough * perceptualRough; +} + +vec3 BRDFLambertian( vec3 reflect0, vec3 reflect90, vec3 c_diff, float specWeight, float vh ) +{ + return (1.0 - specWeight * fresnelSchlick( reflect0, reflect90, vh)) * (c_diff / M_PI); +} + +vec3 BRDFSpecularGGX( vec3 reflect0, vec3 reflect90, float alphaRough, float specWeight, float vh, float nl, float nv, float nh ) +{ + vec3 fresnel = fresnelSchlick( reflect0, reflect90, vh ); + float vis = V_GGX( nl, nv, alphaRough ); + float d = D_GGX( nh, alphaRough ); + return specWeight * fresnel * vis * d; +} -- cgit v1.2.3 From 6115941c81b6f4aa49c33a82826bcfe2994c1a67 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Fri, 15 Jul 2022 16:54:45 -0700 Subject: DRTVWR-559: Cleanup class1 pointLightF --- indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index c1061f1933..5bb034d5c1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -1,5 +1,5 @@ /** - * @file pointLightF.glsl + * @file class1\deferred\pointLightF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code -- cgit v1.2.3 From 5aee9b74626432772415306ec1bf4de7600ab27c Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Fri, 15 Jul 2022 17:22:23 -0700 Subject: SL-17702: PBR: Stub in light attenuation --- .../shaders/class1/deferred/deferredUtil.glsl | 36 ++++++++++++++++++++++ 1 file changed, 36 insertions(+) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index e28d4f38e8..3427f373d2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -157,6 +157,42 @@ vec2 getGGX( vec2 brdfPoint ) #endif } + +// Reference: float getRangeAttenuation(float range, float distance) +float getLightAttenuationPointSpot(float range, float distance) +{ +#if 1 + return range; +#else + float range2 = pow(range, 2.0); + + // support negative range as unlimited + if (range <= 0.0) + { + return 1.0 / range2; + } + + return max(min(1.0 - pow(distance / range, 4.0), 1.0), 0.0) / range2; +#endif +} + +vec3 getLightIntensityPoint(vec3 lightColor, float lightRange, float lightDistance) +{ + float rangeAttenuation = getLightAttenuationPointSpot(lightRange, lightDistance); + return rangeAttenuation * lightColor; +} + +float getLightAttenuationSpot(vec3 spotDirection) +{ + return 1.0; +} + +vec3 getLightIntensitySpot(vec3 lightColor, float lightRange, float lightDistance, vec3 v) +{ + float spotAttenuation = getLightAttenuationSpot(-v); + return spotAttenuation * getLightIntensityPoint( lightColor, lightRange, lightDistance ); +} + // NOTE: This is different from the GGX texture float D_GGX( float nh, float alphaRough ) { -- cgit v1.2.3 From 314f27d1b1701e0fdc4bb983d0f9fd4d4ed6573a Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Fri, 15 Jul 2022 17:29:39 -0700 Subject: SL-17702: PBR: Cleanup light shaders to use calcHalfVectors, remove da alias, and unused sa --- .../shaders/class1/deferred/deferredUtil.glsl | 20 ++++++++++++++++---- 1 file changed, 16 insertions(+), 4 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 3427f373d2..4df74b762a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -31,13 +31,25 @@ uniform vec2 screen_res; const float M_PI = 3.14159265; -void calcHalfVectors(vec3 h, vec3 n, vec3 v, out float nh, out float nv, out float vh) -{ -// l = normalize(lv); -// h = normalize(l + v); +// In: +// lv unnormalized surface to light vector +// n normal of the surface +// pos unnormalized camera to surface vector +// Out: +// l normalized surace to light vector +// nl diffuse angle +// nh specular angle +void calcHalfVectors(vec3 lv, vec3 n, vec3 v, + out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist) +{ + l = normalize(lv); + h = normalize(l + v); nh = clamp(dot(n, h), 0.0, 1.0); + nl = clamp(dot(n, l), 0.0, 1.0); nv = clamp(dot(n, v), 0.0, 1.0); vh = clamp(dot(v, h), 0.0, 1.0); + + lightDist = length(lv); } vec2 getScreenCoordinate(vec2 screenpos) -- cgit v1.2.3 From 2bdb97613b1c1ac76c6c1eed7038e390d80594bd Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Thu, 21 Jul 2022 19:28:17 -0700 Subject: SL-17762: PBR: Add debug flag to turn off regular output and color code point lights and spot lights --- .../newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl | 8 +++++++- 1 file changed, 7 insertions(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl index 5072f16988..e6f2c9d02b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl @@ -25,6 +25,8 @@ /*[EXTRA_CODE_HERE]*/ +#define DEBUG_PBR_LIGHT_TYPE 0 // Output Diffuse=0.75, Emissive=0, ORM=0,0,0 + #define DEBUG_BASIC 0 #define DEBUG_VERTEX 0 #define DEBUG_NORMAL_MAP 0 // Output packed normal map "as is" to diffuse @@ -120,7 +122,11 @@ void main() emissive *= texture2D(emissiveMap, vary_texcoord0.xy).rgb; #endif - +#if DEBUG_PBR_LIGHT_TYPE + col.rgb = vec3(0.75); + emissive = vec3(0); + spec.rgb = vec3(0); +#endif #if DEBUG_BASIC col.rgb = vec3( 1, 0, 1 ); #endif -- cgit v1.2.3 From fb29b66fcf029342959d9403964f5e3b3be89a23 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Thu, 21 Jul 2022 19:55:11 -0700 Subject: SL-17762: PBR: Cleanup code, add clipProjectedLightVars() --- .../shaders/class1/deferred/deferredUtil.glsl | 34 ++++++++++++++++++++++ 1 file changed, 34 insertions(+) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 4df74b762a..721bd933cc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -26,6 +26,13 @@ uniform sampler2DRect normalMap; uniform sampler2DRect depthMap; +// projected lighted params +uniform mat4 proj_mat; //screen space to light space projector +uniform vec3 proj_n; // projector normal + +// light params +uniform float size; // light_size + uniform mat4 inv_proj; uniform vec2 screen_res; @@ -52,6 +59,33 @@ void calcHalfVectors(vec3 lv, vec3 n, vec3 v, lightDist = length(lv); } +// In: +// light_center +// pos +// Out: +// dist +// l_dist +// lv +// proj_tc Projector Textue Coordinates +bool clipProjectedLightVars(vec3 light_center, vec3 pos, out float dist, out float l_dist, out vec3 lv, out vec4 proj_tc ) +{ + lv = light_center - pos.xyz; + dist = length(lv); + bool clipped = (dist >= size); + if ( !clipped ) + { + dist /= size; + + l_dist = -dot(lv, proj_n); + vec4 projected_point = (proj_mat * vec4(pos.xyz, 1.0)); + clipped = (projected_point.z < 0.0); + projected_point.xyz /= projected_point.w; + proj_tc = projected_point; + } + + return clipped; +} + vec2 getScreenCoordinate(vec2 screenpos) { vec2 sc = screenpos.xy * 2.0; -- cgit v1.2.3 From 86de20e711dd077e18f5776de1bc4b26ebd62c3d Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Tue, 26 Jul 2022 10:26:25 -0700 Subject: SL-17762L PBR: Move texture2DLodDiffuse() to defferredUtil --- .../shaders/class1/deferred/deferredUtil.glsl | 82 ++++++++++++++++++++++ 1 file changed, 82 insertions(+) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 721bd933cc..70a7f67864 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -25,12 +25,18 @@ uniform sampler2DRect normalMap; uniform sampler2DRect depthMap; +uniform sampler2D projectionMap; // rgba // projected lighted params uniform mat4 proj_mat; //screen space to light space projector uniform vec3 proj_n; // projector normal +uniform vec3 proj_p; //plane projection is emitting from (in screen space) +uniform float proj_focus; // distance from plane to begin blurring +uniform float proj_lod ; // (number of mips in proj map) +uniform float proj_range; // range between near clip and far clip plane of projection // light params +uniform vec3 color; // light_color uniform float size; // light_size uniform mat4 inv_proj; @@ -38,6 +44,8 @@ uniform vec2 screen_res; const float M_PI = 3.14159265; +vec3 srgb_to_linear(vec3 cs); + // In: // lv unnormalized surface to light vector // n normal of the surface @@ -138,6 +146,80 @@ float getDepth(vec2 pos_screen) return depth; } +vec4 getTexture2DLodDiffuse(vec2 tc, float lod) +{ + vec4 ret = texture2DLod(projectionMap, tc, lod); + ret.rgb = srgb_to_linear(ret.rgb); + + vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); + float det = min(lod/(proj_lod*0.5), 1.0); + float d = min(dist.x, dist.y); + float edge = 0.25*det; + ret *= clamp(d/edge, 0.0, 1.0); + + return ret; +} + +// Returns projected light in Linear +// Uses: +// color +// NOTE: projected.a will be pre-multiplied with projected.rgb +vec3 getProjectedLightDiffuseColor(float light_distance, vec2 projected_uv) +{ + float diff = clamp((light_distance - proj_focus)/proj_range, 0.0, 1.0); + float lod = diff * proj_lod; + vec4 plcol = getTexture2DLodDiffuse(projected_uv.xy, lod); + + return color.rgb * plcol.rgb * plcol.a; +} + +vec4 texture2DLodSpecular(vec2 tc, float lod) +{ + vec4 ret = texture2DLod(projectionMap, tc, lod); + ret.rgb = srgb_to_linear(ret.rgb); + + vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); + float det = min(lod/(proj_lod*0.5), 1.0); + float d = min(dist.x, dist.y); + d *= min(1, d * (proj_lod - lod)); // BUG? extra factor compared to diffuse causes N repeats + float edge = 0.25*det; + ret *= clamp(d/edge, 0.0, 1.0); + + return ret; +} + +// See: clipProjectedLightVars() +vec3 getProjectedLightSpecularColor(vec3 pos, vec3 n ) +{ + vec3 slit = vec3(0); + vec3 ref = reflect(normalize(pos), n); + + //project from point pos in direction ref to plane proj_p, proj_n + vec3 pdelta = proj_p-pos; + float l_dist = length(pdelta); + float ds = dot(ref, proj_n); + if (ds < 0.0) + { + vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; + vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); + if (stc.z > 0.0) + { + stc /= stc.w; + slit = getProjectedLightDiffuseColor( l_dist, stc.xy ); // NOTE: Using diffuse due to texture2DLodSpecular() has extra: d *= min(1, d * (proj_lod - lod)); + } + } + return slit; // specular light +} + +vec3 getProjectedLightSpecularColor(float light_distance, vec2 projected_uv) +{ + float diff = clamp((light_distance - proj_focus)/proj_range, 0.0, 1.0); + float lod = diff * proj_lod; + vec4 plcol = getTexture2DLodDiffuse(projected_uv.xy, lod); // NOTE: Using diffuse due to texture2DLodSpecular() has extra: d *= min(1, d * (proj_lod - lod)); + + return color.rgb * plcol.rgb * plcol.a; +} + vec4 getPosition(vec2 pos_screen) { float depth = getDepth(pos_screen); -- cgit v1.2.3 From 9e036a17fa9d1fb3061eccf21e8f8ec4b24d3200 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Wed, 27 Jul 2022 10:20:22 -0700 Subject: SL-17762: PBR: Fix falloff --- indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 70a7f67864..ad3a93128d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -290,7 +290,7 @@ vec2 getGGX( vec2 brdfPoint ) float getLightAttenuationPointSpot(float range, float distance) { #if 1 - return range; + return distance; #else float range2 = pow(range, 2.0); -- cgit v1.2.3 From a6d6652ff34953c83436643c9dec7f83e9e4142f Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Wed, 10 Aug 2022 14:42:23 -0700 Subject: SL-17763: PBR: Add common spotlight ambiance calcs to deferred utilities --- .../shaders/class1/deferred/deferredUtil.glsl | 31 +++++++++++++++++++++- 1 file changed, 30 insertions(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index ad3a93128d..8ebf09e7da 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -34,6 +34,7 @@ uniform vec3 proj_p; //plane projection is emitting from (in screen space) uniform float proj_focus; // distance from plane to begin blurring uniform float proj_lod ; // (number of mips in proj map) uniform float proj_range; // range between near clip and far clip plane of projection +uniform float proj_ambiance; // light params uniform vec3 color; // light_color @@ -146,6 +147,18 @@ float getDepth(vec2 pos_screen) return depth; } +vec4 getTexture2DLodAmbient(vec2 tc, float lod) +{ + vec4 ret = texture2DLod(projectionMap, tc, lod); + ret.rgb = srgb_to_linear(ret.rgb); + + vec2 dist = tc-vec2(0.5); + float d = dot(dist,dist); + ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0); + + return ret; +} + vec4 getTexture2DLodDiffuse(vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); @@ -160,8 +173,24 @@ vec4 getTexture2DLodDiffuse(vec2 tc, float lod) return ret; } -// Returns projected light in Linear +// lit This is set by the caller: if (nl > 0.0) { lit = attenuation * nl * noise; } // Uses: +// color Projected spotlight color +vec3 getProjectedLightAmbiance(float amb_da, float attenuation, float lit, float nl, float noise, vec2 projected_uv) +{ + vec4 amb_plcol = getTexture2DLodAmbient(projected_uv, proj_lod); + vec3 amb_rgb = amb_plcol.rgb * amb_plcol.a; + + amb_da += proj_ambiance; + amb_da += (nl*nl*0.5+0.5) * proj_ambiance; + amb_da *= attenuation * noise; + amb_da = min(amb_da, 1.0-lit); + + return (amb_da * color.rgb * amb_rgb); +} + +// Returns projected light in Linear +// Uses global spotlight color: // color // NOTE: projected.a will be pre-multiplied with projected.rgb vec3 getProjectedLightDiffuseColor(float light_distance, vec2 projected_uv) -- cgit v1.2.3 From 291350e00f40fab1072a78ea92d5ea5aafcf5d32 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Wed, 10 Aug 2022 16:46:40 -0700 Subject: SL-17763: Cleanup debug infor for lights --- indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl | 4 ++++ 1 file changed, 4 insertions(+) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl index e6f2c9d02b..87c1ff5517 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl @@ -31,6 +31,7 @@ #define DEBUG_VERTEX 0 #define DEBUG_NORMAL_MAP 0 // Output packed normal map "as is" to diffuse #define DEBUG_NORMAL_OUT 0 // Output unpacked normal to diffuse +#define DEBUG_ORM 0 // Output Occlusion Roughness Metal "as is" to diffuse #define DEBUG_POSITION 0 uniform sampler2D diffuseMap; //always in sRGB space @@ -139,6 +140,9 @@ void main() #if DEBUG_NORMAL_OUT col.rgb = vary_normal; #endif +#if DEBUG_ORM + col.rgb = linear_to_srgb(spec); +#endif #if DEBUG_POSITION col.rgb = vary_position.xyz; #endif -- cgit v1.2.3 From 90bdeddb8f62560e0982e7e4c9917f1a62c7d88f Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 15 Aug 2022 13:15:25 -0500 Subject: SL-17940 Fix for rigged attachments with PBR materials not rendering. --- indra/newview/app_settings/shaders/class1/deferred/materialV.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl | 7 +++---- 2 files changed, 4 insertions(+), 5 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl index 7e29ada205..a1cab87092 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl @@ -1,5 +1,5 @@ /** - * @file bumpV.glsl + * @file materialV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl index 82338069a8..a2606ed771 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl @@ -78,24 +78,23 @@ VARYING vec2 vary_texcoord0; void main() { - vec4 pos4 = vec4(position,1.0); #ifdef HAS_SKIN mat4 mat = getObjectSkinnedTransform(); mat = modelview_matrix * mat; - vec3 pos = (mat*pos4).xyz; + vec3 pos = (mat*vec4(position.xyz,1.0)).xyz; #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) vary_position = pos; #endif - gl_Position = projection_matrix*pos4; + gl_Position = projection_matrix*vec4(pos,1.0); #else //transform vertex + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_Position = modelview_projection_matrix * pos4; #endif vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; -- cgit v1.2.3 From e6171a8d097b2ac0242a29dcd78e297da27d7c97 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Mon, 22 Aug 2022 15:52:43 -0700 Subject: SL-17975: PBR: Add light debugging --- .../shaders/class1/deferred/deferredUtil.glsl | 16 ++++++++++++++++ 1 file changed, 16 insertions(+) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 8ebf09e7da..bb1265802a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -280,6 +280,22 @@ vec2 getScreenXY(vec4 clip) return screen; } +// Color utils + +vec3 colorized_dot(float x) +{ + if (x > 0.0) return vec3( 0, x, 0 ); + if (x < 0.0) return vec3(-x, 0, 0 ); + return vec3( 0, 0, 1 ); +} + +vec3 hue_to_rgb(float hue) +{ + if (hue > 1.0) return vec3(0.5); + vec3 rgb = abs(hue * 6. - vec3(3, 2, 4)) * vec3(1, -1, -1) + vec3(-1, 2, 2); + return clamp(rgb, 0.0, 1.0); +} + // PBR Utils vec3 fresnelSchlick( vec3 reflect0, vec3 reflect90, float vh) -- cgit v1.2.3 From 5e41024b9c02176ccfe292f067fb34f0607e59d5 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Tue, 23 Aug 2022 02:22:03 -0700 Subject: SL-17703: PBR: Move IOR calcF0() to deferred utils --- .../shaders/class1/deferred/deferredUtil.glsl | 17 +++++++++++++++++ 1 file changed, 17 insertions(+) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index bb1265802a..8a3eb39ae7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -298,6 +298,23 @@ vec3 hue_to_rgb(float hue) // PBR Utils +// ior Index of Refraction, normally 1.5 +// returns reflect0 +float calcF0(float ior) +{ + float f0 = (1.0 - ior) / (1.0 + ior); + return f0 * f0; +} + +vec3 fresnel(float vh, vec3 f0, vec3 f90 ) +{ + float x = 1.0 - abs(vh); + float x2 = x*x; + float x5 = x2*x2*x; + vec3 fr = f0 + (f90 - f0)*x5; + return fr; +} + vec3 fresnelSchlick( vec3 reflect0, vec3 reflect90, float vh) { return reflect0 + (reflect90 - reflect0) * pow(clamp(1.0 - vh, 0.0, 1.0), 5.0); -- cgit v1.2.3 From 459faa8f7f93b4a0f83b8862eb6b4679ed3635e6 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Tue, 23 Aug 2022 04:15:36 -0700 Subject: SL-17703: PBR: Clamp roughness to minimum to match Blender, etc. --- .../shaders/class1/deferred/deferredUtil.glsl | 18 +++++++++++++----- 1 file changed, 13 insertions(+), 5 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 8a3eb39ae7..46463818f8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -405,23 +405,31 @@ float V_GGX( float nl, float nv, float alphaRough ) return 0.0; } +// NOTE: Assumes a hard-coded IOR = 1.5 void initMaterial( vec3 diffuse, vec3 packedORM, out float alphaRough, out vec3 c_diff, out vec3 reflect0, out vec3 reflect90, out float specWeight ) { float metal = packedORM.b; - c_diff = mix(diffuse.rgb, vec3(0), metal); + c_diff = mix(diffuse, vec3(0), metal); float IOR = 1.5; // default Index Of Refraction 1.5 (dielectrics) reflect0 = vec3(0.04); // -> incidence reflectance 0.04 - reflect0 = mix( reflect0, diffuse.rgb, metal); // reflect at 0 degrees +// reflect0 = vec3(calcF0(IOR)); + reflect0 = mix(reflect0, diffuse, metal); // reflect at 0 degrees reflect90 = vec3(1); // reflect at 90 degrees specWeight = 1.0; - float perceptualRough = packedORM.g; - alphaRough = perceptualRough * perceptualRough; + // When roughness is zero blender shows a tiny specular + float perceptualRough = max(packedORM.g, 0.1); + alphaRough = perceptualRough * perceptualRough; +} + +vec3 BRDFDiffuse(vec3 color) +{ + return color / M_PI; } vec3 BRDFLambertian( vec3 reflect0, vec3 reflect90, vec3 c_diff, float specWeight, float vh ) { - return (1.0 - specWeight * fresnelSchlick( reflect0, reflect90, vh)) * (c_diff / M_PI); + return (1.0 - specWeight * fresnelSchlick( reflect0, reflect90, vh)) * BRDFDiffuse(c_diff); } vec3 BRDFSpecularGGX( vec3 reflect0, vec3 reflect90, float alphaRough, float specWeight, float vh, float nl, float nv, float nh ) -- cgit v1.2.3 From 0079dcd6a451bb356e9197d40181913ddad63e72 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Tue, 23 Aug 2022 04:17:12 -0700 Subject: SL-17766: PBR: Add V_GGX references --- .../shaders/class1/deferred/deferredUtil.glsl | 18 ++++++++++++++++++ 1 file changed, 18 insertions(+) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 46463818f8..8ecdafa167 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -392,17 +392,35 @@ float D_GGX( float nh, float alphaRough ) } // NOTE: This is different from the GGX texture +// See: +// Real Time Rendering, 4th Edition +// Page 341 +// Equation 9.43 +// Also see: +// https://google.github.io/filament/Filament.md.html#materialsystem/specularbrdf/geometricshadowing(specularg) +// 4.4.2 Geometric Shadowing (specular G) float V_GGX( float nl, float nv, float alphaRough ) { +#if 1 + // Note: When roughness is zero, has discontuinity in the bottom hemisphere float rough2 = alphaRough * alphaRough; float ggxv = nl * sqrt(nv * nv * (1.0 - rough2) + rough2); float ggxl = nv * sqrt(nl * nl * (1.0 - rough2) + rough2); + float ggx = ggxv + ggxl; if (ggx > 0.0) { return 0.5 / ggx; } return 0.0; +#else + // See: smithVisibility_GGXCorrelated, V_SmithCorrelated, etc. + float rough2 = alphaRough * alphaRough; + float ggxv = nl * sqrt(nv * (nv - rough2 * nv) + rough2); + float ggxl = nv * sqrt(nl * (nl - rough2 * nl) + rough2); + return 0.5 / (ggxv + ggxl); +#endif + } // NOTE: Assumes a hard-coded IOR = 1.5 -- cgit v1.2.3 From 5b7d8b61e0720aee1ef6c7d6e44ada87ca556d54 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Wed, 24 Aug 2022 16:08:36 -0700 Subject: SL-17702: PBR: Optimize BRDF diffuse --- indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 8ecdafa167..d1b9418ee9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -44,6 +44,7 @@ uniform mat4 inv_proj; uniform vec2 screen_res; const float M_PI = 3.14159265; +const float ONE_OVER_PI = 0.3183098861; vec3 srgb_to_linear(vec3 cs); @@ -442,7 +443,7 @@ void initMaterial( vec3 diffuse, vec3 packedORM, out float alphaRough, out vec3 vec3 BRDFDiffuse(vec3 color) { - return color / M_PI; + return color * ONE_OVER_PI; } vec3 BRDFLambertian( vec3 reflect0, vec3 reflect90, vec3 c_diff, float specWeight, float vh ) -- cgit v1.2.3 From becdf08d0f79a1a676fdc51d5c889dbab5954832 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Wed, 24 Aug 2022 17:21:32 -0700 Subject: SL-17702: PBR: Use legacy attenuation for point lights --- .../app_settings/shaders/class1/deferred/deferredUtil.glsl | 8 ++++++++ 1 file changed, 8 insertions(+) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index d1b9418ee9..a49713afce 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -48,6 +48,14 @@ const float ONE_OVER_PI = 0.3183098861; vec3 srgb_to_linear(vec3 cs); +float calcLegacyDistanceAttenuation(float distance, float falloff) +{ + float dist_atten = 1.0 - clamp((distance + falloff)/(1.0 + falloff), 0.0, 1.0); + dist_atten *= dist_atten; + dist_atten *= 2.0; + return dist_atten; +} + // In: // lv unnormalized surface to light vector // n normal of the surface -- cgit v1.2.3 From 980e8c0a396291dab00fce148a3c7e304a541f10 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Wed, 24 Aug 2022 17:26:23 -0700 Subject: DRTVWR-559: Cleanup --- .../app_settings/shaders/class1/deferred/deferredUtil.glsl | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index a49713afce..777021cd53 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -446,7 +446,7 @@ void initMaterial( vec3 diffuse, vec3 packedORM, out float alphaRough, out vec3 // When roughness is zero blender shows a tiny specular float perceptualRough = max(packedORM.g, 0.1); - alphaRough = perceptualRough * perceptualRough; + alphaRough = perceptualRough * perceptualRough; } vec3 BRDFDiffuse(vec3 color) @@ -461,8 +461,8 @@ vec3 BRDFLambertian( vec3 reflect0, vec3 reflect90, vec3 c_diff, float specWeigh vec3 BRDFSpecularGGX( vec3 reflect0, vec3 reflect90, float alphaRough, float specWeight, float vh, float nl, float nv, float nh ) { - vec3 fresnel = fresnelSchlick( reflect0, reflect90, vh ); - float vis = V_GGX( nl, nv, alphaRough ); - float d = D_GGX( nh, alphaRough ); + vec3 fresnel = fresnelSchlick( reflect0, reflect90, vh ); // Fresnel + float vis = V_GGX( nl, nv, alphaRough ); // Visibility + float d = D_GGX( nh, alphaRough ); // Distribution return specWeight * fresnel * vis * d; } -- cgit v1.2.3 From e81ed6242f13c3ce1f88432482b6c2d182b436ea Mon Sep 17 00:00:00 2001 From: Howard Stearns Date: Thu, 25 Aug 2022 14:51:51 -0700 Subject: SL-17967 compiles and runs by avoiding the features --- .../shaders/class1/deferred/deferredUtil.glsl | 18 +++++++++++++++--- 1 file changed, 15 insertions(+), 3 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 777021cd53..c4d1e7d1a7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -158,7 +158,11 @@ float getDepth(vec2 pos_screen) vec4 getTexture2DLodAmbient(vec2 tc, float lod) { - vec4 ret = texture2DLod(projectionMap, tc, lod); +#ifndef FXAA_GLSL_120 + vec4 ret = textureLod(projectionMap, tc, lod); +#else + vec4 ret = texture2D(projectionMap, tc); +#endif ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = tc-vec2(0.5); @@ -170,7 +174,11 @@ vec4 getTexture2DLodAmbient(vec2 tc, float lod) vec4 getTexture2DLodDiffuse(vec2 tc, float lod) { - vec4 ret = texture2DLod(projectionMap, tc, lod); +#ifndef FXAA_GLSL_120 + vec4 ret = textureLod(projectionMap, tc, lod); +#else + vec4 ret = texture2D(projectionMap, tc); +#endif ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -213,7 +221,11 @@ vec3 getProjectedLightDiffuseColor(float light_distance, vec2 projected_uv) vec4 texture2DLodSpecular(vec2 tc, float lod) { - vec4 ret = texture2DLod(projectionMap, tc, lod); +#ifndef FXAA_GLSL_120 + vec4 ret = textureLod(projectionMap, tc, lod); +#else + vec4 ret = texture2D(projectionMap, tc); +#endif ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); -- cgit v1.2.3 From 8b45dfd477f6aedbf2c835fa276733ce6eba8e9f Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Fri, 26 Aug 2022 15:19:03 -0700 Subject: DRTVWR-559: PBR: Cleanup debug --- indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 777021cd53..833f5d51b6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -291,7 +291,7 @@ vec2 getScreenXY(vec4 clip) // Color utils -vec3 colorized_dot(float x) +vec3 colorize_dot(float x) { if (x > 0.0) return vec3( 0, x, 0 ); if (x < 0.0) return vec3(-x, 0, 0 ); -- cgit v1.2.3 From 55b071dcd7d9f00dd3f489a333ffc6ad48a0bbc9 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Fri, 26 Aug 2022 15:19:48 -0700 Subject: DRTVWR-559: Cleanup: Preserve note about legacy dist_atten magic number --- indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl | 3 +++ 1 file changed, 3 insertions(+) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 833f5d51b6..68a57d12f0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -52,6 +52,9 @@ float calcLegacyDistanceAttenuation(float distance, float falloff) { float dist_atten = 1.0 - clamp((distance + falloff)/(1.0 + falloff), 0.0, 1.0); dist_atten *= dist_atten; + + // Tweak falloff slightly to match pre-EEP attenuation + // NOTE: this magic number also shows up in a great many other places, search for dist_atten *= to audit dist_atten *= 2.0; return dist_atten; } -- cgit v1.2.3 From 826bd47cc1355844dea7cfc838ba5f685b91251e Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Mon, 29 Aug 2022 14:08:27 -0700 Subject: SL-17703: PBR: Fix default OMR if pbr shader compiled sans HAS_SPECULAR_MAP --- .../app_settings/shaders/class1/deferred/pbropaqueF.glsl | 11 ++++++----- 1 file changed, 6 insertions(+), 5 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl index 87c1ff5517..b5c38bba04 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl @@ -104,15 +104,16 @@ void main() tnorm = normalize(tnorm.xyz); norm.xyz = normalize(tnorm.xyz); + // RGB = Occlusion, Roughness, Metal - // default values - // occlusion ? - // roughness 1.0 - // metal 1.0 + // default values, see LLViewerTexture::sDefaultPBRORMImagep + // occlusion 1.0 + // roughness 0.0 + // metal 0.0 #ifdef HAS_SPECULAR_MAP vec3 spec = texture2D(specularMap, vary_texcoord2.xy).rgb; #else - vec3 spec = vec3(1,1,1); + vec3 spec = vec3(1,0,0); #endif spec.g *= roughnessFactor; -- cgit v1.2.3 From 7229dfcc59943f025219721701b2bda471a2ae25 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Fri, 2 Sep 2022 16:12:49 -0700 Subject: SL-17701: PBR: Add support for gltf Alpha MASK (cutoff) --- .../app_settings/shaders/class1/deferred/pbropaqueF.glsl | 12 +++++++++--- 1 file changed, 9 insertions(+), 3 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl index b5c38bba04..b0becdbb5b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl @@ -76,17 +76,23 @@ VARYING vec2 vary_texcoord1; VARYING vec2 vary_texcoord2; #endif +uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff() + vec2 encode_normal(vec3 n); vec3 linear_to_srgb(vec3 c); -const float M_PI = 3.141592653589793; - void main() { // IF .mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; // vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb; // else - vec3 col = vertex_color.rgb * texture2D(diffuseMap, vary_texcoord0.xy).rgb; + vec4 albedo = texture2D(diffuseMap, vary_texcoord0.xy).rgba; + if (albedo.a < minimum_alpha) + { + discard; + } + + vec3 col = vertex_color.rgb * albedo.rgb; #ifdef HAS_NORMAL_MAP vec4 norm = texture2D(bumpMap, vary_texcoord1.xy); -- cgit v1.2.3 From 235d2f453532876d2cfc32f8fb200b6d3bdd8f1d Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Fri, 2 Sep 2022 17:02:58 -0700 Subject: DRTVWR-559: PBR: Maintain slightly higher quality of normals from normal map --- indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl index b0becdbb5b..21707b0209 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl @@ -96,7 +96,7 @@ void main() #ifdef HAS_NORMAL_MAP vec4 norm = texture2D(bumpMap, vary_texcoord1.xy); - norm.xyz = norm.xyz * 2 - 1; + norm.xyz = normalize(norm.xyz * 2 - 1); vec3 tnorm = vec3(dot(norm.xyz,vary_mat0), dot(norm.xyz,vary_mat1), -- cgit v1.2.3 From a3dff0db26c5faa1613b29721498baf530f12fed Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Fri, 2 Sep 2022 17:03:14 -0700 Subject: DRTVWR-559: PBR: Cleanup --- .../newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl | 9 ++++----- 1 file changed, 4 insertions(+), 5 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl index 21707b0209..7a13abc7e8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl @@ -98,9 +98,9 @@ void main() vec4 norm = texture2D(bumpMap, vary_texcoord1.xy); norm.xyz = normalize(norm.xyz * 2 - 1); - vec3 tnorm = vec3(dot(norm.xyz,vary_mat0), - dot(norm.xyz,vary_mat1), - dot(norm.xyz,vary_mat2)); + vec3 tnorm = vec3(dot(norm.xyz,vary_mat0), + dot(norm.xyz,vary_mat1), + dot(norm.xyz,vary_mat2)); #else vec4 norm = vec4(0,0,0,1.0); // vec3 tnorm = vary_normal; @@ -108,8 +108,7 @@ void main() #endif tnorm = normalize(tnorm.xyz); - - norm.xyz = normalize(tnorm.xyz); + norm.xyz = tnorm.xyz; // RGB = Occlusion, Roughness, Metal // default values, see LLViewerTexture::sDefaultPBRORMImagep -- cgit v1.2.3 From a15094ca3aa4a5b44c9bb98a4df732dad92fb01a Mon Sep 17 00:00:00 2001 From: Rye Mutt Date: Sun, 4 Sep 2022 17:11:47 -0400 Subject: Fix impostor lighting and rendering after PBR changes to rendering pipeline --- indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl index 67f4c59c3f..51afda2791 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl @@ -41,6 +41,7 @@ uniform sampler2D specularMap; VARYING vec2 vary_texcoord0; vec3 linear_to_srgb(vec3 c); +vec2 encode_normal (vec3 n); void main() { @@ -56,5 +57,5 @@ void main() frag_data[0] = vec4(col.rgb, 0.0); frag_data[1] = spec; - frag_data[2] = norm; // TODO: Should .w be set? + frag_data[2] = vec4(encode_normal(norm.xyz),0,GBUFFER_FLAG_HAS_ATMOS); } -- cgit v1.2.3 From abf788175c451046f82cc9aeaddc894c47863ffa Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 6 Sep 2022 15:07:22 -0500 Subject: SL-18096 WIP -- partial support for double sided rendering. Shadow map and picking support TBD. --- indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl | 2 ++ 1 file changed, 2 insertions(+) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl index 7a13abc7e8..f5b5698305 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl @@ -153,6 +153,8 @@ void main() col.rgb = vary_position.xyz; #endif + tnorm *= gl_FrontFacing ? 1.0 : -1.0; + // See: C++: addDeferredAttachments(), GLSL: softenLightF frag_data[0] = vec4(col, 0.0); // Diffuse frag_data[1] = vec4(emissive, vertex_color.a); // PBR sRGB Emissive -- cgit v1.2.3 From 8ad7240a3bb626ebaabcc81fb8155a8cbb5adf39 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 8 Sep 2022 10:06:53 -0500 Subject: SL-18095 WIP -- Add Mikktspace tangent generation for PBR materials and switch to per-pixel binormal generation. Still bugged with some test content. --- .../shaders/class1/deferred/pbropaqueF.glsl | 29 +++++++++------------- .../shaders/class1/deferred/pbropaqueV.glsl | 28 +++++++++++---------- 2 files changed, 27 insertions(+), 30 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl index f5b5698305..69019667de 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl @@ -42,6 +42,8 @@ uniform vec3 emissiveColor; #ifdef HAS_NORMAL_MAP uniform sampler2D bumpMap; + VARYING vec3 vary_tangent; + flat in float vary_sign; #endif #ifdef HAS_EMISSIVE_MAP @@ -66,9 +68,6 @@ VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; #ifdef HAS_NORMAL_MAP VARYING vec3 vary_normal; -VARYING vec3 vary_mat0; -VARYING vec3 vary_mat1; -VARYING vec3 vary_mat2; VARYING vec2 vary_texcoord1; #endif @@ -94,21 +93,14 @@ void main() vec3 col = vertex_color.rgb * albedo.rgb; -#ifdef HAS_NORMAL_MAP - vec4 norm = texture2D(bumpMap, vary_texcoord1.xy); - norm.xyz = normalize(norm.xyz * 2 - 1); - - vec3 tnorm = vec3(dot(norm.xyz,vary_mat0), - dot(norm.xyz,vary_mat1), - dot(norm.xyz,vary_mat2)); -#else - vec4 norm = vec4(0,0,0,1.0); -// vec3 tnorm = vary_normal; - vec3 tnorm = vec3(0,0,1); -#endif + // from mikktspace.com + vec4 vNt = texture2D(bumpMap, vary_texcoord1.xy)*2.0-1.0; + float sign = vary_sign; + vec3 vN = vary_normal; + vec3 vT = vary_tangent.xyz; - tnorm = normalize(tnorm.xyz); - norm.xyz = tnorm.xyz; + vec3 vB = sign * cross(vN, vT); + vec3 tnorm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN ); // RGB = Occlusion, Roughness, Metal // default values, see LLViewerTexture::sDefaultPBRORMImagep @@ -155,6 +147,9 @@ void main() tnorm *= gl_FrontFacing ? 1.0 : -1.0; + //col = vec3(0,0,0); + //emissive = vary_tangent.xyz*0.5+0.5; + //emissive = vec3(vary_sign*0.5+0.5); // See: C++: addDeferredAttachments(), GLSL: softenLightF frag_data[0] = vec4(col, 0.0); // Diffuse frag_data[1] = vec4(emissive, vertex_color.a); // PBR sRGB Emissive diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl index a2606ed771..e17d91af38 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl @@ -59,13 +59,7 @@ ATTRIBUTE vec2 texcoord0; ATTRIBUTE vec4 tangent; ATTRIBUTE vec2 texcoord1; -VARYING vec3 vary_mat0; -VARYING vec3 vary_mat1; -VARYING vec3 vary_mat2; - VARYING vec2 vary_texcoord1; -#else -VARYING vec3 vary_normal; #endif #ifdef HAS_SPECULAR_MAP @@ -75,6 +69,10 @@ VARYING vec2 vary_texcoord2; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; +VARYING vec3 vary_tangent; +flat out float vary_sign; + +VARYING vec3 vary_normal; void main() { @@ -113,9 +111,9 @@ void main() vec3 t = normalize((mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz); vec3 b = cross(n, t)*tangent.w; - vary_mat0 = vec3(t.x, b.x, n.x); - vary_mat1 = vec3(t.y, b.y, n.y); - vary_mat2 = vec3(t.z, b.z, n.z); + //vary_mat0 = vec3(t.x, b.x, n.x); + //vary_mat1 = vec3(t.y, b.y, n.y); + //vary_mat2 = vec3(t.z, b.z, n.z); #else //HAS_NORMAL_MAP vary_normal = n; #endif //HAS_NORMAL_MAP @@ -123,12 +121,16 @@ vary_normal = n; vec3 n = normalize(normal_matrix * normal); #ifdef HAS_NORMAL_MAP vec3 t = normalize(normal_matrix * tangent.xyz); - vec3 b = cross(n,t)*tangent.w; + vary_tangent = t; + vary_sign = tangent.w; + vary_normal = n; + + //vec3 b = cross(n,t)*tangent.w; //vec3 t = cross(b,n) * binormal.w; - vary_mat0 = vec3(t.x, b.x, n.x); - vary_mat1 = vec3(t.y, b.y, n.y); - vary_mat2 = vec3(t.z, b.z, n.z); + //vary_mat0 = vec3(t.x, b.x, n.x); + //vary_mat1 = vec3(t.y, b.y, n.y); + //vary_mat2 = vec3(t.z, b.z, n.z); #else //HAS_NORMAL_MAP vary_normal = n; #endif //HAS_NORMAL_MAP -- cgit v1.2.3 From c94a521c6ab4f6c42c61087df78252930e7865a3 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Fri, 9 Sep 2022 06:35:28 -0700 Subject: SL-17701: PBR: Work in progress alpha blending --- .../shaders/class1/deferred/pbralphaF.glsl | 359 +++++++++++++++++++++ .../shaders/class1/deferred/pbralphaV.glsl | 134 ++++++++ 2 files changed, 493 insertions(+) create mode 100644 indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl new file mode 100644 index 0000000000..9d58525fd7 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl @@ -0,0 +1,359 @@ +/** + * @file class1\deferred\pbralphaF.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2022, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +/*[EXTRA_CODE_HERE]*/ + +#define PBR_USE_IBL 1 +#define PBR_USE_SUN 1 +#define PBR_USE_IRRADIANCE_HACK 1 + +#define DIFFUSE_ALPHA_MODE_NONE 0 +#define DIFFUSE_ALPHA_MODE_BLEND 1 +#define DIFFUSE_ALPHA_MODE_MASK 2 +#define DIFFUSE_ALPHA_MODE_EMISSIVE 3 + +#define DEBUG_PBR_LIGHT_TYPE 0 // Output Diffuse=0.75, Emissive=0, ORM=0,0,0 + +#define DEBUG_BASIC 0 +#define DEBUG_VERTEX 0 +#define DEBUG_NORMAL_MAP 0 // Output packed normal map "as is" to diffuse +#define DEBUG_NORMAL_OUT 0 // Output unpacked normal to diffuse +#define DEBUG_ORM 0 // Output Occlusion Roughness Metal "as is" to diffuse +#define DEBUG_POSITION 0 + +uniform sampler2D diffuseMap; //always in sRGB space +uniform sampler2D bumpMap; +uniform sampler2D emissiveMap; +uniform sampler2D specularMap; // PBR: Packed: Occlusion, Metal, Roughness + +uniform float metallicFactor; +uniform float roughnessFactor; +uniform vec3 emissiveColor; + +#if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO) +uniform sampler2DRect lightMap; +#endif + +uniform samplerCube environmentMap; +uniform mat3 env_mat; +uniform int sun_up_factor; +uniform vec3 sun_dir; +uniform vec3 moon_dir; + +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) + #ifdef DEFINE_GL_FRAGCOLOR + out vec4 frag_color; + #else + #define frag_color gl_FragColor + #endif +#else + #ifdef DEFINE_GL_FRAGCOLOR + out vec4 frag_data[4]; + #else + #define frag_data gl_FragData + #endif +#endif + + +VARYING vec3 vary_position; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +#ifdef HAS_NORMAL_MAP +VARYING vec3 vary_normal; +VARYING vec3 vary_mat0; +VARYING vec3 vary_mat1; +VARYING vec3 vary_mat2; +VARYING vec2 vary_texcoord1; +#endif + +#ifdef HAS_SPECULAR_MAP + VARYING vec2 vary_texcoord2; +#endif + +#ifdef HAS_ALPHA_MASK +uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff() +#endif + +// Lights +// See: LLRender::syncLightState() +uniform vec4 light_position[8]; +uniform vec3 light_direction[8]; // spot direction +uniform vec4 light_attenuation[8]; // linear, quadratic, ?, ? +uniform vec3 light_diffuse[8]; + +vec2 encode_normal(vec3 n); +vec3 srgb_to_linear(vec3 c); +vec3 linear_to_srgb(vec3 c); + +// These are in deferredUtil.glsl but we can't set: mFeatures.isDeferred to include it +vec3 BRDFLambertian( vec3 reflect0, vec3 reflect90, vec3 c_diff, float specWeight, float vh ); +vec3 BRDFSpecularGGX( vec3 reflect0, vec3 reflect90, float alphaRoughness, float specWeight, float vh, float nl, float nv, float nh ); +void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); +void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist); +float calcLegacyDistanceAttenuation(float distance, float falloff); +vec2 getGGX( vec2 brdfPoint ); +void initMaterial( vec3 diffuse, vec3 packedORM, + out float alphaRough, out vec3 c_diff, out vec3 reflect0, out vec3 reflect90, out float specWeight ); +void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyEnv, + vec3 pos, vec3 norm, float glossiness, float envIntensity); + +vec3 hue_to_rgb(float hue); + +// lp = light position +// la = light radius +// fa = falloff +vec3 calcPointLightOrSpotLight(vec3 reflect0, vec3 c_diff, + vec3 lightColor, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, + float la, float fa, float is_pointlight, float ambiance) +{ + vec3 intensity = vec3(0); + + vec3 lv = lp.xyz - v; + vec3 h, l; + float nh, nl, nv, vh, lightDist; + calcHalfVectors(lv,n,v,h,l,nh,nl,nv,vh,lightDist); + + if (lightDist > 0.0) + { + float falloff_factor = (12.0 * fa) - 9.0; + float inverted_la = falloff_factor / la; + + float dist = lightDist / inverted_la; + + float dist_atten = calcLegacyDistanceAttenuation(dist,fa); + if (dist_atten <= 0.0) + return intensity; + + vec3 reflect90 = vec3(1); + float specWeight = 1.0; + + lv = normalize(lv); + float spot = max(dot(-ln, lv), is_pointlight); + nl *= spot * spot; + + if (nl > 0.0) + intensity = dist_atten * nl * lightColor * BRDFLambertian(reflect0, reflect90, c_diff, specWeight, vh); + } + return intensity; +} + +void main() +{ + vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; + vec3 pos = vary_position; + +#if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO) + vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; + scol_ambocc = pow(scol_ambocc, vec2(light_gamma)); + float scol = max(scol_ambocc.r, diffuse.a); + float ambocc = scol_ambocc.g; +#else + float scol = 1.0; + float ambocc = 1.0; +#endif + + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; + calcAtmosphericVars(pos.xyz, light_dir, ambocc, sunlit, amblit, additive, atten, true); + +// IF .mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; +// vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb; +// else + vec4 albedo = texture2D(diffuseMap, vary_texcoord0.xy).rgba; + albedo.rgb = srgb_to_linear(albedo.rgb); +#ifdef HAS_ALPHA_MASK + if (albedo.a < minimum_alpha) + { + discard; + } +#endif + +// vec3 base = vertex_color.rgb * albedo.rgb * albedo.a; + vec3 base = vertex_color.rgb * albedo.rgb; + +#ifdef HAS_NORMAL_MAP + vec4 norm = texture2D(bumpMap, vary_texcoord1.xy); + norm.xyz = normalize(norm.xyz * 2 - 1); + + vec3 tnorm = vec3(dot(norm.xyz,vary_mat0), + dot(norm.xyz,vary_mat1), + dot(norm.xyz,vary_mat2)); +#else + vec4 norm = vec4(0,0,0,1.0); +// vec3 tnorm = vary_normal; + vec3 tnorm = vec3(0,0,1); +#endif + + tnorm = normalize(tnorm.xyz); + norm.xyz = tnorm.xyz; + + // RGB = Occlusion, Roughness, Metal + // default values, see LLViewerFetchedTexture::sWhiteImagep since roughnessFactor and metallicFactor are multiplied in + // occlusion 1.0 + // roughness 0.0 + // metal 0.0 +#ifdef HAS_SPECULAR_MAP + vec3 packedORM = texture2D(specularMap, vary_texcoord2.xy).rgb; // PBR linear packed Occlusion, Roughness, Metal. See: lldrawpoolapha.cpp +#else + vec3 packedORM = vec3(1,0,0); +#endif + + packedORM.g *= roughnessFactor; + packedORM.b *= metallicFactor; + + vec3 colorEmissive = emissiveColor; +#ifdef HAS_EMISSIVE_MAP + colorEmissive *= texture2D(emissiveMap, vary_texcoord0.xy).rgb; +#endif + + vec3 colorDiffuse = vec3(0); + vec3 colorSpec = vec3(0); + + float IOR = 1.5; // default Index Of Refraction 1.5 (dielectrics) + float ao = packedORM.r; + float perceptualRough = packedORM.g; + float metal = packedORM.b; + + vec3 v = -normalize(vary_position.xyz); + vec3 n = norm.xyz; + vec3 t = vec3(1,0,0); + vec3 b = normalize(cross(n,t)); + vec3 reflectVN = normalize(reflect(-v,n)); + + vec3 h, l; + float nh, nl, nv, vh, lightDist; + calcHalfVectors(light_dir, n, v, h, l, nh, nl, nv, vh, lightDist); + + vec3 c_diff, reflect0, reflect90; + float alphaRough, specWeight; + initMaterial( base, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight ); + + // Common to RadianceGGX and RadianceLambertian + vec2 brdfPoint = clamp(vec2(nv, perceptualRough), vec2(0,0), vec2(1,1)); + vec2 vScaleBias = getGGX( brdfPoint); // Environment BRDF: scale and bias applied to reflect0 + vec3 fresnelR = max(vec3(1.0 - perceptualRough), reflect0) - reflect0; // roughness dependent fresnel + vec3 kSpec = reflect0 + fresnelR*pow(1.0 - nv, 5.0); + + vec3 legacyenv; + + vec3 irradiance = vec3(0); + vec3 specLight = vec3(0); + float gloss = 1.0 - perceptualRough; + sampleReflectionProbes(irradiance, specLight, legacyenv, pos.xyz, norm.xyz, gloss, 0.0); +#if PBR_USE_IRRADIANCE_HACK + irradiance = max(amblit,irradiance) * ambocc; +#else +irradiance = vec3(amblit); +#endif + + vec3 FssEssGGX = kSpec*vScaleBias.x + vScaleBias.y; +#if PBR_USE_IBL + colorSpec += specWeight * specLight * FssEssGGX; +#endif + + vec3 FssEssLambert = specWeight * kSpec * vScaleBias.x + vScaleBias.y; // NOTE: Very similar to FssEssRadiance but with extra specWeight term + float Ems = 1.0 - (vScaleBias.x + vScaleBias.y); + vec3 avg = specWeight * (reflect0 + (1.0 - reflect0) / 21.0); + vec3 AvgEms = avg * Ems; + vec3 FmsEms = AvgEms * FssEssLambert / (1.0 - AvgEms); + vec3 kDiffuse = c_diff * (1.0 - FssEssLambert + FmsEms); +#if PBR_USE_IBL + colorDiffuse += (FmsEms + kDiffuse) * irradiance; +#endif + + colorDiffuse *= ao; + colorSpec *= ao; + + // Sun/Moon Lighting + if (nl > 0.0 || nv > 0.0) + { + float scale = 4.9; + vec3 sunColor = srgb_to_linear(sunlit * scale); // NOTE: Midday should have strong sunlight + + // scol = sun shadow + vec3 intensity = ambocc * sunColor * nl * scol; + vec3 sunDiffuse = intensity * BRDFLambertian (reflect0, reflect90, c_diff , specWeight, vh); + vec3 sunSpec = intensity * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh); +#if PBR_USE_SUN + colorDiffuse += sunDiffuse; + colorSpec += sunSpec; +#endif + } + vec3 col = colorDiffuse + colorEmissive + colorSpec; + + vec3 light = vec3(0); + + // Punctual lights +#define LIGHT_LOOP(i) light += calcPointLightOrSpotLight( reflect0, c_diff, light_diffuse[i].rgb, albedo.rgb, pos.xyz, n, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w ); + + LIGHT_LOOP(1) + LIGHT_LOOP(2) + LIGHT_LOOP(3) + LIGHT_LOOP(4) + LIGHT_LOOP(5) + LIGHT_LOOP(6) + LIGHT_LOOP(7) + +#if !defined(LOCAL_LIGHT_KILL) + col += light; +#endif // !defined(LOCAL_LIGHT_KILL) + +#if DEBUG_PBR_LIGHT_TYPE + col.rgb = vec3(0.75); + emissive = vec3(0); + spec.rgb = vec3(0); +#endif +#if DEBUG_BASIC + col.rgb = vec3( 1, 0, 1 ); +#endif +#if DEBUG_VERTEX + col.rgb = vertex_color.rgb; +#endif +#if DEBUG_NORMAL_MAP + col.rgb = texture2D(bumpMap, vary_texcoord1.xy).rgb; +#endif +#if DEBUG_NORMAL_OUT + col.rgb = vary_normal; +#endif +#if DEBUG_ORM + col.rgb = linear_to_srgb(spec); +#endif +#if DEBUG_POSITION + col.rgb = vary_position.xyz; +#endif + +// col.rgb = linear_to_srgb(col.rgb); +// frag_color = vec4(albedo.rgb,albedo.a); +// frag_color = vec4(base.rgb,albedo.a); +// frag_color = vec4(irradiance,albedo.a); +// frag_color = vec4(colorDiffuse,albedo.a); +// frag_color = vec4(colorEmissive,albedo.a); +// frag_color = vec4(sun_dir,albedo.a); +// frag_color = vec4(sunlit,albedo.a); + col = linear_to_srgb(col.rgb); + frag_color = vec4(col,albedo.a); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl new file mode 100644 index 0000000000..8cc3c11fa1 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl @@ -0,0 +1,134 @@ +/** + * @file class1\deferred\pbralphaV.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2022, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +#define DIFFUSE_ALPHA_MODE_IGNORE 0 +#define DIFFUSE_ALPHA_MODE_BLEND 1 +#define DIFFUSE_ALPHA_MODE_MASK 2 +#define DIFFUSE_ALPHA_MODE_EMISSIVE 3 + +#ifdef HAS_SKIN +uniform mat4 modelview_matrix; +uniform mat4 projection_matrix; +mat4 getObjectSkinnedTransform(); +#else +uniform mat3 normal_matrix; +uniform mat4 modelview_projection_matrix; +#endif + +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) + #if !defined(HAS_SKIN) + uniform mat4 modelview_matrix; + #endif + VARYING vec3 vary_position; +#endif + +uniform mat4 texture_matrix0; + +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; + + +#ifdef HAS_NORMAL_MAP +ATTRIBUTE vec4 tangent; +ATTRIBUTE vec2 texcoord1; + +VARYING vec3 vary_mat0; +VARYING vec3 vary_mat1; +VARYING vec3 vary_mat2; + +VARYING vec2 vary_texcoord1; +#else +VARYING vec3 vary_normal; +#endif + +#ifdef HAS_SPECULAR_MAP +ATTRIBUTE vec2 texcoord2; +VARYING vec2 vary_texcoord2; +#endif + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + +void main() +{ +#ifdef HAS_SKIN + mat4 mat = getObjectSkinnedTransform(); + mat = modelview_matrix * mat; + vec3 pos = (mat*vec4(position.xyz,1.0)).xyz; +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) + vary_position = pos; +#endif + gl_Position = projection_matrix*vec4(pos,1.0); +#else + //transform vertex + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); +#endif + + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + +#ifdef HAS_NORMAL_MAP + vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy; +#endif + +#ifdef HAS_SPECULAR_MAP + vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy; +#endif + +#ifdef HAS_SKIN + vec3 n = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz); + #ifdef HAS_NORMAL_MAP + vec3 t = normalize((mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz); + vec3 b = cross(n, t)*tangent.w; + + vary_mat0 = vec3(t.x, b.x, n.x); + vary_mat1 = vec3(t.y, b.y, n.y); + vary_mat2 = vec3(t.z, b.z, n.z); + #else //HAS_NORMAL_MAP + vary_normal = n; + #endif //HAS_NORMAL_MAP +#else //HAS_SKIN + vec3 n = normalize(normal_matrix * normal); + #ifdef HAS_NORMAL_MAP + vec3 t = normalize(normal_matrix * tangent.xyz); + vec3 b = cross(n,t)*tangent.w; + + vary_mat0 = vec3(t.x, b.x, n.x); + vary_mat1 = vec3(t.y, b.y, n.y); + vary_mat2 = vec3(t.z, b.z, n.z); + #else //HAS_NORMAL_MAP + vary_normal = n; + #endif //HAS_NORMAL_MAP +#endif //HAS_SKIN + + vertex_color = diffuse_color; + +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) + #if !defined(HAS_SKIN) + vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz; + #endif +#endif +} -- cgit v1.2.3 From dfe19c257dbb9d5af6f1e2961015e95847525412 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Fri, 9 Sep 2022 06:55:24 -0700 Subject: SL-17701: PBR: Fix light color space in alpha shader --- indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl index 9d58525fd7..c14a30ef39 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl @@ -308,7 +308,7 @@ irradiance = vec3(amblit); vec3 light = vec3(0); // Punctual lights -#define LIGHT_LOOP(i) light += calcPointLightOrSpotLight( reflect0, c_diff, light_diffuse[i].rgb, albedo.rgb, pos.xyz, n, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w ); +#define LIGHT_LOOP(i) light += calcPointLightOrSpotLight( reflect0, c_diff, srgb_to_linear(light_diffuse[i].rgb), albedo.rgb, pos.xyz, n, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w ); LIGHT_LOOP(1) LIGHT_LOOP(2) -- cgit v1.2.3 From c822da9fe644e4a420caabb30a25b487ce75c099 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 9 Sep 2022 20:56:22 -0500 Subject: SL-18095 WIP -- Allow mikktspace generator to add more vertices (skip re-welding step for now). --- .../shaders/class1/deferred/pbropaqueF.glsl | 84 ++++------------------ .../shaders/class1/deferred/pbropaqueV.glsl | 77 ++++---------------- 2 files changed, 26 insertions(+), 135 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl index 69019667de..ca304f749a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl @@ -25,61 +25,34 @@ /*[EXTRA_CODE_HERE]*/ -#define DEBUG_PBR_LIGHT_TYPE 0 // Output Diffuse=0.75, Emissive=0, ORM=0,0,0 - -#define DEBUG_BASIC 0 -#define DEBUG_VERTEX 0 -#define DEBUG_NORMAL_MAP 0 // Output packed normal map "as is" to diffuse -#define DEBUG_NORMAL_OUT 0 // Output unpacked normal to diffuse -#define DEBUG_ORM 0 // Output Occlusion Roughness Metal "as is" to diffuse -#define DEBUG_POSITION 0 - uniform sampler2D diffuseMap; //always in sRGB space uniform float metallicFactor; uniform float roughnessFactor; uniform vec3 emissiveColor; +uniform sampler2D bumpMap; +uniform sampler2D emissiveMap; +uniform sampler2D specularMap; // Packed: Occlusion, Metal, Roughness -#ifdef HAS_NORMAL_MAP - uniform sampler2D bumpMap; - VARYING vec3 vary_tangent; - flat in float vary_sign; -#endif - -#ifdef HAS_EMISSIVE_MAP - uniform sampler2D emissiveMap; -#endif - -#ifdef HAS_SPECULAR_MAP - uniform sampler2D specularMap; // Packed: Occlusion, Metal, Roughness -#endif - -uniform samplerCube environmentMap; -uniform mat3 env_mat; - -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_data[4]; -#else -#define frag_data gl_FragData -#endif VARYING vec3 vary_position; VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; -#ifdef HAS_NORMAL_MAP VARYING vec3 vary_normal; -VARYING vec2 vary_texcoord1; -#endif +VARYING vec3 vary_tangent; +flat in float vary_sign; -#ifdef HAS_SPECULAR_MAP - VARYING vec2 vary_texcoord2; -#endif +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +VARYING vec2 vary_texcoord2; uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff() vec2 encode_normal(vec3 n); vec3 linear_to_srgb(vec3 c); +uniform mat3 normal_matrix; + void main() { // IF .mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; @@ -94,11 +67,11 @@ void main() vec3 col = vertex_color.rgb * albedo.rgb; // from mikktspace.com - vec4 vNt = texture2D(bumpMap, vary_texcoord1.xy)*2.0-1.0; + vec3 vNt = texture2D(bumpMap, vary_texcoord1.xy).xyz*2.0-1.0; float sign = vary_sign; vec3 vN = vary_normal; vec3 vT = vary_tangent.xyz; - + vec3 vB = sign * cross(vN, vT); vec3 tnorm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN ); @@ -107,49 +80,20 @@ void main() // occlusion 1.0 // roughness 0.0 // metal 0.0 -#ifdef HAS_SPECULAR_MAP vec3 spec = texture2D(specularMap, vary_texcoord2.xy).rgb; -#else - vec3 spec = vec3(1,0,0); -#endif spec.g *= roughnessFactor; spec.b *= metallicFactor; vec3 emissive = emissiveColor; -#ifdef HAS_EMISSIVE_MAP emissive *= texture2D(emissiveMap, vary_texcoord0.xy).rgb; -#endif - -#if DEBUG_PBR_LIGHT_TYPE - col.rgb = vec3(0.75); - emissive = vec3(0); - spec.rgb = vec3(0); -#endif -#if DEBUG_BASIC - col.rgb = vec3( 1, 0, 1 ); -#endif -#if DEBUG_VERTEX - col.rgb = vertex_color.rgb; -#endif -#if DEBUG_NORMAL_MAP - col.rgb = texture2D(bumpMap, vary_texcoord1.xy).rgb; -#endif -#if DEBUG_NORMAL_OUT - col.rgb = vary_normal; -#endif -#if DEBUG_ORM - col.rgb = linear_to_srgb(spec); -#endif -#if DEBUG_POSITION - col.rgb = vary_position.xyz; -#endif tnorm *= gl_FrontFacing ? 1.0 : -1.0; + //spec.rgb = vec3(1,1,0); //col = vec3(0,0,0); //emissive = vary_tangent.xyz*0.5+0.5; - //emissive = vec3(vary_sign*0.5+0.5); + //emissive = vec3(sign*0.5+0.5); // See: C++: addDeferredAttachments(), GLSL: softenLightF frag_data[0] = vec4(col, 0.0); // Diffuse frag_data[1] = vec4(emissive, vertex_color.a); // PBR sRGB Emissive diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl index e17d91af38..c90a17993f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl @@ -37,41 +37,24 @@ uniform mat3 normal_matrix; uniform mat4 modelview_projection_matrix; #endif -#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) - -#if !defined(HAS_SKIN) -uniform mat4 modelview_matrix; -#endif - -VARYING vec3 vary_position; - -#endif - uniform mat4 texture_matrix0; ATTRIBUTE vec3 position; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; - - -#ifdef HAS_NORMAL_MAP ATTRIBUTE vec4 tangent; +ATTRIBUTE vec2 texcoord0; ATTRIBUTE vec2 texcoord1; +ATTRIBUTE vec2 texcoord2; +VARYING vec2 vary_texcoord0; VARYING vec2 vary_texcoord1; -#endif - -#ifdef HAS_SPECULAR_MAP -ATTRIBUTE vec2 texcoord2; VARYING vec2 vary_texcoord2; -#endif VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; + VARYING vec3 vary_tangent; flat out float vary_sign; - VARYING vec3 vary_normal; void main() @@ -83,64 +66,28 @@ void main() vec3 pos = (mat*vec4(position.xyz,1.0)).xyz; -#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) - vary_position = pos; -#endif - gl_Position = projection_matrix*vec4(pos,1.0); #else //transform vertex gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - #endif vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - -#ifdef HAS_NORMAL_MAP vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy; -#endif - -#ifdef HAS_SPECULAR_MAP vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy; -#endif #ifdef HAS_SKIN - vec3 n = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz); -#ifdef HAS_NORMAL_MAP - vec3 t = normalize((mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz); - vec3 b = cross(n, t)*tangent.w; - - //vary_mat0 = vec3(t.x, b.x, n.x); - //vary_mat1 = vec3(t.y, b.y, n.y); - //vary_mat2 = vec3(t.z, b.z, n.z); -#else //HAS_NORMAL_MAP -vary_normal = n; -#endif //HAS_NORMAL_MAP + vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz; + vec3 t = (mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz; #else //HAS_SKIN - vec3 n = normalize(normal_matrix * normal); -#ifdef HAS_NORMAL_MAP - vec3 t = normalize(normal_matrix * tangent.xyz); - vary_tangent = t; - vary_sign = tangent.w; - vary_normal = n; + vec3 n = normal_matrix * normal; + vec3 t = normal_matrix * tangent.xyz; +#endif - //vec3 b = cross(n,t)*tangent.w; - //vec3 t = cross(b,n) * binormal.w; - - //vary_mat0 = vec3(t.x, b.x, n.x); - //vary_mat1 = vec3(t.y, b.y, n.y); - //vary_mat2 = vec3(t.z, b.z, n.z); -#else //HAS_NORMAL_MAP - vary_normal = n; -#endif //HAS_NORMAL_MAP -#endif //HAS_SKIN + vary_tangent = normalize(t); + vary_sign = tangent.w; + vary_normal = normalize(n); vertex_color = diffuse_color; - -#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) -#if !defined(HAS_SKIN) - vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz; -#endif -#endif } -- cgit v1.2.3 From b0a9044240df88df613dcf134bfb080912864e9f Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Sun, 11 Sep 2022 21:07:34 -0700 Subject: SL-17701: PBR: Fix alpha blended objects not receving Sun shadow. --- .../shaders/class1/deferred/pbralphaF.glsl | 21 +++++++++++++-------- .../shaders/class1/deferred/pbralphaV.glsl | 16 +++++++++++++--- 2 files changed, 26 insertions(+), 11 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl index c14a30ef39..1533d1dcb0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl @@ -76,10 +76,15 @@ uniform vec3 moon_dir; #endif #endif +#ifdef HAS_SHADOW + VARYING vec3 vary_fragcoord; + uniform vec2 screen_res; +#endif VARYING vec3 vary_position; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; + #ifdef HAS_NORMAL_MAP VARYING vec3 vary_normal; VARYING vec3 vary_mat0; @@ -116,6 +121,7 @@ float calcLegacyDistanceAttenuation(float distance, float falloff); vec2 getGGX( vec2 brdfPoint ); void initMaterial( vec3 diffuse, vec3 packedORM, out float alphaRough, out vec3 c_diff, out vec3 reflect0, out vec3 reflect90, out float specWeight ); +float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyEnv, vec3 pos, vec3 norm, float glossiness, float envIntensity); @@ -164,15 +170,8 @@ void main() vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; vec3 pos = vary_position; -#if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO) - vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; - scol_ambocc = pow(scol_ambocc, vec2(light_gamma)); - float scol = max(scol_ambocc.r, diffuse.a); - float ambocc = scol_ambocc.g; -#else float scol = 1.0; float ambocc = 1.0; -#endif vec3 sunlit; vec3 amblit; @@ -211,6 +210,12 @@ void main() tnorm = normalize(tnorm.xyz); norm.xyz = tnorm.xyz; +#if HAS_SHADOW + vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; + frag *= screen_res; + scol = sampleDirectionalShadow(pos.xyz, norm.xyz, frag); +#endif + // RGB = Occlusion, Roughness, Metal // default values, see LLViewerFetchedTexture::sWhiteImagep since roughnessFactor and metallicFactor are multiplied in // occlusion 1.0 @@ -308,7 +313,7 @@ irradiance = vec3(amblit); vec3 light = vec3(0); // Punctual lights -#define LIGHT_LOOP(i) light += calcPointLightOrSpotLight( reflect0, c_diff, srgb_to_linear(light_diffuse[i].rgb), albedo.rgb, pos.xyz, n, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w ); +#define LIGHT_LOOP(i) light += scol * calcPointLightOrSpotLight( reflect0, c_diff, srgb_to_linear(light_diffuse[i].rgb), albedo.rgb, pos.xyz, n, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w ); LIGHT_LOOP(1) LIGHT_LOOP(2) diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl index 8cc3c11fa1..e0672f09e4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl @@ -46,6 +46,11 @@ uniform mat4 modelview_projection_matrix; uniform mat4 texture_matrix0; +#ifdef HAS_SHADOW +VARYING vec3 vary_fragcoord; +uniform float near_clip; +#endif + ATTRIBUTE vec3 position; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec3 normal; @@ -82,12 +87,17 @@ void main() #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) vary_position = pos; #endif - gl_Position = projection_matrix*vec4(pos,1.0); + vec4 vert = projection_matrix * vec4(pos,1.0); #else //transform vertex - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + vec4 vert = modelview_projection_matrix * vec4(position.xyz, 1.0); #endif - + gl_Position = vert; + +#if HAS_SHADOW + vary_fragcoord.xyz = vert.xyz + vec3(0,0,near_clip); +#endif + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; #ifdef HAS_NORMAL_MAP -- cgit v1.2.3 From 03df9545092cc3917e1c3f947ce2270d0ba31134 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Mon, 12 Sep 2022 01:22:47 -0700 Subject: SL-17701: PBR: Tweak lighting in alpha blending --- indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl index 1533d1dcb0..bde015d109 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl @@ -105,7 +105,7 @@ uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlpha // See: LLRender::syncLightState() uniform vec4 light_position[8]; uniform vec3 light_direction[8]; // spot direction -uniform vec4 light_attenuation[8]; // linear, quadratic, ?, ? +uniform vec4 light_attenuation[8]; // linear, quadratic, is omni, unused, See: LLPipeline::setupHWLights() and syncLightState() uniform vec3 light_diffuse[8]; vec2 encode_normal(vec3 n); @@ -128,8 +128,9 @@ void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, inout vec3 l vec3 hue_to_rgb(float hue); // lp = light position -// la = light radius +// la = linear attenuation, light radius // fa = falloff +// See: LLRender::syncLightState() vec3 calcPointLightOrSpotLight(vec3 reflect0, vec3 c_diff, vec3 lightColor, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, float ambiance) @@ -309,11 +310,10 @@ irradiance = vec3(amblit); #endif } vec3 col = colorDiffuse + colorEmissive + colorSpec; - vec3 light = vec3(0); // Punctual lights -#define LIGHT_LOOP(i) light += scol * calcPointLightOrSpotLight( reflect0, c_diff, srgb_to_linear(light_diffuse[i].rgb), albedo.rgb, pos.xyz, n, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w ); +#define LIGHT_LOOP(i) light += srgb_to_linear(vec3(scol)) * calcPointLightOrSpotLight( reflect0, c_diff, srgb_to_linear(2.2*light_diffuse[i].rgb), albedo.rgb, pos.xyz, n, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w ); LIGHT_LOOP(1) LIGHT_LOOP(2) -- cgit v1.2.3 From d7c77e5c64ddfef44b3e47f4c7ae6943ff0e860a Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 12 Sep 2022 11:48:16 -0500 Subject: SL-18095 WIP -- Use meshoptimizer to re-weld and cache optimize after generating tangents --- indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl | 1 - 1 file changed, 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl index c90a17993f..5573c02a60 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl @@ -76,7 +76,6 @@ void main() vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy; vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy; - #ifdef HAS_SKIN vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz; vec3 t = (mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz; -- cgit v1.2.3 From e49d602bd99f5a3b1257ba1bc7ded133eab1eb1c Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 12 Sep 2022 19:48:33 -0500 Subject: SL-18095 Add tangents to mesh assets so we can calculate mikktspace tangents in the mesh's original coordinate frame. --- indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl | 2 ++ 1 file changed, 2 insertions(+) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl index ca304f749a..f0f5208f52 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl @@ -94,6 +94,8 @@ void main() //col = vec3(0,0,0); //emissive = vary_tangent.xyz*0.5+0.5; //emissive = vec3(sign*0.5+0.5); + //emissive = vNt * 0.5 + 0.5; + //emissive = tnorm*0.5+0.5; // See: C++: addDeferredAttachments(), GLSL: softenLightF frag_data[0] = vec4(col, 0.0); // Diffuse frag_data[1] = vec4(emissive, vertex_color.a); // PBR sRGB Emissive -- cgit v1.2.3 From 1ea525a4bd63c9c6379bec7b1eb80860ee971ec0 Mon Sep 17 00:00:00 2001 From: Howard Stearns Date: Tue, 13 Sep 2022 10:25:34 -0700 Subject: SL-17701 - fix typo in shader affecting mac --- indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl index bde015d109..a1fdf8991b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl @@ -211,7 +211,7 @@ void main() tnorm = normalize(tnorm.xyz); norm.xyz = tnorm.xyz; -#if HAS_SHADOW +#ifdef HAS_SHADOW vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; frag *= screen_res; scol = sampleDirectionalShadow(pos.xyz, norm.xyz, frag); diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl index e0672f09e4..57a162ad51 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl @@ -94,7 +94,7 @@ void main() #endif gl_Position = vert; -#if HAS_SHADOW +#ifdef HAS_SHADOW vary_fragcoord.xyz = vert.xyz + vec3(0,0,near_clip); #endif -- cgit v1.2.3 From 402ab8c8f657f050a2ea30ebe562008130cb9bcd Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 13 Sep 2022 15:25:15 -0500 Subject: SL-17701 WIP -- Cleanup/refactor PBR lighting implementation and get parity between deferred and alpha passes for sunlight and IBL. --- .../shaders/class1/deferred/alphaF.glsl | 12 -- .../shaders/class1/deferred/deferredUtil.glsl | 65 +++++++- .../shaders/class1/deferred/materialF.glsl | 29 ---- .../shaders/class1/deferred/pbralphaF.glsl | 165 ++++++--------------- 4 files changed, 107 insertions(+), 164 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 02b2daf0ac..fc1cee1f59 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -262,27 +262,15 @@ void main() vec3 sun_contrib = min(final_da, shadow) * sunlit; -#if !defined(AMBIENT_KILL) color.rgb = amblit; color.rgb *= ambient; -#endif // !defined(AMBIENT_KILL) -vec3 post_ambient = color.rgb; - -#if !defined(SUNLIGHT_KILL) color.rgb += sun_contrib; -#endif // !defined(SUNLIGHT_KILL) - -vec3 post_sunlight = color.rgb; color.rgb *= diffuse_srgb.rgb; -vec3 post_diffuse = color.rgb; - color.rgb = atmosFragLighting(color.rgb, additive, atten); -vec3 post_atmo = color.rgb; - vec4 light = vec4(0,0,0,0); color.rgb = scaleSoftClipFrag(color.rgb); diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 449cbeaa28..78f6a5b130 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -471,7 +471,7 @@ vec3 BRDFDiffuse(vec3 color) vec3 BRDFLambertian( vec3 reflect0, vec3 reflect90, vec3 c_diff, float specWeight, float vh ) { - return (1.0 - specWeight * fresnelSchlick( reflect0, reflect90, vh)) * BRDFDiffuse(c_diff); + return (1.0 - fresnelSchlick( reflect0, reflect90, vh)) * BRDFDiffuse(c_diff); } vec3 BRDFSpecularGGX( vec3 reflect0, vec3 reflect90, float alphaRough, float specWeight, float vh, float nl, float nv, float nh ) @@ -479,5 +479,64 @@ vec3 BRDFSpecularGGX( vec3 reflect0, vec3 reflect90, float alphaRough, float spe vec3 fresnel = fresnelSchlick( reflect0, reflect90, vh ); // Fresnel float vis = V_GGX( nl, nv, alphaRough ); // Visibility float d = D_GGX( nh, alphaRough ); // Distribution - return specWeight * fresnel * vis * d; -} + return fresnel * vis * d; +} + +// set colorDiffuse and colorSpec to the results of GLTF PBR style IBL +void pbrIbl(out vec3 colorDiffuse, // diffuse color output + out vec3 colorSpec, // specular color output, + vec3 radiance, // radiance map sample + vec3 irradiance, // irradiance map sample + float ao, // ambient occlusion factor + float nv, // normal dot view vector + float perceptualRough, // roughness factor + float gloss, // 1.0 - roughness factor + vec3 reflect0, // see also: initMaterial + vec3 c_diff) +{ + // Common to RadianceGGX and RadianceLambertian + vec2 brdfPoint = clamp(vec2(nv, perceptualRough), vec2(0,0), vec2(1,1)); + vec2 vScaleBias = getGGX( brdfPoint); // Environment BRDF: scale and bias applied to reflect0 + vec3 fresnelR = max(vec3(gloss), reflect0) - reflect0; // roughness dependent fresnel + vec3 kSpec = reflect0 + fresnelR*pow(1.0 - nv, 5.0); + + vec3 FssEssGGX = kSpec*vScaleBias.x + vScaleBias.y; + colorSpec = radiance * FssEssGGX; + + // Reference: getIBLRadianceLambertian fs + vec3 FssEssLambert = kSpec * vScaleBias.x + vScaleBias.y; // NOTE: Very similar to FssEssRadiance but with extra specWeight term + float Ems = 1.0 - (vScaleBias.x + vScaleBias.y); + vec3 avg = (reflect0 + (1.0 - reflect0) / 21.0); + vec3 AvgEms = avg * Ems; + vec3 FmsEms = AvgEms * FssEssLambert / (1.0 - AvgEms); + vec3 kDiffuse = c_diff * (1.0 - FssEssLambert + FmsEms); + colorDiffuse = (FmsEms + kDiffuse) * irradiance; + + colorDiffuse *= ao; + colorSpec *= ao; +} + +void pbrDirectionalLight(inout vec3 colorDiffuse, + inout vec3 colorSpec, + vec3 sunlit, + float scol, + vec3 reflect0, + vec3 reflect90, + vec3 c_diff, + float alphaRough, + float vh, + float nl, + float nv, + float nh) +{ + float scale = 16.0; + vec3 sunColor = sunlit * scale; + + // scol = sun shadow + vec3 intensity = sunColor * nl * scol; + vec3 sunDiffuse = intensity * BRDFLambertian (reflect0, reflect90, c_diff , 1.0, vh); + vec3 sunSpec = intensity * BRDFSpecularGGX(reflect0, reflect90, alphaRough, 1.0, vh, nl, nv, nh); + + colorDiffuse += sunDiffuse; + colorSpec += sunSpec; +} \ No newline at end of file diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 6f087632a5..e87d90aa9e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -345,35 +345,6 @@ void main() if (spec.a > 0.0) // specular reflection { - /* // Reverting this specular calculation to previous 'dumbshiny' version - DJH 6/17/2020 - // Preserving the refactored version as a comment for potential reconsideration, - // overriding the general rule to avoid pollutiong the source with commented code. - // - // If you're reading this in 2021+, feel free to obliterate. - - 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 sp = sun_contrib*scol / 6.0f; - sp = clamp(sp, vec3(0), vec3(1)); - bloom = dot(sp, sp) / 4.0; - color += sp * spec.rgb; - } - */ - float sa = dot(refnormpersp, sun_dir.xyz); vec3 dumbshiny = sunlit * shadow * (texture2D(lightFunc, vec2(sa, spec.a)).r); diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl index bde015d109..c57ae3e51f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl @@ -25,24 +25,11 @@ /*[EXTRA_CODE_HERE]*/ -#define PBR_USE_IBL 1 -#define PBR_USE_SUN 1 -#define PBR_USE_IRRADIANCE_HACK 1 - #define DIFFUSE_ALPHA_MODE_NONE 0 #define DIFFUSE_ALPHA_MODE_BLEND 1 #define DIFFUSE_ALPHA_MODE_MASK 2 #define DIFFUSE_ALPHA_MODE_EMISSIVE 3 -#define DEBUG_PBR_LIGHT_TYPE 0 // Output Diffuse=0.75, Emissive=0, ORM=0,0,0 - -#define DEBUG_BASIC 0 -#define DEBUG_VERTEX 0 -#define DEBUG_NORMAL_MAP 0 // Output packed normal map "as is" to diffuse -#define DEBUG_NORMAL_OUT 0 // Output unpacked normal to diffuse -#define DEBUG_ORM 0 // Output Occlusion Roughness Metal "as is" to diffuse -#define DEBUG_POSITION 0 - uniform sampler2D diffuseMap; //always in sRGB space uniform sampler2D bumpMap; uniform sampler2D emissiveMap; @@ -56,8 +43,6 @@ uniform vec3 emissiveColor; uniform sampler2DRect lightMap; #endif -uniform samplerCube environmentMap; -uniform mat3 env_mat; uniform int sun_up_factor; uniform vec3 sun_dir; uniform vec3 moon_dir; @@ -108,14 +93,15 @@ uniform vec3 light_direction[8]; // spot direction uniform vec4 light_attenuation[8]; // linear, quadratic, is omni, unused, See: LLPipeline::setupHWLights() and syncLightState() uniform vec3 light_diffuse[8]; -vec2 encode_normal(vec3 n); vec3 srgb_to_linear(vec3 c); vec3 linear_to_srgb(vec3 c); // These are in deferredUtil.glsl but we can't set: mFeatures.isDeferred to include it vec3 BRDFLambertian( vec3 reflect0, vec3 reflect90, vec3 c_diff, float specWeight, float vh ); -vec3 BRDFSpecularGGX( vec3 reflect0, vec3 reflect90, float alphaRoughness, float specWeight, float vh, float nl, float nv, float nh ); void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); +vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); +vec3 scaleSoftClipFrag(vec3 l); + void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist); float calcLegacyDistanceAttenuation(float distance, float falloff); vec2 getGGX( vec2 brdfPoint ); @@ -125,7 +111,29 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyEnv, vec3 pos, vec3 norm, float glossiness, float envIntensity); -vec3 hue_to_rgb(float hue); +void pbrDirectionalLight(inout vec3 colorDiffuse, + inout vec3 colorSpec, + vec3 sunlit, + float scol, + vec3 reflect0, + vec3 reflect90, + vec3 c_diff, + float alphaRough, + float vh, + float nl, + float nv, + float nh); + +void pbrIbl(out vec3 colorDiffuse, // diffuse color output + out vec3 colorSpec, // specular color output, + vec3 radiance, // radiance map sample + vec3 irradiance, // irradiance map sample + float ao, // ambient occlusion factor + float nv, + float perceptualRough, // roughness factor + float gloss, // 1.0 - roughness factor + vec3 reflect0, + vec3 c_diff); // lp = light position // la = linear attenuation, light radius @@ -192,21 +200,14 @@ void main() } #endif -// vec3 base = vertex_color.rgb * albedo.rgb * albedo.a; - vec3 base = vertex_color.rgb * albedo.rgb; + vec3 base = srgb_to_linear(vertex_color.rgb) * albedo.rgb; -#ifdef HAS_NORMAL_MAP vec4 norm = texture2D(bumpMap, vary_texcoord1.xy); norm.xyz = normalize(norm.xyz * 2 - 1); vec3 tnorm = vec3(dot(norm.xyz,vary_mat0), dot(norm.xyz,vary_mat1), dot(norm.xyz,vary_mat2)); -#else - vec4 norm = vec4(0,0,0,1.0); -// vec3 tnorm = vary_normal; - vec3 tnorm = vec3(0,0,1); -#endif tnorm = normalize(tnorm.xyz); norm.xyz = tnorm.xyz; @@ -222,19 +223,13 @@ void main() // occlusion 1.0 // roughness 0.0 // metal 0.0 -#ifdef HAS_SPECULAR_MAP vec3 packedORM = texture2D(specularMap, vary_texcoord2.xy).rgb; // PBR linear packed Occlusion, Roughness, Metal. See: lldrawpoolapha.cpp -#else - vec3 packedORM = vec3(1,0,0); -#endif packedORM.g *= roughnessFactor; packedORM.b *= metallicFactor; - vec3 colorEmissive = emissiveColor; -#ifdef HAS_EMISSIVE_MAP - colorEmissive *= texture2D(emissiveMap, vary_texcoord0.xy).rgb; -#endif + vec3 colorEmissive = srgb_to_linear(emissiveColor); + colorEmissive *= srgb_to_linear(texture2D(emissiveMap, vary_texcoord0.xy).rgb); vec3 colorDiffuse = vec3(0); vec3 colorSpec = vec3(0); @@ -246,9 +241,6 @@ void main() vec3 v = -normalize(vary_position.xyz); vec3 n = norm.xyz; - vec3 t = vec3(1,0,0); - vec3 b = normalize(cross(n,t)); - vec3 reflectVN = normalize(reflect(-v,n)); vec3 h, l; float nh, nl, nv, vh, lightDist; @@ -258,62 +250,27 @@ void main() float alphaRough, specWeight; initMaterial( base, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight ); - // Common to RadianceGGX and RadianceLambertian - vec2 brdfPoint = clamp(vec2(nv, perceptualRough), vec2(0,0), vec2(1,1)); - vec2 vScaleBias = getGGX( brdfPoint); // Environment BRDF: scale and bias applied to reflect0 - vec3 fresnelR = max(vec3(1.0 - perceptualRough), reflect0) - reflect0; // roughness dependent fresnel - vec3 kSpec = reflect0 + fresnelR*pow(1.0 - nv, 5.0); - - vec3 legacyenv; - - vec3 irradiance = vec3(0); - vec3 specLight = vec3(0); float gloss = 1.0 - perceptualRough; - sampleReflectionProbes(irradiance, specLight, legacyenv, pos.xyz, norm.xyz, gloss, 0.0); -#if PBR_USE_IRRADIANCE_HACK - irradiance = max(amblit,irradiance) * ambocc; -#else -irradiance = vec3(amblit); -#endif - - vec3 FssEssGGX = kSpec*vScaleBias.x + vScaleBias.y; -#if PBR_USE_IBL - colorSpec += specWeight * specLight * FssEssGGX; -#endif - - vec3 FssEssLambert = specWeight * kSpec * vScaleBias.x + vScaleBias.y; // NOTE: Very similar to FssEssRadiance but with extra specWeight term - float Ems = 1.0 - (vScaleBias.x + vScaleBias.y); - vec3 avg = specWeight * (reflect0 + (1.0 - reflect0) / 21.0); - vec3 AvgEms = avg * Ems; - vec3 FmsEms = AvgEms * FssEssLambert / (1.0 - AvgEms); - vec3 kDiffuse = c_diff * (1.0 - FssEssLambert + FmsEms); -#if PBR_USE_IBL - colorDiffuse += (FmsEms + kDiffuse) * irradiance; -#endif - - colorDiffuse *= ao; - colorSpec *= ao; + vec3 irradiance = vec3(0); + vec3 radiance = vec3(0); + vec3 legacyenv = vec3(0); + sampleReflectionProbes(irradiance, radiance, legacyenv, pos.xyz, norm.xyz, gloss, 0.0); + irradiance = max(amblit,irradiance) * ambocc; + pbrIbl(colorDiffuse, colorSpec, radiance, irradiance, ao, nv, perceptualRough, gloss, reflect0, c_diff); + // Sun/Moon Lighting if (nl > 0.0 || nv > 0.0) { - float scale = 4.9; - vec3 sunColor = srgb_to_linear(sunlit * scale); // NOTE: Midday should have strong sunlight - - // scol = sun shadow - vec3 intensity = ambocc * sunColor * nl * scol; - vec3 sunDiffuse = intensity * BRDFLambertian (reflect0, reflect90, c_diff , specWeight, vh); - vec3 sunSpec = intensity * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh); -#if PBR_USE_SUN - colorDiffuse += sunDiffuse; - colorSpec += sunSpec; -#endif - } + pbrDirectionalLight(colorDiffuse, colorSpec, srgb_to_linear(sunlit), scol, reflect0, reflect90, c_diff, alphaRough, vh, nl, nv, nh); + } + vec3 col = colorDiffuse + colorEmissive + colorSpec; + vec3 light = vec3(0); // Punctual lights -#define LIGHT_LOOP(i) light += srgb_to_linear(vec3(scol)) * calcPointLightOrSpotLight( reflect0, c_diff, srgb_to_linear(2.2*light_diffuse[i].rgb), albedo.rgb, pos.xyz, n, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w ); +#define LIGHT_LOOP(i) light += srgb_to_linear(vec3(scol)) * calcPointLightOrSpotLight( reflect0, c_diff, srgb_to_linear(2.2*light_diffuse[i].rgb), base.rgb, pos.xyz, n, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w ); LIGHT_LOOP(1) LIGHT_LOOP(2) @@ -323,42 +280,10 @@ irradiance = vec3(amblit); LIGHT_LOOP(6) LIGHT_LOOP(7) -#if !defined(LOCAL_LIGHT_KILL) - col += light; -#endif // !defined(LOCAL_LIGHT_KILL) - -#if DEBUG_PBR_LIGHT_TYPE - col.rgb = vec3(0.75); - emissive = vec3(0); - spec.rgb = vec3(0); -#endif -#if DEBUG_BASIC - col.rgb = vec3( 1, 0, 1 ); -#endif -#if DEBUG_VERTEX - col.rgb = vertex_color.rgb; -#endif -#if DEBUG_NORMAL_MAP - col.rgb = texture2D(bumpMap, vary_texcoord1.xy).rgb; -#endif -#if DEBUG_NORMAL_OUT - col.rgb = vary_normal; -#endif -#if DEBUG_ORM - col.rgb = linear_to_srgb(spec); -#endif -#if DEBUG_POSITION - col.rgb = vary_position.xyz; -#endif + col.rgb = linear_to_srgb(col.rgb); + col *= atten.r; + col += 2.0*additive; + col = scaleSoftClipFrag(col); -// col.rgb = linear_to_srgb(col.rgb); -// frag_color = vec4(albedo.rgb,albedo.a); -// frag_color = vec4(base.rgb,albedo.a); -// frag_color = vec4(irradiance,albedo.a); -// frag_color = vec4(colorDiffuse,albedo.a); -// frag_color = vec4(colorEmissive,albedo.a); -// frag_color = vec4(sun_dir,albedo.a); -// frag_color = vec4(sunlit,albedo.a); - col = linear_to_srgb(col.rgb); frag_color = vec4(col,albedo.a); } -- cgit v1.2.3 From ff3a28422dc65afe4cf3131daf953d0567711b8a Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 13 Sep 2022 17:07:30 -0500 Subject: SL-17701 WIP -- Parity for point lights between opaque and transparent PBR materials --- .../shaders/class1/deferred/pbralphaF.glsl | 49 +++++++++++++++------- 1 file changed, 33 insertions(+), 16 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl index 491b757b82..36d5b8a099 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl @@ -92,12 +92,14 @@ uniform vec4 light_position[8]; uniform vec3 light_direction[8]; // spot direction uniform vec4 light_attenuation[8]; // linear, quadratic, is omni, unused, See: LLPipeline::setupHWLights() and syncLightState() uniform vec3 light_diffuse[8]; +uniform vec2 light_deferred_attenuation[8]; // light size and falloff vec3 srgb_to_linear(vec3 c); vec3 linear_to_srgb(vec3 c); // These are in deferredUtil.glsl but we can't set: mFeatures.isDeferred to include it vec3 BRDFLambertian( vec3 reflect0, vec3 reflect90, vec3 c_diff, float specWeight, float vh ); +vec3 BRDFSpecularGGX( vec3 reflect0, vec3 reflect90, float alphaRoughness, float specWeight, float vh, float nl, float nv, float nh ); void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); vec3 scaleSoftClipFrag(vec3 l); @@ -139,29 +141,23 @@ void pbrIbl(out vec3 colorDiffuse, // diffuse color output // la = linear attenuation, light radius // fa = falloff // See: LLRender::syncLightState() -vec3 calcPointLightOrSpotLight(vec3 reflect0, vec3 c_diff, - vec3 lightColor, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, - float la, float fa, float is_pointlight, float ambiance) +vec3 calcPointLightOrSpotLight(vec3 reflect0, vec3 reflect90, float alphaRough, vec3 c_diff, + vec3 lightColor, vec3 diffuse, vec3 p, vec3 v, vec3 n, vec4 lp, vec3 ln, + float lightSize, float lightFalloff, float is_pointlight, float ambiance) { vec3 intensity = vec3(0); - vec3 lv = lp.xyz - v; + vec3 lv = lp.xyz - p; vec3 h, l; float nh, nl, nv, vh, lightDist; calcHalfVectors(lv,n,v,h,l,nh,nl,nv,vh,lightDist); - if (lightDist > 0.0) - { - float falloff_factor = (12.0 * fa) - 9.0; - float inverted_la = falloff_factor / la; - - float dist = lightDist / inverted_la; + float dist = lightDist/lightSize; - float dist_atten = calcLegacyDistanceAttenuation(dist,fa); - if (dist_atten <= 0.0) - return intensity; + if (dist <= 1.0 && nl > 0.0) + { + float dist_atten = calcLegacyDistanceAttenuation(dist,lightFalloff); - vec3 reflect90 = vec3(1); float specWeight = 1.0; lv = normalize(lv); @@ -169,7 +165,13 @@ vec3 calcPointLightOrSpotLight(vec3 reflect0, vec3 c_diff, nl *= spot * spot; if (nl > 0.0) - intensity = dist_atten * nl * lightColor * BRDFLambertian(reflect0, reflect90, c_diff, specWeight, vh); + { + vec3 color = vec3(0); + intensity = dist_atten * nl * lightColor; + color += intensity * BRDFLambertian(reflect0, reflect90, c_diff, specWeight, vh); + color += intensity * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh); + return color; + } } return intensity; } @@ -270,7 +272,20 @@ void main() vec3 light = vec3(0); // Punctual lights -#define LIGHT_LOOP(i) light += srgb_to_linear(vec3(scol)) * calcPointLightOrSpotLight( reflect0, c_diff, srgb_to_linear(2.2*light_diffuse[i].rgb), base.rgb, pos.xyz, n, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w ); +#define LIGHT_LOOP(i) light += calcPointLightOrSpotLight( \ + reflect0, \ + reflect90, \ + alphaRough, \ + c_diff, \ + light_diffuse[i].rgb, \ + base.rgb, \ + pos.xyz, \ + v, \ + n, \ + light_position[i], \ + light_direction[i].xyz, \ + light_deferred_attenuation[i].x, light_deferred_attenuation[i].y, \ + light_attenuation[i].z, light_attenuation[i].w ); LIGHT_LOOP(1) LIGHT_LOOP(2) @@ -280,6 +295,8 @@ void main() LIGHT_LOOP(6) LIGHT_LOOP(7) + col.rgb += light.rgb; + col.rgb = linear_to_srgb(col.rgb); col *= atten.r; col += 2.0*additive; -- cgit v1.2.3 From 5a10b11b0d306334cd80f52f267ca8c525672062 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 13 Sep 2022 17:16:00 -0500 Subject: SL-17701 WIP -- Hook PBR transparency parameter up to alpha pass. --- indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl index 36d5b8a099..d91cd63953 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl @@ -302,5 +302,5 @@ void main() col += 2.0*additive; col = scaleSoftClipFrag(col); - frag_color = vec4(col,albedo.a); + frag_color = vec4(col,albedo.a * vertex_color.a); } -- cgit v1.2.3 From 2e268392a387d58ced0dc4bf7dfe5ff2ce25da1e Mon Sep 17 00:00:00 2001 From: Andrey Kleshchev Date: Wed, 14 Sep 2022 01:10:14 +0300 Subject: SL-17701 Fix coding policy --- indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 78f6a5b130..652e609718 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -539,4 +539,4 @@ void pbrDirectionalLight(inout vec3 colorDiffuse, colorDiffuse += sunDiffuse; colorSpec += sunSpec; -} \ No newline at end of file +} -- cgit v1.2.3 From 2a5219b23f5f91a2415a51324bb5c160a0139663 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 13 Sep 2022 18:41:24 -0500 Subject: SL-17701 WIP -- Correct color space management for base color and emissive color factors and textures. Support for double sided alpha blended PBR materials. --- .../newview/app_settings/shaders/class1/deferred/pbralphaF.glsl | 8 ++++++-- .../newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl | 9 +++++---- 2 files changed, 11 insertions(+), 6 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl index d91cd63953..bb0c07915b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl @@ -202,7 +202,7 @@ void main() } #endif - vec3 base = srgb_to_linear(vertex_color.rgb) * albedo.rgb; + vec3 base = vertex_color.rgb * albedo.rgb; vec4 norm = texture2D(bumpMap, vary_texcoord1.xy); norm.xyz = normalize(norm.xyz * 2 - 1); @@ -212,6 +212,8 @@ void main() dot(norm.xyz,vary_mat2)); tnorm = normalize(tnorm.xyz); + + tnorm *= gl_FrontFacing ? 1.0 : -1.0; norm.xyz = tnorm.xyz; #ifdef HAS_SHADOW @@ -230,7 +232,9 @@ void main() packedORM.g *= roughnessFactor; packedORM.b *= metallicFactor; - vec3 colorEmissive = srgb_to_linear(emissiveColor); + // emissiveColor is the emissive color factor from GLTF and is already in linear space + vec3 colorEmissive = emissiveColor; + // emissiveMap here is a vanilla RGB texture encoded as sRGB, manually convert to linear colorEmissive *= srgb_to_linear(texture2D(emissiveMap, vary_texcoord0.xy).rgb); vec3 colorDiffuse = vec3(0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl index f0f5208f52..ea28cca0cb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl @@ -50,6 +50,7 @@ uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlpha vec2 encode_normal(vec3 n); vec3 linear_to_srgb(vec3 c); +vec3 srgb_to_linear(vec3 c); uniform mat3 normal_matrix; @@ -64,7 +65,7 @@ void main() discard; } - vec3 col = vertex_color.rgb * albedo.rgb; + vec3 col = vertex_color.rgb * srgb_to_linear(albedo.rgb); // from mikktspace.com vec3 vNt = texture2D(bumpMap, vary_texcoord1.xy).xyz*2.0-1.0; @@ -86,7 +87,7 @@ void main() spec.b *= metallicFactor; vec3 emissive = emissiveColor; - emissive *= texture2D(emissiveMap, vary_texcoord0.xy).rgb; + emissive *= srgb_to_linear(texture2D(emissiveMap, vary_texcoord0.xy).rgb); tnorm *= gl_FrontFacing ? 1.0 : -1.0; @@ -97,8 +98,8 @@ void main() //emissive = vNt * 0.5 + 0.5; //emissive = tnorm*0.5+0.5; // See: C++: addDeferredAttachments(), GLSL: softenLightF - frag_data[0] = vec4(col, 0.0); // Diffuse - frag_data[1] = vec4(emissive, vertex_color.a); // PBR sRGB Emissive + frag_data[0] = vec4(linear_to_srgb(col), 0.0); // Diffuse + frag_data[1] = vec4(linear_to_srgb(emissive), vertex_color.a); // PBR sRGB Emissive frag_data[2] = vec4(encode_normal(tnorm), vertex_color.a, GBUFFER_FLAG_HAS_PBR); // normal, environment intensity, flags frag_data[3] = vec4(spec.rgb,0); // PBR linear packed Occlusion, Roughness, Metal. } -- cgit v1.2.3 From 379ae7eec0fddd2bfc2f7902fc05d1fabd57c28d Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 14 Sep 2022 10:55:50 -0500 Subject: SL-17701 Per pixel binormal generation on PBR alpha to be consistent with PBR opaque. --- .../shaders/class1/deferred/pbralphaF.glsl | 32 +++++------- .../shaders/class1/deferred/pbralphaV.glsl | 61 ++++++---------------- 2 files changed, 28 insertions(+), 65 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl index bb0c07915b..a7dc5f22c8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl @@ -69,18 +69,12 @@ uniform vec3 moon_dir; VARYING vec3 vary_position; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; - -#ifdef HAS_NORMAL_MAP -VARYING vec3 vary_normal; -VARYING vec3 vary_mat0; -VARYING vec3 vary_mat1; -VARYING vec3 vary_mat2; VARYING vec2 vary_texcoord1; -#endif +VARYING vec2 vary_texcoord2; +VARYING vec3 vary_normal; +VARYING vec3 vary_tangent; +flat in float vary_sign; -#ifdef HAS_SPECULAR_MAP - VARYING vec2 vary_texcoord2; -#endif #ifdef HAS_ALPHA_MASK uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff() @@ -204,17 +198,15 @@ void main() vec3 base = vertex_color.rgb * albedo.rgb; - vec4 norm = texture2D(bumpMap, vary_texcoord1.xy); - norm.xyz = normalize(norm.xyz * 2 - 1); - - vec3 tnorm = vec3(dot(norm.xyz,vary_mat0), - dot(norm.xyz,vary_mat1), - dot(norm.xyz,vary_mat2)); - - tnorm = normalize(tnorm.xyz); + vec3 vNt = texture2D(bumpMap, vary_texcoord1.xy).xyz*2.0-1.0; + float sign = vary_sign; + vec3 vN = vary_normal; + vec3 vT = vary_tangent.xyz; + + vec3 vB = sign * cross(vN, vT); + vec3 norm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN ); - tnorm *= gl_FrontFacing ? 1.0 : -1.0; - norm.xyz = tnorm.xyz; + norm *= gl_FrontFacing ? 1.0 : -1.0; #ifdef HAS_SHADOW vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl index 57a162ad51..b3880ab178 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl @@ -54,29 +54,20 @@ uniform float near_clip; ATTRIBUTE vec3 position; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; - - -#ifdef HAS_NORMAL_MAP ATTRIBUTE vec4 tangent; +ATTRIBUTE vec2 texcoord0; ATTRIBUTE vec2 texcoord1; +ATTRIBUTE vec2 texcoord2; -VARYING vec3 vary_mat0; -VARYING vec3 vary_mat1; -VARYING vec3 vary_mat2; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; VARYING vec2 vary_texcoord1; -#else +VARYING vec2 vary_texcoord2; VARYING vec3 vary_normal; -#endif +VARYING vec3 vary_tangent; +flat out float vary_sign; -#ifdef HAS_SPECULAR_MAP -ATTRIBUTE vec2 texcoord2; -VARYING vec2 vary_texcoord2; -#endif - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; void main() { @@ -99,41 +90,21 @@ void main() #endif vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - -#ifdef HAS_NORMAL_MAP vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy; -#endif - -#ifdef HAS_SPECULAR_MAP vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy; -#endif #ifdef HAS_SKIN - vec3 n = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz); - #ifdef HAS_NORMAL_MAP - vec3 t = normalize((mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz); - vec3 b = cross(n, t)*tangent.w; - - vary_mat0 = vec3(t.x, b.x, n.x); - vary_mat1 = vec3(t.y, b.y, n.y); - vary_mat2 = vec3(t.z, b.z, n.z); - #else //HAS_NORMAL_MAP - vary_normal = n; - #endif //HAS_NORMAL_MAP + vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz; + vec3 t = (mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz; #else //HAS_SKIN - vec3 n = normalize(normal_matrix * normal); - #ifdef HAS_NORMAL_MAP - vec3 t = normalize(normal_matrix * tangent.xyz); - vec3 b = cross(n,t)*tangent.w; - - vary_mat0 = vec3(t.x, b.x, n.x); - vary_mat1 = vec3(t.y, b.y, n.y); - vary_mat2 = vec3(t.z, b.z, n.z); - #else //HAS_NORMAL_MAP - vary_normal = n; - #endif //HAS_NORMAL_MAP + vec3 n = normal_matrix * normal; + vec3 t = normal_matrix * tangent.xyz; #endif //HAS_SKIN - + + vary_tangent = normalize(t); + vary_sign = tangent.w; + vary_normal = normalize(n); + vertex_color = diffuse_color; #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) -- cgit v1.2.3 From e61b6570b15e5d7843712ea65e11c3df42bf4f81 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 14 Sep 2022 18:53:16 -0500 Subject: SL-17701 Fix for crash on AMD WHQL drivers. --- .../app_settings/shaders/class1/deferred/pbralphaF.glsl | 15 +-------------- 1 file changed, 1 insertion(+), 14 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl index a7dc5f22c8..9d3339f607 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl @@ -268,20 +268,7 @@ void main() vec3 light = vec3(0); // Punctual lights -#define LIGHT_LOOP(i) light += calcPointLightOrSpotLight( \ - reflect0, \ - reflect90, \ - alphaRough, \ - c_diff, \ - light_diffuse[i].rgb, \ - base.rgb, \ - pos.xyz, \ - v, \ - n, \ - light_position[i], \ - light_direction[i].xyz, \ - light_deferred_attenuation[i].x, light_deferred_attenuation[i].y, \ - light_attenuation[i].z, light_attenuation[i].w ); +#define LIGHT_LOOP(i) light += calcPointLightOrSpotLight( reflect0, reflect90, alphaRough, c_diff, light_diffuse[i].rgb, base.rgb, pos.xyz, v, n, light_position[i], light_direction[i].xyz, light_deferred_attenuation[i].x, light_deferred_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w ); LIGHT_LOOP(1) LIGHT_LOOP(2) -- cgit v1.2.3 From c467d8f02a160a960eec7f71fc015c4f34f9a006 Mon Sep 17 00:00:00 2001 From: Howard Stearns Date: Fri, 16 Sep 2022 16:28:51 -0700 Subject: SL-18128 - fix #if !DEPTH_CLAMP in shaders --- .../shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl | 2 +- .../shaders/class1/deferred/attachmentAlphaShadowF.glsl | 4 ++-- .../shaders/class1/deferred/attachmentAlphaShadowV.glsl | 6 +++--- .../shaders/class1/deferred/avatarAlphaMaskShadowF.glsl | 6 +++--- .../app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl | 4 ++-- .../app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl | 6 +++--- 6 files changed, 14 insertions(+), 14 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl index c64b6ba240..c2372fcbc0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl @@ -58,7 +58,7 @@ void main() frag_color = vec4(1,1,1,1); -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); #endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowF.glsl index b54c580ce9..d0a049d372 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowF.glsl @@ -35,7 +35,7 @@ uniform sampler2D diffuseMap; VARYING float pos_w; VARYING float target_pos_x; -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) VARYING vec4 post_pos; #endif @@ -61,7 +61,7 @@ void main() frag_color = vec4(1,1,1,1); -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowV.glsl index 31b93dc36a..a7bf4d7780 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowV.glsl @@ -1,5 +1,5 @@ /** - * @file attachmentShadowV.glsl + * @file attachmentAlphaShadowV.glsl * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2007, Linden Research, Inc. @@ -35,7 +35,7 @@ ATTRIBUTE vec2 texcoord0; mat4 getObjectSkinnedTransform(); void passTextureIndex(); -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) VARYING vec4 post_pos; #endif VARYING vec2 vary_texcoord0; @@ -61,7 +61,7 @@ void main() vertex_color = diffuse_color; -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) p.z = max(p.z, -p.w+0.01); post_pos = p; gl_Position = p; diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl index b8ce54bcb1..f231213ac8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl @@ -1,5 +1,5 @@ /** - * @file treeShadowF.glsl + * @file avatarAlphaMaskShadowF.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code @@ -32,7 +32,7 @@ out vec4 frag_color; uniform float minimum_alpha; uniform sampler2D diffuseMap; -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) VARYING vec4 post_pos; #endif @@ -59,7 +59,7 @@ void main() frag_color = vec4(1,1,1,1); -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); #endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl index 1b16e4eb09..0e66c722b6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl @@ -33,7 +33,7 @@ uniform float minimum_alpha; uniform sampler2D diffuseMap; -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) VARYING vec4 post_pos; #endif @@ -61,7 +61,7 @@ void main() frag_color = vec4(1,1,1,1); -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl index 1c5b142ebd..40ac7b1f95 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl @@ -1,5 +1,5 @@ /** - * @file avatarShadowV.glsl + * @file avatarAlphaShadowV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code @@ -34,7 +34,7 @@ ATTRIBUTE vec3 position; ATTRIBUTE vec3 normal; ATTRIBUTE vec2 texcoord0; -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) VARYING vec4 post_pos; #endif VARYING float pos_w; @@ -66,7 +66,7 @@ void main() vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) post_pos = pos; gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -- cgit v1.2.3 From b2cf07f53ca9f0ab82d466063af8307631c50f31 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Sat, 17 Sep 2022 01:12:52 -0500 Subject: WIP - switch PBR implementations --- .../shaders/class1/deferred/deferredUtil.glsl | 268 +++++++++++++++++++-- .../shaders/class1/deferred/genbrdflutF.glsl | 141 +++++++++++ .../shaders/class1/deferred/genbrdflutV.glsl | 39 +++ .../shaders/class1/deferred/pbralphaF.glsl | 6 +- 4 files changed, 426 insertions(+), 28 deletions(-) create mode 100644 indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/genbrdflutV.glsl (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 652e609718..52345e7e51 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -23,9 +23,38 @@ * $/LicenseInfo$ */ + + + + +/* Parts of this file are taken from Sascha Willem's Vulkan GLTF refernce implementation +MIT License + +Copyright (c) 2018 Sascha Willems + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +*/ + uniform sampler2DRect normalMap; uniform sampler2DRect depthMap; uniform sampler2D projectionMap; // rgba +uniform sampler2D brdfLut; // projected lighted params uniform mat4 proj_mat; //screen space to light space projector @@ -482,38 +511,227 @@ vec3 BRDFSpecularGGX( vec3 reflect0, vec3 reflect90, float alphaRough, float spe return fresnel * vis * d; } +// Based omn http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/ +float random(vec2 co) +{ + float a = 12.9898; + float b = 78.233; + float c = 43758.5453; + float dt= dot(co.xy ,vec2(a,b)); + float sn= mod(dt,3.14); + return fract(sin(sn) * c); +} + +vec2 hammersley2d(uint i, uint N) +{ + // Radical inverse based on http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html + uint bits = (i << 16u) | (i >> 16u); + bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); + bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); + bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); + bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); + float rdi = float(bits) * 2.3283064365386963e-10; + return vec2(float(i) /float(N), rdi); +} + +// Based on http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_slides.pdf +vec3 importanceSample_GGX(vec2 Xi, float roughness, vec3 normal) +{ + // Maps a 2D point to a hemisphere with spread based on roughness + float alpha = roughness * roughness; + float phi = 2.0 * M_PI * Xi.x + random(normal.xz) * 0.1; + float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (alpha*alpha - 1.0) * Xi.y)); + float sinTheta = sqrt(1.0 - cosTheta * cosTheta); + vec3 H = vec3(sinTheta * cos(phi), sinTheta * sin(phi), cosTheta); + + // Tangent space + vec3 up = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0); + vec3 tangentX = normalize(cross(up, normal)); + vec3 tangentY = normalize(cross(normal, tangentX)); + + // Convert to world Space + return normalize(tangentX * H.x + tangentY * H.y + normal * H.z); +} + +// Geometric Shadowing function +float G_SchlicksmithGGX(float dotNL, float dotNV, float roughness) +{ + float k = (roughness * roughness) / 2.0; + float GL = dotNL / (dotNL * (1.0 - k) + k); + float GV = dotNV / (dotNV * (1.0 - k) + k); + return GL * GV; +} + +#define NUM_SAMPLES 16 + +vec2 BRDF(float NoV, float roughness) +{ +#if 0 + // Normal always points along z-axis for the 2D lookup + const vec3 N = vec3(0.0, 0.0, 1.0); + vec3 V = vec3(sqrt(1.0 - NoV*NoV), 0.0, NoV); + + vec2 LUT = vec2(0.0); + for(uint i = 0u; i < NUM_SAMPLES; i++) { + vec2 Xi = hammersley2d(i, NUM_SAMPLES); + vec3 H = importanceSample_GGX(Xi, roughness, N); + vec3 L = 2.0 * dot(V, H) * H - V; + + float dotNL = max(dot(N, L), 0.0); + float dotNV = max(dot(N, V), 0.0); + float dotVH = max(dot(V, H), 0.0); + float dotNH = max(dot(H, N), 0.0); + + if (dotNL > 0.0) { + float G = G_SchlicksmithGGX(dotNL, dotNV, roughness); + float G_Vis = (G * dotVH) / (dotNH * dotNV); + float Fc = pow(1.0 - dotVH, 5.0); + LUT += vec2((1.0 - Fc) * G_Vis, Fc * G_Vis); + } + } + return LUT / float(NUM_SAMPLES); +#else + return texture(brdfLut, vec2(NoV, roughness)).rg; +#endif +} + // set colorDiffuse and colorSpec to the results of GLTF PBR style IBL -void pbrIbl(out vec3 colorDiffuse, // diffuse color output - out vec3 colorSpec, // specular color output, +vec3 pbrIbl(vec3 diffuseColor, + vec3 specularColor, vec3 radiance, // radiance map sample vec3 irradiance, // irradiance map sample float ao, // ambient occlusion factor float nv, // normal dot view vector - float perceptualRough, // roughness factor - float gloss, // 1.0 - roughness factor - vec3 reflect0, // see also: initMaterial - vec3 c_diff) + float perceptualRough) { - // Common to RadianceGGX and RadianceLambertian - vec2 brdfPoint = clamp(vec2(nv, perceptualRough), vec2(0,0), vec2(1,1)); - vec2 vScaleBias = getGGX( brdfPoint); // Environment BRDF: scale and bias applied to reflect0 - vec3 fresnelR = max(vec3(gloss), reflect0) - reflect0; // roughness dependent fresnel - vec3 kSpec = reflect0 + fresnelR*pow(1.0 - nv, 5.0); - - vec3 FssEssGGX = kSpec*vScaleBias.x + vScaleBias.y; - colorSpec = radiance * FssEssGGX; + // retrieve a scale and bias to F0. See [1], Figure 3 + vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0-perceptualRough); + vec3 diffuseLight = irradiance; + vec3 specularLight = radiance; - // Reference: getIBLRadianceLambertian fs - vec3 FssEssLambert = kSpec * vScaleBias.x + vScaleBias.y; // NOTE: Very similar to FssEssRadiance but with extra specWeight term - float Ems = 1.0 - (vScaleBias.x + vScaleBias.y); - vec3 avg = (reflect0 + (1.0 - reflect0) / 21.0); - vec3 AvgEms = avg * Ems; - vec3 FmsEms = AvgEms * FssEssLambert / (1.0 - AvgEms); - vec3 kDiffuse = c_diff * (1.0 - FssEssLambert + FmsEms); - colorDiffuse = (FmsEms + kDiffuse) * irradiance; + vec3 diffuse = diffuseLight * diffuseColor; + vec3 specular = specularLight * (specularColor * brdf.x + brdf.y); + + + return (diffuse + specular) * ao; +} + +// Encapsulate the various inputs used by the various functions in the shading equation +// We store values in this struct to simplify the integration of alternative implementations +// of the shading terms, outlined in the Readme.MD Appendix. +struct PBRInfo +{ + float NdotL; // cos angle between normal and light direction + float NdotV; // cos angle between normal and view direction + float NdotH; // cos angle between normal and half vector + float LdotH; // cos angle between light direction and half vector + float VdotH; // cos angle between view direction and half vector + float perceptualRoughness; // roughness value, as authored by the model creator (input to shader) + float metalness; // metallic value at the surface + vec3 reflectance0; // full reflectance color (normal incidence angle) + vec3 reflectance90; // reflectance color at grazing angle + float alphaRoughness; // roughness mapped to a more linear change in the roughness (proposed by [2]) + vec3 diffuseColor; // color contribution from diffuse lighting + vec3 specularColor; // color contribution from specular lighting +}; + +// Basic Lambertian diffuse +// Implementation from Lambert's Photometria https://archive.org/details/lambertsphotome00lambgoog +// See also [1], Equation 1 +vec3 diffuse(PBRInfo pbrInputs) +{ + return pbrInputs.diffuseColor / M_PI; +} + +// The following equation models the Fresnel reflectance term of the spec equation (aka F()) +// Implementation of fresnel from [4], Equation 15 +vec3 specularReflection(PBRInfo pbrInputs) +{ + return pbrInputs.reflectance0 + (pbrInputs.reflectance90 - pbrInputs.reflectance0) * pow(clamp(1.0 - pbrInputs.VdotH, 0.0, 1.0), 5.0); +} + +// This calculates the specular geometric attenuation (aka G()), +// where rougher material will reflect less light back to the viewer. +// This implementation is based on [1] Equation 4, and we adopt their modifications to +// alphaRoughness as input as originally proposed in [2]. +float geometricOcclusion(PBRInfo pbrInputs) +{ + float NdotL = pbrInputs.NdotL; + float NdotV = pbrInputs.NdotV; + float r = pbrInputs.alphaRoughness; + + float attenuationL = 2.0 * NdotL / (NdotL + sqrt(r * r + (1.0 - r * r) * (NdotL * NdotL))); + float attenuationV = 2.0 * NdotV / (NdotV + sqrt(r * r + (1.0 - r * r) * (NdotV * NdotV))); + return attenuationL * attenuationV; +} + +// The following equation(s) model the distribution of microfacet normals across the area being drawn (aka D()) +// Implementation from "Average Irregularity Representation of a Roughened Surface for Ray Reflection" by T. S. Trowbridge, and K. P. Reitz +// Follows the distribution function recommended in the SIGGRAPH 2013 course notes from EPIC Games [1], Equation 3. +float microfacetDistribution(PBRInfo pbrInputs) +{ + float roughnessSq = pbrInputs.alphaRoughness * pbrInputs.alphaRoughness; + float f = (pbrInputs.NdotH * roughnessSq - pbrInputs.NdotH) * pbrInputs.NdotH + 1.0; + return roughnessSq / (M_PI * f * f); +} + +vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, + float perceptualRoughness, + float metallic, + vec3 n, // normal + vec3 v, // surface point to camera + vec3 l) //surface point to light +{ + float alphaRoughness = perceptualRoughness * perceptualRoughness; + + // Compute reflectance. + float reflectance = max(max(specularColor.r, specularColor.g), specularColor.b); + + // For typical incident reflectance range (between 4% to 100%) set the grazing reflectance to 100% for typical fresnel effect. + // For very low reflectance range on highly diffuse objects (below 4%), incrementally reduce grazing reflecance to 0%. + float reflectance90 = clamp(reflectance * 25.0, 0.0, 1.0); + vec3 specularEnvironmentR0 = specularColor.rgb; + vec3 specularEnvironmentR90 = vec3(1.0, 1.0, 1.0) * reflectance90; + + vec3 h = normalize(l+v); // Half vector between both l and v + vec3 reflection = -normalize(reflect(v, n)); + reflection.y *= -1.0f; + + float NdotL = clamp(dot(n, l), 0.001, 1.0); + float NdotV = clamp(abs(dot(n, v)), 0.001, 1.0); + float NdotH = clamp(dot(n, h), 0.0, 1.0); + float LdotH = clamp(dot(l, h), 0.0, 1.0); + float VdotH = clamp(dot(v, h), 0.0, 1.0); + + PBRInfo pbrInputs = PBRInfo( + NdotL, + NdotV, + NdotH, + LdotH, + VdotH, + perceptualRoughness, + metallic, + specularEnvironmentR0, + specularEnvironmentR90, + alphaRoughness, + diffuseColor, + specularColor + ); + + // Calculate the shading terms for the microfacet specular shading model + vec3 F = specularReflection(pbrInputs); + float G = geometricOcclusion(pbrInputs); + float D = microfacetDistribution(pbrInputs); + + const vec3 u_LightColor = vec3(1.0); + + // Calculation of analytical lighting contribution + vec3 diffuseContrib = (1.0 - F) * diffuse(pbrInputs); + vec3 specContrib = F * G * D / (4.0 * NdotL * NdotV); + // Obtain final intensity as reflectance (BRDF) scaled by the energy of the light (cosine law) + vec3 color = NdotL * u_LightColor * (diffuseContrib + specContrib); - colorDiffuse *= ao; - colorSpec *= ao; + return color; } void pbrDirectionalLight(inout vec3 colorDiffuse, @@ -529,7 +747,7 @@ void pbrDirectionalLight(inout vec3 colorDiffuse, float nv, float nh) { - float scale = 16.0; + float scale = 32.0; vec3 sunColor = sunlit * scale; // scol = sun shadow diff --git a/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl b/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl new file mode 100644 index 0000000000..f3896191fa --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl @@ -0,0 +1,141 @@ +/** + * @file class1/deferred/genbrdflut.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2022, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +/* Taken from Sascha Willem's Vulkan GLTF refernce implementation +MIT License + +Copyright (c) 2018 Sascha Willems + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +*/ + +/*[EXTRA_CODE_HERE]*/ + +VARYING vec2 vary_uv; + +out vec4 outColor; + +#define NUM_SAMPLES 1024 + +const float PI = 3.1415926536; + +// Based omn http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/ +float random(vec2 co) +{ + float a = 12.9898; + float b = 78.233; + float c = 43758.5453; + float dt= dot(co.xy ,vec2(a,b)); + float sn= mod(dt,3.14); + return fract(sin(sn) * c); +} + +vec2 hammersley2d(uint i, uint N) +{ + // Radical inverse based on http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html + uint bits = (i << 16u) | (i >> 16u); + bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); + bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); + bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); + bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); + float rdi = float(bits) * 2.3283064365386963e-10; + return vec2(float(i) /float(N), rdi); +} + +// Based on http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_slides.pdf +vec3 importanceSample_GGX(vec2 Xi, float roughness, vec3 normal) +{ + // Maps a 2D point to a hemisphere with spread based on roughness + float alpha = roughness * roughness; + float phi = 2.0 * PI * Xi.x + random(normal.xz) * 0.1; + float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (alpha*alpha - 1.0) * Xi.y)); + float sinTheta = sqrt(1.0 - cosTheta * cosTheta); + vec3 H = vec3(sinTheta * cos(phi), sinTheta * sin(phi), cosTheta); + + // Tangent space + vec3 up = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0); + vec3 tangentX = normalize(cross(up, normal)); + vec3 tangentY = normalize(cross(normal, tangentX)); + + // Convert to world Space + return normalize(tangentX * H.x + tangentY * H.y + normal * H.z); +} + +// Geometric Shadowing function +float G_SchlicksmithGGX(float dotNL, float dotNV, float roughness) +{ + float k = (roughness * roughness) / 2.0; + float GL = dotNL / (dotNL * (1.0 - k) + k); + float GV = dotNV / (dotNV * (1.0 - k) + k); + return GL * GV; +} + +vec2 BRDF(float NoV, float roughness) +{ + // Normal always points along z-axis for the 2D lookup + const vec3 N = vec3(0.0, 0.0, 1.0); + vec3 V = vec3(sqrt(1.0 - NoV*NoV), 0.0, NoV); + + vec2 LUT = vec2(0.0); + for(uint i = 0u; i < NUM_SAMPLES; i++) { + vec2 Xi = hammersley2d(i, NUM_SAMPLES); + vec3 H = importanceSample_GGX(Xi, roughness, N); + vec3 L = 2.0 * dot(V, H) * H - V; + + float dotNL = max(dot(N, L), 0.0); + float dotNV = max(dot(N, V), 0.0); + float dotVH = max(dot(V, H), 0.0); + float dotNH = max(dot(H, N), 0.0); + + if (dotNL > 0.0) { + float G = G_SchlicksmithGGX(dotNL, dotNV, roughness); + float G_Vis = (G * dotVH) / (dotNH * dotNV); + float Fc = pow(1.0 - dotVH, 5.0); + LUT += vec2((1.0 - Fc) * G_Vis, Fc * G_Vis); + } + } + return LUT / float(NUM_SAMPLES); +} + +void main() +{ + outColor = vec4(BRDF(vary_uv.s, 1.0-vary_uv.t), 0.0, 1.0); +} \ No newline at end of file diff --git a/indra/newview/app_settings/shaders/class1/deferred/genbrdflutV.glsl b/indra/newview/app_settings/shaders/class1/deferred/genbrdflutV.glsl new file mode 100644 index 0000000000..682244478b --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/genbrdflutV.glsl @@ -0,0 +1,39 @@ +/** + * @file class3\deferred\genbrdflutV.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2022, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +uniform mat4 modelview_projection_matrix; + +ATTRIBUTE vec3 position; + +VARYING vec2 vary_uv; + +void main() +{ + //transform vertex + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); + vary_uv = position.xy*0.5+0.5; + + gl_Position = vec4(position.xyz, 1.0); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl index 9d3339f607..ae542f5a1d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl @@ -120,7 +120,7 @@ void pbrDirectionalLight(inout vec3 colorDiffuse, float nv, float nh); -void pbrIbl(out vec3 colorDiffuse, // diffuse color output +/*void pbrIbl(out vec3 colorDiffuse, // diffuse color output out vec3 colorSpec, // specular color output, vec3 radiance, // radiance map sample vec3 irradiance, // irradiance map sample @@ -129,7 +129,7 @@ void pbrIbl(out vec3 colorDiffuse, // diffuse color output float perceptualRough, // roughness factor float gloss, // 1.0 - roughness factor vec3 reflect0, - vec3 c_diff); + vec3 c_diff);*/ // lp = light position // la = linear attenuation, light radius @@ -255,7 +255,7 @@ void main() sampleReflectionProbes(irradiance, radiance, legacyenv, pos.xyz, norm.xyz, gloss, 0.0); irradiance = max(amblit,irradiance) * ambocc; - pbrIbl(colorDiffuse, colorSpec, radiance, irradiance, ao, nv, perceptualRough, gloss, reflect0, c_diff); + //pbrIbl(colorDiffuse, colorSpec, radiance, irradiance, ao, nv, perceptualRough, gloss, reflect0, c_diff); // Sun/Moon Lighting if (nl > 0.0 || nv > 0.0) -- cgit v1.2.3 From 679060557555742b0631aec14b59ebcab64c081f Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Sat, 17 Sep 2022 13:04:23 -0500 Subject: WIP - Fix for alpha PBR lighting for point lights (spot lights treated as point lights for now) --- .../shaders/class1/deferred/pbralphaF.glsl | 168 +++++++++------------ 1 file changed, 69 insertions(+), 99 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl index ae542f5a1d..88ff4f0c96 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl @@ -73,7 +73,7 @@ VARYING vec2 vary_texcoord1; VARYING vec2 vary_texcoord2; VARYING vec3 vary_normal; VARYING vec3 vary_tangent; -flat in float vary_sign; +VARYING float vary_sign; #ifdef HAS_ALPHA_MASK @@ -107,71 +107,58 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyEnv, vec3 pos, vec3 norm, float glossiness, float envIntensity); -void pbrDirectionalLight(inout vec3 colorDiffuse, - inout vec3 colorSpec, - vec3 sunlit, - float scol, - vec3 reflect0, - vec3 reflect90, - vec3 c_diff, - float alphaRough, - float vh, - float nl, - float nv, - float nh); - -/*void pbrIbl(out vec3 colorDiffuse, // diffuse color output - out vec3 colorSpec, // specular color output, +// PBR interface +vec3 pbrIbl(vec3 diffuseColor, + vec3 specularColor, vec3 radiance, // radiance map sample vec3 irradiance, // irradiance map sample float ao, // ambient occlusion factor - float nv, - float perceptualRough, // roughness factor - float gloss, // 1.0 - roughness factor - vec3 reflect0, - vec3 c_diff);*/ - -// lp = light position -// la = linear attenuation, light radius -// fa = falloff -// See: LLRender::syncLightState() -vec3 calcPointLightOrSpotLight(vec3 reflect0, vec3 reflect90, float alphaRough, vec3 c_diff, - vec3 lightColor, vec3 diffuse, vec3 p, vec3 v, vec3 n, vec4 lp, vec3 ln, - float lightSize, float lightFalloff, float is_pointlight, float ambiance) + float nv, // normal dot view vector + float perceptualRoughness); + +vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, + float perceptualRoughness, + float metallic, + vec3 n, // normal + vec3 v, // surface point to camera + vec3 l); //surface point to light + +vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor, + float perceptualRoughness, + float metallic, + vec3 n, // normal + vec3 p, // pixel position + vec3 v, // view vector (negative normalized pixel position) + vec3 lp, // light position + vec3 ld, // light direction (for spotlights) + vec3 lightColor, + float lightSize, float falloff, float is_pointlight, float ambiance) { - vec3 intensity = vec3(0); + vec3 color = vec3(0,0,0); vec3 lv = lp.xyz - p; - vec3 h, l; - float nh, nl, nv, vh, lightDist; - calcHalfVectors(lv,n,v,h,l,nh,nl,nv,vh,lightDist); - float dist = lightDist/lightSize; + float lightDist = length(lv); - if (dist <= 1.0 && nl > 0.0) + float dist = lightDist / lightSize; + if (dist <= 1.0) { - float dist_atten = calcLegacyDistanceAttenuation(dist,lightFalloff); - - float specWeight = 1.0; - - lv = normalize(lv); - float spot = max(dot(-ln, lv), is_pointlight); - nl *= spot * spot; - - if (nl > 0.0) - { - vec3 color = vec3(0); - intensity = dist_atten * nl * lightColor; - color += intensity * BRDFLambertian(reflect0, reflect90, c_diff, specWeight, vh); - color += intensity * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh); - return color; - } + lv /= lightDist; + + float dist_atten = calcLegacyDistanceAttenuation(dist, falloff); + + vec3 intensity = dist_atten * lightColor * 3.0; + + color = intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv); } - return intensity; + + return color; } void main() { + vec3 color = vec3(0,0,0); + vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; vec3 pos = vary_position; @@ -184,10 +171,11 @@ void main() vec3 atten; calcAtmosphericVars(pos.xyz, light_dir, ambocc, sunlit, amblit, additive, atten, true); + // IF .mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; // vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb; // else - vec4 albedo = texture2D(diffuseMap, vary_texcoord0.xy).rgba; + vec4 albedo = texture(diffuseMap, vary_texcoord0.xy).rgba; albedo.rgb = srgb_to_linear(albedo.rgb); #ifdef HAS_ALPHA_MASK if (albedo.a < minimum_alpha) @@ -196,9 +184,9 @@ void main() } #endif - vec3 base = vertex_color.rgb * albedo.rgb; + vec3 baseColor = vertex_color.rgb * albedo.rgb; - vec3 vNt = texture2D(bumpMap, vary_texcoord1.xy).xyz*2.0-1.0; + vec3 vNt = texture(bumpMap, vary_texcoord1.xy).xyz*2.0-1.0; float sign = vary_sign; vec3 vN = vary_normal; vec3 vT = vary_tangent.xyz; @@ -214,61 +202,43 @@ void main() scol = sampleDirectionalShadow(pos.xyz, norm.xyz, frag); #endif - // RGB = Occlusion, Roughness, Metal - // default values, see LLViewerFetchedTexture::sWhiteImagep since roughnessFactor and metallicFactor are multiplied in - // occlusion 1.0 - // roughness 0.0 - // metal 0.0 - vec3 packedORM = texture2D(specularMap, vary_texcoord2.xy).rgb; // PBR linear packed Occlusion, Roughness, Metal. See: lldrawpoolapha.cpp + vec3 orm = texture(specularMap, vary_texcoord2.xy).rgb; //orm is packed into "emissiveRect" to keep the data in linear color space - packedORM.g *= roughnessFactor; - packedORM.b *= metallicFactor; + float perceptualRoughness = orm.g * roughnessFactor; + float metallic = orm.b * metallicFactor; + float ao = orm.r; // emissiveColor is the emissive color factor from GLTF and is already in linear space vec3 colorEmissive = emissiveColor; // emissiveMap here is a vanilla RGB texture encoded as sRGB, manually convert to linear colorEmissive *= srgb_to_linear(texture2D(emissiveMap, vary_texcoord0.xy).rgb); - vec3 colorDiffuse = vec3(0); - vec3 colorSpec = vec3(0); - - float IOR = 1.5; // default Index Of Refraction 1.5 (dielectrics) - float ao = packedORM.r; - float perceptualRough = packedORM.g; - float metal = packedORM.b; - - vec3 v = -normalize(vary_position.xyz); - vec3 n = norm.xyz; - - vec3 h, l; - float nh, nl, nv, vh, lightDist; - calcHalfVectors(light_dir, n, v, h, l, nh, nl, nv, vh, lightDist); - - vec3 c_diff, reflect0, reflect90; - float alphaRough, specWeight; - initMaterial( base, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight ); - - float gloss = 1.0 - perceptualRough; + // PBR IBL + float gloss = 1.0 - perceptualRoughness; vec3 irradiance = vec3(0); vec3 radiance = vec3(0); - vec3 legacyenv = vec3(0); + vec3 legacyenv = vec3(0); sampleReflectionProbes(irradiance, radiance, legacyenv, pos.xyz, norm.xyz, gloss, 0.0); - irradiance = max(amblit,irradiance) * ambocc; + irradiance = max(srgb_to_linear(amblit),irradiance) * ambocc*4.0; - //pbrIbl(colorDiffuse, colorSpec, radiance, irradiance, ao, nv, perceptualRough, gloss, reflect0, c_diff); + vec3 f0 = vec3(0.04); - // Sun/Moon Lighting - if (nl > 0.0 || nv > 0.0) - { - pbrDirectionalLight(colorDiffuse, colorSpec, srgb_to_linear(sunlit), scol, reflect0, reflect90, c_diff, alphaRough, vh, nl, nv, nh); - } + vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0); + diffuseColor *= 1.0 - metallic; + + vec3 specularColor = mix(f0, baseColor.rgb, metallic); + + vec3 v = -normalize(pos.xyz); + float NdotV = clamp(abs(dot(norm.xyz, v)), 0.001, 1.0); - vec3 col = colorDiffuse + colorEmissive + colorSpec; + color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness); + color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, v, light_dir) * sunlit*8.0 * scol; + color += colorEmissive; vec3 light = vec3(0); // Punctual lights -#define LIGHT_LOOP(i) light += calcPointLightOrSpotLight( reflect0, reflect90, alphaRough, c_diff, light_diffuse[i].rgb, base.rgb, pos.xyz, v, n, light_position[i], light_direction[i].xyz, light_deferred_attenuation[i].x, light_deferred_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w ); +#define LIGHT_LOOP(i) light += calcPointLightOrSpotLight(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, pos.xyz, v, light_position[i].xyz, light_direction[i].xyz, light_diffuse[i].rgb, light_deferred_attenuation[i].x, light_deferred_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w); LIGHT_LOOP(1) LIGHT_LOOP(2) @@ -278,12 +248,12 @@ void main() LIGHT_LOOP(6) LIGHT_LOOP(7) - col.rgb += light.rgb; + color.rgb += light.rgb; - col.rgb = linear_to_srgb(col.rgb); - col *= atten.r; - col += 2.0*additive; - col = scaleSoftClipFrag(col); + color.rgb = linear_to_srgb(color.rgb); + color *= atten.r; + color += 2.0*additive; + color = scaleSoftClipFrag(color); - frag_color = vec4(col,albedo.a * vertex_color.a); + frag_color = vec4(color,albedo.a * vertex_color.a); } -- cgit v1.2.3 From 13ac0f77ffe488ccdebfd28cabe8ed95d61aa684 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Sat, 17 Sep 2022 14:38:07 -0500 Subject: Make sure specular highlights from punctual lights don't fall off of polished surfaces --- .../shaders/class1/deferred/deferredUtil.glsl | 20 +++----------------- 1 file changed, 3 insertions(+), 17 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 52345e7e51..d730d92054 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -351,23 +351,6 @@ vec3 hue_to_rgb(float hue) // PBR Utils -// ior Index of Refraction, normally 1.5 -// returns reflect0 -float calcF0(float ior) -{ - float f0 = (1.0 - ior) / (1.0 + ior); - return f0 * f0; -} - -vec3 fresnel(float vh, vec3 f0, vec3 f90 ) -{ - float x = 1.0 - abs(vh); - float x2 = x*x; - float x5 = x2*x2*x; - vec3 fr = f0 + (f90 - f0)*x5; - return fr; -} - vec3 fresnelSchlick( vec3 reflect0, vec3 reflect90, float vh) { return reflect0 + (reflect90 - reflect0) * pow(clamp(1.0 - vh, 0.0, 1.0), 5.0); @@ -682,6 +665,9 @@ vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, vec3 v, // surface point to camera vec3 l) //surface point to light { + // make sure specular highlights from punctual lights don't fall off of polished surfaces + perceptualRoughness = max(perceptualRoughness, 8.0/255.0); + float alphaRoughness = perceptualRoughness * perceptualRoughness; // Compute reflectance. -- cgit v1.2.3 From 48eea4de0a9304cd25af46defb52cb0adeeb87c4 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Sat, 17 Sep 2022 15:37:21 -0500 Subject: Adjust radiance maps to better match Substance --- indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index d730d92054..d1c476792a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -595,7 +595,8 @@ vec3 pbrIbl(vec3 diffuseColor, vec3 diffuse = diffuseLight * diffuseColor; vec3 specular = specularLight * (specularColor * brdf.x + brdf.y); - + specular *= 1.75; + return (diffuse + specular) * ao; } -- cgit v1.2.3 From b2553fc8b46e44dd74b2840e041b3cf46d2b39fc Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Sat, 17 Sep 2022 15:48:55 -0500 Subject: Fix for spotlights in background not matching foreground. Remove some unused functions. --- .../shaders/class1/deferred/deferredUtil.glsl | 104 --------------------- .../shaders/class1/deferred/pbralphaF.glsl | 2 - 2 files changed, 106 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index d1c476792a..0b97ee43e3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -494,88 +494,9 @@ vec3 BRDFSpecularGGX( vec3 reflect0, vec3 reflect90, float alphaRough, float spe return fresnel * vis * d; } -// Based omn http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/ -float random(vec2 co) -{ - float a = 12.9898; - float b = 78.233; - float c = 43758.5453; - float dt= dot(co.xy ,vec2(a,b)); - float sn= mod(dt,3.14); - return fract(sin(sn) * c); -} - -vec2 hammersley2d(uint i, uint N) -{ - // Radical inverse based on http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html - uint bits = (i << 16u) | (i >> 16u); - bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); - bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); - bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); - bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); - float rdi = float(bits) * 2.3283064365386963e-10; - return vec2(float(i) /float(N), rdi); -} - -// Based on http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_slides.pdf -vec3 importanceSample_GGX(vec2 Xi, float roughness, vec3 normal) -{ - // Maps a 2D point to a hemisphere with spread based on roughness - float alpha = roughness * roughness; - float phi = 2.0 * M_PI * Xi.x + random(normal.xz) * 0.1; - float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (alpha*alpha - 1.0) * Xi.y)); - float sinTheta = sqrt(1.0 - cosTheta * cosTheta); - vec3 H = vec3(sinTheta * cos(phi), sinTheta * sin(phi), cosTheta); - - // Tangent space - vec3 up = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0); - vec3 tangentX = normalize(cross(up, normal)); - vec3 tangentY = normalize(cross(normal, tangentX)); - - // Convert to world Space - return normalize(tangentX * H.x + tangentY * H.y + normal * H.z); -} - -// Geometric Shadowing function -float G_SchlicksmithGGX(float dotNL, float dotNV, float roughness) -{ - float k = (roughness * roughness) / 2.0; - float GL = dotNL / (dotNL * (1.0 - k) + k); - float GV = dotNV / (dotNV * (1.0 - k) + k); - return GL * GV; -} - -#define NUM_SAMPLES 16 - vec2 BRDF(float NoV, float roughness) { -#if 0 - // Normal always points along z-axis for the 2D lookup - const vec3 N = vec3(0.0, 0.0, 1.0); - vec3 V = vec3(sqrt(1.0 - NoV*NoV), 0.0, NoV); - - vec2 LUT = vec2(0.0); - for(uint i = 0u; i < NUM_SAMPLES; i++) { - vec2 Xi = hammersley2d(i, NUM_SAMPLES); - vec3 H = importanceSample_GGX(Xi, roughness, N); - vec3 L = 2.0 * dot(V, H) * H - V; - - float dotNL = max(dot(N, L), 0.0); - float dotNV = max(dot(N, V), 0.0); - float dotVH = max(dot(V, H), 0.0); - float dotNH = max(dot(H, N), 0.0); - - if (dotNL > 0.0) { - float G = G_SchlicksmithGGX(dotNL, dotNV, roughness); - float G_Vis = (G * dotVH) / (dotNH * dotNV); - float Fc = pow(1.0 - dotVH, 5.0); - LUT += vec2((1.0 - Fc) * G_Vis, Fc * G_Vis); - } - } - return LUT / float(NUM_SAMPLES); -#else return texture(brdfLut, vec2(NoV, roughness)).rg; -#endif } // set colorDiffuse and colorSpec to the results of GLTF PBR style IBL @@ -720,28 +641,3 @@ vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, return color; } - -void pbrDirectionalLight(inout vec3 colorDiffuse, - inout vec3 colorSpec, - vec3 sunlit, - float scol, - vec3 reflect0, - vec3 reflect90, - vec3 c_diff, - float alphaRough, - float vh, - float nl, - float nv, - float nh) -{ - float scale = 32.0; - vec3 sunColor = sunlit * scale; - - // scol = sun shadow - vec3 intensity = sunColor * nl * scol; - vec3 sunDiffuse = intensity * BRDFLambertian (reflect0, reflect90, c_diff , 1.0, vh); - vec3 sunSpec = intensity * BRDFSpecularGGX(reflect0, reflect90, alphaRough, 1.0, vh, nl, nv, nh); - - colorDiffuse += sunDiffuse; - colorSpec += sunSpec; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl index 88ff4f0c96..077c985092 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl @@ -92,8 +92,6 @@ vec3 srgb_to_linear(vec3 c); vec3 linear_to_srgb(vec3 c); // These are in deferredUtil.glsl but we can't set: mFeatures.isDeferred to include it -vec3 BRDFLambertian( vec3 reflect0, vec3 reflect90, vec3 c_diff, float specWeight, float vh ); -vec3 BRDFSpecularGGX( vec3 reflect0, vec3 reflect90, float alphaRoughness, float specWeight, float vh, float nl, float nv, float nh ); void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); vec3 scaleSoftClipFrag(vec3 l); -- cgit v1.2.3 From 29f92451f6dfb95b6d2e7e56d65a07df59ea9afd Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Sat, 17 Sep 2022 16:09:11 -0500 Subject: Cleanup more unused functions and fix spotLightF (whoops) --- .../shaders/class1/deferred/deferredUtil.glsl | 146 --------------------- .../shaders/class1/deferred/pbralphaF.glsl | 3 - 2 files changed, 149 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 0b97ee43e3..2989332e98 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -24,9 +24,6 @@ */ - - - /* Parts of this file are taken from Sascha Willem's Vulkan GLTF refernce implementation MIT License @@ -351,149 +348,6 @@ vec3 hue_to_rgb(float hue) // PBR Utils -vec3 fresnelSchlick( vec3 reflect0, vec3 reflect90, float vh) -{ - return reflect0 + (reflect90 - reflect0) * pow(clamp(1.0 - vh, 0.0, 1.0), 5.0); -} - -// Approximate Environment BRDF -vec2 getGGXApprox( vec2 uv ) -{ - // Reference: Physically Based Shading on Mobile - // https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile - // EnvBRDFApprox( vec3 SpecularColor, float Roughness, float NoV ) - float nv = uv.x; - float roughness = uv.y; - - const vec4 c0 = vec4( -1, -0.0275, -0.572, 0.022 ); - const vec4 c1 = vec4( 1, 0.0425, 1.04 , -0.04 ); - vec4 r = roughness * c0 + c1; - float a004 = min( r.x * r.x, exp2( -9.28 * nv ) ) * r.x + r.y; - vec2 ScaleBias = vec2( -1.04, 1.04 ) * a004 + r.zw; - return ScaleBias; -} - -#define PBR_USE_GGX_APPROX 1 -vec2 getGGX( vec2 brdfPoint ) -{ -#if PBR_USE_GGX_APPROX - return getGGXApprox( brdfPoint); -#else - return texture2D(GGXLUT, brdfPoint).rg; // TODO: use GGXLUT -#endif -} - - -// Reference: float getRangeAttenuation(float range, float distance) -float getLightAttenuationPointSpot(float range, float distance) -{ -#if 1 - return distance; -#else - float range2 = pow(range, 2.0); - - // support negative range as unlimited - if (range <= 0.0) - { - return 1.0 / range2; - } - - return max(min(1.0 - pow(distance / range, 4.0), 1.0), 0.0) / range2; -#endif -} - -vec3 getLightIntensityPoint(vec3 lightColor, float lightRange, float lightDistance) -{ - float rangeAttenuation = getLightAttenuationPointSpot(lightRange, lightDistance); - return rangeAttenuation * lightColor; -} - -float getLightAttenuationSpot(vec3 spotDirection) -{ - return 1.0; -} - -vec3 getLightIntensitySpot(vec3 lightColor, float lightRange, float lightDistance, vec3 v) -{ - float spotAttenuation = getLightAttenuationSpot(-v); - return spotAttenuation * getLightIntensityPoint( lightColor, lightRange, lightDistance ); -} - -// NOTE: This is different from the GGX texture -float D_GGX( float nh, float alphaRough ) -{ - float rough2 = alphaRough * alphaRough; - float f = (nh * nh) * (rough2 - 1.0) + 1.0; - return rough2 / (M_PI * f * f); -} - -// NOTE: This is different from the GGX texture -// See: -// Real Time Rendering, 4th Edition -// Page 341 -// Equation 9.43 -// Also see: -// https://google.github.io/filament/Filament.md.html#materialsystem/specularbrdf/geometricshadowing(specularg) -// 4.4.2 Geometric Shadowing (specular G) -float V_GGX( float nl, float nv, float alphaRough ) -{ -#if 1 - // Note: When roughness is zero, has discontuinity in the bottom hemisphere - float rough2 = alphaRough * alphaRough; - float ggxv = nl * sqrt(nv * nv * (1.0 - rough2) + rough2); - float ggxl = nv * sqrt(nl * nl * (1.0 - rough2) + rough2); - - float ggx = ggxv + ggxl; - if (ggx > 0.0) - { - return 0.5 / ggx; - } - return 0.0; -#else - // See: smithVisibility_GGXCorrelated, V_SmithCorrelated, etc. - float rough2 = alphaRough * alphaRough; - float ggxv = nl * sqrt(nv * (nv - rough2 * nv) + rough2); - float ggxl = nv * sqrt(nl * (nl - rough2 * nl) + rough2); - return 0.5 / (ggxv + ggxl); -#endif - -} - -// NOTE: Assumes a hard-coded IOR = 1.5 -void initMaterial( vec3 diffuse, vec3 packedORM, out float alphaRough, out vec3 c_diff, out vec3 reflect0, out vec3 reflect90, out float specWeight ) -{ - float metal = packedORM.b; - c_diff = mix(diffuse, vec3(0), metal); - float IOR = 1.5; // default Index Of Refraction 1.5 (dielectrics) - reflect0 = vec3(0.04); // -> incidence reflectance 0.04 -// reflect0 = vec3(calcF0(IOR)); - reflect0 = mix(reflect0, diffuse, metal); // reflect at 0 degrees - reflect90 = vec3(1); // reflect at 90 degrees - specWeight = 1.0; - - // When roughness is zero blender shows a tiny specular - float perceptualRough = max(packedORM.g, 0.1); - alphaRough = perceptualRough * perceptualRough; -} - -vec3 BRDFDiffuse(vec3 color) -{ - return color * ONE_OVER_PI; -} - -vec3 BRDFLambertian( vec3 reflect0, vec3 reflect90, vec3 c_diff, float specWeight, float vh ) -{ - return (1.0 - fresnelSchlick( reflect0, reflect90, vh)) * BRDFDiffuse(c_diff); -} - -vec3 BRDFSpecularGGX( vec3 reflect0, vec3 reflect90, float alphaRough, float specWeight, float vh, float nl, float nv, float nh ) -{ - vec3 fresnel = fresnelSchlick( reflect0, reflect90, vh ); // Fresnel - float vis = V_GGX( nl, nv, alphaRough ); // Visibility - float d = D_GGX( nh, alphaRough ); // Distribution - return fresnel * vis * d; -} - vec2 BRDF(float NoV, float roughness) { return texture(brdfLut, vec2(NoV, roughness)).rg; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl index 077c985092..aec2a90bda 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl @@ -98,9 +98,6 @@ vec3 scaleSoftClipFrag(vec3 l); void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist); float calcLegacyDistanceAttenuation(float distance, float falloff); -vec2 getGGX( vec2 brdfPoint ); -void initMaterial( vec3 diffuse, vec3 packedORM, - out float alphaRough, out vec3 c_diff, out vec3 reflect0, out vec3 reflect90, out float specWeight ); float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyEnv, vec3 pos, vec3 norm, float glossiness, float envIntensity); -- cgit v1.2.3 From cc0d3fdb00e970702fdc4e9a9e8935ed04df538f Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Sat, 17 Sep 2022 20:11:53 -0500 Subject: Fix for crash on NVIDIA hardware --- indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl index aec2a90bda..1caf2b2b1a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl @@ -73,7 +73,7 @@ VARYING vec2 vary_texcoord1; VARYING vec2 vary_texcoord2; VARYING vec3 vary_normal; VARYING vec3 vary_tangent; -VARYING float vary_sign; +flat in float vary_sign; #ifdef HAS_ALPHA_MASK -- cgit v1.2.3 From 655f8d8ee14598a9368d2593533ee190f878b6dd Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Sat, 17 Sep 2022 20:18:54 -0500 Subject: Fix for overbright and artifacted radiance maps on NVIDIA hardware --- indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 2989332e98..950776aa47 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -370,7 +370,7 @@ vec3 pbrIbl(vec3 diffuseColor, vec3 diffuse = diffuseLight * diffuseColor; vec3 specular = specularLight * (specularColor * brdf.x + brdf.y); - specular *= 1.75; + //specular *= 1.5; return (diffuse + specular) * ao; } -- cgit v1.2.3 From 04d3a29a699cd0a4c08ab096bfbab153e65c1fd1 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 19 Sep 2022 17:27:33 -0500 Subject: SL-18190 Faster better stronger radiance/irradiance maps --- indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 950776aa47..49f85af53b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -366,7 +366,7 @@ vec3 pbrIbl(vec3 diffuseColor, vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0-perceptualRough); vec3 diffuseLight = irradiance; vec3 specularLight = radiance; - + vec3 diffuse = diffuseLight * diffuseColor; vec3 specular = specularLight * (specularColor * brdf.x + brdf.y); -- cgit v1.2.3 From f7ecf0ee3859f496679bab9aaa6d3696c3264728 Mon Sep 17 00:00:00 2001 From: Andrey Kleshchev Date: Tue, 20 Sep 2022 01:51:15 +0300 Subject: SL-18065 Fix bake textures' fetch loop --- indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl b/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl index f3896191fa..73a70d8dc5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl @@ -138,4 +138,4 @@ vec2 BRDF(float NoV, float roughness) void main() { outColor = vec4(BRDF(vary_uv.s, 1.0-vary_uv.t), 0.0, 1.0); -} \ No newline at end of file +} -- cgit v1.2.3 From c466e44334fd60c8270b68c70b8ae999b8dbd395 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 20 Sep 2022 19:09:26 -0500 Subject: SL-18190 Reduce banding (stay in linear space as much as possible, increase precision of reflection probes). Faster radiance and irradiance map generation. --- .../app_settings/shaders/class1/deferred/alphaF.glsl | 13 ------------- .../app_settings/shaders/class1/deferred/fullbrightF.glsl | 2 +- .../app_settings/shaders/class1/deferred/materialF.glsl | 3 --- .../app_settings/shaders/class1/deferred/pbralphaF.glsl | 2 +- .../app_settings/shaders/class1/deferred/pbropaqueF.glsl | 6 +++--- 5 files changed, 5 insertions(+), 21 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index fc1cee1f59..69a0a41034 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -292,19 +292,6 @@ void main() #if !defined(LOCAL_LIGHT_KILL) color.rgb += light.rgb; #endif // !defined(LOCAL_LIGHT_KILL) - // back to sRGB as we're going directly to the final RT post-deferred gamma correction - color.rgb = linear_to_srgb(color.rgb); - -//color.rgb = amblit; -//color.rgb = vec3(ambient); -//color.rgb = sunlit; -//color.rgb = vec3(final_da); -//color.rgb = post_ambient; -//color.rgb = post_sunlight; -//color.rgb = sun_contrib; -//color.rgb = diffuse_srgb.rgb; -//color.rgb = post_diffuse; -//color.rgb = post_atmo; #ifdef WATER_FOG color = applyWaterFogView(pos.xyz, color); diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index 57420158ca..33b97aefcb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -82,7 +82,7 @@ void main() color.a = final_alpha; #endif - frag_color.rgb = color.rgb; + frag_color.rgb = srgb_to_linear(color.rgb); frag_color.a = color.a; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index e87d90aa9e..44bf61be84 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -402,9 +402,6 @@ void main() glare = min(glare, 1.0); float al = max(diffcol.a, glare)*vertex_color.a; - //convert to srgb as this color is being written post gamma correction - color = linear_to_srgb(color); - #ifdef WATER_FOG vec4 temp = applyWaterFogView(pos, vec4(color, al)); color = temp.rgb; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl index 1caf2b2b1a..04be496292 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl @@ -250,5 +250,5 @@ void main() color += 2.0*additive; color = scaleSoftClipFrag(color); - frag_color = vec4(color,albedo.a * vertex_color.a); + frag_color = vec4(srgb_to_linear(color.rgb),albedo.a * vertex_color.a); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl index ea28cca0cb..7376e9eb47 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl @@ -98,8 +98,8 @@ void main() //emissive = vNt * 0.5 + 0.5; //emissive = tnorm*0.5+0.5; // See: C++: addDeferredAttachments(), GLSL: softenLightF - frag_data[0] = vec4(linear_to_srgb(col), 0.0); // Diffuse - frag_data[1] = vec4(linear_to_srgb(emissive), vertex_color.a); // PBR sRGB Emissive + frag_data[0] = vec4(col, 0.0); // Diffuse + frag_data[1] = vec4(spec.rgb,vertex_color.a); // PBR linear packed Occlusion, Roughness, Metal. frag_data[2] = vec4(encode_normal(tnorm), vertex_color.a, GBUFFER_FLAG_HAS_PBR); // normal, environment intensity, flags - frag_data[3] = vec4(spec.rgb,0); // PBR linear packed Occlusion, Roughness, Metal. + frag_data[3] = vec4(emissive,0); // PBR sRGB Emissive } -- cgit v1.2.3 From e5d463ca200bdfa93b8c65e588d490c2f23e3918 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 22 Sep 2022 17:27:18 -0500 Subject: SL-17705 Backwards compatibility pass. Support OpenGL pre-4.0 by disabling reflection probes and anti-aliasing. Get render parity with current release viewer when reflection probes are disabled. --- .../shaders/class1/deferred/fullbrightShinyV.glsl | 5 ----- .../app_settings/shaders/class1/deferred/genbrdflutF.glsl | 2 +- .../app_settings/shaders/class1/deferred/pbralphaF.glsl | 7 +++---- .../shaders/class1/deferred/reflectionProbeF.glsl | 13 ++++++++++--- .../app_settings/shaders/class1/deferred/softenLightF.glsl | 6 ------ 5 files changed, 14 insertions(+), 19 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl index 5264b3b716..0e461b4004 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl @@ -73,12 +73,7 @@ void main() vary_position = pos.xyz; vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; -#ifndef HAS_REFLECTION_PROBES - vec3 ref = reflect(pos.xyz, -norm); - vary_texcoord1 = transpose(normal_matrix) * ref.xyz; -#else vary_texcoord1 = norm; -#endif calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl b/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl index 73a70d8dc5..9e6c853015 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl @@ -53,7 +53,7 @@ VARYING vec2 vary_uv; out vec4 outColor; -#define NUM_SAMPLES 1024 +#define NUM_SAMPLES 1024u const float PI = 3.1415926536; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl index 04be496292..3afa9fb435 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl @@ -99,8 +99,8 @@ vec3 scaleSoftClipFrag(vec3 l); void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist); float calcLegacyDistanceAttenuation(float distance, float falloff); float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); -void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyEnv, - vec3 pos, vec3 norm, float glossiness, float envIntensity); +void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, + vec3 pos, vec3 norm, float glossiness); // PBR interface vec3 pbrIbl(vec3 diffuseColor, @@ -212,8 +212,7 @@ void main() float gloss = 1.0 - perceptualRoughness; vec3 irradiance = vec3(0); vec3 radiance = vec3(0); - vec3 legacyenv = vec3(0); - sampleReflectionProbes(irradiance, radiance, legacyenv, pos.xyz, norm.xyz, gloss, 0.0); + sampleReflectionProbes(irradiance, radiance, pos.xyz, norm.xyz, gloss); irradiance = max(srgb_to_linear(amblit),irradiance) * ambocc*4.0; vec3 f0 = vec3(0.04); diff --git a/indra/newview/app_settings/shaders/class1/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/reflectionProbeF.glsl index 8f3e38b08b..4b79297aef 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/reflectionProbeF.glsl @@ -24,7 +24,14 @@ */ // fallback stub -- will be used if actual reflection probe shader failed to load (output pink so it's obvious) -void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, +void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, + vec3 pos, vec3 norm, float glossiness) +{ + ambenv = vec3(1,0,1); + glossenv = vec3(1,0,1); +} + +void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, vec3 pos, vec3 norm, float glossiness, float envIntensity) { ambenv = vec3(1,0,1); @@ -34,11 +41,11 @@ void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, inout vec3 l void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm) { - color = vec3(1,0,1); + } void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity) { - color = vec3(1,0,1); + } diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 918e119c31..4b34e55efd 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -156,12 +156,6 @@ void main() } -// linear debuggables -//color.rgb = vec3(final_da); -//color.rgb = vec3(ambient); -//color.rgb = vec3(scol); -//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 f4d49f887e0a7b8e0230faa22ce5b2efc026c54d Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 23 Sep 2022 17:48:45 -0500 Subject: SL-18190 Reduce banding. --- .../class1/deferred/postDeferredGammaCorrect.glsl | 19 ++++++++++++++++++- 1 file changed, 18 insertions(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index cd37a34e0d..539e28aae6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -41,12 +41,29 @@ uniform float display_gamma; vec3 linear_to_srgb(vec3 cl); +//================================= +// borrowed noise from: +// +// By Morgan McGuire @morgan3d, http://graphicscodex.com +// +float hash(float n) { return fract(sin(n) * 1e4); } + +float noise(float x) { + float i = floor(x); + float f = fract(x); + float u = f * f * (3.0 - 2.0 * f); + return mix(hash(i), hash(i + 1.0), u); +} +//============================= + void main() { //this is the one of the rare spots where diffuseRect contains linear color values (not sRGB) vec4 diff = texture2DRect(diffuseRect, vary_fragcoord); - //diff.rgb = pow(diff.rgb, vec3(display_gamma)); diff.rgb = linear_to_srgb(diff.rgb); + vec3 seed = diff.rgb*vec3(vary_fragcoord.xy, vary_fragcoord.x+vary_fragcoord.y)*2048; + vec3 nz = vec3(noise(seed.r), noise(seed.g), noise(seed.b)); + diff.rgb += nz*0.008; frag_color = diff; } -- cgit v1.2.3 From 64cfcea3f4ea6d8120bdf2dedc034f61eb2c07fc Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 23 Sep 2022 18:13:20 -0500 Subject: SL-18190 Reduce banding - experiment with RGB16F reflection probes --- .../app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index 539e28aae6..87931e42df 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -63,7 +63,7 @@ void main() diff.rgb = linear_to_srgb(diff.rgb); vec3 seed = diff.rgb*vec3(vary_fragcoord.xy, vary_fragcoord.x+vary_fragcoord.y)*2048; vec3 nz = vec3(noise(seed.r), noise(seed.g), noise(seed.b)); - diff.rgb += nz*0.008; + diff.rgb += nz*0.005; frag_color = diff; } -- cgit v1.2.3 From 20f44fb522099e8e14e42ea0d5dedf76b24b9d6c Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 23 Sep 2022 18:58:04 -0500 Subject: SL-18190 Reduce banding - tweak noise function. --- .../class1/deferred/postDeferredGammaCorrect.glsl | 30 +++++++++++++++++++--- 1 file changed, 27 insertions(+), 3 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index 87931e42df..b61f37fe47 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -47,6 +47,7 @@ vec3 linear_to_srgb(vec3 cl); // By Morgan McGuire @morgan3d, http://graphicscodex.com // float hash(float n) { return fract(sin(n) * 1e4); } +float hash(vec2 p) { return fract(1e4 * sin(17.0 * p.x + p.y * 0.1) * (0.1 + abs(sin(p.y * 13.0 + p.x)))); } float noise(float x) { float i = floor(x); @@ -54,6 +55,28 @@ float noise(float x) { float u = f * f * (3.0 - 2.0 * f); return mix(hash(i), hash(i + 1.0), u); } + +float noise(vec2 x) { + vec2 i = floor(x); + vec2 f = fract(x); + + // Four corners in 2D of a tile + float a = hash(i); + float b = hash(i + vec2(1.0, 0.0)); + float c = hash(i + vec2(0.0, 1.0)); + float d = hash(i + vec2(1.0, 1.0)); + + // Simple 2D lerp using smoothstep envelope between the values. + // return vec3(mix(mix(a, b, smoothstep(0.0, 1.0, f.x)), + // mix(c, d, smoothstep(0.0, 1.0, f.x)), + // smoothstep(0.0, 1.0, f.y))); + + // Same code, with the clamps in smoothstep and common subexpressions + // optimized away. + vec2 u = f * f * (3.0 - 2.0 * f); + return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y; +} + //============================= void main() @@ -61,9 +84,10 @@ void main() //this is the one of the rare spots where diffuseRect contains linear color values (not sRGB) vec4 diff = texture2DRect(diffuseRect, vary_fragcoord); diff.rgb = linear_to_srgb(diff.rgb); - vec3 seed = diff.rgb*vec3(vary_fragcoord.xy, vary_fragcoord.x+vary_fragcoord.y)*2048; - vec3 nz = vec3(noise(seed.r), noise(seed.g), noise(seed.b)); - diff.rgb += nz*0.005; + vec3 seed = (diff.rgb+vec3(1.0))*vec3(vary_fragcoord.xy, vary_fragcoord.x+vary_fragcoord.y); + vec3 nz = vec3(noise(seed.rg), noise(seed.gb), noise(seed.rb)); + diff.rgb += nz*0.008; + //diff.rgb = nz; frag_color = diff; } -- cgit v1.2.3 From 725d042640f5b0474b58e6a1af0a4063c7e5cfc2 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 26 Sep 2022 17:17:34 -0500 Subject: SL-18190 WIP - Windlight to linear space proof of concept, better parity between release viewer and materials viewer when reflections disabled. Avoid run-away probe ambiance. --- .../app_settings/shaders/class1/deferred/alphaF.glsl | 19 ++++++++++--------- 1 file changed, 10 insertions(+), 9 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 69a0a41034..b72c9651c1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -88,6 +88,9 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); float getAmbientClamp(); +void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, + vec3 pos, vec3 norm, float glossiness, float envIntensity); + vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, float ambiance) { // SL-14895 inverted attenuation work-around @@ -242,11 +245,14 @@ void main() calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false); - vec2 abnormal = encode_normal(norm.xyz); + vec3 ambenv; + vec3 glossenv; + vec3 legacyenv; + sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, pos.xyz, norm.xyz, 0.0, 0.0); + float da = dot(norm.xyz, light_dir.xyz); da = clamp(da, -1.0, 1.0); - da = pow(da, 1.0/1.3); float final_da = da; final_da = clamp(final_da, 0.0f, 1.0f); @@ -262,22 +268,17 @@ void main() vec3 sun_contrib = min(final_da, shadow) * sunlit; - color.rgb = amblit; + color.rgb = max(amblit, ambenv); color.rgb *= ambient; color.rgb += sun_contrib; - color.rgb *= diffuse_srgb.rgb; + color.rgb *= diffuse_linear.rgb; color.rgb = atmosFragLighting(color.rgb, additive, atten); vec4 light = vec4(0,0,0,0); - color.rgb = scaleSoftClipFrag(color.rgb); - - //convert to linear before applying local lights - color.rgb = srgb_to_linear(color.rgb); - #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diffuse_linear.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w); LIGHT_LOOP(1) -- cgit v1.2.3 From aaf7b17db047f0cb2630b479d5468062e6ca815e Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 27 Sep 2022 23:32:02 -0500 Subject: SL-18190 WIP -- Take 2 on linear space windlight (more methodical approach -- make desired interface but brute force color conversions). Placeholder PBR water and move to deprecate forward rendering shaders. --- .../shaders/class1/deferred/alphaF.glsl | 274 +-------------------- .../shaders/class1/deferred/cloudShadowF.glsl | 1 - .../shaders/class1/deferred/pbralphaF.glsl | 226 +---------------- .../app_settings/shaders/class1/deferred/skyV.glsl | 2 - .../shaders/class1/deferred/waterF.glsl | 23 +- 5 files changed, 20 insertions(+), 506 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index b72c9651c1..f4ec1ec532 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -25,281 +25,11 @@ //class1/deferred/alphaF.glsl -#extension GL_ARB_texture_rectangle : enable -/*[EXTRA_CODE_HERE]*/ - -#define INDEXED 1 -#define NON_INDEXED 2 -#define NON_INDEXED_NO_COLOR 3 - -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform mat3 env_mat; -uniform vec3 sun_dir; -uniform vec3 moon_dir; - -#ifdef USE_DIFFUSE_TEX -uniform sampler2D diffuseMap; -#endif - -VARYING vec3 vary_fragcoord; -VARYING vec3 vary_position; -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_norm; - -#ifdef USE_VERTEX_COLOR -VARYING vec4 vertex_color; //vertex color should be treated as sRGB -#endif - -#ifdef HAS_ALPHA_MASK -uniform float minimum_alpha; -#endif - -uniform mat4 proj_mat; -uniform mat4 inv_proj; -uniform vec2 screen_res; -uniform int sun_up_factor; -uniform vec4 light_position[8]; -uniform vec3 light_direction[8]; -uniform vec4 light_attenuation[8]; -uniform vec3 light_diffuse[8]; - -#ifdef WATER_FOG -vec4 applyWaterFogView(vec3 pos, vec4 color); -#endif -vec3 srgb_to_linear(vec3 c); -vec3 linear_to_srgb(vec3 c); - -vec2 encode_normal (vec3 n); -vec3 scaleSoftClipFrag(vec3 l); -vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten); - -void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive, bool use_ao); - -#ifdef HAS_SHADOW -float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); -#endif - -float getAmbientClamp(); - -void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, - vec3 pos, vec3 norm, float glossiness, float envIntensity); - -vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, float ambiance) +void main() { - // SL-14895 inverted attenuation work-around - // This routine is tweaked to match deferred lighting, but previously used an inverted la value. To reconstruct - // that previous value now that the inversion is corrected, we reverse the calculations in LLPipeline::setupHWLights() - // to recover the `adjusted_radius` value previously being sent as la. - float falloff_factor = (12.0 * fa) - 9.0; - float inverted_la = falloff_factor / la; - // Yes, it makes me want to cry as well. DJH - - vec3 col = vec3(0); - - //get light vector - vec3 lv = lp.xyz-v; - - //get distance - float dist = length(lv); - float da = 1.0; - - /*if (dist > inverted_la) - { - return col; - } - - clip to projector bounds - vec4 proj_tc = proj_mat * lp; - - if (proj_tc.z < 0 - || proj_tc.z > 1 - || proj_tc.x < 0 - || proj_tc.x > 1 - || proj_tc.y < 0 - || proj_tc.y > 1) - { - return col; - }*/ - - if (dist > 0.0 && inverted_la > 0.0) - { - dist /= inverted_la; - - //normalize light vector - lv = normalize(lv); - - //distance attenuation - float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); - dist_atten *= dist_atten; - dist_atten *= 2.0f; - - if (dist_atten <= 0.0) - { - return col; - } - - // spotlight coefficient. - float spot = max(dot(-ln, lv), is_pointlight); - da *= spot*spot; // GL_SPOT_EXPONENT=2 - - //angular attenuation - da *= dot(n, lv); - da = max(0.0, da); - - float lit = 0.0f; - - float amb_da = 0.0;//ambiance; - if (da > 0) - { - lit = max(da * dist_atten,0.0); - col = lit * light_col * diffuse; - amb_da += (da*0.5+0.5) * ambiance; - } - amb_da += (da*da*0.5 + 0.5) * ambiance; - amb_da *= dist_atten; - amb_da = min(amb_da, 1.0f - lit); - - // SL-10969 ... need to work out why this blows out in many setups... - //col.rgb += amb_da * light_col * diffuse; - - // no spec for alpha shader... - } - col = max(col, vec3(0)); - return col; -} - -void main() -{ - vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; - frag *= screen_res; - - vec4 pos = vec4(vary_position, 1.0); - vec3 norm = vary_norm; - - float shadow = 1.0f; - -#ifdef HAS_SHADOW - shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, frag); -#endif - -#ifdef USE_DIFFUSE_TEX - vec4 diffuse_tap = texture2D(diffuseMap,vary_texcoord0.xy); -#endif - -#ifdef USE_INDEXED_TEX - vec4 diffuse_tap = diffuseLookup(vary_texcoord0.xy); -#endif - - vec4 diffuse_srgb = diffuse_tap; - -#ifdef FOR_IMPOSTOR - vec4 color; - color.rgb = diffuse_srgb.rgb; - color.a = 1.0; - - float final_alpha = diffuse_srgb.a * vertex_color.a; - diffuse_srgb.rgb *= vertex_color.rgb; - - // Insure we don't pollute depth with invis pixels in impostor rendering - // - if (final_alpha < minimum_alpha) - { - discard; - } - - color.rgb = diffuse_srgb.rgb; - color.a = final_alpha; - -#else // FOR_IMPOSTOR - - vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a); - - vec3 light_dir = (sun_up_factor == 1) ? sun_dir: moon_dir; - - float final_alpha = diffuse_linear.a; - -#ifdef USE_VERTEX_COLOR - final_alpha *= vertex_color.a; - - if (final_alpha < minimum_alpha) - { // TODO: figure out how to get invisible faces out of - // render batches without breaking glow - discard; - } - - diffuse_srgb.rgb *= vertex_color.rgb; - diffuse_linear.rgb = srgb_to_linear(diffuse_srgb.rgb); -#endif // USE_VERTEX_COLOR - - vec3 sunlit; - vec3 amblit; - vec3 additive; - vec3 atten; - - calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false); - - vec3 ambenv; - vec3 glossenv; - vec3 legacyenv; - sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, pos.xyz, norm.xyz, 0.0, 0.0); - - - float da = dot(norm.xyz, light_dir.xyz); - da = clamp(da, -1.0, 1.0); - - float final_da = da; - final_da = clamp(final_da, 0.0f, 1.0f); - - vec4 color = vec4(0.0); - - color.a = final_alpha; - - float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); - ambient *= 0.5; - ambient *= ambient; - ambient = (1.0 - ambient); - - vec3 sun_contrib = min(final_da, shadow) * sunlit; - - color.rgb = max(amblit, ambenv); - color.rgb *= ambient; - - color.rgb += sun_contrib; - - color.rgb *= diffuse_linear.rgb; - - color.rgb = atmosFragLighting(color.rgb, additive, atten); - - vec4 light = vec4(0,0,0,0); - - #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diffuse_linear.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w); - - LIGHT_LOOP(1) - LIGHT_LOOP(2) - LIGHT_LOOP(3) - LIGHT_LOOP(4) - LIGHT_LOOP(5) - LIGHT_LOOP(6) - LIGHT_LOOP(7) - - // sum local light contrib in linear colorspace -#if !defined(LOCAL_LIGHT_KILL) - color.rgb += light.rgb; -#endif // !defined(LOCAL_LIGHT_KILL) - -#ifdef WATER_FOG - color = applyWaterFogView(pos.xyz, color); -#endif // WATER_FOG - -#endif // #else // FOR_IMPOSTOR - - frag_color = color; + frag_color = vec4(1,0,1,0.5); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl index 0157d166e0..afcb309e33 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl @@ -45,7 +45,6 @@ uniform float blend_factor; uniform vec4 cloud_pos_density1; uniform vec4 cloud_pos_density2; uniform vec4 sunlight_color; -uniform vec4 cloud_color; uniform float cloud_shadow; uniform float cloud_scale; uniform float cloud_variance; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl index 3afa9fb435..cb91dfdcce 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl @@ -25,229 +25,9 @@ /*[EXTRA_CODE_HERE]*/ -#define DIFFUSE_ALPHA_MODE_NONE 0 -#define DIFFUSE_ALPHA_MODE_BLEND 1 -#define DIFFUSE_ALPHA_MODE_MASK 2 -#define DIFFUSE_ALPHA_MODE_EMISSIVE 3 - -uniform sampler2D diffuseMap; //always in sRGB space -uniform sampler2D bumpMap; -uniform sampler2D emissiveMap; -uniform sampler2D specularMap; // PBR: Packed: Occlusion, Metal, Roughness - -uniform float metallicFactor; -uniform float roughnessFactor; -uniform vec3 emissiveColor; - -#if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO) -uniform sampler2DRect lightMap; -#endif - -uniform int sun_up_factor; -uniform vec3 sun_dir; -uniform vec3 moon_dir; - -#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) - #ifdef DEFINE_GL_FRAGCOLOR - out vec4 frag_color; - #else - #define frag_color gl_FragColor - #endif -#else - #ifdef DEFINE_GL_FRAGCOLOR - out vec4 frag_data[4]; - #else - #define frag_data gl_FragData - #endif -#endif - -#ifdef HAS_SHADOW - VARYING vec3 vary_fragcoord; - uniform vec2 screen_res; -#endif - -VARYING vec3 vary_position; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec3 vary_normal; -VARYING vec3 vary_tangent; -flat in float vary_sign; - - -#ifdef HAS_ALPHA_MASK -uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff() -#endif - -// Lights -// See: LLRender::syncLightState() -uniform vec4 light_position[8]; -uniform vec3 light_direction[8]; // spot direction -uniform vec4 light_attenuation[8]; // linear, quadratic, is omni, unused, See: LLPipeline::setupHWLights() and syncLightState() -uniform vec3 light_diffuse[8]; -uniform vec2 light_deferred_attenuation[8]; // light size and falloff - -vec3 srgb_to_linear(vec3 c); -vec3 linear_to_srgb(vec3 c); - -// These are in deferredUtil.glsl but we can't set: mFeatures.isDeferred to include it -void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); -vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); -vec3 scaleSoftClipFrag(vec3 l); - -void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist); -float calcLegacyDistanceAttenuation(float distance, float falloff); -float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); -void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, - vec3 pos, vec3 norm, float glossiness); - -// PBR interface -vec3 pbrIbl(vec3 diffuseColor, - vec3 specularColor, - vec3 radiance, // radiance map sample - vec3 irradiance, // irradiance map sample - float ao, // ambient occlusion factor - float nv, // normal dot view vector - float perceptualRoughness); - -vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, - float perceptualRoughness, - float metallic, - vec3 n, // normal - vec3 v, // surface point to camera - vec3 l); //surface point to light - -vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor, - float perceptualRoughness, - float metallic, - vec3 n, // normal - vec3 p, // pixel position - vec3 v, // view vector (negative normalized pixel position) - vec3 lp, // light position - vec3 ld, // light direction (for spotlights) - vec3 lightColor, - float lightSize, float falloff, float is_pointlight, float ambiance) -{ - vec3 color = vec3(0,0,0); - - vec3 lv = lp.xyz - p; - - float lightDist = length(lv); - - float dist = lightDist / lightSize; - if (dist <= 1.0) - { - lv /= lightDist; - - float dist_atten = calcLegacyDistanceAttenuation(dist, falloff); - - vec3 intensity = dist_atten * lightColor * 3.0; - - color = intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv); - } - - return color; -} +out vec4 frag_color; void main() { - vec3 color = vec3(0,0,0); - - vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; - vec3 pos = vary_position; - - float scol = 1.0; - float ambocc = 1.0; - - vec3 sunlit; - vec3 amblit; - vec3 additive; - vec3 atten; - calcAtmosphericVars(pos.xyz, light_dir, ambocc, sunlit, amblit, additive, atten, true); - - -// IF .mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; -// vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb; -// else - vec4 albedo = texture(diffuseMap, vary_texcoord0.xy).rgba; - albedo.rgb = srgb_to_linear(albedo.rgb); -#ifdef HAS_ALPHA_MASK - if (albedo.a < minimum_alpha) - { - discard; - } -#endif - - vec3 baseColor = vertex_color.rgb * albedo.rgb; - - vec3 vNt = texture(bumpMap, vary_texcoord1.xy).xyz*2.0-1.0; - float sign = vary_sign; - vec3 vN = vary_normal; - vec3 vT = vary_tangent.xyz; - - vec3 vB = sign * cross(vN, vT); - vec3 norm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN ); - - norm *= gl_FrontFacing ? 1.0 : -1.0; - -#ifdef HAS_SHADOW - vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; - frag *= screen_res; - scol = sampleDirectionalShadow(pos.xyz, norm.xyz, frag); -#endif - - vec3 orm = texture(specularMap, vary_texcoord2.xy).rgb; //orm is packed into "emissiveRect" to keep the data in linear color space - - float perceptualRoughness = orm.g * roughnessFactor; - float metallic = orm.b * metallicFactor; - float ao = orm.r; - - // emissiveColor is the emissive color factor from GLTF and is already in linear space - vec3 colorEmissive = emissiveColor; - // emissiveMap here is a vanilla RGB texture encoded as sRGB, manually convert to linear - colorEmissive *= srgb_to_linear(texture2D(emissiveMap, vary_texcoord0.xy).rgb); - - // PBR IBL - float gloss = 1.0 - perceptualRoughness; - vec3 irradiance = vec3(0); - vec3 radiance = vec3(0); - sampleReflectionProbes(irradiance, radiance, pos.xyz, norm.xyz, gloss); - irradiance = max(srgb_to_linear(amblit),irradiance) * ambocc*4.0; - - vec3 f0 = vec3(0.04); - - vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0); - diffuseColor *= 1.0 - metallic; - - vec3 specularColor = mix(f0, baseColor.rgb, metallic); - - vec3 v = -normalize(pos.xyz); - float NdotV = clamp(abs(dot(norm.xyz, v)), 0.001, 1.0); - - color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness); - color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, v, light_dir) * sunlit*8.0 * scol; - color += colorEmissive; - - vec3 light = vec3(0); - - // Punctual lights -#define LIGHT_LOOP(i) light += calcPointLightOrSpotLight(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, pos.xyz, v, light_position[i].xyz, light_direction[i].xyz, light_diffuse[i].rgb, light_deferred_attenuation[i].x, light_deferred_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w); - - LIGHT_LOOP(1) - LIGHT_LOOP(2) - LIGHT_LOOP(3) - LIGHT_LOOP(4) - LIGHT_LOOP(5) - LIGHT_LOOP(6) - LIGHT_LOOP(7) - - color.rgb += light.rgb; - - color.rgb = linear_to_srgb(color.rgb); - color *= atten.r; - color += 2.0*additive; - color = scaleSoftClipFrag(color); - - frag_color = vec4(srgb_to_linear(color.rgb),albedo.a * vertex_color.a); -} + frag_color = vec4(0,1,0,0.5); +} \ No newline at end of file diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index 28a1faf24f..223143bc1b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -55,8 +55,6 @@ uniform float max_y; uniform vec4 glow; uniform float sun_moon_glow_factor; -uniform vec4 cloud_color; - // NOTE: Keep these in sync! // indra\newview\app_settings\shaders\class1\deferred\skyV.glsl // indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index 03896f4c51..c9e7552312 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -28,7 +28,7 @@ /*[EXTRA_CODE_HERE]*/ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; +out vec4 frag_data[4]; #else #define frag_data gl_FragData #endif @@ -162,11 +162,13 @@ void main() vec4 pos = vary_position; - color.rgb += spec * specular; + //color.rgb += spec * specular; - color.rgb = atmosTransport(color.rgb); - color.rgb = scaleSoftClip(color.rgb); + //color.rgb = atmosTransport(color.rgb); + //color.rgb = scaleSoftClip(color.rgb); + //color.rgb = refcol.rgb; + color.rgb = vec3(0.0); color.a = spec * sunAngle2; vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz); @@ -176,9 +178,14 @@ void main() // TODO: The non-obvious assignment below is copied from the pre-EEP WL shader code // Unfortunately, fixing it causes a mismatch for EEP, and so it remains... for now // SL-12975 (unfix pre-EEP broken alpha) - frag_data[0] = vec4(color.rgb, color); // Effectively, color.rgbr - + frag_data[0] = vec4(srgb_to_linear(color.rgb), 0.0); // Effectively, color.rgbr + + frag_data[1] = vec4(1.0, 0.2, 0.0, 0.0); // speccolor, spec + frag_data[2] = vec4(encode_normal(screenspacewavef.xyz), 0.0, GBUFFER_FLAG_HAS_PBR);// normalxy, env intens, flags (atmo kill) + frag_data[3] = vec4(srgb_to_linear(refcol.rgb),0); - frag_data[1] = vec4(0); // speccolor, spec - frag_data[2] = vec4(encode_normal(screenspacewavef.xyz), 0.05, GBUFFER_FLAG_HAS_ATMOS);// normalxy, env intens, flags (atmo kill) + + //frag_data[0] = vec4(0.0,0,0,0); + //frag_data[1] = vec4(0, 1.0, 0.0, 0.0); + //frag_data[3] = vec4(0); } -- cgit v1.2.3 From f887f65830c05d15517cbd8f15ca0e59210dfbee Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 28 Sep 2022 16:49:11 -0500 Subject: SL-18190 WIP - Linear space atmospherics take 2 --- indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 49f85af53b..50bf497605 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -370,9 +370,7 @@ vec3 pbrIbl(vec3 diffuseColor, vec3 diffuse = diffuseLight * diffuseColor; vec3 specular = specularLight * (specularColor * brdf.x + brdf.y); - //specular *= 1.5; - - return (diffuse + specular) * ao; + return (diffuse + specular) * ao * 0.5; //reduce by half to place in appropriate color space for atmospherics } // Encapsulate the various inputs used by the various functions in the shading equation -- cgit v1.2.3 From 411aa9f727efba971c8577cef4d6a31f096a6fea Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 29 Sep 2022 00:19:52 -0500 Subject: SL-18190 Fix for haze color being completely wrong (now it's just half wrong). --- indra/newview/app_settings/shaders/class1/deferred/waterF.glsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index c9e7552312..58a444a763 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -178,9 +178,9 @@ void main() // TODO: The non-obvious assignment below is copied from the pre-EEP WL shader code // Unfortunately, fixing it causes a mismatch for EEP, and so it remains... for now // SL-12975 (unfix pre-EEP broken alpha) - frag_data[0] = vec4(srgb_to_linear(color.rgb), 0.0); // Effectively, color.rgbr + frag_data[0] = vec4(srgb_to_linear(color.rgb), 0.0); - frag_data[1] = vec4(1.0, 0.2, 0.0, 0.0); // speccolor, spec + frag_data[1] = vec4(1.0, 0.1, 0.0, 0.0); // occlusion, roughness, metalness frag_data[2] = vec4(encode_normal(screenspacewavef.xyz), 0.0, GBUFFER_FLAG_HAS_PBR);// normalxy, env intens, flags (atmo kill) frag_data[3] = vec4(srgb_to_linear(refcol.rgb),0); -- cgit v1.2.3 From 02df55b9b366f3df98fc4b861dffa779c9d0a536 Mon Sep 17 00:00:00 2001 From: Brad Kittenbrink Date: Thu, 29 Sep 2022 11:32:23 -0700 Subject: Fix coding policy failure for DRTVWR-559 --- indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl index cb91dfdcce..fc1024f4f1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl @@ -30,4 +30,5 @@ out vec4 frag_color; void main() { frag_color = vec4(0,1,0,0.5); -} \ No newline at end of file +} + -- cgit v1.2.3 From 10b2d1be01978261ee0c452fdfabe2ec68ad1642 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 29 Sep 2022 18:56:21 -0500 Subject: SL-18190 End of linear space odyssey -- just eat the conversions in atmosphericsFuncsF for sunlight and additive, but leave linear ambient in tact. --- indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 50bf497605..bca4771c27 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -370,7 +370,7 @@ vec3 pbrIbl(vec3 diffuseColor, vec3 diffuse = diffuseLight * diffuseColor; vec3 specular = specularLight * (specularColor * brdf.x + brdf.y); - return (diffuse + specular) * ao * 0.5; //reduce by half to place in appropriate color space for atmospherics + return (diffuse + specular*0.5) * ao; //reduce by half to place in appropriate color space for atmospherics } // Encapsulate the various inputs used by the various functions in the shading equation -- cgit v1.2.3 From 7d426815019ac5394e5821f1c6ba374e12606aaa Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 30 Sep 2022 10:57:01 -0500 Subject: SL-18239 Unify PBR and non-PBR treatment of ambient/SSAO/irradiance. Restore SSAO to release version. --- .../shaders/class1/deferred/aoUtil.glsl | 14 +- .../shaders/class1/deferred/materialF.glsl | 385 +-------------------- 2 files changed, 16 insertions(+), 383 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl index 73c125bbdc..23adbded5e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl @@ -29,6 +29,8 @@ uniform sampler2DRect depthMap; uniform float ssao_radius; uniform float ssao_max_radius; +uniform float ssao_factor; +uniform float ssao_factor_inv; uniform mat4 inv_proj; uniform vec2 screen_res; @@ -81,14 +83,14 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen) { float ret = 1.0; vec3 pos_world = pos.xyz; - + vec2 noise_reflect = texture2D(noiseMap, pos_screen.xy/128.0).xy; float angle_hidden = 0.0; float points = 0; - // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?) float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); - vec2 noise_reflect = texture2D(noiseMap, pos_screen.xy/128.0).xy; + + // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?) for (int i = 0; i < 8; i++) { vec2 samppos_screen = pos_screen + scale * reflect(getKern(i), noise_reflect); @@ -103,14 +105,14 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen) //(k should vary inversely with # of samples, but this is taken care of later) float funky_val = (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) ? 1.0 : 0.0; - angle_hidden = angle_hidden + funky_val * min(1.0/dist2, 1.0); + angle_hidden = angle_hidden + funky_val * min(1.0/dist2, ssao_factor_inv); // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion" float diffz_val = (diff.z > -1.0) ? 1.0 : 0.0; points = points + diffz_val; } - - angle_hidden = min(angle_hidden/points, 1.0); + + angle_hidden = min(ssao_factor*angle_hidden/points, 1.0); float points_val = (points > 0.0) ? 1.0 : 0.0; ret = (1.0 - (points_val * angle_hidden)); diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 44bf61be84..beadec434c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -27,395 +27,26 @@ //class1/deferred/materialF.glsl -// This shader is used for both writing opaque/masked content to the gbuffer and writing blended content to the framebuffer during the alpha pass. +// Debug stub for non-pbr material -#define DIFFUSE_ALPHA_MODE_NONE 0 #define DIFFUSE_ALPHA_MODE_BLEND 1 -#define DIFFUSE_ALPHA_MODE_MASK 2 -#define DIFFUSE_ALPHA_MODE_EMISSIVE 3 - -uniform float emissive_brightness; // fullbright flag, 1.0 == fullbright, 0.0 otherwise -uniform int sun_up_factor; - -#ifdef WATER_FOG -vec4 applyWaterFogView(vec3 pos, vec4 color); -#endif - -vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); -vec3 scaleSoftClipFrag(vec3 l); - -vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten); -vec3 fullbrightScaleSoftClip(vec3 light); - -void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); - -vec3 srgb_to_linear(vec3 cs); -vec3 linear_to_srgb(vec3 cs); #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) - -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor +out vec4 frag_data[4]; #endif -#ifdef HAS_SUN_SHADOW -float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); -#endif - -uniform samplerCube environmentMap; -uniform sampler2D lightFunc; - -// Inputs -uniform vec4 morphFactor; -uniform vec3 camPosLocal; -uniform mat3 env_mat; - -uniform vec3 sun_dir; -uniform vec3 moon_dir; -VARYING vec2 vary_fragcoord; - -VARYING vec3 vary_position; - -uniform mat4 proj_mat; -uniform mat4 inv_proj; -uniform vec2 screen_res; - -uniform vec4 light_position[8]; -uniform vec3 light_direction[8]; -uniform vec4 light_attenuation[8]; -uniform vec3 light_diffuse[8]; - -float getAmbientClamp(); - -vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance) -{ - // SL-14895 inverted attenuation work-around - // This routine is tweaked to match deferred lighting, but previously used an inverted la value. To reconstruct - // that previous value now that the inversion is corrected, we reverse the calculations in LLPipeline::setupHWLights() - // to recover the `adjusted_radius` value previously being sent as la. - float falloff_factor = (12.0 * fa) - 9.0; - float inverted_la = falloff_factor / la; - // Yes, it makes me want to cry as well. DJH - - vec3 col = vec3(0); - - //get light vector - vec3 lv = lp.xyz - v; - - //get distance - float dist = length(lv); - float da = 1.0; - - dist /= inverted_la; - - if (dist > 0.0 && inverted_la > 0.0) - { - //normalize light vector - lv = normalize(lv); - - //distance attenuation - float dist_atten = clamp(1.0 - (dist - 1.0*(1.0 - fa)) / fa, 0.0, 1.0); - dist_atten *= dist_atten; - dist_atten *= 2.0f; - - if (dist_atten <= 0.0) - { - return col; - } - - // spotlight coefficient. - float spot = max(dot(-ln, lv), is_pointlight); - da *= spot*spot; // GL_SPOT_EXPONENT=2 - - //angular attenuation - da *= dot(n, lv); - - float lit = 0.0f; - - float amb_da = ambiance; - if (da >= 0) - { - lit = max(da * dist_atten, 0.0); - col = lit * light_col * diffuse; - amb_da += (da*0.5 + 0.5) * ambiance; - } - amb_da += (da*da*0.5 + 0.5) * ambiance; - amb_da *= dist_atten; - amb_da = min(amb_da, 1.0f - lit); - - // SL-10969 need to see why these are blown out - //col.rgb += amb_da * light_col * diffuse; - - if (spec.a > 0.0) - { - //vec3 ref = dot(pos+lv, norm); - vec3 h = normalize(lv + npos); - float nh = dot(n, h); - float nv = dot(n, 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 = lit*scol*light_col.rgb*spec.rgb; - speccol = clamp(speccol, vec3(0), vec3(1)); - col += speccol; - - float cur_glare = max(speccol.r, speccol.g); - cur_glare = max(cur_glare, speccol.b); - glare = max(glare, speccol.r); - glare += max(cur_glare, 0.0); - } - } - } - - return max(col, vec3(0.0, 0.0, 0.0)); -} - -#else -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif -#endif - -uniform sampler2D diffuseMap; //always in sRGB space - -#ifdef HAS_NORMAL_MAP -uniform sampler2D bumpMap; -#endif - -#ifdef HAS_SPECULAR_MAP -uniform sampler2D specularMap; - -VARYING vec2 vary_texcoord2; -#endif - -uniform float env_intensity; -uniform vec4 specular_color; // specular color RGB and specular exponent (glossiness) in alpha - -#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK) -uniform float minimum_alpha; -#endif - -#ifdef HAS_NORMAL_MAP -VARYING vec3 vary_mat0; -VARYING vec3 vary_mat1; -VARYING vec3 vary_mat2; -VARYING vec2 vary_texcoord1; -#else -VARYING vec3 vary_normal; -#endif - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -vec2 encode_normal(vec3 n); - void main() { - vec2 pos_screen = vary_texcoord0.xy; - - vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy); - diffcol.rgb *= vertex_color.rgb; - -#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK) - - // Comparing floats cast from 8-bit values, produces acne right at the 8-bit transition points - float bias = 0.001953125; // 1/512, or half an 8-bit quantization - if (diffcol.a < minimum_alpha-bias) - { - discard; - } -#endif - #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) - vec3 gamma_diff = diffcol.rgb; - diffcol.rgb = srgb_to_linear(diffcol.rgb); -#endif - -#ifdef HAS_SPECULAR_MAP - vec4 spec = texture2D(specularMap, vary_texcoord2.xy); - spec.rgb *= specular_color.rgb; -#else - vec4 spec = vec4(specular_color.rgb, 1.0); -#endif - -#ifdef HAS_NORMAL_MAP - vec4 norm = texture2D(bumpMap, vary_texcoord1.xy); - - norm.xyz = norm.xyz * 2 - 1; - - vec3 tnorm = vec3(dot(norm.xyz,vary_mat0), - dot(norm.xyz,vary_mat1), - dot(norm.xyz,vary_mat2)); -#else - vec4 norm = vec4(0,0,0,1.0); - vec3 tnorm = vary_normal; -#endif - - norm.xyz = normalize(tnorm.xyz); - - vec2 abnormal = encode_normal(norm.xyz); - - vec4 final_color = diffcol; - -#if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE) - final_color.a = emissive_brightness; -#else - final_color.a = max(final_color.a, emissive_brightness); -#endif - - vec4 final_specular = spec; - -#ifdef HAS_SPECULAR_MAP - vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity * spec.a, GBUFFER_FLAG_HAS_ATMOS); - final_specular.a = specular_color.a * norm.a; + frag_color = vec4(1,0,0,0.5); #else - vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, GBUFFER_FLAG_HAS_ATMOS); - final_specular.a = specular_color.a; -#endif - -#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) - - //forward rendering, output just lit sRGBA - vec3 pos = vary_position; - - float shadow = 1.0f; - -#ifdef HAS_SUN_SHADOW - shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen); -#endif - - spec = final_specular; - vec4 diffuse = final_color; - float envIntensity = final_normal.z; - - vec3 color = vec3(0,0,0); - - vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; - - float bloom = 0.0; - vec3 sunlit; - vec3 amblit; - vec3 additive; - vec3 atten; - - calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false); - - // This call breaks the Mac GLSL compiler/linker for unknown reasons (17Mar2020) - // The call is either a no-op or a pure (pow) gamma adjustment, depending on GPU level - // TODO: determine if we want to re-apply the gamma adjustment, and if so understand & fix Mac breakage - //color = fullbrightScaleSoftClip(color); - - vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); - - //we're in sRGB space, so gamma correct this dot product so - // lighting from the sun stays sharp - float da = clamp(dot(normalize(norm.xyz), light_dir.xyz), 0.0, 1.0); - da = pow(da, 1.0 / 1.3); - - color = amblit; - - //darken ambient for normals perpendicular to light vector so surfaces in shadow - // and facing away from light still have some definition to them. - // do NOT gamma correct this dot product so ambient lighting stays soft - float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); - ambient *= 0.5; - ambient *= ambient; - ambient = (1.0 - ambient); - - vec3 sun_contrib = min(da, shadow) * sunlit; - - color *= ambient; - - color += sun_contrib; - - color *= gamma_diff.rgb; - - float glare = 0.0; - - if (spec.a > 0.0) // specular reflection - { - float sa = dot(refnormpersp, sun_dir.xyz); - vec3 dumbshiny = sunlit * shadow * (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; - - glare = max(spec_contrib.r, spec_contrib.g); - glare = max(glare, spec_contrib.b); - - color += spec_contrib; - } - - color = mix(color.rgb, diffcol.rgb, diffuse.a); - - if (envIntensity > 0.0) - { - //add environmentmap - vec3 env_vec = env_mat * refnormpersp; - - vec3 reflected_color = textureCube(environmentMap, env_vec).rgb; - - color = mix(color, reflected_color, envIntensity); - - float cur_glare = max(reflected_color.r, reflected_color.g); - cur_glare = max(cur_glare, reflected_color.b); - cur_glare *= envIntensity*4.0; - glare += cur_glare; - } - - color = atmosFragLighting(color, additive, atten); - color = scaleSoftClipFrag(color); - - //convert to linear before adding local lights - color = srgb_to_linear(color); - - vec3 npos = normalize(-pos.xyz); - - vec3 light = vec3(0, 0, 0); - - final_specular.rgb = srgb_to_linear(final_specular.rgb); // SL-14035 - -#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w ); - - LIGHT_LOOP(1) - LIGHT_LOOP(2) - LIGHT_LOOP(3) - LIGHT_LOOP(4) - LIGHT_LOOP(5) - LIGHT_LOOP(6) - LIGHT_LOOP(7) - - color += light; - - glare = min(glare, 1.0); - float al = max(diffcol.a, glare)*vertex_color.a; - -#ifdef WATER_FOG - vec4 temp = applyWaterFogView(pos, vec4(color, al)); - color = temp.rgb; - al = temp.a; -#endif - - frag_color = vec4(color, al); - -#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer - - // deferred path // See: C++: addDeferredAttachment(), shader: softenLightF.glsl - frag_data[0] = final_color; // gbuffer is sRGB - frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent. - frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity. W = 1 skip atmos (mask off fog) + // emissive red PBR material + frag_data[0] = vec4(0,0,0,0); + frag_data[1] = vec4(0,0,0,0); + frag_data[2] = vec4(1,0,0,GBUFFER_FLAG_HAS_PBR); + frag_data[3] = vec4(1,0,0,0); #endif } -- cgit v1.2.3 From 1900df361558313f10e8b27ada03bcefd41241d9 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 4 Oct 2022 12:20:19 -0500 Subject: SL-18293, SL-18190 -- Fix for debug displays not showing up (wireframe still busted). WIP on reflection probe/PBR driven water shader. --- .../shaders/class1/deferred/waterF.glsl | 169 +-------------------- 1 file changed, 7 insertions(+), 162 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index 58a444a763..876422f86b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -22,170 +22,15 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - -#extension GL_ARB_texture_rectangle : enable -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR +// debug stub out vec4 frag_data[4]; -#else -#define frag_data gl_FragData -#endif - -vec3 scaleSoftClip(vec3 inColor); -vec3 atmosTransport(vec3 inColor); - -uniform sampler2D bumpMap; -uniform sampler2D bumpMap2; -uniform float blend_factor; -uniform sampler2D screenTex; -uniform sampler2D refTex; -uniform float sunAngle; -uniform float sunAngle2; -uniform vec3 lightDir; -uniform vec3 specular; -uniform float lightExp; -uniform float refScale; -uniform float kd; -uniform vec2 screenRes; -uniform vec3 normScale; -uniform float fresnelScale; -uniform float fresnelOffset; -uniform float blurMultiplier; -uniform vec2 screen_res; -uniform mat4 norm_mat; //region space to screen space -uniform int water_edge; - -//bigWave is (refCoord.w, view.w); -VARYING vec4 refCoord; -VARYING vec4 littleWave; -VARYING vec4 view; -VARYING vec4 vary_position; - -vec2 encode_normal(vec3 n); -vec3 scaleSoftClip(vec3 l); -vec3 srgb_to_linear(vec3 c); -vec3 linear_to_srgb(vec3 c); -vec3 BlendNormal(vec3 bump1, vec3 bump2) +void main() { - vec3 n = mix(bump1, bump2, blend_factor); - return n; -} - -void main() -{ - vec4 color; - float dist = length(view.xyz); - - //normalize view vector - vec3 viewVec = normalize(view.xyz); - - //get wave normals - vec3 wave1_a = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; - vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; - vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; - - - vec3 wave1_b = texture2D(bumpMap2, vec2(refCoord.w, view.w)).xyz*2.0-1.0; - vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0; - vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0; - - vec3 wave1 = BlendNormal(wave1_a, wave1_b); - vec3 wave2 = BlendNormal(wave2_a, wave2_b); - vec3 wave3 = BlendNormal(wave3_a, wave3_b); - - //get base fresnel components - - vec3 df = vec3( - dot(viewVec, wave1), - dot(viewVec, (wave2 + wave3) * 0.5), - dot(viewVec, wave3) - ) * fresnelScale + fresnelOffset; - df *= df; - - vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; - - float dist2 = dist; - dist = max(dist, 5.0); - - float dmod = sqrt(dist); - - vec2 dmod_scale = vec2(dmod*dmod, dmod); - - //get reflected color - vec2 refdistort1 = wave1.xy*normScale.x; - vec2 refvec1 = distort+refdistort1/dmod_scale; - vec4 refcol1 = texture2D(refTex, refvec1); - - vec2 refdistort2 = wave2.xy*normScale.y; - vec2 refvec2 = distort+refdistort2/dmod_scale; - vec4 refcol2 = texture2D(refTex, refvec2); - - vec2 refdistort3 = wave3.xy*normScale.z; - vec2 refvec3 = distort+refdistort3/dmod_scale; - vec4 refcol3 = texture2D(refTex, refvec3); - - vec4 refcol = refcol1 + refcol2 + refcol3; - float df1 = df.x + df.y + df.z; - refcol *= df1 * 0.333; - - vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; - wavef.z *= max(-viewVec.z, 0.1); - wavef = normalize(wavef); - - float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset; - - vec2 refdistort4 = wavef.xy*0.125; - refdistort4.y -= abs(refdistort4.y); - vec2 refvec4 = distort+refdistort4/dmod; - float dweight = min(dist2*blurMultiplier, 1.0); - vec4 baseCol = texture2D(refTex, refvec4); - - refcol = mix(baseCol*df2, refcol, dweight); - - //get specular component - float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0); - - //harden specular - spec = pow(spec, 128.0); - - //figure out distortion vector (ripply) - vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0); - - vec4 fb = texture2D(screenTex, distort2); - - //mix with reflection - // Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug - color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999f); - - vec4 pos = vary_position; - - //color.rgb += spec * specular; - - //color.rgb = atmosTransport(color.rgb); - //color.rgb = scaleSoftClip(color.rgb); - - //color.rgb = refcol.rgb; - color.rgb = vec3(0.0); - color.a = spec * sunAngle2; - - vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz); - - //frag_data[0] = color; - - // TODO: The non-obvious assignment below is copied from the pre-EEP WL shader code - // Unfortunately, fixing it causes a mismatch for EEP, and so it remains... for now - // SL-12975 (unfix pre-EEP broken alpha) - frag_data[0] = vec4(srgb_to_linear(color.rgb), 0.0); - - frag_data[1] = vec4(1.0, 0.1, 0.0, 0.0); // occlusion, roughness, metalness - frag_data[2] = vec4(encode_normal(screenspacewavef.xyz), 0.0, GBUFFER_FLAG_HAS_PBR);// normalxy, env intens, flags (atmo kill) - frag_data[3] = vec4(srgb_to_linear(refcol.rgb),0); - - - //frag_data[0] = vec4(0.0,0,0,0); - //frag_data[1] = vec4(0, 1.0, 0.0, 0.0); - //frag_data[3] = vec4(0); + // emissive blue PBR material + frag_data[0] = vec4(0, 0, 0, 0); + frag_data[1] = vec4(0, 0, 0, 0); + frag_data[2] = vec4(1, 0, 0, GBUFFER_FLAG_HAS_PBR); + frag_data[3] = vec4(0, 0, 1, 0); } -- cgit v1.2.3 From 30bcc7d6d5fa4ceedfec28cc0973c253364c555e Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 5 Oct 2022 08:11:33 -0500 Subject: SL-18190 WIP - Add refraction to water without splitting scene between above and below water --- .../shaders/class1/deferred/deferredUtil.glsl | 15 ++++++++++----- 1 file changed, 10 insertions(+), 5 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index bca4771c27..1c2034de69 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -310,16 +310,21 @@ vec4 getPosition(vec2 pos_screen) return pos; } +// get position given a normalized device coordinate +vec3 getPositionWithNDC(vec3 ndc) +{ + vec4 pos = inv_proj * vec4(ndc, 1.0); + return pos.xyz / pos.w; +} + vec4 getPositionWithDepth(vec2 pos_screen, float depth) { vec2 sc = getScreenCoordinate(pos_screen); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; + vec3 ndc = vec3(sc.x, sc.y, 2.0*depth-1.0); + return vec4(getPositionWithNDC(ndc), 1.0); } + vec2 getScreenXY(vec4 clip) { vec4 ndc = clip; -- cgit v1.2.3 From 9448db5d4af7bba094e5bc51f85e5c2491d3f5a1 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 6 Oct 2022 18:40:01 -0500 Subject: SL-18190 Water shader WIP. Better parallax correction for sphere probes. Reduce probe memory footprint. Remove framebuffer copies and move to deprecate stencil buffer usage. --- .../newview/app_settings/shaders/class1/deferred/deferredUtil.glsl | 7 +++++++ 1 file changed, 7 insertions(+) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 1c2034de69..2ec859fdae 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -179,6 +179,13 @@ vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensi return packedNormalEnvIntensityFlags; } +// get linear depth value given a depth buffer sample d and znear and zfar values +float linearDepth(float d, float znear, float zfar) +{ + d = d * 2.0 - 1.0; + return znear * 2.0 * zfar / (zfar + znear - d * (zfar - znear)); +} + float getDepth(vec2 pos_screen) { float depth = texture2DRect(depthMap, pos_screen).r; -- cgit v1.2.3 From 0fed3884c21453eac23a4de714bc87cac9e5377e Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 10 Oct 2022 10:19:36 -0500 Subject: SL-18190 Use funky distance based error correction only on water surface (revisit for general use later). --- .../app_settings/shaders/class1/deferred/reflectionProbeF.glsl | 9 ++++++++- 1 file changed, 8 insertions(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/reflectionProbeF.glsl index 4b79297aef..dd850ff97c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/reflectionProbeF.glsl @@ -25,12 +25,19 @@ // fallback stub -- will be used if actual reflection probe shader failed to load (output pink so it's obvious) void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, - vec3 pos, vec3 norm, float glossiness) + vec3 pos, vec3 norm, float glossiness, bool errorCorrect) { ambenv = vec3(1,0,1); glossenv = vec3(1,0,1); } +void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, + vec3 pos, vec3 norm, float glossiness) +{ + sampleReflectionProbes(ambenv, glossenv, + pos, norm, glossiness, false); +} + void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, vec3 pos, vec3 norm, float glossiness, float envIntensity) { -- cgit v1.2.3 From 07bca31e06e4219401f82ae04539418c65e22ea8 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 10 Oct 2022 18:53:43 -0500 Subject: SL-18190 Fix alpha not playing nice with water surface by split LLDrawPoolAlpha into two passes, one above water, one below water, and clip against water plane. Currently brute forces two complete alpha passes, still need to cull against water plane and add support for fullbright shaders. --- .../shaders/class1/deferred/deferredUtil.glsl | 25 ++++++++++++++++++++++ 1 file changed, 25 insertions(+) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 2ec859fdae..9405a125fd 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -505,3 +505,28 @@ vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, return color; } + +uniform vec4 waterPlane; +uniform float waterSign; + +// discard if given position in eye space is on the wrong side of the waterPlane according to waterSign +void waterClip(vec3 pos) +{ + // TODO: make this less branchy + if (waterSign > 0) + { + if ((dot(pos.xyz, waterPlane.xyz) + waterPlane.w) < -0.1) + { + discard; + } + } + else + { + if ((dot(pos.xyz, waterPlane.xyz) + waterPlane.w) > -0.1) + { + discard; + } + } + +} + -- cgit v1.2.3 From b6e576c7c2a1cb395092cc66b1836157872b131f Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 11 Oct 2022 20:20:39 -0500 Subject: SL-18190 Cleanup -- convert some vec4's to vec3's (as they really are), remove some unused glsl files. --- .../shaders/class1/deferred/cloudShadowF.glsl | 126 --------------------- .../shaders/class1/deferred/cloudShadowV.glsl | 63 ----------- .../shaders/class1/deferred/cloudsF.glsl | 14 +-- .../shaders/class1/deferred/cloudsV.glsl | 38 +++---- .../shaders/class1/deferred/moonF.glsl | 3 +- .../app_settings/shaders/class1/deferred/skyF.glsl | 4 +- .../app_settings/shaders/class1/deferred/skyV.glsl | 36 +++--- 7 files changed, 47 insertions(+), 237 deletions(-) delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/cloudShadowV.glsl (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl deleted file mode 100644 index afcb309e33..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl +++ /dev/null @@ -1,126 +0,0 @@ -/** - * @file class3/deferred/cloudsF.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D diffuseMap; - -VARYING vec4 pos; -VARYING float target_pos_x; -VARYING float vary_CloudDensity; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec2 vary_texcoord3; - -uniform sampler2D cloud_noise_texture; -uniform sampler2D cloud_noise_texture_next; -uniform float blend_factor; -uniform vec4 cloud_pos_density1; -uniform vec4 cloud_pos_density2; -uniform vec4 sunlight_color; -uniform float cloud_shadow; -uniform float cloud_scale; -uniform float cloud_variance; -uniform vec3 camPosLocal; -uniform vec3 sun_dir; -uniform float sun_size; -uniform float far_z; - -#if !defined(DEPTH_CLAMP) -VARYING vec4 post_pos; -#endif - -vec4 cloudNoise(vec2 uv) -{ - vec4 a = texture2D(cloud_noise_texture, uv); - vec4 b = texture2D(cloud_noise_texture_next, uv); - vec4 cloud_noise_sample = mix(a, b, blend_factor); - return normalize(cloud_noise_sample); -} - -void main() -{ - // Set variables - vec2 uv1 = vary_texcoord0.xy; - vec2 uv2 = vary_texcoord1.xy; - vec2 uv3 = vary_texcoord2.xy; - float cloudDensity = 2.0 * (cloud_shadow - 0.25); - - if (cloud_scale >= 0.0001) - { - vec2 uv4 = vary_texcoord3.xy; - - vec2 disturbance = vec2(cloudNoise(uv1 / 8.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); - vec2 disturbance2 = vec2(cloudNoise((uv1 + uv3) / 4.0f).x, cloudNoise((uv4 + uv2) / 8.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); - - // Offset texture coords - uv1 += cloud_pos_density1.xy + (disturbance * 0.2); //large texture, visible density - uv2 += cloud_pos_density1.xy; //large texture, self shadow - uv3 += cloud_pos_density2.xy; //small texture, visible density - uv4 += cloud_pos_density2.xy; //small texture, self shadow - - float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y) * 4.0); - - cloudDensity *= 1.0 - (density_variance * density_variance); - - // Compute alpha1, the main cloud opacity - float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z; - alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10 * cloud_pos_density1.z, 1.); - - // And smooth - alpha1 = 1. - alpha1 * alpha1; - alpha1 = 1. - alpha1 * alpha1; - - if (alpha1 < 0.001f) - { - discard; - } - - // Compute alpha2, for self shadowing effect - // (1 - alpha2) will later be used as percentage of incoming sunlight - float alpha2 = (cloudNoise(uv2).x - 0.5); - alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.); - - // And smooth - alpha2 = 1. - alpha2; - alpha2 = 1. - alpha2 * alpha2; - - frag_color = vec4(alpha1, alpha1, alpha1, 1); - } - else - { - frag_color = vec4(1); - } - -#if !defined(DEPTH_CLAMP) - gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); -#endif - -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudShadowV.glsl deleted file mode 100644 index effb070f93..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowV.glsl +++ /dev/null @@ -1,63 +0,0 @@ -/** - * @file cloudShadowV.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2011, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -uniform mat4 texture_matrix0; -uniform mat4 modelview_projection_matrix; -uniform float shadow_target_width; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; - -#if !defined(DEPTH_CLAMP) -VARYING float pos_zd2; -#endif - -VARYING vec4 pos; -VARYING float target_pos_x; -VARYING vec2 vary_texcoord0; -VARYING vec4 vertex_color; - -void passTextureIndex(); - -void main() -{ - //transform vertex - vec4 pre_pos = vec4(position.xyz, 1.0); - pos = modelview_projection_matrix * pre_pos; - target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; - -#if !defined(DEPTH_CLAMP) - pos_zd2 = pos.z * 0.5; - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -#else - gl_Position = pos; -#endif - - passTextureIndex(); - - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - vertex_color = diffuse_color; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl index 348e0f5228..788ce4a47b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl @@ -34,15 +34,15 @@ out vec4 frag_data[3]; // The fragment shader for the sky ///////////////////////////////////////////////////////////////////////// -VARYING vec4 vary_CloudColorSun; -VARYING vec4 vary_CloudColorAmbient; +VARYING vec3 vary_CloudColorSun; +VARYING vec3 vary_CloudColorAmbient; VARYING float vary_CloudDensity; uniform sampler2D cloud_noise_texture; uniform sampler2D cloud_noise_texture_next; uniform float blend_factor; -uniform vec4 cloud_pos_density1; -uniform vec4 cloud_pos_density2; +uniform vec3 cloud_pos_density1; +uniform vec3 cloud_pos_density2; uniform float cloud_scale; uniform float cloud_variance; @@ -69,8 +69,8 @@ void main() vec2 uv1 = vary_texcoord0.xy; vec2 uv2 = vary_texcoord1.xy; - vec4 cloudColorSun = vary_CloudColorSun; - vec4 cloudColorAmbient = vary_CloudColorAmbient; + vec3 cloudColorSun = vary_CloudColorSun; + vec3 cloudColorAmbient = vary_CloudColorAmbient; float cloudDensity = vary_CloudDensity; vec2 uv3 = vary_texcoord2.xy; vec2 uv4 = vary_texcoord3.xy; @@ -115,7 +115,7 @@ void main() alpha2 = 1. - alpha2 * alpha2; // Combine - vec4 color; + vec3 color; color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient); color.rgb= max(vec3(0), color.rgb); color.rgb *= 2.0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl index 8e0a001403..5ca210863e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl @@ -33,8 +33,8 @@ ATTRIBUTE vec2 texcoord0; /////////////////////////////////////////////////////////////////////////////// // Output parameters -VARYING vec4 vary_CloudColorSun; -VARYING vec4 vary_CloudColorAmbient; +VARYING vec3 vary_CloudColorSun; +VARYING vec3 vary_CloudColorAmbient; VARYING float vary_CloudDensity; VARYING vec2 vary_texcoord0; @@ -46,13 +46,13 @@ VARYING float altitude_blend_factor; // Inputs uniform vec3 camPosLocal; -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 moonlight_color; +uniform vec3 lightnorm; +uniform vec3 sunlight_color; +uniform vec3 moonlight_color; uniform int sun_up_factor; -uniform vec4 ambient_color; -uniform vec4 blue_horizon; -uniform vec4 blue_density; +uniform vec3 ambient_color; +uniform vec3 blue_horizon; +uniform vec3 blue_density; uniform float haze_horizon; uniform float haze_density; @@ -60,10 +60,10 @@ uniform float cloud_shadow; uniform float density_multiplier; uniform float max_y; -uniform vec4 glow; +uniform vec3 glow; uniform float sun_moon_glow_factor; -uniform vec4 cloud_color; +uniform vec3 cloud_color; uniform float cloud_scale; @@ -114,17 +114,17 @@ void main() float rel_pos_len = length(rel_pos); // Initialize temp variables - vec4 sunlight = sunlight_color; - vec4 light_atten; + vec3 sunlight = sunlight_color; + vec3 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); + light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y); // Calculate relative weights - vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); - vec4 blue_weight = blue_density / combined_haze; - vec4 haze_weight = haze_density / combined_haze; + vec3 combined_haze = abs(blue_density) + vec3(abs(haze_density)); + vec3 blue_weight = blue_density / combined_haze; + vec3 haze_weight = haze_density / combined_haze; // Compute sunlight from rel_pos & lightnorm (for long rays like sky) float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y); @@ -155,14 +155,14 @@ void main() haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25); // Increase ambient when there are more clouds - vec4 tmpAmbient = ambient_color; + vec3 tmpAmbient = ambient_color; tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; // Dim sunlight by cloud shadow percentage sunlight *= (1. - cloud_shadow); // Haze color below cloud - vec4 additiveColorBelowCloud = + vec3 additiveColorBelowCloud = (blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient)); // CLOUDS @@ -178,7 +178,7 @@ void main() combined_haze = sqrt(combined_haze); // less atmos opacity (more transparency) below clouds vary_CloudColorSun *= combined_haze; vary_CloudColorAmbient *= combined_haze; - vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze); + vec3 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze); // Make a nice cloud density based on the cloud_shadow value that was passed in. vary_CloudDensity = 2. * (cloud_shadow - 0.25); diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl index a513d60388..b4044353b4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl @@ -34,8 +34,7 @@ out vec4 frag_data[3]; #endif uniform vec4 color; -uniform vec4 sunlight_color; -uniform vec4 moonlight_color; +uniform vec3 moonlight_color; uniform vec3 moon_dir; uniform float moon_brightness; uniform sampler2D diffuseMap; diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl index ecb0c43518..adc2db60b6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl @@ -35,7 +35,7 @@ out vec4 frag_data[3]; // The fragment shader for the sky ///////////////////////////////////////////////////////////////////////// -VARYING vec4 vary_HazeColor; +VARYING vec3 vary_HazeColor; /// Soft clips the light with a gamma correction vec3 scaleSoftClip(vec3 light); @@ -48,7 +48,7 @@ void main() // the fragment) if the sky wouldn't show up because the clouds // are fully opaque. - vec4 color; + vec3 color; color = vary_HazeColor; color.rgb *= 2.; diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index 223143bc1b..ff53646fd4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -32,18 +32,18 @@ ATTRIBUTE vec3 position; /////////////////////////////////////////////////////////////////////////////// // Output parameters -VARYING vec4 vary_HazeColor; +VARYING vec3 vary_HazeColor; // Inputs uniform vec3 camPosLocal; -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 moonlight_color; +uniform vec3 lightnorm; +uniform vec3 sunlight_color; +uniform vec3 moonlight_color; uniform int sun_up_factor; -uniform vec4 ambient_color; -uniform vec4 blue_horizon; -uniform vec4 blue_density; +uniform vec3 ambient_color; +uniform vec3 blue_horizon; +uniform vec3 blue_density; uniform float haze_horizon; uniform float haze_density; @@ -52,7 +52,7 @@ uniform float density_multiplier; uniform float distance_multiplier; uniform float max_y; -uniform vec4 glow; +uniform vec3 glow; uniform float sun_moon_glow_factor; // NOTE: Keep these in sync! @@ -85,17 +85,17 @@ void main() float rel_pos_len = length(rel_pos); // Initialize temp variables - vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; - vec4 light_atten; + vec3 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; + vec3 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); + light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y); // Calculate relative weights - vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); - vec4 blue_weight = blue_density / combined_haze; - vec4 haze_weight = haze_density / combined_haze; + vec3 combined_haze = abs(blue_density) + vec4(abs(haze_density)); + vec3 blue_weight = blue_density / combined_haze; + vec3 haze_weight = haze_density / combined_haze; // Compute sunlight from rel_pos & lightnorm (for long rays like sky) float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y); @@ -123,21 +123,21 @@ void main() // For sun, add to glow. For moon, remove glow entirely. SL-13768 haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25); - vec4 color = + vec3 color = (blue_horizon * blue_weight * (sunlight + ambient_color) + (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient_color)); // Final atmosphere additive color *= (1. - combined_haze); // Increase ambient when there are more clouds - vec4 tmpAmbient = ambient_color; - tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5; + vec3 tmpAmbient = ambient_color; + tmpAmbient += max(vec3(0), (1. - ambient_color)) * cloud_shadow * 0.5; // Dim sunlight by cloud shadow percentage sunlight *= max(0.0, (1. - cloud_shadow)); // Haze color below cloud - vec4 additiveColorBelowCloud = + vec3 additiveColorBelowCloud = (blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient)); // Attenuate cloud color by atmosphere -- cgit v1.2.3 From 982e2bcbeaa3a56a884ecb168dc655dc6413465c Mon Sep 17 00:00:00 2001 From: Cosmic Linden Date: Thu, 13 Oct 2022 16:59:34 -0700 Subject: SL-18340: Consolidate shared pbr shading into calcDiffuseSpecular, pbrBaseLight --- .../shaders/class1/deferred/deferredUtil.glsl | 27 ++++++++++++++++++++++ 1 file changed, 27 insertions(+) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 9405a125fd..1a96ee0736 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -73,6 +73,8 @@ const float M_PI = 3.14159265; const float ONE_OVER_PI = 0.3183098861; vec3 srgb_to_linear(vec3 cs); +vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten); +vec3 scaleSoftClipFragLinear(vec3 light); float calcLegacyDistanceAttenuation(float distance, float falloff) { @@ -506,6 +508,31 @@ vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, return color; } +void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor) +{ + vec3 f0 = vec3(0.04); + diffuseColor = baseColor*(vec3(1.0)-f0); + diffuseColor *= 1.0 - metallic; + specularColor = mix(f0, baseColor, metallic); +} + +vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v, vec3 norm, float perceptualRoughness, vec3 light_dir, vec3 sunlit, float scol, vec3 radiance, vec3 irradiance, vec3 colorEmissive, float ao, vec3 additive, vec3 atten) +{ + vec3 color = vec3(0); + + float NdotV = clamp(abs(dot(norm, v)), 0.001, 1.0); + + color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness); + + color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm, v, normalize(light_dir)) * sunlit * 2.75 * scol; + color += colorEmissive*0.5; + + color = atmosFragLightingLinear(color, additive, atten); + color = scaleSoftClipFragLinear(color); + + return color; +} + uniform vec4 waterPlane; uniform float waterSign; -- cgit v1.2.3 From 239dc764e66b3cfeb165a304e64f3f5ad756c3e5 Mon Sep 17 00:00:00 2001 From: Cosmic Linden Date: Thu, 13 Oct 2022 17:10:09 -0700 Subject: SL-18340: Consistently use HAS_SUN_SHADOW for shader permutation --- indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl index b3880ab178..d0d76fd0cb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl @@ -46,7 +46,7 @@ uniform mat4 modelview_projection_matrix; uniform mat4 texture_matrix0; -#ifdef HAS_SHADOW +#ifdef HAS_SUN_SHADOW VARYING vec3 vary_fragcoord; uniform float near_clip; #endif @@ -85,7 +85,7 @@ void main() #endif gl_Position = vert; -#ifdef HAS_SHADOW +#ifdef HAS_SUN_SHADOW vary_fragcoord.xyz = vert.xyz + vec3(0,0,near_clip); #endif -- cgit v1.2.3 From 61967623baaa8988f4f8b48043f79be29452ca80 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 21 Oct 2022 16:34:14 -0500 Subject: SL-18105 Clean up class1/deferred/materialF.glsl (merge cleanup), make override messaging LLSD where it ought to be and JSON where it ought to be. --- .../shaders/class1/deferred/materialF.glsl | 188 +-------------------- 1 file changed, 6 insertions(+), 182 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 70ae615d46..51a36935f2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -23,6 +23,7 @@ * $/LicenseInfo$ */ + /*[EXTRA_CODE_HERE]*/ //class1/deferred/materialF.glsl @@ -37,192 +38,15 @@ out vec4 frag_color; out vec4 frag_data[4]; #endif -#ifdef HAS_SUN_SHADOW -float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); -#endif - -uniform samplerCube environmentMap; -uniform sampler2D lightFunc; - -// Inputs -uniform vec4 morphFactor; -uniform vec3 camPosLocal; -uniform mat3 env_mat; - -uniform vec3 sun_dir; -uniform vec3 moon_dir; -VARYING vec2 vary_fragcoord; - -VARYING vec3 vary_position; - -uniform mat4 proj_mat; -uniform mat4 inv_proj; -uniform vec2 screen_res; - -uniform vec4 light_position[8]; -uniform vec3 light_direction[8]; -uniform vec4 light_attenuation[8]; -uniform vec3 light_diffuse[8]; - -float getAmbientClamp(); - -vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance) -{ - // SL-14895 inverted attenuation work-around - // This routine is tweaked to match deferred lighting, but previously used an inverted la value. To reconstruct - // that previous value now that the inversion is corrected, we reverse the calculations in LLPipeline::setupHWLights() - // to recover the `adjusted_radius` value previously being sent as la. - float falloff_factor = (12.0 * fa) - 9.0; - float inverted_la = falloff_factor / la; - // Yes, it makes me want to cry as well. DJH - - vec3 col = vec3(0); - - //get light vector - vec3 lv = lp.xyz - v; - - //get distance - float dist = length(lv); - float da = 1.0; - - dist /= inverted_la; - - if (dist > 0.0 && inverted_la > 0.0) - { - //normalize light vector - lv = normalize(lv); - - //distance attenuation - float dist_atten = clamp(1.0 - (dist - 1.0*(1.0 - fa)) / fa, 0.0, 1.0); - dist_atten *= dist_atten; - dist_atten *= 2.0f; - - if (dist_atten <= 0.0) - { - return col; - } - - // spotlight coefficient. - float spot = max(dot(-ln, lv), is_pointlight); - da *= spot*spot; // GL_SPOT_EXPONENT=2 - - //angular attenuation - da *= dot(n, lv); - - float lit = 0.0f; - - float amb_da = ambiance; - if (da >= 0) - { - lit = max(da * dist_atten, 0.0); - col = lit * light_col * diffuse; - amb_da += (da*0.5 + 0.5) * ambiance; - } - amb_da += (da*da*0.5 + 0.5) * ambiance; - amb_da *= dist_atten; - amb_da = min(amb_da, 1.0f - lit); - - // SL-10969 need to see why these are blown out - //col.rgb += amb_da * light_col * diffuse; - - if (spec.a > 0.0) - { - //vec3 ref = dot(pos+lv, norm); - vec3 h = normalize(lv + npos); - float nh = dot(n, h); - float nv = dot(n, 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 = lit*scol*light_col.rgb*spec.rgb; - speccol = clamp(speccol, vec3(0), vec3(1)); - col += speccol; - - float cur_glare = max(speccol.r, speccol.g); - cur_glare = max(cur_glare, speccol.b); - glare = max(glare, speccol.r); - glare += max(cur_glare, 0.0); - } - } - } - - return max(col, vec3(0.0, 0.0, 0.0)); -} - -#else -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif -#endif - -uniform sampler2D diffuseMap; //always in sRGB space - -#ifdef HAS_NORMAL_MAP -uniform sampler2D bumpMap; -#endif - -#ifdef HAS_SPECULAR_MAP -uniform sampler2D specularMap; - -VARYING vec2 vary_texcoord2; -#endif - -uniform float env_intensity; -uniform vec4 specular_color; // specular color RGB and specular exponent (glossiness) in alpha - -#ifdef HAS_ALPHA_MASK -uniform float minimum_alpha; -#endif - -#ifdef HAS_NORMAL_MAP -VARYING vec3 vary_mat0; -VARYING vec3 vary_mat1; -VARYING vec3 vary_mat2; -VARYING vec2 vary_texcoord1; -#else -VARYING vec3 vary_normal; -#endif - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -vec2 encode_normal(vec3 n); - void main() { - vec2 pos_screen = vary_texcoord0.xy; - - vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy); - diffcol.rgb *= vertex_color.rgb; - -#ifdef HAS_ALPHA_MASK -#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND - if (diffcol.a*vertex_color.a < minimum_alpha) -#else - if (diffcol.a < minimum_alpha) -#endif - { - discard; - } -#endif - #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) - frag_color = vec4(1,0,0,0.5); + frag_color = vec4(1, 0, 0, 0.5); #else // emissive red PBR material - frag_data[0] = vec4(0,0,0,0); - frag_data[1] = vec4(0,0,0,0); - frag_data[2] = vec4(1,0,0,GBUFFER_FLAG_HAS_PBR); - frag_data[3] = vec4(1,0,0,0); + frag_data[0] = vec4(0, 0, 0, 0); + frag_data[1] = vec4(0, 0, 0, 0); + frag_data[2] = vec4(1, 0, 0, GBUFFER_FLAG_HAS_PBR); + frag_data[3] = vec4(1, 0, 0, 0); #endif } - -- cgit v1.2.3 From 81553613551ffc7c8253d67a3fb3a24137d19d51 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 28 Oct 2022 11:19:43 -0500 Subject: SL-18453 WIP -- Use GLTF draw pool to render shadows. Still need a GLTF specific shadow shader to multiply alpha. --- .../shaders/class1/deferred/shadowAlphaMaskF.glsl | 20 +------------------- 1 file changed, 1 insertion(+), 19 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl index 9b8df0a5a4..32e9714a75 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl @@ -43,29 +43,11 @@ void main() { float alpha = diffuseLookup(vary_texcoord0.xy).a; - // mask cutoff 0 -> no shadow SL-11051 - if (minimum_alpha == 0) + if (alpha < minimum_alpha) { discard; } -#if !defined(IS_FULLBRIGHT) - alpha *= vertex_color.a; -#endif - - if (alpha < 0.05) // treat as totally transparent - { - discard; - } - - if (alpha < 0.88) // treat as semi-transparent - { - if (fract(0.5*floor(target_pos_x / post_pos.w )) < 0.25) - { - discard; - } - } - frag_color = vec4(1,1,1,1); #if !defined(DEPTH_CLAMP) -- cgit v1.2.3 From 9e7b725c15ea0bfea5246eb81dd7a100b7ac5b6b Mon Sep 17 00:00:00 2001 From: Cosmic Linden Date: Mon, 31 Oct 2022 09:42:27 -0700 Subject: SL-18485: Render GLTF materials with extension KHR_texture_transform with approprate texture transforms --- .../shaders/class1/deferred/pbralphaV.glsl | 44 ++++++++++++---------- .../shaders/class1/deferred/pbropaqueF.glsl | 30 +++++++-------- .../shaders/class1/deferred/pbropaqueV.glsl | 38 ++++++++++--------- 3 files changed, 59 insertions(+), 53 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl index d0d76fd0cb..19bca098e8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl @@ -44,29 +44,32 @@ uniform mat4 modelview_projection_matrix; VARYING vec3 vary_position; #endif -uniform mat4 texture_matrix0; +uniform mat3 texture_basecolor_matrix; +uniform mat3 texture_normal_matrix; +uniform mat3 texture_metallic_roughness_matrix; +uniform mat3 texture_emissive_matrix; #ifdef HAS_SUN_SHADOW -VARYING vec3 vary_fragcoord; +out vec3 vary_fragcoord; uniform float near_clip; #endif -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec4 tangent; -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec2 texcoord1; -ATTRIBUTE vec2 texcoord2; - - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec3 vary_normal; -VARYING vec3 vary_tangent; +in vec3 position; +in vec4 diffuse_color; +in vec3 normal; +in vec4 tangent; +in vec2 texcoord0; + +out vec2 basecolor_texcoord; +out vec2 normal_texcoord; +out vec2 metallic_roughness_texcoord; +out vec2 emissive_texcoord; + +out vec4 vertex_color; + +out vec3 vary_tangent; flat out float vary_sign; +out vec3 vary_normal; void main() @@ -89,9 +92,10 @@ void main() vary_fragcoord.xyz = vert.xyz + vec3(0,0,near_clip); #endif - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy; - vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy; + basecolor_texcoord = (texture_basecolor_matrix * vec3(texcoord0,1)).xy; + normal_texcoord = (texture_normal_matrix * vec3(texcoord0,1)).xy; + metallic_roughness_texcoord = (texture_metallic_roughness_matrix * vec3(texcoord0,1)).xy; + emissive_texcoord = (texture_emissive_matrix * vec3(texcoord0,1)).xy; #ifdef HAS_SKIN vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl index 7376e9eb47..39419e9d78 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl @@ -36,15 +36,16 @@ uniform sampler2D specularMap; // Packed: Occlusion, Metal, Roughness out vec4 frag_data[4]; -VARYING vec3 vary_position; -VARYING vec4 vertex_color; -VARYING vec3 vary_normal; -VARYING vec3 vary_tangent; +in vec3 vary_position; +in vec4 vertex_color; +in vec3 vary_normal; +in vec3 vary_tangent; flat in float vary_sign; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; +in vec2 basecolor_texcoord; +in vec2 normal_texcoord; +in vec2 metallic_roughness_texcoord; +in vec2 emissive_texcoord; uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff() @@ -56,19 +57,16 @@ uniform mat3 normal_matrix; void main() { -// IF .mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; -// vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb; -// else - vec4 albedo = texture2D(diffuseMap, vary_texcoord0.xy).rgba; - if (albedo.a < minimum_alpha) + vec4 basecolor = texture2D(diffuseMap, basecolor_texcoord.xy).rgba; + if (basecolor.a < minimum_alpha) { discard; } - vec3 col = vertex_color.rgb * srgb_to_linear(albedo.rgb); + vec3 col = vertex_color.rgb * srgb_to_linear(basecolor.rgb); // from mikktspace.com - vec3 vNt = texture2D(bumpMap, vary_texcoord1.xy).xyz*2.0-1.0; + vec3 vNt = texture2D(bumpMap, normal_texcoord.xy).xyz*2.0-1.0; float sign = vary_sign; vec3 vN = vary_normal; vec3 vT = vary_tangent.xyz; @@ -81,13 +79,13 @@ void main() // occlusion 1.0 // roughness 0.0 // metal 0.0 - vec3 spec = texture2D(specularMap, vary_texcoord2.xy).rgb; + vec3 spec = texture2D(specularMap, metallic_roughness_texcoord.xy).rgb; spec.g *= roughnessFactor; spec.b *= metallicFactor; vec3 emissive = emissiveColor; - emissive *= srgb_to_linear(texture2D(emissiveMap, vary_texcoord0.xy).rgb); + emissive *= srgb_to_linear(texture2D(emissiveMap, emissive_texcoord.xy).rgb); tnorm *= gl_FrontFacing ? 1.0 : -1.0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl index 5573c02a60..25bf19b4ec 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl @@ -37,25 +37,27 @@ uniform mat3 normal_matrix; uniform mat4 modelview_projection_matrix; #endif -uniform mat4 texture_matrix0; +uniform mat3 texture_basecolor_matrix; +uniform mat3 texture_normal_matrix; +uniform mat3 texture_metallic_roughness_matrix; +uniform mat3 texture_emissive_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec4 tangent; -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec2 texcoord1; -ATTRIBUTE vec2 texcoord2; +in vec3 position; +in vec4 diffuse_color; +in vec3 normal; +in vec4 tangent; +in vec2 texcoord0; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; +out vec2 basecolor_texcoord; +out vec2 normal_texcoord; +out vec2 metallic_roughness_texcoord; +out vec2 emissive_texcoord; -VARYING vec4 vertex_color; +out vec4 vertex_color; -VARYING vec3 vary_tangent; +out vec3 vary_tangent; flat out float vary_sign; -VARYING vec3 vary_normal; +out vec3 vary_normal; void main() { @@ -73,9 +75,11 @@ void main() gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); #endif - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy; - vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy; + basecolor_texcoord = (texture_basecolor_matrix * vec3(texcoord0,1)).xy; + normal_texcoord = (texture_normal_matrix * vec3(texcoord0,1)).xy; + metallic_roughness_texcoord = (texture_metallic_roughness_matrix * vec3(texcoord0,1)).xy; + emissive_texcoord = (texture_emissive_matrix * vec3(texcoord0,1)).xy; + #ifdef HAS_SKIN vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz; vec3 t = (mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz; -- cgit v1.2.3 From 97277e74a9d966ed441e51f844f9012f55cca3dc Mon Sep 17 00:00:00 2001 From: Jonathan Goodman Date: Mon, 14 Nov 2022 18:12:22 +0000 Subject: Merged in SL-18332 (pull request #1194) First pass of Screen Space Reflections Approved-by: Dave Parks --- .../shaders/class1/deferred/aoUtil.glsl | 14 +-- .../shaders/class1/deferred/blurLightF.glsl | 10 +- .../shaders/class1/deferred/blurLightV.glsl | 6 +- .../app_settings/shaders/class1/deferred/cofF.glsl | 10 +- .../shaders/class1/deferred/deferredUtil.glsl | 27 +++-- .../shaders/class1/deferred/dofCombineF.glsl | 18 ++-- .../shaders/class1/deferred/luminanceF.glsl | 4 +- .../shaders/class1/deferred/luminanceV.glsl | 2 +- .../shaders/class1/deferred/multiPointLightF.glsl | 14 +-- .../shaders/class1/deferred/multiPointLightV.glsl | 4 +- .../shaders/class1/deferred/multiSpotLightF.glsl | 16 +-- .../shaders/class1/deferred/pointLightF.glsl | 15 +-- .../shaders/class1/deferred/postDeferredF.glsl | 16 +-- .../class1/deferred/postDeferredGammaCorrect.glsl | 4 +- .../class1/deferred/postDeferredNoDoFF.glsl | 6 +- .../shaders/class1/deferred/postDeferredNoTCV.glsl | 6 +- .../shaders/class1/deferred/postDeferredV.glsl | 6 +- .../shaders/class1/deferred/postgiF.glsl | 14 +-- .../class1/deferred/screenSpaceReflPostF.glsl | 57 ++++++++++ .../class1/deferred/screenSpaceReflPostV.glsl | 39 +++++++ .../class1/deferred/screenSpaceReflUtil.glsl | 120 +++++++++++++++++++++ .../shaders/class1/deferred/shadowUtil.glsl | 4 +- .../shaders/class1/deferred/softenLightF.glsl | 19 ++-- .../shaders/class1/deferred/softenLightV.glsl | 6 +- .../shaders/class1/deferred/spotLightF.glsl | 15 ++- .../shaders/class1/deferred/sunLightSSAOF.glsl | 2 +- .../shaders/class1/deferred/sunLightV.glsl | 6 +- 27 files changed, 336 insertions(+), 124 deletions(-) create mode 100644 indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflPostF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflPostV.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl index 23adbded5e..f93ed6bc6d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl @@ -24,8 +24,8 @@ */ uniform sampler2D noiseMap; -uniform sampler2DRect normalMap; -uniform sampler2DRect depthMap; +uniform sampler2D normalMap; +uniform sampler2D depthMap; uniform float ssao_radius; uniform float ssao_max_radius; @@ -38,23 +38,19 @@ uniform vec2 screen_res; vec2 getScreenCoordinateAo(vec2 screenpos) { vec2 sc = screenpos.xy * 2.0; - if (screen_res.x > 0 && screen_res.y > 0) - { - sc /= screen_res; - } return sc - vec2(1.0, 1.0); } float getDepthAo(vec2 pos_screen) { - float depth = texture2DRect(depthMap, pos_screen).r; + float depth = texture2D(depthMap, pos_screen).r; return depth; } vec4 getPositionAo(vec2 pos_screen) { float depth = getDepthAo(pos_screen); - vec2 sc = getScreenCoordinateAo(pos_screen); + vec2 sc = (pos_screen); vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); vec4 pos = inv_proj * ndc; pos /= pos.w; @@ -83,7 +79,7 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen) { float ret = 1.0; vec3 pos_world = pos.xyz; - vec2 noise_reflect = texture2D(noiseMap, pos_screen.xy/128.0).xy; + vec2 noise_reflect = texture2D(noiseMap, pos_screen.xy).xy; float angle_hidden = 0.0; float points = 0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index fa3634f3b6..9bead273ff 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -33,8 +33,8 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform sampler2DRect normalMap; -uniform sampler2DRect lightMap; +uniform sampler2D normalMap; +uniform sampler2D lightMap; uniform float dist_factor; uniform float blur_size; @@ -52,7 +52,7 @@ void main() vec2 tc = vary_fragcoord.xy; vec3 norm = getNorm(tc); vec3 pos = getPosition(tc).xyz; - vec4 ccol = texture2DRect(lightMap, tc).rgba; + vec4 ccol = texture2D(lightMap, tc).rgba; vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy); dlt /= max(-pos.z*dist_factor, 1.0); @@ -89,7 +89,7 @@ void main() if (d*d <= pointplanedist_tolerance_pow2) { - col += texture2DRect(lightMap, samptc)*k[i].xyxx; + col += texture2D(lightMap, samptc)*k[i].xyxx; defined_weight += k[i].xy; } } @@ -103,7 +103,7 @@ void main() if (d*d <= pointplanedist_tolerance_pow2) { - col += texture2DRect(lightMap, samptc)*k[i].xyxx; + col += texture2D(lightMap, samptc)*k[i].xyxx; defined_weight += k[i].xy; } } diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl index 212f7e56ad..5e0f01981b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl @@ -23,8 +23,6 @@ * $/LicenseInfo$ */ -uniform mat4 modelview_projection_matrix; - ATTRIBUTE vec3 position; VARYING vec2 vary_fragcoord; @@ -33,7 +31,7 @@ uniform vec2 screen_res; void main() { //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); + vec4 pos = vec4(position.xyz, 1.0); gl_Position = pos; - vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; + vary_fragcoord = (pos.xy*0.5+0.5); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl index 079d8458c9..1e640d95ae 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl @@ -33,8 +33,8 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform sampler2DRect diffuseRect; -uniform sampler2DRect depthMap; +uniform sampler2D diffuseRect; +uniform sampler2D depthMap; uniform sampler2D bloomMap; uniform float depth_cutoff; @@ -69,19 +69,19 @@ void main() { vec2 tc = vary_fragcoord.xy; - float z = texture2DRect(depthMap, tc).r; + float z = texture2D(depthMap, tc).r; z = z*2.0-1.0; vec4 ndc = vec4(0.0, 0.0, z, 1.0); vec4 p = inv_proj*ndc; float depth = p.z/p.w; - vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); + vec4 diff = texture2D(diffuseRect, vary_fragcoord.xy); float sc = calc_cof(depth); sc = min(sc, max_cof); sc = max(sc, -max_cof); - vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); + vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy); frag_color.rgb = diff.rgb + bloom.rgb; frag_color.a = sc/max_cof*0.5+0.5; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 1a96ee0736..c87e754eca 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -48,8 +48,8 @@ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -uniform sampler2DRect normalMap; -uniform sampler2DRect depthMap; +uniform sampler2D normalMap; +uniform sampler2D depthMap; uniform sampler2D projectionMap; // rgba uniform sampler2D brdfLut; @@ -138,10 +138,6 @@ bool clipProjectedLightVars(vec3 light_center, vec3 pos, out float dist, out flo vec2 getScreenCoordinate(vec2 screenpos) { vec2 sc = screenpos.xy * 2.0; - if (screen_res.x > 0 && screen_res.y > 0) - { - sc /= screen_res; - } return sc - vec2(1.0, 1.0); } @@ -149,7 +145,7 @@ vec2 getScreenCoordinate(vec2 screenpos) // Method #4: Spheremap Transform, Lambert Azimuthal Equal-Area projection vec3 getNorm(vec2 screenpos) { - vec2 enc = texture2DRect(normalMap, screenpos.xy).xy; + vec2 enc = texture2D(normalMap, screenpos.xy).xy; vec2 fenc = enc*4-2; float f = dot(fenc,fenc); float g = sqrt(1-f/4); @@ -175,7 +171,7 @@ vec3 getNormalFromPacked(vec4 packedNormalEnvIntensityFlags) // See: C++: addDeferredAttachments(), GLSL: softenLightF vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity) { - vec4 packedNormalEnvIntensityFlags = texture2DRect(normalMap, screenpos.xy); + vec4 packedNormalEnvIntensityFlags = texture2D(normalMap, screenpos.xy); n = getNormalFromPacked( packedNormalEnvIntensityFlags ); envIntensity = packedNormalEnvIntensityFlags.z; return packedNormalEnvIntensityFlags; @@ -188,9 +184,14 @@ float linearDepth(float d, float znear, float zfar) return znear * 2.0 * zfar / (zfar + znear - d * (zfar - znear)); } +float linearDepth01(float d, float znear, float zfar) +{ + return linearDepth(d, znear, zfar) / zfar; +} + float getDepth(vec2 pos_screen) { - float depth = texture2DRect(depthMap, pos_screen).r; + float depth = texture2D(depthMap, pos_screen).r; return depth; } @@ -333,6 +334,14 @@ vec4 getPositionWithDepth(vec2 pos_screen, float depth) return vec4(getPositionWithNDC(ndc), 1.0); } +vec2 getScreenCoord(vec4 clip) +{ + vec4 ndc = clip; + ndc.xyz /= clip.w; + vec2 screen = vec2( ndc.xy * 0.5 ); + screen += 0.5; + return screen; +} vec2 getScreenXY(vec4 clip) { diff --git a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl index 8d48bb016b..d9c0e590c8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl @@ -33,8 +33,8 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform sampler2DRect diffuseRect; -uniform sampler2DRect lightMap; +uniform sampler2D diffuseRect; +uniform sampler2D lightMap; uniform mat4 inv_proj; uniform vec2 screen_res; @@ -46,12 +46,12 @@ uniform float dof_height; VARYING vec2 vary_fragcoord; -vec4 dofSample(sampler2DRect tex, vec2 tc) +vec4 dofSample(sampler2D tex, vec2 tc) { tc.x = min(tc.x, dof_width); tc.y = min(tc.y, dof_height); - return texture2DRect(tex, tc); + return texture2D(tex, tc); } void main() @@ -60,7 +60,7 @@ void main() vec4 dof = dofSample(diffuseRect, vary_fragcoord.xy*res_scale); - vec4 diff = texture2DRect(lightMap, vary_fragcoord.xy); + vec4 diff = texture2D(lightMap, vary_fragcoord.xy); float a = min(abs(diff.a*2.0-1.0) * max_cof*res_scale*res_scale, 1.0); @@ -69,10 +69,10 @@ void main() float sc = a/res_scale; vec4 col; - col = texture2DRect(lightMap, vary_fragcoord.xy+vec2(sc,sc)); - col += texture2DRect(lightMap, vary_fragcoord.xy+vec2(-sc,sc)); - col += texture2DRect(lightMap, vary_fragcoord.xy+vec2(sc,-sc)); - col += texture2DRect(lightMap, vary_fragcoord.xy+vec2(-sc,-sc)); + col = texture2D(lightMap, vary_fragcoord.xy+vec2(sc,sc)/screen_res); + col += texture2D(lightMap, vary_fragcoord.xy+vec2(-sc,sc)/screen_res); + col += texture2D(lightMap, vary_fragcoord.xy+vec2(sc,-sc)/screen_res); + col += texture2D(lightMap, vary_fragcoord.xy+vec2(-sc,-sc)/screen_res); diff = mix(diff, col*0.25, a); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl index be1003a7e0..185c1150ef 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl @@ -31,10 +31,10 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform sampler2DRect diffuseMap; +uniform sampler2D diffuseMap; VARYING vec2 vary_fragcoord; void main() { - frag_color = texture2DRect(diffuseMap, vary_fragcoord.xy); + frag_color = texture2D(diffuseMap, vary_fragcoord.xy); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl index f2dc60aa5d..5488a63c6a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl @@ -39,7 +39,7 @@ void main() vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; - vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; + vary_fragcoord = (pos.xy * 0.5 + 0.5); vertex_color = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index 0ae4bbfc5d..8feeff848b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -33,9 +33,9 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform sampler2DRect depthMap; -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; +uniform sampler2D depthMap; +uniform sampler2D diffuseRect; +uniform sampler2D specularRect; uniform sampler2D noiseMap; uniform sampler2D lightFunc; @@ -54,6 +54,8 @@ VARYING vec4 vary_fragcoord; vec4 getPosition(vec2 pos_screen); vec3 getNorm(vec2 pos_screen); vec3 srgb_to_linear(vec3 c); +float getDepth(vec2 tc); +vec2 getScreenCoord(vec4 clip); void main() { @@ -62,7 +64,7 @@ void main() #endif vec3 out_col = vec3(0, 0, 0); - vec2 frag = (vary_fragcoord.xy * 0.5 + 0.5) * screen_res; + vec2 frag = getScreenCoord(vary_fragcoord); vec3 pos = getPosition(frag.xy).xyz; if (pos.z < far_z) { @@ -71,8 +73,8 @@ void main() vec3 norm = getNorm(frag.xy); - vec4 spec = texture2DRect(specularRect, frag.xy); - vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb; + vec4 spec = texture2D(specularRect, frag.xy); + vec3 diff = texture2D(diffuseRect, frag.xy).rgb; float noise = texture2D(noiseMap, frag.xy / 128.0).b; vec3 npos = normalize(-pos); diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl index eefefa640d..d71dc76423 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl @@ -23,8 +23,6 @@ * $/LicenseInfo$ */ -uniform mat4 modelview_projection_matrix; - ATTRIBUTE vec3 position; VARYING vec4 vary_fragcoord; @@ -32,7 +30,7 @@ VARYING vec4 vary_fragcoord; void main() { //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); + vec4 pos = vec4(position.xyz, 1.0); vary_fragcoord = pos; gl_Position = pos; diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 8dcc18080d..42a52d7908 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -38,10 +38,10 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; +uniform sampler2D diffuseRect; +uniform sampler2D specularRect; +uniform sampler2D depthMap; +uniform sampler2D normalMap; uniform sampler2D noiseMap; uniform sampler2D projectionMap; uniform sampler2D lightFunc; @@ -72,6 +72,7 @@ uniform vec2 screen_res; uniform mat4 inv_proj; vec3 getNorm(vec2 pos_screen); vec3 srgb_to_linear(vec3 c); +float getDepth(vec2 tc); vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) { @@ -137,7 +138,6 @@ void main() vec4 frag = vary_fragcoord; frag.xyz /= frag.w; frag.xyz = frag.xyz*0.5+0.5; - frag.xy *= screen_res; vec3 pos = getPosition(frag.xy).xyz; vec3 lv = center.xyz-pos.xyz; @@ -148,7 +148,7 @@ void main() discard; } - float envIntensity = texture2DRect(normalMap, frag.xy).z; + float envIntensity = texture2D(normalMap, frag.xy).z; vec3 norm = getNorm(frag.xy); float l_dist = -dot(lv, proj_n); @@ -180,7 +180,7 @@ void main() float da = dot(norm, lv); - vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; + vec3 diff_tex = texture2D(diffuseRect, frag.xy).rgb; vec3 dlit = vec3(0, 0, 0); @@ -220,7 +220,7 @@ void main() } - vec4 spec = texture2DRect(specularRect, frag.xy); + vec4 spec = texture2D(specularRect, frag.xy); if (spec.a > 0.0) { diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index 5bb034d5c1..40a4f86c37 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -33,12 +33,12 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect normalMap; +uniform sampler2D diffuseRect; +uniform sampler2D specularRect; +uniform sampler2D normalMap; uniform sampler2D noiseMap; uniform sampler2D lightFunc; -uniform sampler2DRect depthMap; +uniform sampler2D depthMap; uniform vec3 env_mat[3]; uniform float sun_wash; @@ -57,6 +57,7 @@ uniform vec4 viewport; vec3 getNorm(vec2 pos_screen); vec4 getPosition(vec2 pos_screen); +float getDepth(vec2 pos); vec3 srgb_to_linear(vec3 c); void main() @@ -64,7 +65,6 @@ void main() vec4 frag = vary_fragcoord; frag.xyz /= frag.w; frag.xyz = frag.xyz*0.5+0.5; - frag.xy *= screen_res; vec3 pos = getPosition(frag.xy).xyz; vec3 lv = trans_center.xyz-pos; @@ -88,7 +88,7 @@ void main() float noise = texture2D(noiseMap, frag.xy/128.0).b; - vec3 col = texture2DRect(diffuseRect, frag.xy).rgb; + vec3 col = texture2D(diffuseRect, frag.xy).rgb; float fa = falloff+1.0; float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); @@ -99,7 +99,7 @@ void main() col = color.rgb*lit*col; - vec4 spec = texture2DRect(specularRect, frag.xy); + vec4 spec = texture2D(specularRect, frag.xy); if (spec.a > 0.0) { lit = min(da*6.0, 1.0) * dist_atten; @@ -125,6 +125,7 @@ void main() { discard; } + final_color.rgb = vec3(getDepth(frag.xy)); frag_color.rgb = col; frag_color.a = 0.0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index f06f8c870b..5ca39d6966 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -33,7 +33,7 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform sampler2DRect diffuseRect; +uniform sampler2D diffuseRect; uniform mat4 inv_proj; uniform vec2 screen_res; @@ -44,7 +44,7 @@ VARYING vec2 vary_fragcoord; void dofSample(inout vec4 diff, inout float w, float min_sc, vec2 tc) { - vec4 s = texture2DRect(diffuseRect, tc); + vec4 s = texture2D(diffuseRect, tc); float sc = abs(s.a*2.0-1.0)*max_cof; @@ -63,7 +63,7 @@ void dofSample(inout vec4 diff, inout float w, float min_sc, vec2 tc) void dofSampleNear(inout vec4 diff, inout float w, float min_sc, vec2 tc) { - vec4 s = texture2DRect(diffuseRect, tc); + vec4 s = texture2D(diffuseRect, tc); float wg = 0.25; @@ -79,7 +79,7 @@ void main() { vec2 tc = vary_fragcoord.xy; - vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); + vec4 diff = texture2D(diffuseRect, vary_fragcoord.xy); { float w = 1.0; @@ -93,14 +93,14 @@ void main() { while (sc > 0.5) { - int its = int(max(1.0,(sc*3.7))); + int its = int(max(1.0,(sc*3.7))); for (int i=0; i nearPlaneZ) ? + (nearPlaneZ - csOrig.z) / csDir.z : maxDistance; + vec3 csEndPoint = csOrig + csDir * rayLength; + + // Project into homogeneous clip space + vec4 H0 = proj * vec4(csOrig, 1.0); + vec4 H1 = proj * vec4(csEndPoint, 1.0); + float k0 = 1.0 / H0.w, k1 = 1.0 / H1.w; + + // The interpolated homogeneous version of the camera-space points + vec3 Q0 = csOrig * k0, Q1 = csEndPoint * k1; + + // Screen-space endpoints + vec2 P0 = H0.xy * k0, P1 = H1.xy * k1; + + // If the line is degenerate, make it cover at least one pixel + // to avoid handling zero-pixel extent as a special case later + P1 += vec2((distanceSquared(P0, P1) < 0.0001) ? 0.01 : 0.0); + vec2 delta = P1 - P0; + + // Permute so that the primary iteration is in x to collapse + // all quadrant-specific DDA cases later + bool permute = false; + if (abs(delta.x) < abs(delta.y)) { + // This is a more-vertical line + permute = true; delta = delta.yx; P0 = P0.yx; P1 = P1.yx; + } + + float stepDir = sign(delta.x); + float invdx = stepDir / delta.x; + + // Track the derivatives of Q and k + vec3 dQ = (Q1 - Q0) * invdx; + float dk = (k1 - k0) * invdx; + vec2 dP = vec2(stepDir, delta.y * invdx); + + // Scale derivatives by the desired pixel stride and then + // offset the starting values by the jitter fraction + dP *= stride; dQ *= stride; dk *= stride; + P0 += dP * jitter; Q0 += dQ * jitter; k0 += dk * jitter; + + // Slide P from P0 to P1, (now-homogeneous) Q from Q0 to Q1, k from k0 to k1 + vec3 Q = Q0; + + // Adjust end condition for iteration direction + float end = P1.x * stepDir; + + float k = k0, stepCount = 0.0, prevZMaxEstimate = csOrig.z; + float rayZMin = prevZMaxEstimate, rayZMax = prevZMaxEstimate; + float sceneZMax = rayZMax + 100; + for (vec2 P = P0; + ((P.x * stepDir) <= end) && (stepCount < maxSteps) && + ((rayZMax < sceneZMax - zThickness) || (rayZMin > sceneZMax)) && + (sceneZMax != 0); + P += dP, Q.z += dQ.z, k += dk, ++stepCount) { + + rayZMin = prevZMaxEstimate; + rayZMax = (dQ.z * 0.5 + Q.z) / (dk * 0.5 + k); + prevZMaxEstimate = rayZMax; + if (rayZMin > rayZMax) { + float t = rayZMin; rayZMin = rayZMax; rayZMax = t; + } + + hitPixel = permute ? P.yx : P; + hitPixel.y = screen_res.y - hitPixel.y; + // You may need hitPixel.y = screen_res.y - hitPixel.y; here if your vertical axis + // is different than ours in screen space + sceneZMax = texelFetch(depthMap, ivec2(hitPixel)).r; + } + + // Advance Q based on the number of steps + Q.xy += dQ.xy * stepCount; + hitPoint = Q * (1.0 / k); + return (rayZMax >= sceneZMax - zThickness) && (rayZMin < sceneZMax); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl index 4134220306..5dc219702d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl @@ -23,8 +23,8 @@ * $/LicenseInfo$ */ -uniform sampler2DRect normalMap; -uniform sampler2DRect depthMap; +uniform sampler2D normalMap; +uniform sampler2D depthMap; uniform sampler2DShadow shadowMap0; uniform sampler2DShadow shadowMap1; uniform sampler2DShadow shadowMap2; diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 4b34e55efd..152402907b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -34,11 +34,11 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect normalMap; -uniform sampler2DRect lightMap; -uniform sampler2DRect depthMap; +uniform sampler2D diffuseRect; +uniform sampler2D specularRect; +uniform sampler2D normalMap; +uniform sampler2D lightMap; +uniform sampler2D depthMap; uniform samplerCube environmentMap; uniform sampler2D lightFunc; @@ -58,6 +58,7 @@ uniform vec2 screen_res; vec3 getNorm(vec2 pos_screen); vec4 getPositionWithDepth(vec2 pos_screen, float depth); +float getDepth(vec2 pos_screen); 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(); @@ -76,9 +77,9 @@ vec4 applyWaterFogView(vec3 pos, vec4 color); void main() { vec2 tc = vary_fragcoord.xy; - float depth = texture2DRect(depthMap, tc.xy).r; + float depth = getDepth(tc); vec4 pos = getPositionWithDepth(tc, depth); - vec4 norm = texture2DRect(normalMap, tc); + vec4 norm = texture2D(normalMap, tc); float envIntensity = norm.z; norm.xyz = getNorm(tc); @@ -87,12 +88,12 @@ void main() float light_gamma = 1.0/1.3; da = pow(da, light_gamma); - vec4 diffuse = texture2DRect(diffuseRect, tc); + vec4 diffuse = texture2D(diffuseRect, tc); //convert to gamma space diffuse.rgb = linear_to_srgb(diffuse.rgb); // SL-14035 - vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); + vec4 spec = texture2D(specularRect, vary_fragcoord.xy); vec3 color = vec3(0); float bloom = 0.0; { diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl index 8891315e15..23ad332db4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl @@ -22,8 +22,6 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - -uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; @@ -36,10 +34,10 @@ VARYING vec2 vary_fragcoord; void main() { //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); + vec4 pos = vec4(position.xyz, 1.0); gl_Position = pos; // appease OSX GLSL compiler/linker by touching all the varyings we said we would setAtmosAttenuation(vec3(1)); setAdditiveColor(vec3(0)); - vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; + vary_fragcoord = (pos.xy*0.5+0.5); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index 694b19cdfb..7f21a074bd 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -36,10 +36,10 @@ out vec4 frag_color; //class 1 -- no shadows -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; +uniform sampler2D diffuseRect; +uniform sampler2D specularRect; +uniform sampler2D depthMap; +uniform sampler2D normalMap; uniform samplerCube environmentMap; uniform sampler2D noiseMap; uniform sampler2D projectionMap; @@ -137,7 +137,6 @@ void main() vec4 frag = vary_fragcoord; frag.xyz /= frag.w; frag.xyz = frag.xyz*0.5+0.5; - frag.xy *= screen_res; vec3 pos = getPosition(frag.xy).xyz; vec3 lv = trans_center.xyz-pos.xyz; @@ -148,7 +147,7 @@ void main() discard; } - vec3 norm = texture2DRect(normalMap, frag.xy).xyz; + vec3 norm = texture2D(normalMap, frag.xy).xyz; float envIntensity = norm.z; norm = getNorm(frag.xy); norm = normalize(norm); @@ -176,11 +175,11 @@ void main() lv = normalize(lv); float da = dot(norm, lv); - vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; + vec3 diff_tex = texture2D(diffuseRect, frag.xy).rgb; //light shaders output linear and are gamma corrected later in postDeferredGammaCorrectF.glsl diff_tex.rgb = srgb_to_linear(diff_tex.rgb); - vec4 spec = texture2DRect(specularRect, frag.xy); + vec4 spec = texture2D(specularRect, frag.xy); float noise = texture2D(noiseMap, frag.xy/128.0).b; vec3 dlit = vec3(0, 0, 0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl index 15f141cbe5..d9a0b6c702 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl @@ -35,7 +35,7 @@ out vec4 frag_color; //class 1 -- no shadow, SSAO only -uniform sampler2DRect normalMap; +uniform sampler2D normalMap; // Inputs VARYING vec2 vary_fragcoord; diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl index 473d6df8fa..9d70b9d98d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl @@ -22,8 +22,6 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - -uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; @@ -34,8 +32,8 @@ uniform vec2 screen_res; void main() { //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); + vec4 pos = vec4(position.xyz, 1.0); gl_Position = pos; - vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; + vary_fragcoord = (pos.xy * 0.5 + 0.5); } -- cgit v1.2.3 From 34d3f94db6d2ab243f8ee63522e60cb1e22dedff Mon Sep 17 00:00:00 2001 From: Geenz Linden Date: Sun, 20 Nov 2022 11:09:05 +0100 Subject: Fix for SSAO not behaving properly. SL-18662 --- indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl | 10 +++++----- .../app_settings/shaders/class1/deferred/multiPointLightF.glsl | 2 +- .../app_settings/shaders/class1/deferred/multiSpotLightF.glsl | 2 +- .../app_settings/shaders/class1/deferred/pointLightF.glsl | 2 +- .../app_settings/shaders/class1/deferred/spotLightF.glsl | 2 +- 5 files changed, 9 insertions(+), 9 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl index f93ed6bc6d..37fe8287be 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl @@ -50,7 +50,7 @@ float getDepthAo(vec2 pos_screen) vec4 getPositionAo(vec2 pos_screen) { float depth = getDepthAo(pos_screen); - vec2 sc = (pos_screen); + vec2 sc = getScreenCoordinateAo(pos_screen); vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); vec4 pos = inv_proj * ndc; pos /= pos.w; @@ -71,7 +71,7 @@ vec2 getKern(int i) kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875; kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000; - return kern[i]; + return kern[i] / screen_res; } //calculate decreases in ambient lighting when crowded out (SSAO) @@ -79,8 +79,8 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen) { float ret = 1.0; vec3 pos_world = pos.xyz; - vec2 noise_reflect = texture2D(noiseMap, pos_screen.xy).xy; - + vec2 noise_reflect = texture2D(noiseMap, pos_screen.xy * (screen_res / 128)).xy; + float angle_hidden = 0.0; float points = 0; @@ -91,7 +91,7 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen) { vec2 samppos_screen = pos_screen + scale * reflect(getKern(i), noise_reflect); vec3 samppos_world = getPositionAo(samppos_screen).xyz; - + vec3 diff = pos_world - samppos_world; float dist2 = dot(diff, diff); diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index 8feeff848b..6763e2de7b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -76,7 +76,7 @@ void main() vec4 spec = texture2D(specularRect, frag.xy); vec3 diff = texture2D(diffuseRect, frag.xy).rgb; - float noise = texture2D(noiseMap, frag.xy / 128.0).b; + float noise = texture2D(noiseMap, frag.xy).b; vec3 npos = normalize(-pos); // As of OSX 10.6.7 ATI Apple's crash when using a variable size loop diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 42a52d7908..e9dac711c3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -172,7 +172,7 @@ void main() discard; } - float noise = texture2D(noiseMap, frag.xy/128.0).b; + float noise = texture2D(noiseMap, frag.xy).b; dist_atten *= noise; lv = proj_origin-pos.xyz; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index 40a4f86c37..f07ef92b26 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -86,7 +86,7 @@ void main() lv = normalize(lv); da = dot(norm, lv); - float noise = texture2D(noiseMap, frag.xy/128.0).b; + float noise = texture2D(noiseMap, frag.xy).b; vec3 col = texture2D(diffuseRect, frag.xy).rgb; diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index 7f21a074bd..0376f42319 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -181,7 +181,7 @@ void main() vec4 spec = texture2D(specularRect, frag.xy); - float noise = texture2D(noiseMap, frag.xy/128.0).b; + float noise = texture2D(noiseMap, frag.xy).b; vec3 dlit = vec3(0, 0, 0); if (proj_tc.z > 0.0 && -- cgit v1.2.3 From 3c20f0b1d4dd7257dc608823d82b6f798c492b43 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 5 Dec 2022 11:48:50 -0600 Subject: SL-18692 Fix for fullbright alpha not clipping against water plane (also fixes ultraspace particles). --- .../shaders/class1/deferred/fullbrightF.glsl | 37 ++++++++++++++-------- .../shaders/class1/deferred/fullbrightV.glsl | 4 --- 2 files changed, 23 insertions(+), 18 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index 33b97aefcb..73e5b401c0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -54,35 +54,44 @@ vec3 fullbrightScaleSoftClip(vec3 light); uniform float minimum_alpha; #endif +#ifdef IS_ALPHA +void waterClip(vec3 pos); +#endif + void main() { + +#ifdef IS_ALPHA + waterClip(vary_position.xyz); +#endif + #ifdef HAS_DIFFUSE_LOOKUP - vec4 color = diffuseLookup(vary_texcoord0.xy); + vec4 color = diffuseLookup(vary_texcoord0.xy); #else - vec4 color = texture2D(diffuseMap, vary_texcoord0.xy); + vec4 color = texture2D(diffuseMap, vary_texcoord0.xy); #endif - float final_alpha = color.a * vertex_color.a; + float final_alpha = color.a * vertex_color.a; #ifdef HAS_ALPHA_MASK - if (color.a < minimum_alpha) - { - discard; - } + if (color.a < minimum_alpha) + { + discard; + } #endif - color.rgb *= vertex_color.rgb; + color.rgb *= vertex_color.rgb; #ifdef WATER_FOG - vec3 pos = vary_position; - vec4 fogged = applyWaterFogView(pos, vec4(color.rgb, final_alpha)); - color.rgb = fogged.rgb; - color.a = fogged.a; + vec3 pos = vary_position; + vec4 fogged = applyWaterFogView(pos, vec4(color.rgb, final_alpha)); + color.rgb = fogged.rgb; + color.a = fogged.a; #else color.a = final_alpha; #endif - frag_color.rgb = srgb_to_linear(color.rgb); - frag_color.a = color.a; + frag_color.rgb = srgb_to_linear(color.rgb); + frag_color.a = color.a; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl index e71636f2c9..e565722164 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl @@ -38,9 +38,7 @@ void calcAtmospherics(vec3 inPositionEye); vec3 atmosAmbient(); vec3 atmosAffectDirectionalLight(float lightIntensity); -#ifdef WATER_FOG VARYING vec3 vary_position; -#endif VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; @@ -66,9 +64,7 @@ void main() gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); #endif -#ifdef WATER_FOG vary_position = pos.xyz; -#endif vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; -- cgit v1.2.3 From ec9557e4b3e7932c8f9a4c3729de45a8f4cb04f7 Mon Sep 17 00:00:00 2001 From: Cosmic Linden Date: Fri, 9 Dec 2022 18:35:37 -0800 Subject: SL-18740: Fix texture animations not working for GLTF materials --- .../newview/app_settings/shaders/class1/deferred/pbralphaV.glsl | 9 +++++---- .../newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl | 9 +++++---- 2 files changed, 10 insertions(+), 8 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl index 19bca098e8..a2ad1b70fb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl @@ -36,6 +36,7 @@ mat4 getObjectSkinnedTransform(); uniform mat3 normal_matrix; uniform mat4 modelview_projection_matrix; #endif +uniform mat4 texture_matrix0; #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) #if !defined(HAS_SKIN) @@ -92,10 +93,10 @@ void main() vary_fragcoord.xyz = vert.xyz + vec3(0,0,near_clip); #endif - basecolor_texcoord = (texture_basecolor_matrix * vec3(texcoord0,1)).xy; - normal_texcoord = (texture_normal_matrix * vec3(texcoord0,1)).xy; - metallic_roughness_texcoord = (texture_metallic_roughness_matrix * vec3(texcoord0,1)).xy; - emissive_texcoord = (texture_emissive_matrix * vec3(texcoord0,1)).xy; + basecolor_texcoord = (texture_matrix0 * vec4(texture_basecolor_matrix * vec3(texcoord0,1), 1)).xy; + normal_texcoord = (texture_matrix0 * vec4(texture_normal_matrix * vec3(texcoord0,1), 1)).xy; + metallic_roughness_texcoord = (texture_matrix0 * vec4(texture_metallic_roughness_matrix * vec3(texcoord0,1), 1)).xy; + emissive_texcoord = (texture_matrix0 * vec4(texture_emissive_matrix * vec3(texcoord0,1), 1)).xy; #ifdef HAS_SKIN vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl index 25bf19b4ec..5a69da641a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl @@ -36,6 +36,7 @@ mat4 getObjectSkinnedTransform(); uniform mat3 normal_matrix; uniform mat4 modelview_projection_matrix; #endif +uniform mat4 texture_matrix0; uniform mat3 texture_basecolor_matrix; uniform mat3 texture_normal_matrix; @@ -75,10 +76,10 @@ void main() gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); #endif - basecolor_texcoord = (texture_basecolor_matrix * vec3(texcoord0,1)).xy; - normal_texcoord = (texture_normal_matrix * vec3(texcoord0,1)).xy; - metallic_roughness_texcoord = (texture_metallic_roughness_matrix * vec3(texcoord0,1)).xy; - emissive_texcoord = (texture_emissive_matrix * vec3(texcoord0,1)).xy; + basecolor_texcoord = (texture_matrix0 * vec4(texture_basecolor_matrix * vec3(texcoord0,1), 1)).xy; + normal_texcoord = (texture_matrix0 * vec4(texture_normal_matrix * vec3(texcoord0,1), 1)).xy; + metallic_roughness_texcoord = (texture_matrix0 * vec4(texture_metallic_roughness_matrix * vec3(texcoord0,1), 1)).xy; + emissive_texcoord = (texture_matrix0 * vec4(texture_emissive_matrix * vec3(texcoord0,1), 1)).xy; #ifdef HAS_SKIN vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz; -- cgit v1.2.3 From fe37ea5b3f6e5d0b222441496105072a276e2926 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 12 Dec 2022 15:35:52 -0600 Subject: SL-18790 Fix for transparent objects casting shadows when they ought not. --- .../shaders/class1/deferred/shadowAlphaMaskF.glsl | 18 ++++++++++++++++++ 1 file changed, 18 insertions(+) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl index 32e9714a75..1a344045fe 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl @@ -48,6 +48,24 @@ void main() discard; } +#if !defined(IS_FULLBRIGHT) + alpha *= vertex_color.a; +#endif + + if (alpha < 0.05) // treat as totally transparent + { + discard; + } + + if (alpha < 0.88) // treat as semi-transparent + { + if (fract(0.5*floor(target_pos_x / post_pos.w )) < 0.25) + { + discard; + } + } + + frag_color = vec4(1,1,1,1); #if !defined(DEPTH_CLAMP) -- cgit v1.2.3 From e6b5481cad3f81f18ff04ff6af86bd7ad5b9c5da Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 14 Dec 2022 11:00:31 -0600 Subject: SL-18782 WIP -- stub for reflection probe display. --- .../app_settings/shaders/class1/deferred/reflectionProbeF.glsl | 6 ++++++ 1 file changed, 6 insertions(+) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/reflectionProbeF.glsl index dd850ff97c..95abd4d932 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/reflectionProbeF.glsl @@ -38,6 +38,12 @@ void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, pos, norm, glossiness, false); } +vec4 sampleReflectionProbesDebug(vec3 pos) +{ + //output green to debug display + return vec4(0, 1, 0, 0.5); +} + void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, vec3 pos, vec3 norm, float glossiness, float envIntensity) { -- cgit v1.2.3 From 57c54ec4b75aac8ba2a4235f88760bd8534f2c7a Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 16 Dec 2022 08:59:02 -0600 Subject: SL-18851 Fix for PBR materials sometimes not casting shadows when they should. --- .../app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl index 1a344045fe..06ebeb8281 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl @@ -48,6 +48,8 @@ void main() discard; } +#if !defined(GLTF) + #if !defined(IS_FULLBRIGHT) alpha *= vertex_color.a; #endif @@ -64,7 +66,7 @@ void main() discard; } } - +#endif frag_color = vec4(1,1,1,1); -- cgit v1.2.3 From 493d501cde13abf1ac4164cd77286f068da3a62c Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 10 Jan 2023 19:49:18 -0600 Subject: SL-18869 Optimizations -- Revive "Frame Profile" and GL_DEPTH_CLAMP. Remove usage of gl_FragDepth from shadow shaders. --- .../class1/deferred/attachmentAlphaMaskShadowF.glsl | 4 ---- .../shaders/class1/deferred/attachmentAlphaShadowF.glsl | 5 ----- .../shaders/class1/deferred/avatarAlphaMaskShadowF.glsl | 4 ---- .../shaders/class1/deferred/avatarAlphaShadowF.glsl | 5 ----- .../shaders/class1/deferred/avatarShadowF.glsl | 4 ---- .../shaders/class1/deferred/shadowAlphaMaskF.glsl | 4 ---- .../app_settings/shaders/class1/deferred/shadowF.glsl | 11 ----------- .../app_settings/shaders/class1/deferred/shadowV.glsl | 16 ++-------------- .../shaders/class1/deferred/treeShadowF.glsl | 1 - 9 files changed, 2 insertions(+), 52 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl index c2372fcbc0..26d23aec79 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl @@ -57,8 +57,4 @@ void main() } frag_color = vec4(1,1,1,1); - -#if !defined(DEPTH_CLAMP) - gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); -#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowF.glsl index d0a049d372..57fd620cae 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowF.glsl @@ -60,9 +60,4 @@ void main() } frag_color = vec4(1,1,1,1); - -#if !defined(DEPTH_CLAMP) - gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); -#endif - } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl index f231213ac8..407ee39fbb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl @@ -58,8 +58,4 @@ void main() } frag_color = vec4(1,1,1,1); - -#if !defined(DEPTH_CLAMP) - gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); -#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl index 0e66c722b6..cfebc7bc66 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl @@ -60,9 +60,4 @@ void main() } frag_color = vec4(1,1,1,1); - -#if !defined(DEPTH_CLAMP) - gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); -#endif - } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl index 50020a50d8..57c4bafd79 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl @@ -40,9 +40,5 @@ VARYING vec4 post_pos; void main() { frag_color = vec4(1,1,1,1); - -#if !defined(DEPTH_CLAMP) - gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); -#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl index 06ebeb8281..68e9addc1b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl @@ -69,8 +69,4 @@ void main() #endif frag_color = vec4(1,1,1,1); - -#if !defined(DEPTH_CLAMP) - gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); -#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl index 1ea96918bb..406a7ef3b3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl @@ -25,20 +25,9 @@ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -VARYING vec4 post_pos; void main() { frag_color = vec4(1,1,1,1); - -#if !defined(DEPTH_CLAMP) - gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); -#endif - } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl index 72bd0f0f34..e83cda89ef 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl @@ -25,21 +25,9 @@ uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; - -VARYING vec4 post_pos; +in vec3 position; void main() { - //transform vertex - vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0); - - post_pos = pos; - -#if !defined(DEPTH_CLAMP) - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -#else - gl_Position = pos; -#endif - + gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl index e34d75ba1d..802179a401 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl @@ -49,5 +49,4 @@ void main() frag_color = vec4(1,1,1,1); - gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); } -- cgit v1.2.3 From b4f53334141b179bdb1762636ce313f14d9e2b10 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 11 Jan 2023 11:28:45 -0600 Subject: SL-18869 Touch up -- Prune "post_pos" from shadow shaders that don't need it and fix non-standard gl_Position z values --- .../deferred/attachmentAlphaMaskShadowF.glsl | 60 ------------------ .../class1/deferred/attachmentAlphaShadowF.glsl | 63 ------------------ .../class1/deferred/attachmentAlphaShadowV.glsl | 74 ---------------------- .../shaders/class1/deferred/attachmentShadowF.glsl | 41 ------------ .../shaders/class1/deferred/attachmentShadowV.glsl | 50 --------------- .../class1/deferred/avatarAlphaMaskShadowF.glsl | 4 -- .../class1/deferred/avatarAlphaShadowF.glsl | 4 -- .../class1/deferred/avatarAlphaShadowV.glsl | 9 --- .../shaders/class1/deferred/avatarShadowF.glsl | 8 --- .../shaders/class1/deferred/avatarShadowV.glsl | 10 --- .../class1/deferred/shadowAlphaMaskSkinnedV.glsl | 4 -- .../shaders/class1/deferred/shadowAlphaMaskV.glsl | 4 -- .../shaders/class1/deferred/shadowCubeV.glsl | 10 --- .../shaders/class1/deferred/shadowSkinnedV.glsl | 9 --- .../shaders/class1/deferred/shadowV.glsl | 1 + .../shaders/class1/deferred/treeShadowF.glsl | 9 +-- .../class1/deferred/treeShadowSkinnedV.glsl | 9 +-- .../shaders/class1/deferred/treeShadowV.glsl | 13 ++-- 18 files changed, 9 insertions(+), 373 deletions(-) delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowF.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowV.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl deleted file mode 100644 index 26d23aec79..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl +++ /dev/null @@ -1,60 +0,0 @@ -/** - * @file attachmentAlphaMaskShadowF.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform float minimum_alpha; - -uniform sampler2D diffuseMap; - -VARYING vec4 post_pos; -VARYING vec2 vary_texcoord0; -VARYING float pos_w; -VARYING float target_pos_x; -VARYING vec4 vertex_color; - -void main() -{ - float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a; - - if (alpha < 0.05) // treat as totally transparent - { - discard; - } - - if (alpha < minimum_alpha) // treat as semi-transparent - { - //if (fract(0.5*floor(target_pos_x / pos_w )) < 0.25) - { - discard; - } - } - - frag_color = vec4(1,1,1,1); -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowF.glsl deleted file mode 100644 index 57fd620cae..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowF.glsl +++ /dev/null @@ -1,63 +0,0 @@ -/** - * @file attachmentAlphaShadowF.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform float minimum_alpha; -uniform sampler2D diffuseMap; - -VARYING float pos_w; -VARYING float target_pos_x; - -#if !defined(DEPTH_CLAMP) -VARYING vec4 post_pos; -#endif - -VARYING vec2 vary_texcoord0; -VARYING vec4 vertex_color; - -void main() -{ - float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a * vertex_color.a; - - if (alpha < 0.05) // treat as totally transparent - { - discard; - } - - if (alpha < minimum_alpha) - { - if (fract(0.5*floor(target_pos_x / pos_w )) < 0.25) - { - discard; - } - } - - frag_color = vec4(1,1,1,1); -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowV.glsl deleted file mode 100644 index a7bf4d7780..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowV.glsl +++ /dev/null @@ -1,74 +0,0 @@ -/** - * @file attachmentAlphaShadowV.glsl - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -uniform mat4 projection_matrix; -uniform mat4 modelview_matrix; -uniform mat4 texture_matrix0; -uniform float shadow_target_width; - -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; - -mat4 getObjectSkinnedTransform(); -void passTextureIndex(); - -#if !defined(DEPTH_CLAMP) -VARYING vec4 post_pos; -#endif -VARYING vec2 vary_texcoord0; -VARYING float pos_w; -VARYING float target_pos_x; -VARYING vec4 vertex_color; - -void main() -{ - //transform vertex - mat4 mat = getObjectSkinnedTransform(); - - mat = modelview_matrix * mat; - vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; - - vec4 p = projection_matrix * vec4(pos, 1.0); - - pos_w = p.w; - - target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; - - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - - vertex_color = diffuse_color; - -#if !defined(DEPTH_CLAMP) - p.z = max(p.z, -p.w+0.01); - post_pos = p; - gl_Position = p; -#else - gl_Position = p; -#endif - - passTextureIndex(); -} - diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl deleted file mode 100644 index 8e9a5fcd41..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl +++ /dev/null @@ -1,41 +0,0 @@ -/** - * @file avatarShadowF.glsl - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D diffuseMap; - -VARYING vec2 vary_texcoord0; - -void main() -{ - frag_color = vec4(1,1,1,1); -} - diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl deleted file mode 100644 index 0fa0edfd67..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl +++ /dev/null @@ -1,50 +0,0 @@ -/** - * @file attachmentShadowV.glsl - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -uniform mat4 projection_matrix; -uniform mat4 modelview_matrix; -uniform mat4 texture_matrix0; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; - -mat4 getObjectSkinnedTransform(); - -void main() -{ - //transform vertex - mat4 mat = getObjectSkinnedTransform(); - - mat = modelview_matrix * mat; - vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; - - - vec4 p = projection_matrix * vec4(pos, 1.0); -#if !defined(DEPTH_CLAMP) - p.z = max(p.z, -p.w+0.01); - gl_Position = p; -#else - gl_Position = p; -#endif -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl index 407ee39fbb..44f67899e4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl @@ -32,10 +32,6 @@ out vec4 frag_color; uniform float minimum_alpha; uniform sampler2D diffuseMap; -#if !defined(DEPTH_CLAMP) -VARYING vec4 post_pos; -#endif - VARYING float target_pos_x; VARYING float pos_w; VARYING vec2 vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl index cfebc7bc66..9a0024ede9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl @@ -33,10 +33,6 @@ uniform float minimum_alpha; uniform sampler2D diffuseMap; -#if !defined(DEPTH_CLAMP) -VARYING vec4 post_pos; -#endif - VARYING float pos_w; VARYING float target_pos_x; VARYING vec2 vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl index 40ac7b1f95..dfe7077db5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl @@ -34,9 +34,6 @@ ATTRIBUTE vec3 position; ATTRIBUTE vec3 normal; ATTRIBUTE vec2 texcoord0; -#if !defined(DEPTH_CLAMP) -VARYING vec4 post_pos; -#endif VARYING float pos_w; VARYING float target_pos_x; VARYING vec2 vary_texcoord0; @@ -66,13 +63,7 @@ void main() vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; -#if !defined(DEPTH_CLAMP) - post_pos = pos; - - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -#else gl_Position = pos; -#endif passTextureIndex(); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl index 57c4bafd79..0c386ade6c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl @@ -25,18 +25,10 @@ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform sampler2D diffuseMap; -#if !defined(DEPTH_CLAMP) -VARYING vec4 post_pos; -#endif - void main() { frag_color = vec4(1,1,1,1); diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl index 91b25613e0..ac8a483a6a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl @@ -31,10 +31,6 @@ ATTRIBUTE vec3 position; ATTRIBUTE vec3 normal; ATTRIBUTE vec2 texcoord0; -#if !defined(DEPTH_CLAMP) -VARYING vec4 post_pos; -#endif - void main() { vec4 pos; @@ -53,13 +49,7 @@ void main() norm = normalize(norm); pos = projection_matrix * pos; -#if !defined(DEPTH_CLAMP) - post_pos = pos; - - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -#else gl_Position = pos; -#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskSkinnedV.glsl index 2b17aea75a..61c9e60744 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskSkinnedV.glsl @@ -57,11 +57,7 @@ void main() post_pos = pos; -#if !defined(DEPTH_CLAMP) - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -#else gl_Position = pos; -#endif passTextureIndex(); diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl index b6a0f0b165..40f8fc9894 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl @@ -47,11 +47,7 @@ void main() post_pos = pos; -#if !defined(DEPTH_CLAMP) - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -#else gl_Position = pos; -#endif passTextureIndex(); diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl index 0e74d2eb8a..9608e89169 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl @@ -27,10 +27,6 @@ uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; -#if !defined(DEPTH_CLAMP) -VARYING vec4 post_pos; -#endif - uniform vec3 box_center; uniform vec3 box_size; @@ -40,11 +36,5 @@ void main() vec3 p = position*box_size+box_center; vec4 pos = modelview_projection_matrix*vec4(p.xyz, 1.0); -#if !defined(DEPTH_CLAMP) - post_pos = pos; - - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -#else gl_Position = pos; -#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl index bdf8e0854d..186ba49969 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl @@ -28,8 +28,6 @@ uniform mat4 projection_matrix; ATTRIBUTE vec3 position; -VARYING vec4 post_pos; - mat4 getObjectSkinnedTransform(); void main() @@ -41,12 +39,5 @@ void main() vec4 pos = (mat*vec4(position.xyz, 1.0)); pos = projection_matrix*pos; - post_pos = pos; - -#if !defined(DEPTH_CLAMP) - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -#else gl_Position = pos; -#endif - } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl index e83cda89ef..bd62954ff8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl @@ -29,5 +29,6 @@ in vec3 position; void main() { + //transform vertex gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl index 802179a401..c850a39d6f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl @@ -25,18 +25,14 @@ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR + out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform float minimum_alpha; uniform sampler2D diffuseMap; -VARYING vec4 post_pos; -VARYING vec2 vary_texcoord0; +in vec2 vary_texcoord0; void main() { @@ -48,5 +44,4 @@ void main() } frag_color = vec4(1,1,1,1); - } diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl index d9ca6d3a46..5a7cf369b5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl @@ -30,8 +30,7 @@ uniform mat4 projection_matrix; ATTRIBUTE vec3 position; ATTRIBUTE vec2 texcoord0; -VARYING vec4 post_pos; -VARYING vec2 vary_texcoord0; +out vec2 vary_texcoord0; mat4 getObjectSkinnedTransform(); @@ -43,11 +42,7 @@ void main() mat = modelview_matrix * mat; vec4 pos = mat * vec4(position.xyz, 1.0); - pos = projection_matrix * pos; - - post_pos = pos; - - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); + gl_Position = projection_matrix * pos; vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl index e472a75304..3102c870fc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl @@ -26,20 +26,15 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec2 texcoord0; -VARYING vec4 post_pos; -VARYING vec2 vary_texcoord0; +out vec2 vary_texcoord0; void main() { //transform vertex - vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0); - - post_pos = pos; - - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); + gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; } -- cgit v1.2.3 From c83e66414848e468cce01d36c1054b2e9314baf9 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 20 Jan 2023 13:00:40 -0600 Subject: SL-18869 GL 3 compatibility pass and minor decruft. --- indra/newview/app_settings/shaders/class1/deferred/starsF.glsl | 1 - 1 file changed, 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl index 6376527273..152316c117 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl @@ -36,7 +36,6 @@ VARYING vec2 vary_texcoord0; VARYING vec2 screenpos; uniform sampler2D diffuseMap; -uniform sampler2D altDiffuseMap; uniform float blend_factor; uniform float custom_alpha; uniform float time; -- cgit v1.2.3 From 8bad6ccde406566cd6859db69c45c06eb6001386 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 23 Jan 2023 12:24:06 -0600 Subject: SL-19015 Fix gamma correct shader noise parameters (remove banding) --- .../shaders/class1/deferred/postDeferredGammaCorrect.glsl | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index a73a59bc6f..987b2d1fe8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -84,7 +84,9 @@ void main() //this is the one of the rare spots where diffuseRect contains linear color values (not sRGB) vec4 diff = texture2D(diffuseRect, vary_fragcoord); diff.rgb = linear_to_srgb(diff.rgb); - vec3 seed = (diff.rgb+vec3(1.0))*vec3(vary_fragcoord.xy, vary_fragcoord.x+vary_fragcoord.y); + vec2 tc = vary_fragcoord.xy*screen_res; + + vec3 seed = (diff.rgb+vec3(1.0))*vec3(tc.xy, tc.x+tc.y); vec3 nz = vec3(noise(seed.rg), noise(seed.gb), noise(seed.rb)); diff.rgb += nz*0.008; //diff.rgb = nz; -- cgit v1.2.3 From 6419e7f9f96ddee14c33a97eef4860efff2b2923 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 23 Jan 2023 16:17:12 -0600 Subject: SL-19015 Fix for ugly SSAO --- .../app_settings/shaders/class1/deferred/blurLightF.glsl | 16 ++++++++++------ 1 file changed, 10 insertions(+), 6 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index 9bead273ff..93a85cad40 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -39,6 +39,7 @@ uniform sampler2D lightMap; uniform float dist_factor; uniform float blur_size; uniform vec2 delta; +uniform vec2 screen_res; uniform vec3 kern[4]; uniform float kern_scale; @@ -52,8 +53,8 @@ void main() vec2 tc = vary_fragcoord.xy; vec3 norm = getNorm(tc); vec3 pos = getPosition(tc).xyz; - vec4 ccol = texture2D(lightMap, tc).rgba; - + vec4 ccol = texture(lightMap, tc).rgba; + vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy); dlt /= max(-pos.z*dist_factor, 1.0); @@ -64,7 +65,8 @@ void main() float pointplanedist_tolerance_pow2 = pos.z*pos.z*0.00005; // perturb sampling origin slightly in screen-space to hide edge-ghosting artifacts where smoothing radius is quite large - float tc_mod = 0.5*(tc.x + tc.y); // mod(tc.x+tc.y,2) + tc *= screen_res; + float tc_mod = 0.5*(tc.x + tc.y); tc_mod -= floor(tc_mod); tc_mod *= 2.0; tc += ( (tc_mod - 0.5) * kern[1].z * dlt * 0.5 ); @@ -83,13 +85,14 @@ void main() for (int i = 1; i < 7; i++) { vec2 samptc = tc + k[i].z*dlt*2.0; + samptc /= screen_res; vec3 samppos = getPosition(samptc).xyz; float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane if (d*d <= pointplanedist_tolerance_pow2) { - col += texture2D(lightMap, samptc)*k[i].xyxx; + col += texture(lightMap, samptc)*k[i].xyxx; defined_weight += k[i].xy; } } @@ -97,19 +100,20 @@ void main() for (int i = 1; i < 7; i++) { vec2 samptc = tc - k[i].z*dlt*2.0; + samptc /= screen_res; vec3 samppos = getPosition(samptc).xyz; float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane if (d*d <= pointplanedist_tolerance_pow2) { - col += texture2D(lightMap, samptc)*k[i].xyxx; + col += texture(lightMap, samptc)*k[i].xyxx; defined_weight += k[i].xy; } } col /= defined_weight.xyxx; - //col.y *= max(col.y, 0.75); + //col.y *= col.y; frag_color = col; -- cgit v1.2.3 From a851aa83e705fa4a1c78919cfcac6709cfb1a875 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 24 Jan 2023 12:50:17 -0600 Subject: SL-18958 Fix for broken water distortion map and depth buffer. Incidental decruft. --- .../shaders/class1/deferred/shadowUtil.glsl | 22 ++++++++++++++++++++++ 1 file changed, 22 insertions(+) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl index 5dc219702d..cd49202f89 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl @@ -25,12 +25,18 @@ uniform sampler2D normalMap; uniform sampler2D depthMap; + +#if defined(SUN_SHADOW) uniform sampler2DShadow shadowMap0; uniform sampler2DShadow shadowMap1; uniform sampler2DShadow shadowMap2; uniform sampler2DShadow shadowMap3; +#endif + +#if defined(SPOT_SHADOW) uniform sampler2DShadow shadowMap4; uniform sampler2DShadow shadowMap5; +#endif uniform vec3 sun_dir; uniform vec3 moon_dir; @@ -48,6 +54,7 @@ uniform int sun_up_factor; float pcfShadow(sampler2DShadow shadowMap, vec3 norm, vec4 stc, float bias_mul, vec2 pos_screen, vec3 light_dir) { +#if defined(SUN_SHADOW) float offset = shadow_bias * bias_mul; stc.xyz /= stc.w; stc.z += offset * 2.0; @@ -59,10 +66,14 @@ float pcfShadow(sampler2DShadow shadowMap, vec3 norm, vec4 stc, float bias_mul, shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.5/shadow_res.x, -0.5/shadow_res.y, 0.0)).x; shadow += shadow2D(shadowMap, stc.xyz+vec3(-0.5/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; return clamp(shadow * 0.125, 0.0, 1.0); +#else + return 1.0; +#endif } float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen) { +#if defined(SPOT_SHADOW) stc.xyz /= stc.w; stc.z += spot_shadow_bias * bias_scale; stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap @@ -78,10 +89,14 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x; shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x; return shadow*0.2; +#else + return 1.0; +#endif } float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen) { +#if defined(SUN_SHADOW) float shadow = 0.0f; vec3 light_dir = normalize((sun_up_factor == 1) ? sun_dir : moon_dir); @@ -175,10 +190,14 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen) } //shadow = min(dp_directional_light,shadow); return shadow; +#else + return 1.0; +#endif } float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen) { +#if defined(SPOT_SHADOW) float shadow = 0.0f; pos += norm * spot_shadow_offset; @@ -217,5 +236,8 @@ float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen) shadow = 1.0f; } return shadow; +#else + return 1.0; +#endif } -- cgit v1.2.3 From 623bb4d58c197fccc8a795426c5864104301cebe Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 24 Jan 2023 14:17:36 -0600 Subject: SL-18772 Potential fix for failed shader load on Intel HD 3000 --- .../shaders/class1/deferred/multiPointLightF.glsl | 117 +-------------------- .../shaders/class1/deferred/pointLightF.glsl | 104 +----------------- 2 files changed, 4 insertions(+), 217 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index 6763e2de7b..8fdb5e7154 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -23,124 +23,11 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable + // debug stub -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D depthMap; -uniform sampler2D diffuseRect; -uniform sampler2D specularRect; -uniform sampler2D noiseMap; -uniform sampler2D lightFunc; - -uniform vec3 env_mat[3]; -uniform float sun_wash; -uniform int light_count; -uniform vec4 light[LIGHT_COUNT]; -uniform vec4 light_col[LIGHT_COUNT]; - -uniform vec2 screen_res; -uniform float far_z; -uniform mat4 inv_proj; - -VARYING vec4 vary_fragcoord; - -vec4 getPosition(vec2 pos_screen); -vec3 getNorm(vec2 pos_screen); -vec3 srgb_to_linear(vec3 c); -float getDepth(vec2 tc); -vec2 getScreenCoord(vec4 clip); void main() { -#if defined(LOCAL_LIGHT_KILL) - discard; // Bail immediately -#endif - - vec3 out_col = vec3(0, 0, 0); - vec2 frag = getScreenCoord(vary_fragcoord); - vec3 pos = getPosition(frag.xy).xyz; - if (pos.z < far_z) - { - discard; - } - - vec3 norm = getNorm(frag.xy); - - vec4 spec = texture2D(specularRect, frag.xy); - vec3 diff = texture2D(diffuseRect, frag.xy).rgb; - - float noise = texture2D(noiseMap, frag.xy).b; - vec3 npos = normalize(-pos); - - // As of OSX 10.6.7 ATI Apple's crash when using a variable size loop - for (int i = 0; i < LIGHT_COUNT; ++i) - { - vec3 lv = light[i].xyz - pos; - float dist = length(lv); - dist /= light[i].w; - if (dist <= 1.0) - { - float da = dot(norm, lv); - if (da > 0.0) - { - lv = normalize(lv); - da = dot(norm, lv); - - float fa = light_col[i].a + 1.0; - float dist_atten = clamp(1.0 - (dist - 1.0 * (1.0 - fa)) / fa, 0.0, 1.0); - dist_atten *= dist_atten; - - // Tweak falloff slightly to match pre-EEP attenuation - // NOTE: this magic number also shows up in a great many other places, search for dist_atten *= to audit - dist_atten *= 2.0; - - dist_atten *= noise; - - float lit = da * dist_atten; - - vec3 col = light_col[i].rgb * lit * diff; - - if (spec.a > 0.0) - { - lit = min(da * 6.0, 1.0) * dist_atten; - vec3 h = normalize(lv + npos); - float nh = dot(norm, h); - float nv = dot(norm, 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); - col += lit * scol * light_col[i].rgb * spec.rgb; - } - } - - out_col += col; - } - } - } - - frag_color.rgb = out_col; - frag_color.a = 0.0; - -#ifdef IS_AMD_CARD - // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage - // awawy which leads to unfun crashes and artifacts. - vec4 dummy1 = light[0]; - vec4 dummy2 = light_col[0]; - vec4 dummy3 = light[LIGHT_COUNT - 1]; - vec4 dummy4 = light_col[LIGHT_COUNT - 1]; -#endif + frag_color = vec4(0.5, 0.5, 0.0, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index f07ef92b26..a025c4a1b4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -22,111 +22,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - -#extension GL_ARB_texture_rectangle : enable -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR +// debug stub out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D diffuseRect; -uniform sampler2D specularRect; -uniform sampler2D normalMap; -uniform sampler2D noiseMap; -uniform sampler2D lightFunc; -uniform sampler2D depthMap; - -uniform vec3 env_mat[3]; -uniform float sun_wash; - -uniform vec3 color; -uniform float falloff; -uniform float size; - -VARYING vec4 vary_fragcoord; -VARYING vec3 trans_center; - -uniform vec2 screen_res; - -uniform mat4 inv_proj; -uniform vec4 viewport; - -vec3 getNorm(vec2 pos_screen); -vec4 getPosition(vec2 pos_screen); -float getDepth(vec2 pos); -vec3 srgb_to_linear(vec3 c); void main() { - vec4 frag = vary_fragcoord; - frag.xyz /= frag.w; - frag.xyz = frag.xyz*0.5+0.5; - - vec3 pos = getPosition(frag.xy).xyz; - vec3 lv = trans_center.xyz-pos; - float dist = length(lv); - dist /= size; - if (dist > 1.0) - { - discard; - } - - vec3 norm = getNorm(frag.xy); - - float da = dot(norm, lv); - if (da < 0.0) - { - discard; - } - - lv = normalize(lv); - da = dot(norm, lv); - - float noise = texture2D(noiseMap, frag.xy).b; - - vec3 col = texture2D(diffuseRect, frag.xy).rgb; - - float fa = falloff+1.0; - float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); - dist_atten *= dist_atten; - dist_atten *= 2.0; - - float lit = da * dist_atten * noise; - - col = color.rgb*lit*col; - - vec4 spec = texture2D(specularRect, frag.xy); - if (spec.a > 0.0) - { - lit = min(da*6.0, 1.0) * dist_atten; - - vec3 npos = -normalize(pos); - vec3 h = normalize(lv+npos); - float nh = dot(norm, h); - float nv = dot(norm, 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); - col += lit*scol*color.rgb*spec.rgb; - } - } - - if (dot(col, col) <= 0.0) - { - discard; - } - final_color.rgb = vec3(getDepth(frag.xy)); - - frag_color.rgb = col; - frag_color.a = 0.0; + frag_color = vec4(0.0, 0.5, 0.5, 0.0); } -- cgit v1.2.3 From 3ef31cb9b28f7b026e109eab69d383dddc922850 Mon Sep 17 00:00:00 2001 From: RunitaiLinden Date: Fri, 27 Jan 2023 17:24:22 -0600 Subject: SL-19203 et al -- Integrate SSR with reflection probes, tweak probe blending. (#63) * SL-19203 WIP -- Integrate SSR with reflection probes. Decruft LLRenderTarget. * SL-19203 WIP -- Re-integrate SSR. Incidental decruft. * SL-19203 WIP -- SSR frame delta correction (still broken for Z) * SL-19203 WIP -- SSR frame delta Z fix * SL-19203 WIP -- Make SSR toggleable again and disable SSR in cube snapshots. * SL-19203 WIP -- Soften sphere probe transitions and fix reflections on void water (make fallback probe a simple terrain+water+sky probe). Remove parallax correction for automatic probes to reduce artifacts. * SL-19203 Tune probe blending. * SL-19203 Cleanup. --- .../shaders/class1/deferred/reflectionProbeF.glsl | 4 +- .../class1/deferred/screenSpaceReflPostF.glsl | 32 +------ .../class1/deferred/screenSpaceReflUtil.glsl | 101 ++------------------- 3 files changed, 15 insertions(+), 122 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/reflectionProbeF.glsl index 95abd4d932..2ffe688524 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/reflectionProbeF.glsl @@ -25,14 +25,14 @@ // fallback stub -- will be used if actual reflection probe shader failed to load (output pink so it's obvious) void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, - vec3 pos, vec3 norm, float glossiness, bool errorCorrect) + vec2 tc, vec3 pos, vec3 norm, float glossiness, bool errorCorrect) { ambenv = vec3(1,0,1); glossenv = vec3(1,0,1); } void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, - vec3 pos, vec3 norm, float glossiness) + vec2 tc, vec3 pos, vec3 norm, float glossiness) { sampleReflectionProbes(ambenv, glossenv, pos, norm, glossiness, false); diff --git a/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflPostF.glsl b/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflPostF.glsl index 8373567bb0..df16e7f0e7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflPostF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflPostF.glsl @@ -23,35 +23,11 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable + // debug stub -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform vec2 screen_res; -uniform mat4 projection_matrix; -uniform mat4 inv_proj; -uniform float zNear; -uniform float zFar; - -VARYING vec2 vary_fragcoord; - -uniform sampler2D depthMap; -uniform sampler2D normalMap; -uniform sampler2D sceneMap; -uniform sampler2D diffuseRect; - -vec3 getNorm(vec2 screenpos); -float getDepth(vec2 pos_screen); -float linearDepth(float d, float znear, float zfar); -void main() { - vec2 tc = vary_fragcoord.xy; - vec4 pos = getPositionWithDepth(tc, getDepth(tc)); - frag_color = pos; +void main() +{ + frag_color = vec4(0.5, 0.4, 0.1, 0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl index 6dfc89a6c6..b3da216b81 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl @@ -23,98 +23,15 @@ * $/LicenseInfo$ */ -uniform sampler2D depthMap; -uniform sampler2D normalMap; -uniform sampler2D sceneMap; -uniform vec2 screen_res; -uniform mat4 projection_matrix; +// debug stub -// Shamelessly taken from http://casual-effects.blogspot.com/2014/08/screen-space-ray-tracing.html -// Original paper: https://jcgt.org/published/0003/04/04/ -// By Morgan McGuire and Michael Mara at Williams College 2014 -// Released as open source under the BSD 2-Clause License -// http://opensource.org/licenses/BSD-2-Clause - -float distanceSquared(vec2 a, vec2 b) { a -= b; return dot(a, a); } - -bool traceScreenSpaceRay1(vec3 csOrig, vec3 csDir, mat4 proj, float zThickness, - float nearPlaneZ, float stride, float jitter, const float maxSteps, float maxDistance, - out vec2 hitPixel, out vec3 hitPoint) +float random (vec2 uv) { - - // Clip to the near plane - float rayLength = ((csOrig.z + csDir.z * maxDistance) > nearPlaneZ) ? - (nearPlaneZ - csOrig.z) / csDir.z : maxDistance; - vec3 csEndPoint = csOrig + csDir * rayLength; - - // Project into homogeneous clip space - vec4 H0 = proj * vec4(csOrig, 1.0); - vec4 H1 = proj * vec4(csEndPoint, 1.0); - float k0 = 1.0 / H0.w, k1 = 1.0 / H1.w; - - // The interpolated homogeneous version of the camera-space points - vec3 Q0 = csOrig * k0, Q1 = csEndPoint * k1; - - // Screen-space endpoints - vec2 P0 = H0.xy * k0, P1 = H1.xy * k1; - - // If the line is degenerate, make it cover at least one pixel - // to avoid handling zero-pixel extent as a special case later - P1 += vec2((distanceSquared(P0, P1) < 0.0001) ? 0.01 : 0.0); - vec2 delta = P1 - P0; - - // Permute so that the primary iteration is in x to collapse - // all quadrant-specific DDA cases later - bool permute = false; - if (abs(delta.x) < abs(delta.y)) { - // This is a more-vertical line - permute = true; delta = delta.yx; P0 = P0.yx; P1 = P1.yx; - } - - float stepDir = sign(delta.x); - float invdx = stepDir / delta.x; - - // Track the derivatives of Q and k - vec3 dQ = (Q1 - Q0) * invdx; - float dk = (k1 - k0) * invdx; - vec2 dP = vec2(stepDir, delta.y * invdx); - - // Scale derivatives by the desired pixel stride and then - // offset the starting values by the jitter fraction - dP *= stride; dQ *= stride; dk *= stride; - P0 += dP * jitter; Q0 += dQ * jitter; k0 += dk * jitter; - - // Slide P from P0 to P1, (now-homogeneous) Q from Q0 to Q1, k from k0 to k1 - vec3 Q = Q0; - - // Adjust end condition for iteration direction - float end = P1.x * stepDir; - - float k = k0, stepCount = 0.0, prevZMaxEstimate = csOrig.z; - float rayZMin = prevZMaxEstimate, rayZMax = prevZMaxEstimate; - float sceneZMax = rayZMax + 100; - for (vec2 P = P0; - ((P.x * stepDir) <= end) && (stepCount < maxSteps) && - ((rayZMax < sceneZMax - zThickness) || (rayZMin > sceneZMax)) && - (sceneZMax != 0); - P += dP, Q.z += dQ.z, k += dk, ++stepCount) { - - rayZMin = prevZMaxEstimate; - rayZMax = (dQ.z * 0.5 + Q.z) / (dk * 0.5 + k); - prevZMaxEstimate = rayZMax; - if (rayZMin > rayZMax) { - float t = rayZMin; rayZMin = rayZMax; rayZMax = t; - } - - hitPixel = permute ? P.yx : P; - hitPixel.y = screen_res.y - hitPixel.y; - // You may need hitPixel.y = screen_res.y - hitPixel.y; here if your vertical axis - // is different than ours in screen space - sceneZMax = texelFetch(depthMap, ivec2(hitPixel)).r; - } - - // Advance Q based on the number of steps - Q.xy += dQ.xy * stepCount; - hitPoint = Q * (1.0 / k); - return (rayZMax >= sceneZMax - zThickness) && (rayZMin < sceneZMax); + return 0; } + +float tapScreenSpaceReflection(int totalSamples, vec2 tc, vec3 viewPos, vec3 n, inout vec4 collectedColor, sampler2D source) +{ + collectedColor = vec4(0); + return 0; +} \ No newline at end of file -- cgit v1.2.3 From 12afbacd83f07f5df11e15996b8f6357fb49b9b2 Mon Sep 17 00:00:00 2001 From: Brad Linden Date: Mon, 30 Jan 2023 10:09:04 -0800 Subject: Fix DRTVWR-559 EOL at EOF to pass coding policy checks --- .../app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl index b3da216b81..d054305767 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl @@ -34,4 +34,4 @@ float tapScreenSpaceReflection(int totalSamples, vec2 tc, vec3 viewPos, vec3 n, { collectedColor = vec4(0); return 0; -} \ No newline at end of file +} -- cgit v1.2.3 From 6f136d403b6bbccae80661c6585f29e1caed3a7c Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 1 Feb 2023 17:09:34 -0600 Subject: SL-19000 Fix various 3D UI components not respecting depth buffer. Incidental decruft. Do I get a prize for 1000th jira? --- .../newview/app_settings/shaders/class1/deferred/fxaaF.glsl | 12 ++++-------- 1 file changed, 4 insertions(+), 8 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl index 226e63cdda..50d697ae12 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl @@ -28,11 +28,7 @@ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif #define FXAA_PC 1 //#define FXAA_GLSL_130 1 @@ -2092,6 +2088,7 @@ half4 FxaaPixelShader( #endif uniform sampler2D diffuseMap; +uniform sampler2D depthMap; uniform vec2 rcp_screen_res; uniform vec4 rcp_frame_opt; @@ -2120,8 +2117,7 @@ void main() - //diff = texture2D(diffuseMap, vary_tc); - - frag_color = diff; - + frag_color = diff; + + gl_FragDepth = texture(depthMap, vary_fragcoord.xy).r; } -- cgit v1.2.3 From be8c7a42b5378aa86c345386609fbd939fce9007 Mon Sep 17 00:00:00 2001 From: Brad Linden Date: Thu, 2 Feb 2023 13:07:57 -0800 Subject: Fixups after merge for DRTVWR-559 --- indra/newview/app_settings/shaders/class1/deferred/skyF.glsl | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl index 849e1c4893..0c398b263f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl @@ -26,7 +26,7 @@ /*[EXTRA_CODE_HERE]*/ // Inputs -VARYING vec4 vary_HazeColor; +VARYING vec3 vary_HazeColor; VARYING float vary_LightNormPosDot; uniform sampler2D rainbow_map; @@ -46,7 +46,6 @@ out vec4 frag_data[3]; // The fragment shader for the sky ///////////////////////////////////////////////////////////////////////// -VARYING vec3 vary_HazeColor; vec3 rainbow(float d) { -- cgit v1.2.3 From 1962f0b3b1d140a64bdc0ed77119f859d1d02a8e Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 2 Feb 2023 16:15:14 -0600 Subject: DRTVWR-559 Merge fix. --- indra/newview/app_settings/shaders/class1/deferred/skyV.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index 3b24311f2b..1424b57d6f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -96,7 +96,7 @@ void main() vec3 light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y); // Calculate relative weights - vec3 combined_haze = abs(blue_density) + vec4(abs(haze_density)); + vec3 combined_haze = abs(blue_density) + vec3(abs(haze_density)); vec3 blue_weight = blue_density / combined_haze; vec3 haze_weight = haze_density / combined_haze; -- cgit v1.2.3 From 830cb6b66551025285120fb628f0b5ebf3841756 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 3 Feb 2023 17:18:39 -0600 Subject: SL-19148 Decruft some forward shaders and drawpools. Fix HUDs being in wrong color space. --- .../shaders/class1/deferred/fullbrightF.glsl | 17 +++-- .../shaders/class1/deferred/fullbrightShinyF.glsl | 78 +--------------------- 2 files changed, 11 insertions(+), 84 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index 73e5b401c0..afe504743d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -27,19 +27,15 @@ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif #if !defined(HAS_DIFFUSE_LOOKUP) uniform sampler2D diffuseMap; #endif -VARYING vec3 vary_position; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec3 vary_position; +in vec4 vertex_color; +in vec2 vary_texcoord0; #ifdef WATER_FOG vec4 applyWaterFogView(vec3 pos, vec4 color); @@ -68,7 +64,7 @@ void main() #ifdef HAS_DIFFUSE_LOOKUP vec4 color = diffuseLookup(vary_texcoord0.xy); #else - vec4 color = texture2D(diffuseMap, vary_texcoord0.xy); + vec4 color = texture(diffuseMap, vary_texcoord0.xy); #endif float final_alpha = color.a * vertex_color.a; @@ -91,7 +87,10 @@ void main() color.a = final_alpha; #endif - frag_color.rgb = srgb_to_linear(color.rgb); +#ifndef IS_HUD + color.rgb = srgb_to_linear(color.rgb); +#endif + frag_color.rgb = color.rgb; frag_color.a = color.a; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl index f693323d45..850f7ebb38 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl @@ -22,85 +22,13 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - -/*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -#ifndef HAS_DIFFUSE_LOOKUP -uniform sampler2D diffuseMap; -#endif - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_texcoord1; -VARYING vec3 vary_position; - -uniform samplerCube environmentMap; +//debug stub -// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; used in LLDrawPoolAlpha::beginRenderPass() -uniform int no_atmo; - -vec3 fullbrightShinyAtmosTransport(vec3 light); -vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten); -vec3 fullbrightScaleSoftClip(vec3 light); - -void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); - -vec3 linear_to_srgb(vec3 c); -vec3 srgb_to_linear(vec3 c); +out vec4 frag_color; -// See: -// class1\deferred\fullbrightShinyF.glsl -// class1\lighting\lightFullbrightShinyF.glsl void main() { -#ifdef HAS_DIFFUSE_LOOKUP - vec4 color = diffuseLookup(vary_texcoord0.xy); -#else - vec4 color = texture2D(diffuseMap, vary_texcoord0.xy); -#endif - - color.rgb *= vertex_color.rgb; - - // SL-9632 HUDs are affected by Atmosphere - if (no_atmo == 0) - { - vec3 sunlit; - vec3 amblit; - vec3 additive; - vec3 atten; - vec3 pos = vary_position.xyz; - - calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false); - - vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; - float env_intensity = vertex_color.a; - - //color.rgb = srgb_to_linear(color.rgb); - color.rgb = mix(color.rgb, envColor.rgb, env_intensity); - color.rgb = fullbrightAtmosTransportFrag(color.rgb, additive, atten); - color.rgb = fullbrightScaleSoftClip(color.rgb); - } - -/* - // NOTE: HUD objects will be full bright. Uncomment if you want "some" environment lighting effecting these HUD objects. - else - { - vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; - float env_intensity = vertex_color.a; - color.rgb = mix(color.rgb, envColor.rgb, env_intensity); - } -*/ - - color.a = 1.0; - - //color.rgb = linear_to_srgb(color.rgb); - - frag_color = color; + frag_color = vec4(0.25, 0.5, 0, 1.0); } -- cgit v1.2.3 From 1c2410b8af62254e96d60b2ae2e411d4756215e4 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 3 Feb 2023 19:45:31 -0600 Subject: SL-19148 Decruft followthrough -- decruft shader tree and some remaining forward rendering code. --- .../shaders/class1/deferred/alphaF.glsl | 35 --- .../shaders/class1/deferred/fullbrightShinyF.glsl | 34 --- .../shaders/class1/deferred/indirect.glsl | 30 --- .../shaders/class1/deferred/luminanceF.glsl | 40 --- .../shaders/class1/deferred/luminanceV.glsl | 45 ---- .../shaders/class1/deferred/materialF.glsl | 52 ---- .../shaders/class1/deferred/multiPointLightF.glsl | 33 --- .../shaders/class1/deferred/multiPointLightV.glsl | 37 --- .../shaders/class1/deferred/multiSpotLightF.glsl | 283 --------------------- .../shaders/class1/deferred/pbralphaF.glsl | 34 --- .../shaders/class1/deferred/pointLightF.glsl | 32 --- .../shaders/class1/deferred/pointLightV.glsl | 45 ---- .../shaders/class1/deferred/postgiF.glsl | 99 ------- .../shaders/class1/deferred/reflectionProbeF.glsl | 64 ----- .../class1/deferred/screenSpaceReflPostF.glsl | 33 --- .../class1/deferred/screenSpaceReflPostV.glsl | 39 --- .../shaders/class1/deferred/softenLightF.glsl | 165 ------------ .../shaders/class1/deferred/softenLightV.glsl | 43 ---- .../shaders/class1/deferred/spotLightF.glsl | 278 -------------------- .../shaders/class1/deferred/sunLightF.glsl | 41 --- .../class1/deferred/sunLightNoFragCoordV.glsl | 37 --- .../shaders/class1/deferred/sunLightSSAOF.glsl | 62 ----- .../shaders/class1/deferred/sunLightV.glsl | 39 --- .../shaders/class1/deferred/waterF.glsl | 36 --- 24 files changed, 1636 deletions(-) delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/indirect.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/materialF.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/reflectionProbeF.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflPostF.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflPostV.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/sunLightNoFragCoordV.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/waterF.glsl (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl deleted file mode 100644 index f4ec1ec532..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ /dev/null @@ -1,35 +0,0 @@ -/** - * @file alphaF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -//class1/deferred/alphaF.glsl - - -out vec4 frag_color; - -void main() -{ - frag_color = vec4(1,0,1,0.5); -} - diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl deleted file mode 100644 index 850f7ebb38..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl +++ /dev/null @@ -1,34 +0,0 @@ -/** - * @file fullbrightShinyF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -//debug stub - -out vec4 frag_color; - -void main() -{ - frag_color = vec4(0.25, 0.5, 0, 1.0); -} - diff --git a/indra/newview/app_settings/shaders/class1/deferred/indirect.glsl b/indra/newview/app_settings/shaders/class1/deferred/indirect.glsl deleted file mode 100644 index 49bfa660f8..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/indirect.glsl +++ /dev/null @@ -1,30 +0,0 @@ -/** - * @file class1/deferred/indirect.glsl - * - * $LicenseInfo:firstyear=2018&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -vec3 getIndirect(vec3 ambient, vec3 norm, vec3 pos, vec2 pos_screen) -{ - return ambient; -} - diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl deleted file mode 100644 index 185c1150ef..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl +++ /dev/null @@ -1,40 +0,0 @@ -/** - * @file luminanceF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D diffuseMap; -VARYING vec2 vary_fragcoord; - -void main() -{ - frag_color = texture2D(diffuseMap, vary_fragcoord.xy); -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl deleted file mode 100644 index 5488a63c6a..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl +++ /dev/null @@ -1,45 +0,0 @@ -/** - * @file giV.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; - -VARYING vec2 vary_fragcoord; -VARYING vec4 vertex_color; - -uniform vec2 screen_res; - -void main() -{ - //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_Position = pos; - - vary_fragcoord = (pos.xy * 0.5 + 0.5); - - vertex_color = diffuse_color; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl deleted file mode 100644 index 51a36935f2..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ /dev/null @@ -1,52 +0,0 @@ -/** -* @file materialF.glsl -* -* $LicenseInfo:firstyear=2007&license=viewerlgpl$ -* Second Life Viewer Source Code -* Copyright (C) 2007, Linden Research, Inc. -* -* This library is free software; you can redistribute it and/or -* modify it under the terms of the GNU Lesser General Public -* License as published by the Free Software Foundation; -* version 2.1 of the License only. -* -* This library is distributed in the hope that it will be useful, -* but WITHOUT ANY WARRANTY; without even the implied warranty of -* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU -* Lesser General Public License for more details. -* -* You should have received a copy of the GNU Lesser General Public -* License along with this library; if not, write to the Free Software -* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA -* -* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA -* $/LicenseInfo$ -*/ - - -/*[EXTRA_CODE_HERE]*/ - -//class1/deferred/materialF.glsl - -// Debug stub for non-pbr material - -#define DIFFUSE_ALPHA_MODE_BLEND 1 - -#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) -out vec4 frag_color; -#else -out vec4 frag_data[4]; -#endif - -void main() -{ -#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) - frag_color = vec4(1, 0, 0, 0.5); -#else - // emissive red PBR material - frag_data[0] = vec4(0, 0, 0, 0); - frag_data[1] = vec4(0, 0, 0, 0); - frag_data[2] = vec4(1, 0, 0, GBUFFER_FLAG_HAS_PBR); - frag_data[3] = vec4(1, 0, 0, 0); -#endif -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl deleted file mode 100644 index 8fdb5e7154..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ /dev/null @@ -1,33 +0,0 @@ -/** - * @file class1/deferred/multiPointLightF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - - // debug stub - -out vec4 frag_color; - -void main() -{ - frag_color = vec4(0.5, 0.5, 0.0, 0.0); -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl deleted file mode 100644 index d71dc76423..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl +++ /dev/null @@ -1,37 +0,0 @@ -/** - * @file multiPointLightV.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -ATTRIBUTE vec3 position; - -VARYING vec4 vary_fragcoord; - -void main() -{ - //transform vertex - vec4 pos = vec4(position.xyz, 1.0); - vary_fragcoord = pos; - - gl_Position = pos; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl deleted file mode 100644 index e9dac711c3..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ /dev/null @@ -1,283 +0,0 @@ -/** - * @file multiSpotLightF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - - - -//class 1 -- no shadows - -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_shader_texture_lod : enable - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D diffuseRect; -uniform sampler2D specularRect; -uniform sampler2D depthMap; -uniform sampler2D normalMap; -uniform sampler2D noiseMap; -uniform sampler2D projectionMap; -uniform sampler2D lightFunc; - -uniform mat4 proj_mat; //screen space to light space -uniform float proj_near; //near clip for projection -uniform vec3 proj_p; //plane projection is emitting from (in screen space) -uniform vec3 proj_n; -uniform float proj_focus; //distance from plane to begin blurring -uniform float proj_lod; //(number of mips in proj map) -uniform float proj_range; //range between near clip and far clip plane of projection -uniform float proj_ambient_lod; -uniform float proj_ambiance; -uniform float near_clip; -uniform float far_clip; - -uniform vec3 proj_origin; //origin of projection to be used for angular attenuation -uniform float sun_wash; - -uniform vec3 center; -uniform vec3 color; -uniform float falloff; -uniform float size; - -VARYING vec4 vary_fragcoord; -uniform vec2 screen_res; - -uniform mat4 inv_proj; -vec3 getNorm(vec2 pos_screen); -vec3 srgb_to_linear(vec3 c); -float getDepth(vec2 tc); - -vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - ret.rgb = srgb_to_linear(ret.rgb); - - vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); - - float det = min(lod/(proj_lod*0.5), 1.0); - - float d = min(dist.x, dist.y); - - d *= min(1, d * (proj_lod - lod)); - - float edge = 0.25*det; - - ret *= clamp(d/edge, 0.0, 1.0); - - return ret; -} - -vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - ret.rgb = srgb_to_linear(ret.rgb); - - vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); - - float det = min(lod/(proj_lod*0.5), 1.0); - - float d = min(dist.x, dist.y); - - float edge = 0.25*det; - - ret *= clamp(d/edge, 0.0, 1.0); - - return ret; -} - -vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - ret.rgb = srgb_to_linear(ret.rgb); - - vec2 dist = tc-vec2(0.5); - - float d = dot(dist,dist); - - ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0); - - return ret; -} - -vec4 getPosition(vec2 pos_screen); - -void main() -{ - vec3 col = vec3(0,0,0); - -#if defined(LOCAL_LIGHT_KILL) - discard; -#else - vec4 frag = vary_fragcoord; - frag.xyz /= frag.w; - frag.xyz = frag.xyz*0.5+0.5; - - vec3 pos = getPosition(frag.xy).xyz; - vec3 lv = center.xyz-pos.xyz; - float dist = length(lv); - dist /= size; - if (dist > 1.0) - { - discard; - } - - float envIntensity = texture2D(normalMap, frag.xy).z; - vec3 norm = getNorm(frag.xy); - - float l_dist = -dot(lv, proj_n); - - vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); - if (proj_tc.z < 0.0) - { - discard; - } - - proj_tc.xyz /= proj_tc.w; - - float fa = falloff+1.0; - float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); - dist_atten *= dist_atten; - dist_atten *= 2.0; - - - if (dist_atten <= 0.0) - { - discard; - } - - float noise = texture2D(noiseMap, frag.xy).b; - dist_atten *= noise; - - lv = proj_origin-pos.xyz; - lv = normalize(lv); - float da = dot(norm, lv); - - - vec3 diff_tex = texture2D(diffuseRect, frag.xy).rgb; - - vec3 dlit = vec3(0, 0, 0); - - - if (proj_tc.z > 0.0 && - proj_tc.x < 1.0 && - proj_tc.y < 1.0 && - proj_tc.x > 0.0 && - proj_tc.y > 0.0) - { - float lit = 0.0; - float amb_da = proj_ambiance; - - if (da > 0.0) - { - float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); - float lod = diff * proj_lod; - - vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); - - dlit = color.rgb * plcol.rgb * plcol.a; - - lit = da * dist_atten; - - col = dlit*lit*diff_tex; - amb_da += (da*0.5)*proj_ambiance; - } - //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); - vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod); - - amb_da += (da*da*0.5+0.5)*proj_ambiance; - - amb_da *= dist_atten * noise; - - amb_da = min(amb_da, 1.0-lit); - col += amb_da*color.rgb*diff_tex*amb_plcol.rgb*amb_plcol.a; - } - - - vec4 spec = texture2D(specularRect, frag.xy); - - if (spec.a > 0.0) - { - dlit *= min(da*6.0, 1.0) * dist_atten; - - vec3 npos = -normalize(pos); - - //vec3 ref = dot(pos+lv, norm); - vec3 h = normalize(lv+npos); - float nh = dot(norm, h); - float nv = dot(norm, 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); - col += dlit*scol*spec.rgb; - //col += spec.rgb; - } - } - - if (envIntensity > 0.0) - { - vec3 ref = reflect(normalize(pos), norm); - - //project from point pos in direction ref to plane proj_p, proj_n - vec3 pdelta = proj_p-pos; - float ds = dot(ref, proj_n); - - if (ds < 0.0) - { - vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; - - vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); - - if (stc.z > 0.0) - { - stc /= stc.w; - - if (stc.x < 1.0 && - stc.y < 1.0 && - stc.x > 0.0 && - stc.y > 0.0) - { - col += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * envIntensity; - } - } - } - } -#endif - - //output linear, sum of lights will be gamma corrected later - frag_color.rgb = col; - frag_color.a = 0.0; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl deleted file mode 100644 index fc1024f4f1..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl +++ /dev/null @@ -1,34 +0,0 @@ -/** - * @file class1\deferred\pbralphaF.glsl - * - * $LicenseInfo:firstyear=2022&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2022, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -/*[EXTRA_CODE_HERE]*/ - -out vec4 frag_color; - -void main() -{ - frag_color = vec4(0,1,0,0.5); -} - diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl deleted file mode 100644 index a025c4a1b4..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ /dev/null @@ -1,32 +0,0 @@ -/** - * @file class1\deferred\pointLightF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -// debug stub -out vec4 frag_color; - -void main() -{ - frag_color = vec4(0.0, 0.5, 0.5, 0.0); -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl deleted file mode 100644 index 3da8531442..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl +++ /dev/null @@ -1,45 +0,0 @@ -/** - * @file pointLightV.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -uniform mat4 modelview_projection_matrix; -uniform mat4 modelview_matrix; - -ATTRIBUTE vec3 position; - -uniform vec3 center; -uniform float size; - -VARYING vec4 vary_fragcoord; -VARYING vec3 trans_center; - -void main() -{ - //transform vertex - vec3 p = position*size+center; - vec4 pos = modelview_projection_matrix * vec4(p.xyz, 1.0); - vary_fragcoord = pos; - trans_center = (modelview_matrix*vec4(center.xyz, 1.0)).xyz; - gl_Position = pos; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl deleted file mode 100644 index 8111f43c28..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl +++ /dev/null @@ -1,99 +0,0 @@ -/** - * @file postgiF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -/*[EXTRA_CODE_HERE]*/ - - #ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D depthMap; -uniform sampler2D normalMap; -uniform sampler2D giLightMap; -uniform sampler2D noiseMap; - -uniform vec2 kern[32]; -uniform float dist_factor; -uniform float blur_size; -uniform vec2 delta; -uniform int kern_length; -uniform float kern_scale; -uniform vec3 blur_quad; - -VARYING vec2 vary_fragcoord; - -uniform mat4 inv_proj; -uniform vec2 screen_res; - -vec4 getPosition(vec2 pos_screen); - -void main() -{ - vec3 norm = texture2D(normalMap, vary_fragcoord.xy).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - vec3 pos = getPosition(vary_fragcoord.xy).xyz; - - vec3 ccol = texture2D(giLightMap, vary_fragcoord.xy).rgb; - vec2 dlt = kern_scale * delta/(1.0+norm.xy*norm.xy); - dlt /= max(-pos.z*dist_factor, 1.0); - float defined_weight = kern[0].x; - vec3 col = vec3(0.0); - - for (int i = 0; i < kern_length; i++) - { - vec2 tc = vary_fragcoord.xy + kern[i].y*dlt; - vec3 sampNorm = texture2D(normalMap, tc.xy).xyz; - sampNorm = vec3((sampNorm.xy-0.5)*2.0,sampNorm.z); // unpack norm - - float d = dot(norm.xyz, sampNorm); - - if (d > 0.8) - { - vec3 samppos = getPosition(tc.xy).xyz; - samppos -= pos; - if (dot(samppos,samppos) < -0.05*pos.z) - { - col += texture2D(giLightMap, tc).rgb*kern[i].x; - defined_weight += kern[i].x; - } - } - } - - col /= defined_weight; - - //col = ccol; - - col = col*col*blur_quad.x + col*blur_quad.y + blur_quad.z; - - frag_color.rgb = col; - -#ifdef IS_AMD_CARD - // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts. - vec2 dummy1 = kern[0]; - vec2 dummy2 = kern[31]; -#endif -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/reflectionProbeF.glsl deleted file mode 100644 index 2ffe688524..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/reflectionProbeF.glsl +++ /dev/null @@ -1,64 +0,0 @@ -/** - * @file class1/deferred/reflectionProbeF.glsl - * - * $LicenseInfo:firstyear=2022&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2022, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -// fallback stub -- will be used if actual reflection probe shader failed to load (output pink so it's obvious) -void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, - vec2 tc, vec3 pos, vec3 norm, float glossiness, bool errorCorrect) -{ - ambenv = vec3(1,0,1); - glossenv = vec3(1,0,1); -} - -void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, - vec2 tc, vec3 pos, vec3 norm, float glossiness) -{ - sampleReflectionProbes(ambenv, glossenv, - pos, norm, glossiness, false); -} - -vec4 sampleReflectionProbesDebug(vec3 pos) -{ - //output green to debug display - return vec4(0, 1, 0, 0.5); -} - -void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, - vec3 pos, vec3 norm, float glossiness, float envIntensity) -{ - ambenv = vec3(1,0,1); - glossenv = vec3(1,0,1); - legacyenv = vec3(1,0,1); -} - -void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm) -{ - -} - -void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity) -{ - -} - diff --git a/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflPostF.glsl b/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflPostF.glsl deleted file mode 100644 index df16e7f0e7..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflPostF.glsl +++ /dev/null @@ -1,33 +0,0 @@ -/** - * @file class3/deferred/screenSpaceReflPostF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - - // debug stub - -out vec4 frag_color; - -void main() -{ - frag_color = vec4(0.5, 0.4, 0.1, 0); -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflPostV.glsl b/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflPostV.glsl deleted file mode 100644 index 966e7e1cbb..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflPostV.glsl +++ /dev/null @@ -1,39 +0,0 @@ -/** - * @file class3/deferred/screenSpaceReflPostV.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -ATTRIBUTE vec3 position; - -uniform vec2 screen_res; - -VARYING vec2 vary_fragcoord; - -void main() -{ - //transform vertex - vec4 pos = vec4(position.xyz, 1.0); - gl_Position = pos; - - vary_fragcoord = pos.xy * 0.5 + 0.5; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl deleted file mode 100644 index 152402907b..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ /dev/null @@ -1,165 +0,0 @@ -/** - * @file class1/deferred/softenLightF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_shader_texture_lod : enable - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D diffuseRect; -uniform sampler2D specularRect; -uniform sampler2D normalMap; -uniform sampler2D lightMap; -uniform sampler2D depthMap; -uniform samplerCube environmentMap; -uniform sampler2D lightFunc; - -uniform float blur_size; -uniform float blur_fidelity; - -// Inputs -uniform mat3 env_mat; - -uniform vec3 sun_dir; -uniform vec3 moon_dir; -uniform int sun_up_factor; -VARYING vec2 vary_fragcoord; - -uniform mat4 inv_proj; -uniform vec2 screen_res; - -vec3 getNorm(vec2 pos_screen); -vec4 getPositionWithDepth(vec2 pos_screen, float depth); -float getDepth(vec2 pos_screen); - -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); -vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten); -vec3 fullbrightScaleSoftClip(vec3 light); - -vec3 linear_to_srgb(vec3 c); -vec3 srgb_to_linear(vec3 c); - -#ifdef WATER_FOG -vec4 applyWaterFogView(vec3 pos, vec4 color); -#endif - -void main() -{ - vec2 tc = vary_fragcoord.xy; - float depth = getDepth(tc); - vec4 pos = getPositionWithDepth(tc, depth); - vec4 norm = texture2D(normalMap, tc); - float envIntensity = norm.z; - norm.xyz = getNorm(tc); - - vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; - float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0); - float light_gamma = 1.0/1.3; - da = pow(da, light_gamma); - - vec4 diffuse = texture2D(diffuseRect, tc); - - //convert to gamma space - diffuse.rgb = linear_to_srgb(diffuse.rgb); // SL-14035 - - vec4 spec = texture2D(specularRect, vary_fragcoord.xy); - 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, 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); - - color.rgb *= ambient; - - vec3 sun_contrib = da * sunlit; - - color.rgb += sun_contrib; - - color.rgb *= diffuse.rgb; - - vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); - - if (spec.a > 0.0) // specular 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; - color.rgb += spec_contrib; - } - - 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; - color = mix(color.rgb, reflected_color, envIntensity); - } - - if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS)) - { - color = mix(atmosFragLighting(color, additive, atten), fullbrightAtmosTransportFrag(color, additive, atten), diffuse.a); - color = mix(scaleSoftClipFrag(color), fullbrightScaleSoftClip(color), diffuse.a); - } - - #ifdef WATER_FOG - vec4 fogged = applyWaterFogView(pos.xyz,vec4(color, bloom)); - color = fogged.rgb; - bloom = fogged.a; - #endif - - } - - // 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 = bloom; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl deleted file mode 100644 index 23ad332db4..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl +++ /dev/null @@ -1,43 +0,0 @@ -/** - * @file softenLightV.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -ATTRIBUTE vec3 position; - -uniform vec2 screen_res; - -void setAtmosAttenuation(vec3 c); -void setAdditiveColor(vec3 c); - -VARYING vec2 vary_fragcoord; -void main() -{ - //transform vertex - vec4 pos = vec4(position.xyz, 1.0); - gl_Position = pos; - // appease OSX GLSL compiler/linker by touching all the varyings we said we would - setAtmosAttenuation(vec3(1)); - setAdditiveColor(vec3(0)); - vary_fragcoord = (pos.xy*0.5+0.5); -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl deleted file mode 100644 index 0376f42319..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ /dev/null @@ -1,278 +0,0 @@ -/** - * @file spotLightF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_shader_texture_lod : enable - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -//class 1 -- no shadows - -uniform sampler2D diffuseRect; -uniform sampler2D specularRect; -uniform sampler2D depthMap; -uniform sampler2D normalMap; -uniform samplerCube environmentMap; -uniform sampler2D noiseMap; -uniform sampler2D projectionMap; -uniform sampler2D lightFunc; - -uniform mat4 proj_mat; //screen space to light space -uniform float proj_near; //near clip for projection -uniform vec3 proj_p; //plane projection is emitting from (in screen space) -uniform vec3 proj_n; -uniform float proj_focus; //distance from plane to begin blurring -uniform float proj_lod; //(number of mips in proj map) -uniform float proj_range; //range between near clip and far clip plane of projection -uniform float proj_ambient_lod; -uniform float proj_ambiance; -uniform float near_clip; -uniform float far_clip; - -uniform vec3 proj_origin; //origin of projection to be used for angular attenuation -uniform float sun_wash; - -uniform float size; -uniform vec3 color; -uniform float falloff; - -VARYING vec3 trans_center; -VARYING vec4 vary_fragcoord; -uniform vec2 screen_res; - -uniform mat4 inv_proj; - -vec3 getNorm(vec2 pos_screen); -vec3 srgb_to_linear(vec3 c); - -vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - ret.rgb = srgb_to_linear(ret.rgb); - - vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); - - float det = min(lod/(proj_lod*0.5), 1.0); - - float d = min(dist.x, dist.y); - - d *= min(1, d * (proj_lod - lod)); - - float edge = 0.25*det; - - ret *= clamp(d/edge, 0.0, 1.0); - - return ret; -} - -vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - ret.rgb = srgb_to_linear(ret.rgb); - - vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); - - float det = min(lod/(proj_lod*0.5), 1.0); - - float d = min(dist.x, dist.y); - - float edge = 0.25*det; - - ret *= clamp(d/edge, 0.0, 1.0); - - return ret; -} - -vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - ret.rgb = srgb_to_linear(ret.rgb); - - vec2 dist = tc-vec2(0.5); - - float d = dot(dist,dist); - - ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0); - - return ret; -} - -vec4 getPosition(vec2 pos_screen); - -void main() -{ - vec3 col = vec3(0,0,0); - -#if defined(LOCAL_LIGHT_KILL) - discard; -#else - vec4 frag = vary_fragcoord; - frag.xyz /= frag.w; - frag.xyz = frag.xyz*0.5+0.5; - - vec3 pos = getPosition(frag.xy).xyz; - vec3 lv = trans_center.xyz-pos.xyz; - float dist = length(lv); - dist /= size; - if (dist > 1.0) - { - discard; - } - - vec3 norm = texture2D(normalMap, frag.xy).xyz; - float envIntensity = norm.z; - norm = getNorm(frag.xy); - norm = normalize(norm); - float l_dist = -dot(lv, proj_n); - - vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); - if (proj_tc.z < 0.0) - { - discard; - } - - proj_tc.xyz /= proj_tc.w; - - float fa = falloff+1.0; - float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0); - dist_atten *= dist_atten; - dist_atten *= 2.0; - - if (dist_atten <= 0.0) - { - discard; - } - - lv = proj_origin-pos.xyz; - lv = normalize(lv); - float da = dot(norm, lv); - - vec3 diff_tex = texture2D(diffuseRect, frag.xy).rgb; - //light shaders output linear and are gamma corrected later in postDeferredGammaCorrectF.glsl - diff_tex.rgb = srgb_to_linear(diff_tex.rgb); - - vec4 spec = texture2D(specularRect, frag.xy); - - float noise = texture2D(noiseMap, frag.xy).b; - vec3 dlit = vec3(0, 0, 0); - - if (proj_tc.z > 0.0 && - proj_tc.x < 1.0 && - proj_tc.y < 1.0 && - proj_tc.x > 0.0 && - proj_tc.y > 0.0) - { - float amb_da = proj_ambiance; - float lit = 0.0; - - if (da > 0.0) - { - lit = da * dist_atten * noise; - - float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); - float lod = diff * proj_lod; - - vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); - dlit = color.rgb * plcol.rgb * plcol.a; - - col = dlit*lit*diff_tex; - //amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance; - } - //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); - vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod); - - amb_da += (da*da*0.5+0.5)*proj_ambiance; - - amb_da *= dist_atten * noise; - - amb_da = min(amb_da, 1.0-lit); - col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a*diff_tex.rgb; - } - - if (spec.a > 0.0) - { - dlit *= min(da*6.0, 1.0) * dist_atten; - vec3 npos = -normalize(pos); - - //vec3 ref = dot(pos+lv, norm); - vec3 h = normalize(lv+npos); - float nh = dot(norm, h); - float nv = dot(norm, 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); - col += dlit*scol*spec.rgb; - //col += spec.rgb; - } - } - - if (envIntensity > 0.0) - { - vec3 ref = reflect(normalize(pos), norm); - - //project from point pos in direction ref to plane proj_p, proj_n - vec3 pdelta = proj_p-pos; - float ds = dot(ref, proj_n); - - if (ds < 0.0) - { - vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; - - vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); - - if (stc.z > 0.0) - { - stc /= stc.w; - - if (stc.x < 1.0 && - stc.y < 1.0 && - stc.x > 0.0 && - stc.y > 0.0) - { - col += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * envIntensity; - } - } - } - } -#endif - - //col.r = 1.0; - frag_color.rgb = col; - frag_color.a = 0.0; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl deleted file mode 100644 index 7329efe3f7..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl +++ /dev/null @@ -1,41 +0,0 @@ -/** - * @file sunLightF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -//class 1, no shadow, no SSAO, should never be called - -#extension GL_ARB_texture_rectangle : enable - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -void main() -{ - frag_color = vec4(0,0,0,0); -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightNoFragCoordV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightNoFragCoordV.glsl deleted file mode 100644 index 47e9d15fbc..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightNoFragCoordV.glsl +++ /dev/null @@ -1,37 +0,0 @@ -/** - * @file sunLightF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; - -uniform vec2 screen_res; - -void main() -{ - //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_Position = pos; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl deleted file mode 100644 index d9a0b6c702..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl +++ /dev/null @@ -1,62 +0,0 @@ -/** - * @file sunLightSSAOF.glsl - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - - -#extension GL_ARB_texture_rectangle : enable - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -//class 1 -- no shadow, SSAO only - -uniform sampler2D normalMap; - -// Inputs -VARYING vec2 vary_fragcoord; - -vec3 getNorm(vec2 pos_screen); -vec4 getPosition(vec2 pos_screen); - -//calculate decreases in ambient lighting when crowded out (SSAO) -float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen); - -void main() -{ - vec2 pos_screen = vary_fragcoord.xy; - - //try doing an unproject here - - vec4 pos = getPosition(pos_screen); - vec3 norm = getNorm(pos_screen); - - frag_color[0] = 1.0; - frag_color[1] = calcAmbientOcclusion(pos, norm, pos_screen); - frag_color[2] = 1.0; - frag_color[3] = 1.0; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl deleted file mode 100644 index 9d70b9d98d..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl +++ /dev/null @@ -1,39 +0,0 @@ -/** - * @file sunLightF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -ATTRIBUTE vec3 position; - -VARYING vec2 vary_fragcoord; - -uniform vec2 screen_res; - -void main() -{ - //transform vertex - vec4 pos = vec4(position.xyz, 1.0); - gl_Position = pos; - - vary_fragcoord = (pos.xy * 0.5 + 0.5); -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl deleted file mode 100644 index 876422f86b..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ /dev/null @@ -1,36 +0,0 @@ -/** - * @file class1/deferred/waterF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -// debug stub -out vec4 frag_data[4]; - -void main() -{ - // emissive blue PBR material - frag_data[0] = vec4(0, 0, 0, 0); - frag_data[1] = vec4(0, 0, 0, 0); - frag_data[2] = vec4(1, 0, 0, GBUFFER_FLAG_HAS_PBR); - frag_data[3] = vec4(0, 0, 1, 0); -} -- cgit v1.2.3 From 4ea51c6ce4b29c0b3875e32f0daf86390cec8950 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 3 Feb 2023 19:53:43 -0600 Subject: SL-19148 Decruft followthrough -- kill more unused shader files --- .../shaders/class1/deferred/underWaterF.glsl | 82 ------------------ .../shaders/class1/deferred/waterV.glsl | 99 ---------------------- 2 files changed, 181 deletions(-) delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/waterV.glsl (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl deleted file mode 100644 index 14c337e608..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl +++ /dev/null @@ -1,82 +0,0 @@ -/** - * @file underWaterF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif - -uniform sampler2D diffuseMap; -uniform sampler2D bumpMap; -uniform sampler2D screenTex; -uniform sampler2D refTex; -uniform sampler2D screenDepth; - -uniform vec4 fogCol; -uniform vec3 lightDir; -uniform vec3 specular; -uniform float lightExp; -uniform vec2 fbScale; -uniform float refScale; -uniform float znear; -uniform float zfar; -uniform float kd; -uniform vec4 waterPlane; -uniform vec3 eyeVec; -uniform vec4 waterFogColor; -uniform float waterFogDensity; -uniform float waterFogKS; -uniform vec2 screenRes; - -//bigWave is (refCoord.w, view.w); -VARYING vec4 refCoord; -VARYING vec4 littleWave; -VARYING vec4 view; - -vec2 encode_normal(vec3 n); - -void main() -{ - vec4 color; - - //get detail normals - vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; - vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; - vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; - vec3 wavef = normalize(wave1+wave2+wave3); - - //figure out distortion vector (ripply) - vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; - distort = distort+wavef.xy*refScale; - - vec4 fb = texture2D(screenTex, distort); - - 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, GBUFFER_FLAG_HAS_ATMOS); // normalxyz, env intens, flags (atmo kill) -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl deleted file mode 100644 index 38276859a0..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl +++ /dev/null @@ -1,99 +0,0 @@ -/** - * @file waterV.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -uniform mat4 modelview_matrix; -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; - - -void calcAtmospherics(vec3 inPositionEye); - -uniform vec2 waveDir1; -uniform vec2 waveDir2; -uniform float time; -uniform vec3 eyeVec; -uniform float waterHeight; - -VARYING vec4 refCoord; -VARYING vec4 littleWave; -VARYING vec4 view; - -VARYING vec4 vary_position; - -float wave(vec2 v, float t, float f, vec2 d, float s) -{ - return (dot(d, v)*f + t*s)*f; -} - -void main() -{ - //transform vertex - vec4 pos = vec4(position.xyz, 1.0); - mat4 modelViewProj = modelview_projection_matrix; - - vec4 oPosition; - - //get view vector - vec3 oEyeVec; - oEyeVec.xyz = pos.xyz-eyeVec; - - float d = length(oEyeVec.xy); - float ld = min(d, 2560.0); - - pos.xy = eyeVec.xy + oEyeVec.xy/d*ld; - view.xyz = oEyeVec; - - d = clamp(ld/1536.0-0.5, 0.0, 1.0); - d *= d; - - oPosition = vec4(position, 1.0); -// oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d); // SL-11589 remove "U" shaped horizon - vary_position = modelview_matrix * oPosition; - oPosition = modelViewProj * oPosition; - - refCoord.xyz = oPosition.xyz + vec3(0,0,0.2); - - //get wave position parameter (create sweeping horizontal waves) - vec3 v = pos.xyz; - v.x += (cos(v.x*0.08/*+time*0.01*/)+sin(v.y*0.02))*6.0; - - //push position for further horizon effect. - pos.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z); - pos.w = 1.0; - pos = modelview_matrix*pos; - - calcAtmospherics(pos.xyz); - - //pass wave parameters to pixel shader - vec2 bigWave = (v.xy) * vec2(0.04,0.04) + waveDir1 * time * 0.055; - //get two normal map (detail map) texture coordinates - littleWave.xy = (v.xy) * vec2(0.45, 0.9) + waveDir2 * time * 0.13; - littleWave.zw = (v.xy) * vec2(0.1, 0.2) + waveDir1 * time * 0.1; - view.w = bigWave.y; - refCoord.w = bigWave.x; - - gl_Position = oPosition; -} -- cgit v1.2.3 From b52699091da791a1349daf66d405f27ca2568ea9 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 7 Feb 2023 11:40:56 -0600 Subject: SL-19147 Water quality pass. Remove gl_FragDepth writes from sky rendering (optimization). Incidental decruft. --- indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl | 2 -- .../newview/app_settings/shaders/class1/deferred/deferredUtil.glsl | 6 +++--- indra/newview/app_settings/shaders/class1/deferred/moonF.glsl | 2 -- indra/newview/app_settings/shaders/class1/deferred/moonV.glsl | 6 ++++-- indra/newview/app_settings/shaders/class1/deferred/skyF.glsl | 2 -- indra/newview/app_settings/shaders/class1/deferred/starsF.glsl | 2 -- indra/newview/app_settings/shaders/class1/deferred/starsV.glsl | 6 ++++-- indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl | 2 -- indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl | 2 ++ 9 files changed, 13 insertions(+), 17 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl index b45dfcd550..cf9ce646d1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl @@ -125,7 +125,5 @@ void main() frag_data[0] = vec4(color.rgb, alpha1); frag_data[1] = vec4(0.0,0.0,0.0,0.0); frag_data[2] = vec4(0,0,0,GBUFFER_FLAG_SKIP_ATMOS); - - gl_FragDepth = LL_SHADER_CONST_CLOUD_MOON_DEPTH; // SL-14113 Stars and Clouds need same depth } diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index c87e754eca..e71d080fc5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -531,7 +531,7 @@ vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v, float NdotV = clamp(abs(dot(norm, v)), 0.001, 1.0); - color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness); + color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, 0.2); color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm, v, normalize(light_dir)) * sunlit * 2.75 * scol; color += colorEmissive*0.5; @@ -551,14 +551,14 @@ void waterClip(vec3 pos) // TODO: make this less branchy if (waterSign > 0) { - if ((dot(pos.xyz, waterPlane.xyz) + waterPlane.w) < -0.1) + if ((dot(pos.xyz, waterPlane.xyz) + waterPlane.w) < 0.0) { discard; } } else { - if ((dot(pos.xyz, waterPlane.xyz) + waterPlane.w) > -0.1) + if ((dot(pos.xyz, waterPlane.xyz) + waterPlane.w) > 0.0) { discard; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl index 7032c45603..41dd485fae 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl @@ -72,7 +72,5 @@ void main() frag_data[0] = vec4(c.rgb, c.a); frag_data[1] = vec4(0.0); frag_data[2] = vec4(0.0, 0.0, 0.0, GBUFFER_FLAG_HAS_ATMOS); - - gl_FragDepth = LL_SHADER_CONST_CLOUD_MOON_DEPTH; // SL-14113 } diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl index c4922afd7d..7b9aa0a4dc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl @@ -36,9 +36,11 @@ void main() { //transform vertex vec4 vert = vec4(position.xyz, 1.0); - vec4 pos = (modelview_matrix * vert); + vec4 pos = (modelview_projection_matrix * vert); - gl_Position = modelview_projection_matrix*vert; + // smash to *almost* far clip plane -- stars are still behind + pos.z = pos.w*0.999999; + gl_Position = pos; vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl index 0c398b263f..930338cefb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl @@ -97,7 +97,5 @@ void main() frag_data[0] = vec4(color.rgb, 1.0); frag_data[1] = vec4(0.0,0.0,0.0,0.0); frag_data[2] = vec4(0.0,0.0,0.0,GBUFFER_FLAG_SKIP_ATMOS); //1.0 in norm.w masks off fog - - gl_FragDepth = 0.99999f; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl index 152316c117..cdafdba15c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl @@ -65,7 +65,5 @@ void main() frag_data[0] = col; frag_data[1] = vec4(0.0f); frag_data[2] = vec4(0.0, 1.0, 0.0, GBUFFER_FLAG_SKIP_ATMOS); - - gl_FragDepth = LL_SHADER_CONST_STAR_DEPTH; // SL-14113 Moon Haze -- Stars need to depth test behind the moon } diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl index bb2a2ee72b..37d1630252 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl @@ -40,8 +40,10 @@ void main() //transform vertex vec4 pos = modelview_projection_matrix * vec4(position, 1.0); -// bias z to fix SL-9806 and get stars to depth test against clouds - pos.z += 0.001f; + + // smash to far clip plane to + // avoid rendering on top of moon (do NOT write to gl_FragDepth, it's slow) + pos.z = pos.w; gl_Position = pos; diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl index 4ab8747629..e35ea83f0a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl @@ -58,7 +58,5 @@ void main() frag_data[0] = c; frag_data[1] = vec4(0.0f); frag_data[2] = vec4(0.0, 1.0, 0.0, GBUFFER_FLAG_SKIP_ATMOS); - - gl_FragDepth = 0.999988f; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl index 0d117c6bc7..d3dfa882f0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl @@ -44,6 +44,8 @@ void main() sun_fade = smoothstep(0.3, 1.0, (position.z + 50) / 512.0f); + // smash to *almost* far clip plane -- behind clouds but in front of stars + pos.z = pos.w*0.999999; gl_Position = pos; calcAtmospherics(pos.xyz); -- cgit v1.2.3 From a2647e953aeee26ef99e62e0146adcd37c8afca1 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 7 Feb 2023 18:25:22 -0600 Subject: SL-18229 Fix for PBR materials on HUDs misbehaving. Incidental decruft. --- .../shaders/class1/deferred/pbralphaV.glsl | 61 +++++++++++++++++----- .../shaders/class1/deferred/pbropaqueF.glsl | 49 +++++++++++++++++ .../shaders/class1/deferred/pbropaqueV.glsl | 45 ++++++++++++++-- 3 files changed, 137 insertions(+), 18 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl index a2ad1b70fb..597ab22f42 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl @@ -23,10 +23,10 @@ * $/LicenseInfo$ */ -#define DIFFUSE_ALPHA_MODE_IGNORE 0 -#define DIFFUSE_ALPHA_MODE_BLEND 1 -#define DIFFUSE_ALPHA_MODE_MASK 2 -#define DIFFUSE_ALPHA_MODE_EMISSIVE 3 + +#ifndef IS_HUD + +// default alpha implementation #ifdef HAS_SKIN uniform mat4 modelview_matrix; @@ -38,13 +38,12 @@ uniform mat4 modelview_projection_matrix; #endif uniform mat4 texture_matrix0; -#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) - #if !defined(HAS_SKIN) - uniform mat4 modelview_matrix; - #endif - VARYING vec3 vary_position; +#if !defined(HAS_SKIN) +uniform mat4 modelview_matrix; #endif +out vec3 vary_position; + uniform mat3 texture_basecolor_matrix; uniform mat3 texture_normal_matrix; uniform mat3 texture_metallic_roughness_matrix; @@ -79,9 +78,7 @@ void main() mat4 mat = getObjectSkinnedTransform(); mat = modelview_matrix * mat; vec3 pos = (mat*vec4(position.xyz,1.0)).xyz; -#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) vary_position = pos; -#endif vec4 vert = projection_matrix * vec4(pos,1.0); #else //transform vertex @@ -112,9 +109,45 @@ void main() vertex_color = diffuse_color; -#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) - #if !defined(HAS_SKIN) +#if !defined(HAS_SKIN) vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz; - #endif #endif } + +#else + +// fullbright HUD alpha implementation + +uniform mat4 modelview_projection_matrix; + +uniform mat4 texture_matrix0; + +uniform mat4 modelview_matrix; + +out vec3 vary_position; + +uniform mat3 texture_basecolor_matrix; +uniform mat3 texture_emissive_matrix; + +in vec3 position; +in vec4 diffuse_color; +in vec2 texcoord0; + +out vec2 basecolor_texcoord; +out vec2 emissive_texcoord; + +out vec4 vertex_color; + +void main() +{ + //transform vertex + vec4 vert = modelview_projection_matrix * vec4(position.xyz, 1.0); + gl_Position = vert; + + basecolor_texcoord = (texture_matrix0 * vec4(texture_basecolor_matrix * vec3(texcoord0,1), 1)).xy; + emissive_texcoord = (texture_matrix0 * vec4(texture_emissive_matrix * vec3(texcoord0,1), 1)).xy; + + vertex_color = diffuse_color; +} + +#endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl index 39419e9d78..483ce4c3d0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl @@ -25,6 +25,11 @@ /*[EXTRA_CODE_HERE]*/ + +#ifndef IS_HUD + +// deferred opaque implementation + uniform sampler2D diffuseMap; //always in sRGB space uniform float metallicFactor; @@ -101,3 +106,47 @@ void main() frag_data[2] = vec4(encode_normal(tnorm), vertex_color.a, GBUFFER_FLAG_HAS_PBR); // normal, environment intensity, flags frag_data[3] = vec4(emissive,0); // PBR sRGB Emissive } + +#else + +// forward fullbright implementation for HUDs + +uniform sampler2D diffuseMap; //always in sRGB space + +uniform vec3 emissiveColor; +uniform sampler2D emissiveMap; + +out vec4 frag_color; + +in vec3 vary_position; +in vec4 vertex_color; + +in vec2 basecolor_texcoord; +in vec2 emissive_texcoord; + +uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff() + +vec3 linear_to_srgb(vec3 c); +vec3 srgb_to_linear(vec3 c); + +void main() +{ + vec4 basecolor = texture2D(diffuseMap, basecolor_texcoord.xy).rgba; + if (basecolor.a < minimum_alpha) + { + discard; + } + + vec3 col = vertex_color.rgb * srgb_to_linear(basecolor.rgb); + + vec3 emissive = emissiveColor; + emissive *= srgb_to_linear(texture2D(emissiveMap, emissive_texcoord.xy).rgb); + + col += emissive; + + // HUDs are rendered after gamma correction, output in sRGB space + frag_color.rgb = linear_to_srgb(col); + frag_color.a = 0.0; +} + +#endif \ No newline at end of file diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl index 5a69da641a..8320640e42 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl @@ -23,10 +23,10 @@ * $/LicenseInfo$ */ -#define DIFFUSE_ALPHA_MODE_IGNORE 0 -#define DIFFUSE_ALPHA_MODE_BLEND 1 -#define DIFFUSE_ALPHA_MODE_MASK 2 -#define DIFFUSE_ALPHA_MODE_EMISSIVE 3 + +#ifndef IS_HUD + +//deferred opaque implementation #ifdef HAS_SKIN uniform mat4 modelview_matrix; @@ -95,3 +95,40 @@ void main() vertex_color = diffuse_color; } + +#else + +// fullbright HUD implementation + +uniform mat4 modelview_projection_matrix; + +uniform mat4 texture_matrix0; + +uniform mat3 texture_basecolor_matrix; +uniform mat3 texture_normal_matrix; +uniform mat3 texture_metallic_roughness_matrix; +uniform mat3 texture_emissive_matrix; + +in vec3 position; +in vec4 diffuse_color; +in vec2 texcoord0; + +out vec2 basecolor_texcoord; +out vec2 emissive_texcoord; + +out vec4 vertex_color; + +void main() +{ + //transform vertex + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + + basecolor_texcoord = (texture_matrix0 * vec4(texture_basecolor_matrix * vec3(texcoord0,1), 1)).xy; + emissive_texcoord = (texture_matrix0 * vec4(texture_emissive_matrix * vec3(texcoord0,1), 1)).xy; + + vertex_color = diffuse_color; +} + +#endif + + -- cgit v1.2.3 From 4586ceaf9bd868fb33d826d1e5c824cbc9c2276a Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 8 Feb 2023 09:02:57 -0600 Subject: SL-18229 Mac build fix. --- indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl index 483ce4c3d0..c4c5a7872b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl @@ -149,4 +149,5 @@ void main() frag_color.a = 0.0; } -#endif \ No newline at end of file +#endif + -- cgit v1.2.3 From 1dc1e86d20a98163a7ef34c9cc3adc53baa733e7 Mon Sep 17 00:00:00 2001 From: Brad Linden Date: Thu, 9 Feb 2023 14:41:41 -0800 Subject: Fix SL-19191 mac crash on startup for apple silicon machines. --- indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl | 1 + 1 file changed, 1 insertion(+) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl index 597ab22f42..da27be6e7f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl @@ -143,6 +143,7 @@ void main() //transform vertex vec4 vert = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = vert; + vary_position = vert.xyz; basecolor_texcoord = (texture_matrix0 * vec4(texture_basecolor_matrix * vec3(texcoord0,1), 1)).xy; emissive_texcoord = (texture_matrix0 * vec4(texture_emissive_matrix * vec3(texcoord0,1), 1)).xy; -- cgit v1.2.3 From 577f6a46f02ecfa4efabc0b379e44e4f53a0b391 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 9 Feb 2023 17:00:36 -0600 Subject: SL-19181 Modulate "glow" by PBR emissive. --- .../shaders/class1/deferred/pbrglowF.glsl | 67 +++++++++++++++++++++ .../shaders/class1/deferred/pbrglowV.glsl | 70 ++++++++++++++++++++++ 2 files changed, 137 insertions(+) create mode 100644 indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl new file mode 100644 index 0000000000..8dc9e02f7a --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl @@ -0,0 +1,67 @@ +/** + * @file pbrglowF.glsl + * + * $LicenseInfo:firstyear=2023&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2023, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +/*[EXTRA_CODE_HERE]*/ + +// forward fullbright implementation for HUDs + +uniform sampler2D diffuseMap; //always in sRGB space + +uniform vec3 emissiveColor; +uniform sampler2D emissiveMap; + +out vec4 frag_color; + +in vec3 vary_position; +in vec4 vertex_emissive; + +in vec2 basecolor_texcoord; +in vec2 emissive_texcoord; + +uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff() + +vec3 linear_to_srgb(vec3 c); +vec3 srgb_to_linear(vec3 c); + +void main() +{ + vec4 basecolor = texture2D(diffuseMap, basecolor_texcoord.xy).rgba; + + if (basecolor.a < minimum_alpha) + { + discard; + } + + vec3 emissive = emissiveColor; + emissive *= srgb_to_linear(texture2D(emissiveMap, emissive_texcoord.xy).rgb); + + float lum = max(max(emissive.r, emissive.g), emissive.b); + lum *= vertex_emissive.a; + + // HUDs are rendered after gamma correction, output in sRGB space + frag_color.rgb = vec3(0); + frag_color.a = lum; +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl new file mode 100644 index 0000000000..75b24336c5 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl @@ -0,0 +1,70 @@ +/** + * @file pbgglowV.glsl + * + * $LicenseInfo:firstyear=2023&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2023, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + + +#ifdef HAS_SKIN +uniform mat4 modelview_matrix; +uniform mat4 projection_matrix; +mat4 getObjectSkinnedTransform(); +#else +uniform mat4 modelview_projection_matrix; +#endif + +uniform mat4 texture_matrix0; + +uniform mat3 texture_basecolor_matrix; +uniform mat3 texture_emissive_matrix; + +in vec3 position; +in vec4 emissive; + +in vec2 texcoord0; + +out vec2 basecolor_texcoord; +out vec2 emissive_texcoord; + +out vec4 vertex_emissive; + +void main() +{ +#ifdef HAS_SKIN + mat4 mat = getObjectSkinnedTransform(); + + mat = modelview_matrix * mat; + + vec3 pos = (mat*vec4(position.xyz,1.0)).xyz; + + gl_Position = projection_matrix*vec4(pos,1.0); +#else + //transform vertex + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); +#endif + + basecolor_texcoord = (texture_matrix0 * vec4(texture_basecolor_matrix * vec3(texcoord0,1), 1)).xy; + emissive_texcoord = (texture_matrix0 * vec4(texture_emissive_matrix * vec3(texcoord0,1), 1)).xy; + + vertex_emissive = emissive; +} + -- cgit v1.2.3 From 68c4ff7dce2bd519431238f6209238aba46dc0ba Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 14 Feb 2023 10:10:12 -0600 Subject: SL-18762 Fix for broken local lights on alpha when wearing a HUD attachment. Also fix stuck sun/moon and incidental decruft. --- .../app_settings/shaders/class1/deferred/moonV.glsl | 6 +++--- .../shaders/class1/deferred/shadowUtil.glsl | 20 ++++++++++---------- 2 files changed, 13 insertions(+), 13 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl index 7b9aa0a4dc..032245a01c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl @@ -27,10 +27,10 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec2 texcoord0; -VARYING vec2 vary_texcoord0; +out vec2 vary_texcoord0; void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl index cd49202f89..fffbdb913e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl @@ -59,12 +59,12 @@ float pcfShadow(sampler2DShadow shadowMap, vec3 norm, vec4 stc, float bias_mul, stc.xyz /= stc.w; stc.z += offset * 2.0; stc.x = floor(stc.x*shadow_res.x + fract(pos_screen.y*shadow_res.y))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here - float cs = shadow2D(shadowMap, stc.xyz).x; + float cs = texture(shadowMap, stc.xyz).x; float shadow = cs * 4.0; - shadow += shadow2D(shadowMap, stc.xyz+vec3( 1.5/shadow_res.x, 0.5/shadow_res.y, 0.0)).x; - shadow += shadow2D(shadowMap, stc.xyz+vec3( 0.5/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; - shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.5/shadow_res.x, -0.5/shadow_res.y, 0.0)).x; - shadow += shadow2D(shadowMap, stc.xyz+vec3(-0.5/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; + shadow += texture(shadowMap, stc.xyz+vec3( 1.5/shadow_res.x, 0.5/shadow_res.y, 0.0)).x; + shadow += texture(shadowMap, stc.xyz+vec3( 0.5/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; + shadow += texture(shadowMap, stc.xyz+vec3(-1.5/shadow_res.x, -0.5/shadow_res.y, 0.0)).x; + shadow += texture(shadowMap, stc.xyz+vec3(-0.5/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; return clamp(shadow * 0.125, 0.0, 1.0); #else return 1.0; @@ -78,16 +78,16 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 stc.z += spot_shadow_bias * bias_scale; stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap - float cs = shadow2D(shadowMap, stc.xyz).x; + float cs = texture(shadowMap, stc.xyz).x; float shadow = cs; vec2 off = 1.0/proj_shadow_res; off.y *= 1.5; - shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x; - shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x; - shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x; - shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x; + shadow += texture(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x; + shadow += texture(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x; + shadow += texture(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x; + shadow += texture(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x; return shadow*0.2; #else return 1.0; -- cgit v1.2.3 From c1fdf0e277e32840e42eceb6283fabfaf3009af9 Mon Sep 17 00:00:00 2001 From: Brad Linden Date: Wed, 15 Feb 2023 15:46:41 -0800 Subject: Fixup mac compatibility for SL-18762 shadowUtil.glsl changes --- .../shaders/class1/deferred/shadowUtil.glsl | 20 ++++++++++---------- 1 file changed, 10 insertions(+), 10 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl index fffbdb913e..ee3a5f1f31 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl @@ -59,12 +59,12 @@ float pcfShadow(sampler2DShadow shadowMap, vec3 norm, vec4 stc, float bias_mul, stc.xyz /= stc.w; stc.z += offset * 2.0; stc.x = floor(stc.x*shadow_res.x + fract(pos_screen.y*shadow_res.y))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here - float cs = texture(shadowMap, stc.xyz).x; + float cs = texture(shadowMap, stc.xyz); float shadow = cs * 4.0; - shadow += texture(shadowMap, stc.xyz+vec3( 1.5/shadow_res.x, 0.5/shadow_res.y, 0.0)).x; - shadow += texture(shadowMap, stc.xyz+vec3( 0.5/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; - shadow += texture(shadowMap, stc.xyz+vec3(-1.5/shadow_res.x, -0.5/shadow_res.y, 0.0)).x; - shadow += texture(shadowMap, stc.xyz+vec3(-0.5/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; + shadow += texture(shadowMap, stc.xyz+vec3( 1.5/shadow_res.x, 0.5/shadow_res.y, 0.0)); + shadow += texture(shadowMap, stc.xyz+vec3( 0.5/shadow_res.x, -1.5/shadow_res.y, 0.0)); + shadow += texture(shadowMap, stc.xyz+vec3(-1.5/shadow_res.x, -0.5/shadow_res.y, 0.0)); + shadow += texture(shadowMap, stc.xyz+vec3(-0.5/shadow_res.x, 1.5/shadow_res.y, 0.0)); return clamp(shadow * 0.125, 0.0, 1.0); #else return 1.0; @@ -78,16 +78,16 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 stc.z += spot_shadow_bias * bias_scale; stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap - float cs = texture(shadowMap, stc.xyz).x; + float cs = texture(shadowMap, stc.xyz); float shadow = cs; vec2 off = 1.0/proj_shadow_res; off.y *= 1.5; - shadow += texture(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x; - shadow += texture(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x; - shadow += texture(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x; - shadow += texture(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x; + shadow += texture(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)); + shadow += texture(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)); + shadow += texture(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)); + shadow += texture(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)); return shadow*0.2; #else return 1.0; -- cgit v1.2.3 From 131d116ffd21ef1e726e21c8fe2e6b7068c6c3d9 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 21 Feb 2023 15:40:20 -0600 Subject: SL-19239 Day after three day quality pass - add ACES tone mapping to address "haziness" (and also fix banding in emissive materials) --- .../class1/deferred/postDeferredGammaCorrect.glsl | 118 ++++++++++++++++++++- 1 file changed, 117 insertions(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index 987b2d1fe8..e0e975faf0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -41,6 +41,122 @@ uniform float display_gamma; vec3 linear_to_srgb(vec3 cl); +//=============================================================== +// tone mapping taken from Khronos sample implementation +//=============================================================== +const float GAMMA = 2.2; +const float INV_GAMMA = 1.0 / GAMMA; + + +// sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT +const mat3 ACESInputMat = mat3 +( + 0.59719, 0.07600, 0.02840, + 0.35458, 0.90834, 0.13383, + 0.04823, 0.01566, 0.83777 +); + + +// ODT_SAT => XYZ => D60_2_D65 => sRGB +const mat3 ACESOutputMat = mat3 +( + 1.60475, -0.10208, -0.00327, + -0.53108, 1.10813, -0.07276, + -0.07367, -0.00605, 1.07602 +); + + +// linear to sRGB approximation +// see http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html +vec3 linearTosRGB(vec3 color) +{ + return pow(color, vec3(INV_GAMMA)); +} + + +// sRGB to linear approximation +// see http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html +vec3 sRGBToLinear(vec3 srgbIn) +{ + return vec3(pow(srgbIn.xyz, vec3(GAMMA))); +} + + +vec4 sRGBToLinear(vec4 srgbIn) +{ + return vec4(sRGBToLinear(srgbIn.xyz), srgbIn.w); +} + + +// ACES tone map (faster approximation) +// see: https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/ +vec3 toneMapACES_Narkowicz(vec3 color) +{ + const float A = 2.51; + const float B = 0.03; + const float C = 2.43; + const float D = 0.59; + const float E = 0.14; + return clamp((color * (A * color + B)) / (color * (C * color + D) + E), 0.0, 1.0); +} + + +// ACES filmic tone map approximation +// see https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl +vec3 RRTAndODTFit(vec3 color) +{ + vec3 a = color * (color + 0.0245786) - 0.000090537; + vec3 b = color * (0.983729 * color + 0.4329510) + 0.238081; + return a / b; +} + + +// tone mapping +vec3 toneMapACES_Hill(vec3 color) +{ + color = ACESInputMat * color; + + // Apply RRT and ODT + color = RRTAndODTFit(color); + + color = ACESOutputMat * color; + + // Clamp to [0, 1] + color = clamp(color, 0.0, 1.0); + + return color; +} + + +#define TONEMAP_ACES_NARKOWICZ +//#define TONEMAP_ACES_HILL_EXPOSURE_BOOST +float u_Exposure = 1; + +vec3 toneMap(vec3 color) +{ + color *= u_Exposure; + +#ifdef TONEMAP_ACES_NARKOWICZ + color = toneMapACES_Narkowicz(color); +#endif + +#ifdef TONEMAP_ACES_HILL + color = toneMapACES_Hill(color); +#endif + +#ifdef TONEMAP_ACES_HILL_EXPOSURE_BOOST + // boost exposure as discussed in https://github.com/mrdoob/three.js/pull/19621 + // this factor is based on the exposure correction of Krzysztof Narkowicz in his + // implemetation of ACES tone mapping + color /= 0.6; + color = toneMapACES_Hill(color); +#endif + + return linearTosRGB(color); +} + +//=============================================================== + //================================= // borrowed noise from: // @@ -83,7 +199,7 @@ void main() { //this is the one of the rare spots where diffuseRect contains linear color values (not sRGB) vec4 diff = texture2D(diffuseRect, vary_fragcoord); - diff.rgb = linear_to_srgb(diff.rgb); + diff.rgb = toneMap(diff.rgb); vec2 tc = vary_fragcoord.xy*screen_res; vec3 seed = (diff.rgb+vec3(1.0))*vec3(tc.xy, tc.x+tc.y); -- cgit v1.2.3 From 0336c1a06de89937d5c0f971e06270afc868ddfa Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 21 Feb 2023 22:13:08 -0600 Subject: DRTVWR-559 Fix SSR on transparent PBR surfaces. --- indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl | 5 +---- 1 file changed, 1 insertion(+), 4 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl index da27be6e7f..b7715fbe6e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl @@ -49,10 +49,9 @@ uniform mat3 texture_normal_matrix; uniform mat3 texture_metallic_roughness_matrix; uniform mat3 texture_emissive_matrix; -#ifdef HAS_SUN_SHADOW out vec3 vary_fragcoord; + uniform float near_clip; -#endif in vec3 position; in vec4 diffuse_color; @@ -86,9 +85,7 @@ void main() #endif gl_Position = vert; -#ifdef HAS_SUN_SHADOW vary_fragcoord.xyz = vert.xyz + vec3(0,0,near_clip); -#endif basecolor_texcoord = (texture_matrix0 * vec4(texture_basecolor_matrix * vec3(texcoord0,1), 1)).xy; normal_texcoord = (texture_matrix0 * vec4(texture_normal_matrix * vec3(texcoord0,1), 1)).xy; -- cgit v1.2.3 From 6494eed242b1cf64160e379c6d40df333deae23a Mon Sep 17 00:00:00 2001 From: Cosmic Linden Date: Thu, 23 Feb 2023 10:58:39 -0800 Subject: SL-19228: Fix GLTF texture transform rotation and add UV debug (PBR only). See textureUtilV.glsl for UV coordinate comments --- .../shaders/class1/deferred/pbralphaV.glsl | 29 +++++++++--- .../shaders/class1/deferred/pbrglowV.glsl | 6 ++- .../shaders/class1/deferred/pbropaqueF.glsl | 14 ++++++ .../shaders/class1/deferred/pbropaqueV.glsl | 30 +++++++++--- .../shaders/class1/deferred/textureUtilV.glsl | 55 ++++++++++++++++++++++ 5 files changed, 119 insertions(+), 15 deletions(-) create mode 100644 indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl index da27be6e7f..ee44ad874c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl @@ -64,6 +64,9 @@ out vec2 basecolor_texcoord; out vec2 normal_texcoord; out vec2 metallic_roughness_texcoord; out vec2 emissive_texcoord; +#if DEBUG_TEXCOORD +out vec2 original_texcoord; +#endif out vec4 vertex_color; @@ -71,6 +74,8 @@ out vec3 vary_tangent; flat out float vary_sign; out vec3 vary_normal; +vec2 texture_transform(vec2 vertex_texcoord, mat3 khr_gltf_transform, mat4 sl_animation_transform); + void main() { @@ -90,10 +95,13 @@ void main() vary_fragcoord.xyz = vert.xyz + vec3(0,0,near_clip); #endif - basecolor_texcoord = (texture_matrix0 * vec4(texture_basecolor_matrix * vec3(texcoord0,1), 1)).xy; - normal_texcoord = (texture_matrix0 * vec4(texture_normal_matrix * vec3(texcoord0,1), 1)).xy; - metallic_roughness_texcoord = (texture_matrix0 * vec4(texture_metallic_roughness_matrix * vec3(texcoord0,1), 1)).xy; - emissive_texcoord = (texture_matrix0 * vec4(texture_emissive_matrix * vec3(texcoord0,1), 1)).xy; + basecolor_texcoord = texture_transform(texcoord0, texture_basecolor_matrix, texture_matrix0); + normal_texcoord = texture_transform(texcoord0, texture_normal_matrix, texture_matrix0); + metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_matrix, texture_matrix0); + emissive_texcoord = texture_transform(texcoord0, texture_emissive_matrix, texture_matrix0); +#if DEBUG_TEXCOORD + original_texcoord = texcoord0; +#endif #ifdef HAS_SKIN vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz; @@ -135,9 +143,15 @@ in vec2 texcoord0; out vec2 basecolor_texcoord; out vec2 emissive_texcoord; +#if DEBUG_TEXCOORD +out vec2 original_texcoord; +#endif out vec4 vertex_color; +vec2 texture_transform(vec2 vertex_texcoord, mat3 khr_gltf_transform, mat4 sl_animation_transform); + + void main() { //transform vertex @@ -145,8 +159,11 @@ void main() gl_Position = vert; vary_position = vert.xyz; - basecolor_texcoord = (texture_matrix0 * vec4(texture_basecolor_matrix * vec3(texcoord0,1), 1)).xy; - emissive_texcoord = (texture_matrix0 * vec4(texture_emissive_matrix * vec3(texcoord0,1), 1)).xy; + basecolor_texcoord = texture_transform(texcoord0, texture_basecolor_matrix, texture_matrix0); + emissive_texcoord = texture_transform(texcoord0, texture_emissive_matrix, texture_matrix0); +#if DEBUG_TEXCOORD + original_texcoord = texcoord0; +#endif vertex_color = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl index 75b24336c5..bcad1c1ceb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl @@ -47,6 +47,8 @@ out vec2 emissive_texcoord; out vec4 vertex_emissive; +vec2 texture_transform(vec2 vertex_texcoord, mat3 khr_gltf_transform, mat4 sl_animation_transform); + void main() { #ifdef HAS_SKIN @@ -62,8 +64,8 @@ void main() gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); #endif - basecolor_texcoord = (texture_matrix0 * vec4(texture_basecolor_matrix * vec3(texcoord0,1), 1)).xy; - emissive_texcoord = (texture_matrix0 * vec4(texture_emissive_matrix * vec3(texcoord0,1), 1)).xy; + basecolor_texcoord = texture_transform(texcoord0, texture_basecolor_matrix, texture_matrix0); + emissive_texcoord = texture_transform(texcoord0, texture_emissive_matrix, texture_matrix0); vertex_emissive = emissive; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl index c4c5a7872b..fd2aa6eb54 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl @@ -51,6 +51,9 @@ in vec2 basecolor_texcoord; in vec2 normal_texcoord; in vec2 metallic_roughness_texcoord; in vec2 emissive_texcoord; +#if DEBUG_TEXCOORD +in vec2 original_texcoord; +#endif uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff() @@ -69,6 +72,10 @@ void main() } vec3 col = vertex_color.rgb * srgb_to_linear(basecolor.rgb); +#if DEBUG_TEXCOORD + vec3 texcoord_color = vec3(mod(original_texcoord, 1.0), 0); + col = texcoord_color; +#endif // from mikktspace.com vec3 vNt = texture2D(bumpMap, normal_texcoord.xy).xyz*2.0-1.0; @@ -123,6 +130,9 @@ in vec4 vertex_color; in vec2 basecolor_texcoord; in vec2 emissive_texcoord; +#if DEBUG_TEXCOORD +in vec2 original_texcoord; +#endif uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff() @@ -138,6 +148,10 @@ void main() } vec3 col = vertex_color.rgb * srgb_to_linear(basecolor.rgb); +#if DEBUG_TEXCOORD + vec3 texcoord_color = vec3(mod(original_texcoord, 1.0), 0); + col = texcoord_color; +#endif vec3 emissive = emissiveColor; emissive *= srgb_to_linear(texture2D(emissiveMap, emissive_texcoord.xy).rgb); diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl index 8320640e42..aeb6b85e12 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl @@ -53,6 +53,9 @@ out vec2 basecolor_texcoord; out vec2 normal_texcoord; out vec2 metallic_roughness_texcoord; out vec2 emissive_texcoord; +#if DEBUG_TEXCOORD +out vec2 original_texcoord; +#endif out vec4 vertex_color; @@ -60,6 +63,8 @@ out vec3 vary_tangent; flat out float vary_sign; out vec3 vary_normal; +vec2 texture_transform(vec2 vertex_texcoord, mat3 khr_gltf_transform, mat4 sl_animation_transform); + void main() { #ifdef HAS_SKIN @@ -75,11 +80,14 @@ void main() //transform vertex gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); #endif - - basecolor_texcoord = (texture_matrix0 * vec4(texture_basecolor_matrix * vec3(texcoord0,1), 1)).xy; - normal_texcoord = (texture_matrix0 * vec4(texture_normal_matrix * vec3(texcoord0,1), 1)).xy; - metallic_roughness_texcoord = (texture_matrix0 * vec4(texture_metallic_roughness_matrix * vec3(texcoord0,1), 1)).xy; - emissive_texcoord = (texture_matrix0 * vec4(texture_emissive_matrix * vec3(texcoord0,1), 1)).xy; + + basecolor_texcoord = texture_transform(texcoord0, texture_basecolor_matrix, texture_matrix0); + normal_texcoord = texture_transform(texcoord0, texture_normal_matrix, texture_matrix0); + metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_matrix, texture_matrix0); + emissive_texcoord = texture_transform(texcoord0, texture_emissive_matrix, texture_matrix0); +#if DEBUG_TEXCOORD + original_texcoord = texcoord0; +#endif #ifdef HAS_SKIN vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz; @@ -115,16 +123,24 @@ in vec2 texcoord0; out vec2 basecolor_texcoord; out vec2 emissive_texcoord; +#if DEBUG_TEXCOORD +out vec2 original_texcoord; +#endif out vec4 vertex_color; +vec2 texture_transform(vec2 vertex_texcoord, mat3 khr_gltf_transform, mat4 sl_animation_transform); + void main() { //transform vertex gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - basecolor_texcoord = (texture_matrix0 * vec4(texture_basecolor_matrix * vec3(texcoord0,1), 1)).xy; - emissive_texcoord = (texture_matrix0 * vec4(texture_emissive_matrix * vec3(texcoord0,1), 1)).xy; + basecolor_texcoord = texture_transform(texcoord0, texture_basecolor_matrix, texture_matrix0); + emissive_texcoord = texture_transform(texcoord0, texture_emissive_matrix, texture_matrix0); +#if DEBUG_TEXCOORD + original_texcoord = texcoord0; +#endif vertex_color = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl new file mode 100644 index 0000000000..b146c665f9 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl @@ -0,0 +1,55 @@ +/** + * @file class1/deferred/textureUtilV.glsl + * + * $LicenseInfo:firstyear=2023&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2023, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +// vertex_texcoord - The UV texture coordinates sampled from the vertex at +// runtime. Per SL convention, this is in a right-handed UV coordinate +// system. Collada models also have right-handed UVs. +// khr_gltf_transform - The texture transform matrix as defined in the +// KHR_texture_transform GLTF extension spec. It assumes a left-handed UV +// coordinate system. GLTF models also have left-handed UVs. +// sl_animation_transform - The texture transform matrix for texture +// animations, available through LSL script functions such as +// LlSetTextureAnim. It assumes a right-handed UV coordinate system. +// texcoord - The final texcoord to use for image sampling +vec2 texture_transform(vec2 vertex_texcoord, mat3 khr_gltf_transform, mat4 sl_animation_transform) +{ + vec2 texcoord = vertex_texcoord; + + // Convert to left-handed coordinate system. The offset of 1 is necessary + // for rotations to be applied correctly. + // In the future, we could bake this coordinate conversion into the uniform + // that khr_gltf_transform comes from, since it's applied immediately + // before. + texcoord.y = 1.0 - texcoord.y; + texcoord = (khr_gltf_transform * vec3(texcoord, 1.0)).xy; + // Convert back to right-handed coordinate system + texcoord.y = 1.0 - texcoord.y; + texcoord = (sl_animation_transform * vec4(texcoord, 0, 1)).xy; + + // To make things more confusing, all SL image assets are upside-down + // We may need an additional sign flip here when we implement a Vulkan backend + + return texcoord; +} -- cgit v1.2.3 From a7ecfc9b1907d6ecd5fe50aeb1c41e38540b2665 Mon Sep 17 00:00:00 2001 From: Cosmic Linden Date: Fri, 24 Feb 2023 09:27:19 -0800 Subject: SL-19228: Remove DEBUG_TEXCOORD --- .../app_settings/shaders/class1/deferred/pbralphaV.glsl | 12 ------------ .../app_settings/shaders/class1/deferred/pbropaqueF.glsl | 14 -------------- .../app_settings/shaders/class1/deferred/pbropaqueV.glsl | 12 ------------ 3 files changed, 38 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl index ee44ad874c..ddb53ff852 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl @@ -64,9 +64,6 @@ out vec2 basecolor_texcoord; out vec2 normal_texcoord; out vec2 metallic_roughness_texcoord; out vec2 emissive_texcoord; -#if DEBUG_TEXCOORD -out vec2 original_texcoord; -#endif out vec4 vertex_color; @@ -99,9 +96,6 @@ void main() normal_texcoord = texture_transform(texcoord0, texture_normal_matrix, texture_matrix0); metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_matrix, texture_matrix0); emissive_texcoord = texture_transform(texcoord0, texture_emissive_matrix, texture_matrix0); -#if DEBUG_TEXCOORD - original_texcoord = texcoord0; -#endif #ifdef HAS_SKIN vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz; @@ -143,9 +137,6 @@ in vec2 texcoord0; out vec2 basecolor_texcoord; out vec2 emissive_texcoord; -#if DEBUG_TEXCOORD -out vec2 original_texcoord; -#endif out vec4 vertex_color; @@ -161,9 +152,6 @@ void main() basecolor_texcoord = texture_transform(texcoord0, texture_basecolor_matrix, texture_matrix0); emissive_texcoord = texture_transform(texcoord0, texture_emissive_matrix, texture_matrix0); -#if DEBUG_TEXCOORD - original_texcoord = texcoord0; -#endif vertex_color = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl index fd2aa6eb54..c4c5a7872b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl @@ -51,9 +51,6 @@ in vec2 basecolor_texcoord; in vec2 normal_texcoord; in vec2 metallic_roughness_texcoord; in vec2 emissive_texcoord; -#if DEBUG_TEXCOORD -in vec2 original_texcoord; -#endif uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff() @@ -72,10 +69,6 @@ void main() } vec3 col = vertex_color.rgb * srgb_to_linear(basecolor.rgb); -#if DEBUG_TEXCOORD - vec3 texcoord_color = vec3(mod(original_texcoord, 1.0), 0); - col = texcoord_color; -#endif // from mikktspace.com vec3 vNt = texture2D(bumpMap, normal_texcoord.xy).xyz*2.0-1.0; @@ -130,9 +123,6 @@ in vec4 vertex_color; in vec2 basecolor_texcoord; in vec2 emissive_texcoord; -#if DEBUG_TEXCOORD -in vec2 original_texcoord; -#endif uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff() @@ -148,10 +138,6 @@ void main() } vec3 col = vertex_color.rgb * srgb_to_linear(basecolor.rgb); -#if DEBUG_TEXCOORD - vec3 texcoord_color = vec3(mod(original_texcoord, 1.0), 0); - col = texcoord_color; -#endif vec3 emissive = emissiveColor; emissive *= srgb_to_linear(texture2D(emissiveMap, emissive_texcoord.xy).rgb); diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl index aeb6b85e12..f0e3d4f034 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl @@ -53,9 +53,6 @@ out vec2 basecolor_texcoord; out vec2 normal_texcoord; out vec2 metallic_roughness_texcoord; out vec2 emissive_texcoord; -#if DEBUG_TEXCOORD -out vec2 original_texcoord; -#endif out vec4 vertex_color; @@ -85,9 +82,6 @@ void main() normal_texcoord = texture_transform(texcoord0, texture_normal_matrix, texture_matrix0); metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_matrix, texture_matrix0); emissive_texcoord = texture_transform(texcoord0, texture_emissive_matrix, texture_matrix0); -#if DEBUG_TEXCOORD - original_texcoord = texcoord0; -#endif #ifdef HAS_SKIN vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz; @@ -123,9 +117,6 @@ in vec2 texcoord0; out vec2 basecolor_texcoord; out vec2 emissive_texcoord; -#if DEBUG_TEXCOORD -out vec2 original_texcoord; -#endif out vec4 vertex_color; @@ -138,9 +129,6 @@ void main() basecolor_texcoord = texture_transform(texcoord0, texture_basecolor_matrix, texture_matrix0); emissive_texcoord = texture_transform(texcoord0, texture_emissive_matrix, texture_matrix0); -#if DEBUG_TEXCOORD - original_texcoord = texcoord0; -#endif vertex_color = diffuse_color; } -- cgit v1.2.3 From 86427ec145c7b956ec9ff5d9aa7ddde630cf45e1 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 24 Feb 2023 14:54:25 -0600 Subject: SL-19212 Resurrect glare and apply to PBR materials as well (and fix color mismatch in legacy alpha vs opaque). --- .../shaders/class1/deferred/deferredUtil.glsl | 58 ++++++++++++++++++---- .../shaders/class1/deferred/materialF.glsl | 49 ++++++++++++++++++ .../shaders/class1/deferred/pbralphaF.glsl | 33 ++++++++++++ 3 files changed, 131 insertions(+), 9 deletions(-) create mode 100644 indra/newview/app_settings/shaders/class1/deferred/materialF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index e71d080fc5..6ab966ae01 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -383,7 +383,8 @@ vec3 pbrIbl(vec3 diffuseColor, vec3 irradiance, // irradiance map sample float ao, // ambient occlusion factor float nv, // normal dot view vector - float perceptualRough) + float perceptualRough, + out vec3 specContrib) { // retrieve a scale and bias to F0. See [1], Figure 3 vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0-perceptualRough); @@ -393,9 +394,24 @@ vec3 pbrIbl(vec3 diffuseColor, vec3 diffuse = diffuseLight * diffuseColor; vec3 specular = specularLight * (specularColor * brdf.x + brdf.y); + specContrib = specular * ao; + return (diffuse + specular*0.5) * ao; //reduce by half to place in appropriate color space for atmospherics } +vec3 pbrIbl(vec3 diffuseColor, + vec3 specularColor, + vec3 radiance, // radiance map sample + vec3 irradiance, // irradiance map sample + float ao, // ambient occlusion factor + float nv, // normal dot view vector + float perceptualRough) +{ + vec3 specContrib; + return pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, nv, perceptualRough, specContrib); +} + + // Encapsulate the various inputs used by the various functions in the shading equation // We store values in this struct to simplify the integration of alternative implementations // of the shading terms, outlined in the Readme.MD Appendix. @@ -460,7 +476,8 @@ vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 n, // normal vec3 v, // surface point to camera - vec3 l) //surface point to light + vec3 l, //surface point to light + out vec3 specContrib) //specular contribution (exposed to alpha shaders to calculate "glare") { // make sure specular highlights from punctual lights don't fall off of polished surfaces perceptualRoughness = max(perceptualRoughness, 8.0/255.0); @@ -506,17 +523,30 @@ vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, float G = geometricOcclusion(pbrInputs); float D = microfacetDistribution(pbrInputs); - const vec3 u_LightColor = vec3(1.0); - // Calculation of analytical lighting contribution vec3 diffuseContrib = (1.0 - F) * diffuse(pbrInputs); - vec3 specContrib = F * G * D / (4.0 * NdotL * NdotV); + specContrib = F * G * D / (4.0 * NdotL * NdotV); // Obtain final intensity as reflectance (BRDF) scaled by the energy of the light (cosine law) - vec3 color = NdotL * u_LightColor * (diffuseContrib + specContrib); + vec3 color = NdotL * (diffuseContrib + specContrib); + + specContrib *= NdotL; + specContrib = max(specContrib, vec3(0)); return color; } +vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, + float perceptualRoughness, + float metallic, + vec3 n, // normal + vec3 v, // surface point to camera + vec3 l) //surface point to light +{ + vec3 specContrib; + + return pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n, v, l, specContrib); +} + void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor) { vec3 f0 = vec3(0.04); @@ -525,15 +555,19 @@ void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor specularColor = mix(f0, baseColor, metallic); } -vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v, vec3 norm, float perceptualRoughness, vec3 light_dir, vec3 sunlit, float scol, vec3 radiance, vec3 irradiance, vec3 colorEmissive, float ao, vec3 additive, vec3 atten) +vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v, vec3 norm, float perceptualRoughness, vec3 light_dir, vec3 sunlit, float scol, vec3 radiance, vec3 irradiance, vec3 colorEmissive, float ao, vec3 additive, vec3 atten, out vec3 specContrib) { vec3 color = vec3(0); float NdotV = clamp(abs(dot(norm, v)), 0.001, 1.0); - color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, 0.2); + vec3 ibl_spec; + color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, 0.2, ibl_spec); - color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm, v, normalize(light_dir)) * sunlit * 2.75 * scol; + color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm, v, normalize(light_dir), specContrib) * sunlit * 2.75 * scol; + specContrib *= sunlit * 2.75 * scol; + specContrib += ibl_spec; + color += colorEmissive*0.5; color = atmosFragLightingLinear(color, additive, atten); @@ -542,6 +576,12 @@ vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v, return color; } +vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v, vec3 norm, float perceptualRoughness, vec3 light_dir, vec3 sunlit, float scol, vec3 radiance, vec3 irradiance, vec3 colorEmissive, float ao, vec3 additive, vec3 atten) +{ + vec3 specContrib; + return pbrBaseLight(diffuseColor, specularColor, metallic, v, norm, perceptualRoughness, light_dir, sunlit, scol, radiance, irradiance, colorEmissive, ao, additive, atten, specContrib); +} + uniform vec4 waterPlane; uniform float waterSign; diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl new file mode 100644 index 0000000000..4b98e6708f --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -0,0 +1,49 @@ +/** +* @file materialF.glsl +* +* $LicenseInfo:firstyear=2023&license=viewerlgpl$ +* Second Life Viewer Source Code +* Copyright (C) 2023, Linden Research, Inc. +* +* This library is free software; you can redistribute it and/or +* modify it under the terms of the GNU Lesser General Public +* License as published by the Free Software Foundation; +* version 2.1 of the License only. +* +* This library is distributed in the hope that it will be useful, +* but WITHOUT ANY WARRANTY; without even the implied warranty of +* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU +* Lesser General Public License for more details. +* +* You should have received a copy of the GNU Lesser General Public +* License along with this library; if not, write to the Free Software +* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA +* +* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA +* $/LicenseInfo$ +*/ + +/*[EXTRA_CODE_HERE]*/ + +// debug stub + +#define DIFFUSE_ALPHA_MODE_BLEND 1 + +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) +out vec4 frag_color; +#else +out vec4 frag_data[3]; +#endif + +void main() +{ +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) + frag_color = vec4(0.5, 0, 1, 0.5); +#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer + // deferred path // See: C++: addDeferredAttachment(), shader: softenLightF.glsl + frag_data[0] = vec4(0.5, 0, 1, 0); // gbuffer is sRGB for legacy materials + frag_data[1] = vec4(0); // XYZ = Specular color. W = Specular exponent. + frag_data[2] = vec4(0); // XY = Normal. Z = Env. intensity. W = 1 skip atmos (mask off fog) +#endif +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl new file mode 100644 index 0000000000..3f3c11517e --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl @@ -0,0 +1,33 @@ +/** + * @file pbralphaF.glsl + * + * $LicenseInfo:firstyear=2023&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2023, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + + // debug stub + +out vec4 frag_color; + +void main() +{ + frag_color = vec4(1.0, 0, 0.5, 0.5); +} \ No newline at end of file -- cgit v1.2.3 From 9606f2afbb3ca81d184c6b7decbbe4f3ae360272 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 24 Feb 2023 15:41:51 -0600 Subject: DRTVWR-559 Add controls for tonemapper to advanced preferences. --- .../shaders/class1/deferred/postDeferredGammaCorrect.glsl | 7 ++----- 1 file changed, 2 insertions(+), 5 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index e0e975faf0..f0e940eb5f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -127,14 +127,11 @@ vec3 toneMapACES_Hill(vec3 color) return color; } - -#define TONEMAP_ACES_NARKOWICZ -//#define TONEMAP_ACES_HILL_EXPOSURE_BOOST -float u_Exposure = 1; +uniform float exposure; vec3 toneMap(vec3 color) { - color *= u_Exposure; + color *= exposure; #ifdef TONEMAP_ACES_NARKOWICZ color = toneMapACES_Narkowicz(color); -- cgit v1.2.3 From 33085b9d830ac1db280d678760b3972798aa1129 Mon Sep 17 00:00:00 2001 From: Cosmic Linden Date: Fri, 24 Feb 2023 13:53:55 -0800 Subject: SL-19265: Fix precision issue with texture transforms by moving transform matrix calculation into the shader --- .../shaders/class1/deferred/pbralphaV.glsl | 44 +++++++++++------- .../shaders/class1/deferred/pbrglowF.glsl | 4 +- .../shaders/class1/deferred/pbrglowV.glsl | 16 ++++--- .../shaders/class1/deferred/pbropaqueF.glsl | 8 ++-- .../shaders/class1/deferred/pbropaqueV.glsl | 52 ++++++++++++++-------- .../shaders/class1/deferred/textureUtilV.glsl | 32 ++++++++++--- 6 files changed, 105 insertions(+), 51 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl index ddb53ff852..d44d1a2e6f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl @@ -44,10 +44,18 @@ uniform mat4 modelview_matrix; out vec3 vary_position; -uniform mat3 texture_basecolor_matrix; -uniform mat3 texture_normal_matrix; -uniform mat3 texture_metallic_roughness_matrix; -uniform mat3 texture_emissive_matrix; +uniform vec2 texture_base_color_scale; +uniform float texture_base_color_rotation; +uniform vec2 texture_base_color_offset; +uniform vec2 texture_normal_scale; +uniform float texture_normal_rotation; +uniform vec2 texture_normal_offset; +uniform vec2 texture_metallic_roughness_scale; +uniform float texture_metallic_roughness_rotation; +uniform vec2 texture_metallic_roughness_offset; +uniform vec2 texture_emissive_scale; +uniform float texture_emissive_rotation; +uniform vec2 texture_emissive_offset; #ifdef HAS_SUN_SHADOW out vec3 vary_fragcoord; @@ -60,7 +68,7 @@ in vec3 normal; in vec4 tangent; in vec2 texcoord0; -out vec2 basecolor_texcoord; +out vec2 base_color_texcoord; out vec2 normal_texcoord; out vec2 metallic_roughness_texcoord; out vec2 emissive_texcoord; @@ -71,7 +79,7 @@ out vec3 vary_tangent; flat out float vary_sign; out vec3 vary_normal; -vec2 texture_transform(vec2 vertex_texcoord, mat3 khr_gltf_transform, mat4 sl_animation_transform); +vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf_rotation, vec2 khr_gltf_offset, mat4 sl_animation_transform); void main() @@ -92,10 +100,10 @@ void main() vary_fragcoord.xyz = vert.xyz + vec3(0,0,near_clip); #endif - basecolor_texcoord = texture_transform(texcoord0, texture_basecolor_matrix, texture_matrix0); - normal_texcoord = texture_transform(texcoord0, texture_normal_matrix, texture_matrix0); - metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_matrix, texture_matrix0); - emissive_texcoord = texture_transform(texcoord0, texture_emissive_matrix, texture_matrix0); + base_color_texcoord = texture_transform(texcoord0, texture_base_color_scale, texture_base_color_rotation, texture_base_color_offset, texture_matrix0); + normal_texcoord = texture_transform(texcoord0, texture_normal_scale, texture_normal_rotation, texture_normal_offset, texture_matrix0); + metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_scale, texture_metallic_roughness_rotation, texture_metallic_roughness_offset, texture_matrix0); + emissive_texcoord = texture_transform(texcoord0, texture_emissive_scale, texture_emissive_rotation, texture_emissive_offset, texture_matrix0); #ifdef HAS_SKIN vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz; @@ -128,19 +136,23 @@ uniform mat4 modelview_matrix; out vec3 vary_position; -uniform mat3 texture_basecolor_matrix; -uniform mat3 texture_emissive_matrix; +uniform vec2 texture_base_color_scale; +uniform float texture_base_color_rotation; +uniform vec2 texture_base_color_offset; +uniform vec2 texture_emissive_scale; +uniform float texture_emissive_rotation; +uniform vec2 texture_emissive_offset; in vec3 position; in vec4 diffuse_color; in vec2 texcoord0; -out vec2 basecolor_texcoord; +out vec2 base_color_texcoord; out vec2 emissive_texcoord; out vec4 vertex_color; -vec2 texture_transform(vec2 vertex_texcoord, mat3 khr_gltf_transform, mat4 sl_animation_transform); +vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf_rotation, vec2 khr_gltf_offset, mat4 sl_animation_transform); void main() @@ -150,8 +162,8 @@ void main() gl_Position = vert; vary_position = vert.xyz; - basecolor_texcoord = texture_transform(texcoord0, texture_basecolor_matrix, texture_matrix0); - emissive_texcoord = texture_transform(texcoord0, texture_emissive_matrix, texture_matrix0); + base_color_texcoord = texture_transform(texcoord0, texture_base_color_scale, texture_base_color_rotation, texture_base_color_offset, texture_matrix0); + emissive_texcoord = texture_transform(texcoord0, texture_emissive_scale, texture_emissive_rotation, texture_emissive_offset, texture_matrix0); vertex_color = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl index 8dc9e02f7a..1c36aa6b50 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl @@ -37,7 +37,7 @@ out vec4 frag_color; in vec3 vary_position; in vec4 vertex_emissive; -in vec2 basecolor_texcoord; +in vec2 base_color_texcoord; in vec2 emissive_texcoord; uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff() @@ -47,7 +47,7 @@ vec3 srgb_to_linear(vec3 c); void main() { - vec4 basecolor = texture2D(diffuseMap, basecolor_texcoord.xy).rgba; + vec4 basecolor = texture2D(diffuseMap, base_color_texcoord.xy).rgba; if (basecolor.a < minimum_alpha) { diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl index bcad1c1ceb..b73d08cf0d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl @@ -34,20 +34,24 @@ uniform mat4 modelview_projection_matrix; uniform mat4 texture_matrix0; -uniform mat3 texture_basecolor_matrix; -uniform mat3 texture_emissive_matrix; +uniform vec2 texture_base_color_scale; +uniform float texture_base_color_rotation; +uniform vec2 texture_base_color_offset; +uniform vec2 texture_emissive_scale; +uniform float texture_emissive_rotation; +uniform vec2 texture_emissive_offset; in vec3 position; in vec4 emissive; in vec2 texcoord0; -out vec2 basecolor_texcoord; +out vec2 base_color_texcoord; out vec2 emissive_texcoord; out vec4 vertex_emissive; -vec2 texture_transform(vec2 vertex_texcoord, mat3 khr_gltf_transform, mat4 sl_animation_transform); +vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf_rotation, vec2 khr_gltf_offset, mat4 sl_animation_transform); void main() { @@ -64,8 +68,8 @@ void main() gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); #endif - basecolor_texcoord = texture_transform(texcoord0, texture_basecolor_matrix, texture_matrix0); - emissive_texcoord = texture_transform(texcoord0, texture_emissive_matrix, texture_matrix0); + base_color_texcoord = texture_transform(texcoord0, texture_base_color_scale, texture_base_color_rotation, texture_base_color_offset, texture_matrix0); + emissive_texcoord = texture_transform(texcoord0, texture_emissive_scale, texture_emissive_rotation, texture_emissive_offset, texture_matrix0); vertex_emissive = emissive; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl index c4c5a7872b..6659e67a7a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl @@ -47,7 +47,7 @@ in vec3 vary_normal; in vec3 vary_tangent; flat in float vary_sign; -in vec2 basecolor_texcoord; +in vec2 base_color_texcoord; in vec2 normal_texcoord; in vec2 metallic_roughness_texcoord; in vec2 emissive_texcoord; @@ -62,7 +62,7 @@ uniform mat3 normal_matrix; void main() { - vec4 basecolor = texture2D(diffuseMap, basecolor_texcoord.xy).rgba; + vec4 basecolor = texture2D(diffuseMap, base_color_texcoord.xy).rgba; if (basecolor.a < minimum_alpha) { discard; @@ -121,7 +121,7 @@ out vec4 frag_color; in vec3 vary_position; in vec4 vertex_color; -in vec2 basecolor_texcoord; +in vec2 base_color_texcoord; in vec2 emissive_texcoord; uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff() @@ -131,7 +131,7 @@ vec3 srgb_to_linear(vec3 c); void main() { - vec4 basecolor = texture2D(diffuseMap, basecolor_texcoord.xy).rgba; + vec4 basecolor = texture2D(diffuseMap, base_color_texcoord.xy).rgba; if (basecolor.a < minimum_alpha) { discard; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl index f0e3d4f034..6f50aefdab 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl @@ -38,10 +38,18 @@ uniform mat4 modelview_projection_matrix; #endif uniform mat4 texture_matrix0; -uniform mat3 texture_basecolor_matrix; -uniform mat3 texture_normal_matrix; -uniform mat3 texture_metallic_roughness_matrix; -uniform mat3 texture_emissive_matrix; +uniform vec2 texture_base_color_scale; +uniform float texture_base_color_rotation; +uniform vec2 texture_base_color_offset; +uniform vec2 texture_normal_scale; +uniform float texture_normal_rotation; +uniform vec2 texture_normal_offset; +uniform vec2 texture_metallic_roughness_scale; +uniform float texture_metallic_roughness_rotation; +uniform vec2 texture_metallic_roughness_offset; +uniform vec2 texture_emissive_scale; +uniform float texture_emissive_rotation; +uniform vec2 texture_emissive_offset; in vec3 position; in vec4 diffuse_color; @@ -49,7 +57,7 @@ in vec3 normal; in vec4 tangent; in vec2 texcoord0; -out vec2 basecolor_texcoord; +out vec2 base_color_texcoord; out vec2 normal_texcoord; out vec2 metallic_roughness_texcoord; out vec2 emissive_texcoord; @@ -60,7 +68,7 @@ out vec3 vary_tangent; flat out float vary_sign; out vec3 vary_normal; -vec2 texture_transform(vec2 vertex_texcoord, mat3 khr_gltf_transform, mat4 sl_animation_transform); +vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf_rotation, vec2 khr_gltf_offset, mat4 sl_animation_transform); void main() { @@ -78,10 +86,10 @@ void main() gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); #endif - basecolor_texcoord = texture_transform(texcoord0, texture_basecolor_matrix, texture_matrix0); - normal_texcoord = texture_transform(texcoord0, texture_normal_matrix, texture_matrix0); - metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_matrix, texture_matrix0); - emissive_texcoord = texture_transform(texcoord0, texture_emissive_matrix, texture_matrix0); + base_color_texcoord = texture_transform(texcoord0, texture_base_color_scale, texture_base_color_rotation, texture_base_color_offset, texture_matrix0); + normal_texcoord = texture_transform(texcoord0, texture_normal_scale, texture_normal_rotation, texture_normal_offset, texture_matrix0); + metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_scale, texture_metallic_roughness_rotation, texture_metallic_roughness_offset, texture_matrix0); + emissive_texcoord = texture_transform(texcoord0, texture_emissive_scale, texture_emissive_rotation, texture_emissive_offset, texture_matrix0); #ifdef HAS_SKIN vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz; @@ -106,29 +114,37 @@ uniform mat4 modelview_projection_matrix; uniform mat4 texture_matrix0; -uniform mat3 texture_basecolor_matrix; -uniform mat3 texture_normal_matrix; -uniform mat3 texture_metallic_roughness_matrix; -uniform mat3 texture_emissive_matrix; +uniform vec2 texture_base_color_scale; +uniform float texture_base_color_rotation; +uniform vec2 texture_base_color_offset; +uniform vec2 texture_normal_scale; +uniform float texture_normal_rotation; +uniform vec2 texture_normal_offset; +uniform vec2 texture_metallic_roughness_scale; +uniform float texture_metallic_roughness_rotation; +uniform vec2 texture_metallic_roughness_offset; +uniform vec2 texture_emissive_scale; +uniform float texture_emissive_rotation; +uniform vec2 texture_emissive_offset; in vec3 position; in vec4 diffuse_color; in vec2 texcoord0; -out vec2 basecolor_texcoord; +out vec2 base_color_texcoord; out vec2 emissive_texcoord; out vec4 vertex_color; -vec2 texture_transform(vec2 vertex_texcoord, mat3 khr_gltf_transform, mat4 sl_animation_transform); +vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf_rotation, vec2 khr_gltf_offset, mat4 sl_animation_transform); void main() { //transform vertex gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - basecolor_texcoord = texture_transform(texcoord0, texture_basecolor_matrix, texture_matrix0); - emissive_texcoord = texture_transform(texcoord0, texture_emissive_matrix, texture_matrix0); + base_color_texcoord = texture_transform(texcoord0, texture_base_color_scale, texture_base_color_rotation, texture_base_color_offset, texture_matrix0); + emissive_texcoord = texture_transform(texcoord0, texture_emissive_scale, texture_emissive_rotation, texture_emissive_offset, texture_matrix0); vertex_color = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl index b146c665f9..6ad317ca63 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl @@ -23,6 +23,31 @@ * $/LicenseInfo$ */ +// This shader code is taken from the sample code on the KHR_texture_transform +// spec page page, plus or minus some sign error corrections (I think because the GLSL +// matrix constructor is backwards?): +// https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_texture_transform +// Previously (6494eed242b1), we passed in a single, precalculated matrix +// uniform per transform into the shaders. However, that was found to produce +// small-but-noticeable discrepancies with the GLTF sample model +// "TextureTransformTest", likely due to numerical precision differences. In +// the interest of parity with other renderers, calculate the transform +// directly in the shader. -Cosmic,2023-02-24 +vec2 khr_texture_transform(vec2 texcoord, vec2 scale, float rotation, vec2 offset) +{ + mat3 scale_mat = mat3(scale.x,0,0, 0,scale.y,0, 0,0,1); + mat3 offset_mat = mat3(1,0,0, 0,1,0, offset.x, offset.y, 1); + mat3 rotation_mat = mat3( + cos(rotation),-sin(rotation), 0, + sin(rotation), cos(rotation), 0, + 0, 0, 1 + ); + + mat3 transform = offset_mat * rotation_mat * scale_mat; + + return (transform * vec3(texcoord, 1)).xy; +} + // vertex_texcoord - The UV texture coordinates sampled from the vertex at // runtime. Per SL convention, this is in a right-handed UV coordinate // system. Collada models also have right-handed UVs. @@ -33,17 +58,14 @@ // animations, available through LSL script functions such as // LlSetTextureAnim. It assumes a right-handed UV coordinate system. // texcoord - The final texcoord to use for image sampling -vec2 texture_transform(vec2 vertex_texcoord, mat3 khr_gltf_transform, mat4 sl_animation_transform) +vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf_rotation, vec2 khr_gltf_offset, mat4 sl_animation_transform) { vec2 texcoord = vertex_texcoord; // Convert to left-handed coordinate system. The offset of 1 is necessary // for rotations to be applied correctly. - // In the future, we could bake this coordinate conversion into the uniform - // that khr_gltf_transform comes from, since it's applied immediately - // before. texcoord.y = 1.0 - texcoord.y; - texcoord = (khr_gltf_transform * vec3(texcoord, 1.0)).xy; + texcoord = khr_texture_transform(texcoord, khr_gltf_scale, khr_gltf_rotation, khr_gltf_offset); // Convert back to right-handed coordinate system texcoord.y = 1.0 - texcoord.y; texcoord = (sl_animation_transform * vec4(texcoord, 0, 1)).xy; -- cgit v1.2.3 From 7a533f368231c7e1135891c05e03412d0fdb9fdb Mon Sep 17 00:00:00 2001 From: Cosmic Linden Date: Fri, 24 Feb 2023 18:10:49 -0800 Subject: SL-19269: For PBR materials, apply texture animation independently of the underlying texture transform --- indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl index 6ad317ca63..39cc07d2d1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl @@ -62,13 +62,14 @@ vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf { vec2 texcoord = vertex_texcoord; + // Apply texture animation first to avoid shearing and other artifacts + texcoord = (sl_animation_transform * vec4(texcoord, 0, 1)).xy; // Convert to left-handed coordinate system. The offset of 1 is necessary // for rotations to be applied correctly. texcoord.y = 1.0 - texcoord.y; texcoord = khr_texture_transform(texcoord, khr_gltf_scale, khr_gltf_rotation, khr_gltf_offset); // Convert back to right-handed coordinate system texcoord.y = 1.0 - texcoord.y; - texcoord = (sl_animation_transform * vec4(texcoord, 0, 1)).xy; // To make things more confusing, all SL image assets are upside-down // We may need an additional sign flip here when we implement a Vulkan backend -- cgit v1.2.3 From 61a6054e3ae4a9e63b6d96901ed8b4720205c3ed Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 27 Feb 2023 10:09:06 -0600 Subject: DRTVWR-559 Fix for mac build --- indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl index 3f3c11517e..2ccd3fd962 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl @@ -30,4 +30,4 @@ out vec4 frag_color; void main() { frag_color = vec4(1.0, 0, 0.5, 0.5); -} \ No newline at end of file +} -- cgit v1.2.3 From e5a2f85005bbf94f39ef048dbfe43276990f1154 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 27 Feb 2023 16:53:56 -0600 Subject: SL-19226 Reimplement water fresnel offset/scale, exposure balance for midday, adjust reflections off, and decruft depth buffer error correction shenanigans that are no longer used. --- .../app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index f0e940eb5f..cc77712347 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -134,6 +134,7 @@ vec3 toneMap(vec3 color) color *= exposure; #ifdef TONEMAP_ACES_NARKOWICZ + color *= 0.8; color = toneMapACES_Narkowicz(color); #endif @@ -145,7 +146,7 @@ vec3 toneMap(vec3 color) // boost exposure as discussed in https://github.com/mrdoob/three.js/pull/19621 // this factor is based on the exposure correction of Krzysztof Narkowicz in his // implemetation of ACES tone mapping - color /= 0.6; + color *= 0.85/0.6; color = toneMapACES_Hill(color); #endif -- cgit v1.2.3 From b27c41578b4bb54ee87fbb8d05f29d9d9a9e2768 Mon Sep 17 00:00:00 2001 From: Cosmic Linden Date: Mon, 27 Feb 2023 15:57:45 -0800 Subject: SL-19279: LLGLSLShader::bindXXX is not free. Pack the uniforms --- .../shaders/class1/deferred/pbralphaV.glsl | 40 +++++++----------- .../shaders/class1/deferred/pbrglowV.glsl | 14 +++---- .../shaders/class1/deferred/pbropaqueV.glsl | 48 ++++++++-------------- .../shaders/class1/deferred/textureUtilV.glsl | 4 +- 4 files changed, 37 insertions(+), 69 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl index a9e114dddc..e9515a9187 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl @@ -44,18 +44,10 @@ uniform mat4 modelview_matrix; out vec3 vary_position; -uniform vec2 texture_base_color_scale; -uniform float texture_base_color_rotation; -uniform vec2 texture_base_color_offset; -uniform vec2 texture_normal_scale; -uniform float texture_normal_rotation; -uniform vec2 texture_normal_offset; -uniform vec2 texture_metallic_roughness_scale; -uniform float texture_metallic_roughness_rotation; -uniform vec2 texture_metallic_roughness_offset; -uniform vec2 texture_emissive_scale; -uniform float texture_emissive_rotation; -uniform vec2 texture_emissive_offset; +uniform vec4[2] texture_base_color_transform; +uniform vec4[2] texture_normal_transform; +uniform vec4[2] texture_metallic_roughness_transform; +uniform vec4[2] texture_emissive_transform; out vec3 vary_fragcoord; @@ -78,7 +70,7 @@ out vec3 vary_tangent; flat out float vary_sign; out vec3 vary_normal; -vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf_rotation, vec2 khr_gltf_offset, mat4 sl_animation_transform); +vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); void main() @@ -97,10 +89,10 @@ void main() vary_fragcoord.xyz = vert.xyz + vec3(0,0,near_clip); - base_color_texcoord = texture_transform(texcoord0, texture_base_color_scale, texture_base_color_rotation, texture_base_color_offset, texture_matrix0); - normal_texcoord = texture_transform(texcoord0, texture_normal_scale, texture_normal_rotation, texture_normal_offset, texture_matrix0); - metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_scale, texture_metallic_roughness_rotation, texture_metallic_roughness_offset, texture_matrix0); - emissive_texcoord = texture_transform(texcoord0, texture_emissive_scale, texture_emissive_rotation, texture_emissive_offset, texture_matrix0); + base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0); + normal_texcoord = texture_transform(texcoord0, texture_normal_transform, texture_matrix0); + metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_transform, texture_matrix0); + emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0); #ifdef HAS_SKIN vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz; @@ -133,12 +125,8 @@ uniform mat4 modelview_matrix; out vec3 vary_position; -uniform vec2 texture_base_color_scale; -uniform float texture_base_color_rotation; -uniform vec2 texture_base_color_offset; -uniform vec2 texture_emissive_scale; -uniform float texture_emissive_rotation; -uniform vec2 texture_emissive_offset; +uniform vec4[2] texture_base_color_transform; +uniform vec4[2] texture_emissive_transform; in vec3 position; in vec4 diffuse_color; @@ -149,7 +137,7 @@ out vec2 emissive_texcoord; out vec4 vertex_color; -vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf_rotation, vec2 khr_gltf_offset, mat4 sl_animation_transform); +vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); void main() @@ -159,8 +147,8 @@ void main() gl_Position = vert; vary_position = vert.xyz; - base_color_texcoord = texture_transform(texcoord0, texture_base_color_scale, texture_base_color_rotation, texture_base_color_offset, texture_matrix0); - emissive_texcoord = texture_transform(texcoord0, texture_emissive_scale, texture_emissive_rotation, texture_emissive_offset, texture_matrix0); + base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0); + emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0); vertex_color = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl index b73d08cf0d..82a50a115c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl @@ -34,12 +34,8 @@ uniform mat4 modelview_projection_matrix; uniform mat4 texture_matrix0; -uniform vec2 texture_base_color_scale; -uniform float texture_base_color_rotation; -uniform vec2 texture_base_color_offset; -uniform vec2 texture_emissive_scale; -uniform float texture_emissive_rotation; -uniform vec2 texture_emissive_offset; +uniform vec4[2] texture_base_color_transform; +uniform vec4[2] texture_emissive_transform; in vec3 position; in vec4 emissive; @@ -51,7 +47,7 @@ out vec2 emissive_texcoord; out vec4 vertex_emissive; -vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf_rotation, vec2 khr_gltf_offset, mat4 sl_animation_transform); +vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); void main() { @@ -68,8 +64,8 @@ void main() gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); #endif - base_color_texcoord = texture_transform(texcoord0, texture_base_color_scale, texture_base_color_rotation, texture_base_color_offset, texture_matrix0); - emissive_texcoord = texture_transform(texcoord0, texture_emissive_scale, texture_emissive_rotation, texture_emissive_offset, texture_matrix0); + base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0); + emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0); vertex_emissive = emissive; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl index 6f50aefdab..e2c23ac8f0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl @@ -38,18 +38,10 @@ uniform mat4 modelview_projection_matrix; #endif uniform mat4 texture_matrix0; -uniform vec2 texture_base_color_scale; -uniform float texture_base_color_rotation; -uniform vec2 texture_base_color_offset; -uniform vec2 texture_normal_scale; -uniform float texture_normal_rotation; -uniform vec2 texture_normal_offset; -uniform vec2 texture_metallic_roughness_scale; -uniform float texture_metallic_roughness_rotation; -uniform vec2 texture_metallic_roughness_offset; -uniform vec2 texture_emissive_scale; -uniform float texture_emissive_rotation; -uniform vec2 texture_emissive_offset; +uniform vec4[2] texture_base_color_transform; +uniform vec4[2] texture_normal_transform; +uniform vec4[2] texture_metallic_roughness_transform; +uniform vec4[2] texture_emissive_transform; in vec3 position; in vec4 diffuse_color; @@ -68,7 +60,7 @@ out vec3 vary_tangent; flat out float vary_sign; out vec3 vary_normal; -vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf_rotation, vec2 khr_gltf_offset, mat4 sl_animation_transform); +vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); void main() { @@ -86,10 +78,10 @@ void main() gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); #endif - base_color_texcoord = texture_transform(texcoord0, texture_base_color_scale, texture_base_color_rotation, texture_base_color_offset, texture_matrix0); - normal_texcoord = texture_transform(texcoord0, texture_normal_scale, texture_normal_rotation, texture_normal_offset, texture_matrix0); - metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_scale, texture_metallic_roughness_rotation, texture_metallic_roughness_offset, texture_matrix0); - emissive_texcoord = texture_transform(texcoord0, texture_emissive_scale, texture_emissive_rotation, texture_emissive_offset, texture_matrix0); + base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0); + normal_texcoord = texture_transform(texcoord0, texture_normal_transform, texture_matrix0); + metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_transform, texture_matrix0); + emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0); #ifdef HAS_SKIN vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz; @@ -114,18 +106,10 @@ uniform mat4 modelview_projection_matrix; uniform mat4 texture_matrix0; -uniform vec2 texture_base_color_scale; -uniform float texture_base_color_rotation; -uniform vec2 texture_base_color_offset; -uniform vec2 texture_normal_scale; -uniform float texture_normal_rotation; -uniform vec2 texture_normal_offset; -uniform vec2 texture_metallic_roughness_scale; -uniform float texture_metallic_roughness_rotation; -uniform vec2 texture_metallic_roughness_offset; -uniform vec2 texture_emissive_scale; -uniform float texture_emissive_rotation; -uniform vec2 texture_emissive_offset; +uniform vec4[2] texture_base_color_transform; +uniform vec4[2] texture_normal_transform; +uniform vec4[2] texture_metallic_roughness_transform; +uniform vec4[2] texture_emissive_transform; in vec3 position; in vec4 diffuse_color; @@ -136,15 +120,15 @@ out vec2 emissive_texcoord; out vec4 vertex_color; -vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf_rotation, vec2 khr_gltf_offset, mat4 sl_animation_transform); +vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); void main() { //transform vertex gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - base_color_texcoord = texture_transform(texcoord0, texture_base_color_scale, texture_base_color_rotation, texture_base_color_offset, texture_matrix0); - emissive_texcoord = texture_transform(texcoord0, texture_emissive_scale, texture_emissive_rotation, texture_emissive_offset, texture_matrix0); + base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0); + emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0); vertex_color = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl index 39cc07d2d1..71f7ec52c4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl @@ -58,7 +58,7 @@ vec2 khr_texture_transform(vec2 texcoord, vec2 scale, float rotation, vec2 offse // animations, available through LSL script functions such as // LlSetTextureAnim. It assumes a right-handed UV coordinate system. // texcoord - The final texcoord to use for image sampling -vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf_rotation, vec2 khr_gltf_offset, mat4 sl_animation_transform) +vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform) { vec2 texcoord = vertex_texcoord; @@ -67,7 +67,7 @@ vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf // Convert to left-handed coordinate system. The offset of 1 is necessary // for rotations to be applied correctly. texcoord.y = 1.0 - texcoord.y; - texcoord = khr_texture_transform(texcoord, khr_gltf_scale, khr_gltf_rotation, khr_gltf_offset); + texcoord = khr_texture_transform(texcoord, khr_gltf_transform[0].xy, khr_gltf_transform[0].z, khr_gltf_transform[1].xy); // Convert back to right-handed coordinate system texcoord.y = 1.0 - texcoord.y; -- cgit v1.2.3 From bc7856098f70371dd392c74689df267cce819aa7 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 2 Mar 2023 16:36:03 -0600 Subject: SL-19281 Unify handling of haze and gamma between fullbright and not and move haze back to sRGB color space to stay consistent with sky colors. Also fix broken "roughness" stuck at 0.2. --- .../shaders/class1/deferred/deferredUtil.glsl | 9 ++-- .../shaders/class1/deferred/fullbrightF.glsl | 3 ++ .../class1/deferred/postDeferredGammaCorrect.glsl | 49 ++++++++-------------- 3 files changed, 23 insertions(+), 38 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 6ab966ae01..0b4a59c866 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -396,7 +396,7 @@ vec3 pbrIbl(vec3 diffuseColor, specContrib = specular * ao; - return (diffuse + specular*0.5) * ao; //reduce by half to place in appropriate color space for atmospherics + return (diffuse + specular) * ao; } vec3 pbrIbl(vec3 diffuseColor, @@ -562,16 +562,13 @@ vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v, float NdotV = clamp(abs(dot(norm, v)), 0.001, 1.0); vec3 ibl_spec; - color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, 0.2, ibl_spec); + color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness, ibl_spec); color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm, v, normalize(light_dir), specContrib) * sunlit * 2.75 * scol; specContrib *= sunlit * 2.75 * scol; specContrib += ibl_spec; - color += colorEmissive*0.5; - - color = atmosFragLightingLinear(color, additive, atten); - color = scaleSoftClipFragLinear(color); + color += colorEmissive; //divide by two to correct for magical multiply by two in atmosFragLighting return color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index afe504743d..c406c669f2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -88,8 +88,11 @@ void main() #endif #ifndef IS_HUD + color.rgb = fullbrightAtmosTransport(color.rgb); + color.rgb = fullbrightScaleSoftClip(color.rgb); color.rgb = srgb_to_linear(color.rgb); #endif + frag_color.rgb = color.rgb; frag_color.a = color.a; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index cc77712347..383fcaa9a7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -44,9 +44,6 @@ vec3 linear_to_srgb(vec3 cl); //=============================================================== // tone mapping taken from Khronos sample implementation //=============================================================== -const float GAMMA = 2.2; -const float INV_GAMMA = 1.0 / GAMMA; - // sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT const mat3 ACESInputMat = mat3 @@ -65,29 +62,6 @@ const mat3 ACESOutputMat = mat3 -0.07367, -0.00605, 1.07602 ); - -// linear to sRGB approximation -// see http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html -vec3 linearTosRGB(vec3 color) -{ - return pow(color, vec3(INV_GAMMA)); -} - - -// sRGB to linear approximation -// see http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html -vec3 sRGBToLinear(vec3 srgbIn) -{ - return vec3(pow(srgbIn.xyz, vec3(GAMMA))); -} - - -vec4 sRGBToLinear(vec4 srgbIn) -{ - return vec4(sRGBToLinear(srgbIn.xyz), srgbIn.w); -} - - // ACES tone map (faster approximation) // see: https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/ vec3 toneMapACES_Narkowicz(vec3 color) @@ -128,13 +102,13 @@ vec3 toneMapACES_Hill(vec3 color) } uniform float exposure; +uniform float gamma; vec3 toneMap(vec3 color) { color *= exposure; #ifdef TONEMAP_ACES_NARKOWICZ - color *= 0.8; color = toneMapACES_Narkowicz(color); #endif @@ -146,11 +120,12 @@ vec3 toneMap(vec3 color) // boost exposure as discussed in https://github.com/mrdoob/three.js/pull/19621 // this factor is based on the exposure correction of Krzysztof Narkowicz in his // implemetation of ACES tone mapping - color *= 0.85/0.6; + color *= 1.0/0.6; + //color /= 0.6; color = toneMapACES_Hill(color); #endif - return linearTosRGB(color); + return linear_to_srgb(color); } //=============================================================== @@ -193,16 +168,26 @@ float noise(vec2 x) { //============================= + +vec3 legacyGamma(vec3 color) +{ + color = 1. - clamp(color, vec3(0.), vec3(1.)); + color = 1. - pow(color, vec3(gamma)); // s/b inverted already CPU-side + + return color; +} + void main() { //this is the one of the rare spots where diffuseRect contains linear color values (not sRGB) vec4 diff = texture2D(diffuseRect, vary_fragcoord); diff.rgb = toneMap(diff.rgb); - vec2 tc = vary_fragcoord.xy*screen_res; - + diff.rgb = legacyGamma(diff.rgb); + + vec2 tc = vary_fragcoord.xy*screen_res*4.0; vec3 seed = (diff.rgb+vec3(1.0))*vec3(tc.xy, tc.x+tc.y); vec3 nz = vec3(noise(seed.rg), noise(seed.gb), noise(seed.rb)); - diff.rgb += nz*0.008; + diff.rgb += nz*0.003; //diff.rgb = nz; frag_color = diff; } -- cgit v1.2.3 From 7139444461aae953a263a60f1a093070cc870225 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 2 Mar 2023 18:36:57 -0600 Subject: SL-19281 Post review cleanup. --- indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl | 4 ---- .../newview/app_settings/shaders/class1/deferred/deferredUtil.glsl | 3 +-- indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl | 7 ------- .../newview/app_settings/shaders/class1/deferred/fullbrightF.glsl | 1 - 4 files changed, 1 insertion(+), 14 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl index cf9ce646d1..fe796a054d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl @@ -52,9 +52,6 @@ VARYING vec2 vary_texcoord2; VARYING vec2 vary_texcoord3; VARYING float altitude_blend_factor; -/// Soft clips the light with a gamma correction -vec3 scaleSoftClip(vec3 light); - vec4 cloudNoise(vec2 uv) { vec4 a = texture2D(cloud_noise_texture, uv); @@ -119,7 +116,6 @@ void main() color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient); color.rgb= max(vec3(0), color.rgb); color.rgb *= 2.0; - color.rgb = scaleSoftClip(color.rgb); /// Gamma correct for WL (soft clip effect). frag_data[0] = vec4(color.rgb, alpha1); diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 0b4a59c866..4bf16b50bf 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -74,7 +74,6 @@ const float ONE_OVER_PI = 0.3183098861; vec3 srgb_to_linear(vec3 cs); vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten); -vec3 scaleSoftClipFragLinear(vec3 light); float calcLegacyDistanceAttenuation(float distance, float falloff) { @@ -568,7 +567,7 @@ vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v, specContrib *= sunlit * 2.75 * scol; specContrib += ibl_spec; - color += colorEmissive; //divide by two to correct for magical multiply by two in atmosFragLighting + color += colorEmissive; return color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl index f0522850de..fb97cd95b4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl @@ -27,14 +27,9 @@ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif vec3 fullbrightAtmosTransport(vec3 light); -vec3 fullbrightScaleSoftClip(vec3 light); VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; @@ -46,8 +41,6 @@ void main() vec4 color = diffuseLookup(vary_texcoord0.xy)*vertex_color; color.rgb = fullbrightAtmosTransport(color.rgb); - color.rgb = fullbrightScaleSoftClip(color.rgb); - frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index c406c669f2..3a15fd1111 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -89,7 +89,6 @@ void main() #ifndef IS_HUD color.rgb = fullbrightAtmosTransport(color.rgb); - color.rgb = fullbrightScaleSoftClip(color.rgb); color.rgb = srgb_to_linear(color.rgb); #endif -- cgit v1.2.3 From 97b5f07edd077e9b451e874275e9ce49c134f841 Mon Sep 17 00:00:00 2001 From: Rye Mutt Date: Fri, 10 Mar 2023 09:28:35 -0500 Subject: This corrects tangents on blinn-phong surfaces to use proper mikkt calculation (#118) --- .../shaders/class1/deferred/materialV.glsl | 27 ++++++++++------------ 1 file changed, 12 insertions(+), 15 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl index a1cab87092..d41e0b202b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl @@ -59,9 +59,9 @@ ATTRIBUTE vec2 texcoord0; ATTRIBUTE vec4 tangent; ATTRIBUTE vec2 texcoord1; -VARYING vec3 vary_mat0; -VARYING vec3 vary_mat1; -VARYING vec3 vary_mat2; +out vec3 vary_tangent; +flat out float vary_sign; +out vec3 vary_normal; VARYING vec2 vary_texcoord1; #else @@ -111,24 +111,21 @@ void main() vec3 n = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz); #ifdef HAS_NORMAL_MAP vec3 t = normalize((mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz); - vec3 b = cross(n, t)*tangent.w; - - vary_mat0 = vec3(t.x, b.x, n.x); - vary_mat1 = vec3(t.y, b.y, n.y); - vary_mat2 = vec3(t.z, b.z, n.z); + + vary_tangent = t; + vary_sign = tangent.w; + vary_normal = n; #else //HAS_NORMAL_MAP -vary_normal = n; + vary_normal = n; #endif //HAS_NORMAL_MAP #else //HAS_SKIN vec3 n = normalize(normal_matrix * normal); #ifdef HAS_NORMAL_MAP vec3 t = normalize(normal_matrix * tangent.xyz); - vec3 b = cross(n,t)*tangent.w; - //vec3 t = cross(b,n) * binormal.w; - - vary_mat0 = vec3(t.x, b.x, n.x); - vary_mat1 = vec3(t.y, b.y, n.y); - vary_mat2 = vec3(t.z, b.z, n.z); + + vary_tangent = t; + vary_sign = tangent.w; + vary_normal = n; #else //HAS_NORMAL_MAP vary_normal = n; #endif //HAS_NORMAL_MAP -- cgit v1.2.3 From f3ce17701e8dbbbc7a0e8e73c740b161bb2f36c0 Mon Sep 17 00:00:00 2001 From: "Jonathan \"Geenz\" Goodman" Date: Mon, 13 Mar 2023 08:05:33 -0700 Subject: Make sure the glow combine only happens in the gamma correct shader. --- indra/newview/app_settings/shaders/class1/deferred/cofF.glsl | 4 +--- .../shaders/class1/deferred/postDeferredGammaCorrect.glsl | 3 ++- .../app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl | 4 +--- 3 files changed, 4 insertions(+), 7 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl index 1e640d95ae..929b4e17b1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl @@ -35,7 +35,6 @@ out vec4 frag_color; uniform sampler2D diffuseRect; uniform sampler2D depthMap; -uniform sampler2D bloomMap; uniform float depth_cutoff; uniform float norm_cutoff; @@ -81,7 +80,6 @@ void main() sc = min(sc, max_cof); sc = max(sc, -max_cof); - vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy); - frag_color.rgb = diff.rgb + bloom.rgb; + frag_color.rgb = diff.rgb; frag_color.a = sc/max_cof*0.5+0.5; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index cc77712347..203c3aca4a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -34,6 +34,7 @@ out vec4 frag_color; #endif uniform sampler2D diffuseRect; +uniform sampler2D emissiveRect; uniform vec2 screen_res; VARYING vec2 vary_fragcoord; @@ -196,7 +197,7 @@ float noise(vec2 x) { void main() { //this is the one of the rare spots where diffuseRect contains linear color values (not sRGB) - vec4 diff = texture2D(diffuseRect, vary_fragcoord); + vec4 diff = texture2D(diffuseRect, vary_fragcoord) + texture2D(emissiveRect, vary_fragcoord); diff.rgb = toneMap(diff.rgb); vec2 tc = vary_fragcoord.xy*screen_res; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl index a79f644aef..1b868aee8d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl @@ -34,7 +34,6 @@ out vec4 frag_color; #endif uniform sampler2D diffuseRect; -uniform sampler2D bloomMap; uniform vec2 screen_res; VARYING vec2 vary_fragcoord; @@ -43,7 +42,6 @@ void main() { vec4 diff = texture2D(diffuseRect, vary_fragcoord.xy); - vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy); - frag_color = diff + bloom; + frag_color = diff; } -- cgit v1.2.3 From 8c7c4c424d07e39191e827f441af406724829b50 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 22 Mar 2023 10:38:24 -0500 Subject: DRTVWR-559 Quality pass -- Fix sky banding, fix off-by-one-mip in reflection probes (thanks Rye), remove noiseMap from light shaders (removes speckles), make irradiance maps RGB16F instead of RGBA16. Use actual luminance for sky instead of max color component during irradiance map pass. --- .../shaders/class1/deferred/cloudsF.glsl | 29 ++++++++++----------- .../shaders/class1/deferred/moonF.glsl | 30 ++++++++-------------- .../app_settings/shaders/class1/deferred/skyF.glsl | 28 ++++++++------------ .../shaders/class1/deferred/starsF.glsl | 15 +++++------ .../shaders/class1/deferred/sunDiscF.glsl | 21 +++++---------- 5 files changed, 47 insertions(+), 76 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl index fe796a054d..e0e97bb938 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl @@ -24,19 +24,15 @@ */ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif +out vec4 frag_data[4]; ///////////////////////////////////////////////////////////////////////// // The fragment shader for the sky ///////////////////////////////////////////////////////////////////////// -VARYING vec3 vary_CloudColorSun; -VARYING vec3 vary_CloudColorAmbient; -VARYING float vary_CloudDensity; +in vec3 vary_CloudColorSun; +in vec3 vary_CloudColorAmbient; +in float vary_CloudDensity; uniform sampler2D cloud_noise_texture; uniform sampler2D cloud_noise_texture_next; @@ -46,16 +42,16 @@ uniform vec3 cloud_pos_density2; uniform float cloud_scale; uniform float cloud_variance; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec2 vary_texcoord3; -VARYING float altitude_blend_factor; +in vec2 vary_texcoord0; +in vec2 vary_texcoord1; +in vec2 vary_texcoord2; +in vec2 vary_texcoord3; +in float altitude_blend_factor; vec4 cloudNoise(vec2 uv) { - vec4 a = texture2D(cloud_noise_texture, uv); - vec4 b = texture2D(cloud_noise_texture_next, uv); + vec4 a = texture(cloud_noise_texture, uv); + vec4 b = texture(cloud_noise_texture_next, uv); vec4 cloud_noise_sample = mix(a, b, blend_factor); return cloud_noise_sample; } @@ -118,8 +114,9 @@ void main() color.rgb *= 2.0; /// Gamma correct for WL (soft clip effect). - frag_data[0] = vec4(color.rgb, alpha1); + frag_data[0] = vec4(0); frag_data[1] = vec4(0.0,0.0,0.0,0.0); frag_data[2] = vec4(0,0,0,GBUFFER_FLAG_SKIP_ATMOS); + frag_data[3] = vec4(color.rgb, alpha1); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl index 41dd485fae..fabc61eb5e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl @@ -27,11 +27,7 @@ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif +out vec4 frag_data[4]; uniform vec4 color; uniform vec3 moonlight_color; @@ -39,12 +35,7 @@ uniform vec3 moon_dir; uniform float moon_brightness; uniform sampler2D diffuseMap; -VARYING vec2 vary_texcoord0; - -vec3 srgb_to_linear(vec3 c); - -/// Soft clips the light with a gamma correction -vec3 scaleSoftClip(vec3 light); +in vec2 vary_texcoord0; void main() { @@ -53,24 +44,25 @@ void main() if( moon_dir.z > 0 ) fade = clamp( moon_dir.z*moon_dir.z*4.0, 0.0, 1.0 ); - vec4 c = texture2D(diffuseMap, vary_texcoord0.xy); + vec4 c = texture(diffuseMap, vary_texcoord0.xy); // SL-14113 Don't write to depth; prevent moon's quad from hiding stars which should be visible // Moon texture has transparent pixels <0x55,0x55,0x55,0x00> if (c.a <= 2./255.) // 0.00784 + { discard; + } -// c.rgb = srgb_to_linear(c.rgb); - c.rgb *= moonlight_color.rgb; - c.rgb *= moon_brightness; - c.rgb *= fade; - c.a *= fade; + c.rgb *= moonlight_color.rgb; + c.rgb *= moon_brightness; - c.rgb = scaleSoftClip(c.rgb); + c.rgb *= fade; + c.a *= fade; - frag_data[0] = vec4(c.rgb, c.a); + frag_data[0] = vec4(0); frag_data[1] = vec4(0.0); frag_data[2] = vec4(0.0, 0.0, 0.0, GBUFFER_FLAG_HAS_ATMOS); + frag_data[3] = vec4(c.rgb, c.a); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl index 930338cefb..cc4c3b5dce 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl @@ -22,12 +22,10 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - -/*[EXTRA_CODE_HERE]*/ // Inputs -VARYING vec3 vary_HazeColor; -VARYING float vary_LightNormPosDot; +in vec3 vary_HazeColor; +in float vary_LightNormPosDot; uniform sampler2D rainbow_map; uniform sampler2D halo_map; @@ -36,11 +34,9 @@ uniform float moisture_level; uniform float droplet_radius; uniform float ice_level; -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif +out vec4 frag_data[4]; + +vec3 srgb_to_linear(vec3 c); ///////////////////////////////////////////////////////////////////////// // The fragment shader for the sky @@ -63,19 +59,16 @@ vec3 rainbow(float d) d = clamp(d, 0.0, 0.25) + interior_coord; float rad = (droplet_radius - 5.0f) / 1024.0f; - return pow(texture2D(rainbow_map, vec2(rad+0.5, d)).rgb, vec3(1.8)) * moisture_level; + return pow(texture(rainbow_map, vec2(rad+0.5, d)).rgb, vec3(1.8)) * moisture_level; } vec3 halo22(float d) { d = clamp(d, 0.1, 1.0); float v = sqrt(clamp(1 - (d * d), 0, 1)); - return texture2D(halo_map, vec2(0, v)).rgb * ice_level; + return texture(halo_map, vec2(0, v)).rgb * ice_level; } -/// Soft clips the light with a gamma correction -vec3 scaleSoftClip(vec3 light); - void main() { // Potential Fill-rate optimization. Add cloud calculation @@ -91,11 +84,10 @@ void main() color.rgb += rainbow(optic_d); color.rgb += halo_22; color.rgb *= 2.; - color.rgb = scaleSoftClip(color.rgb); - // Gamma correct for WL (soft clip effect). - frag_data[0] = vec4(color.rgb, 1.0); - frag_data[1] = vec4(0.0,0.0,0.0,0.0); + frag_data[0] = vec4(0); + frag_data[1] = vec4(0); frag_data[2] = vec4(0.0,0.0,0.0,GBUFFER_FLAG_SKIP_ATMOS); //1.0 in norm.w masks off fog + frag_data[3] = vec4(color.rgb, 1.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl index cdafdba15c..4f1756c367 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl @@ -25,15 +25,11 @@ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif +out vec4 frag_data[4]; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; -VARYING vec2 screenpos; +in vec4 vertex_color; +in vec2 vary_texcoord0; +in vec2 screenpos; uniform sampler2D diffuseMap; uniform float blend_factor; @@ -62,8 +58,9 @@ void main() col.a = (col.a * factor) * 32.0f; col.a *= twinkle(); - frag_data[0] = col; + frag_data[0] = vec4(0); frag_data[1] = vec4(0.0f); frag_data[2] = vec4(0.0, 1.0, 0.0, GBUFFER_FLAG_SKIP_ATMOS); + frag_data[3] = col; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl index e35ea83f0a..a85e6ebc66 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl @@ -27,36 +27,29 @@ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif +out vec4 frag_data[4]; vec3 srgb_to_linear(vec3 c); -vec3 fullbrightAtmosTransport(vec3 light); -vec3 fullbrightScaleSoftClip(vec3 light); uniform sampler2D diffuseMap; uniform sampler2D altDiffuseMap; uniform float blend_factor; // interp factor between sunDisc A/B -VARYING vec2 vary_texcoord0; -VARYING float sun_fade; +in vec2 vary_texcoord0; +in float sun_fade; void main() { - vec4 sunDiscA = texture2D(diffuseMap, vary_texcoord0.xy); - vec4 sunDiscB = texture2D(altDiffuseMap, vary_texcoord0.xy); + vec4 sunDiscA = texture(diffuseMap, vary_texcoord0.xy); + vec4 sunDiscB = texture(altDiffuseMap, vary_texcoord0.xy); vec4 c = mix(sunDiscA, sunDiscB, blend_factor); - //c.rgb = fullbrightAtmosTransport(c.rgb); - c.rgb = fullbrightScaleSoftClip(c.rgb); // SL-9806 stars poke through //c.a *= sun_fade; - frag_data[0] = c; + frag_data[0] = vec4(0); frag_data[1] = vec4(0.0f); frag_data[2] = vec4(0.0, 1.0, 0.0, GBUFFER_FLAG_SKIP_ATMOS); + frag_data[3] = c; } -- cgit v1.2.3 From 366bae14963151905cae7a08c4c77d422223b9e1 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 27 Mar 2023 18:22:53 -0500 Subject: DRTVWR-559 Fix for off-white metal not looking chromed when it should (fake hacky HDR sky reflections). --- indra/newview/app_settings/shaders/class1/deferred/skyV.glsl | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index 1424b57d6f..f028b303f7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -32,8 +32,8 @@ ATTRIBUTE vec3 position; /////////////////////////////////////////////////////////////////////////////// // Output parameters -VARYING vec3 vary_HazeColor; -VARYING float vary_LightNormPosDot; +out vec3 vary_HazeColor; +out float vary_LightNormPosDot; // Inputs uniform vec3 camPosLocal; @@ -56,6 +56,8 @@ uniform float max_y; uniform vec3 glow; uniform float sun_moon_glow_factor; +uniform int cube_snapshot; + // NOTE: Keep these in sync! // indra\newview\app_settings\shaders\class1\deferred\skyV.glsl // indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl @@ -90,6 +92,8 @@ void main() // Initialize temp variables vec3 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; + float scale = cube_snapshot*0.75+1; + sunlight *= scale; // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes -- cgit v1.2.3 From 10f66c05190585e9de2e85831712323c297d81c4 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 28 Mar 2023 14:30:59 -0500 Subject: DRTVWR-559 Dynamically adjust exposure. --- .../shaders/class1/deferred/exposureF.glsl | 66 ++++++++++++++++++++++ .../class1/deferred/postDeferredGammaCorrect.glsl | 9 ++- .../shaders/class1/deferred/postDeferredNoTCV.glsl | 2 +- .../app_settings/shaders/class1/deferred/skyV.glsl | 6 +- 4 files changed, 77 insertions(+), 6 deletions(-) create mode 100644 indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl new file mode 100644 index 0000000000..6994a20b79 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl @@ -0,0 +1,66 @@ +/** + * @file exposureF.glsl + * + * $LicenseInfo:firstyear=2023&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2023, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +#extension GL_ARB_texture_rectangle : enable + +/*[EXTRA_CODE_HERE]*/ + +out vec4 frag_color; + +uniform sampler2D diffuseRect; +uniform float dt; + +void main() +{ + int samples = 16; + float step = 1.0/(samples-4); + + float start = step; + float end = 1.0-step; + + float w = 0.0; + + vec3 col; + + for (float x = start; x <= end; x += step) + { + for (float y = start; y <= end; y += step) + { + vec2 tc = vec2(x,y); + w += 1.0; + col += texture(diffuseRect, tc).rgb; + } + } + + col /= w; + + // calculate luminance the same way LLColor4::calcHSL does + float mx = max(max(col.r, col.g), col.b); + float mn = min(min(col.r, col.g), col.b); + float lum = (mx + mn) * 0.5; + + frag_color = vec4(lum, lum, lum, dt); +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index 87324bca7f..87725affe7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -35,6 +35,7 @@ out vec4 frag_color; uniform sampler2D diffuseRect; uniform sampler2D emissiveRect; +uniform sampler2D exposureMap; uniform vec2 screen_res; VARYING vec2 vary_fragcoord; @@ -107,7 +108,10 @@ uniform float gamma; vec3 toneMap(vec3 color) { - color *= exposure; + float exp_sample = texture(exposureMap, vec2(0.5,0.5)).r; + + float exp_scale = clamp(0.1/exp_sample, 0.4, 8.0); + color *= exposure * exp_scale; #ifdef TONEMAP_ACES_NARKOWICZ color = toneMapACES_Narkowicz(color); @@ -190,6 +194,9 @@ void main() vec3 nz = vec3(noise(seed.rg), noise(seed.gb), noise(seed.rb)); diff.rgb += nz*0.003; //diff.rgb = nz; + + //float exp_sample = texture(exposureMap, vec2(0.5,0.5)).r; + //diff.g = exp_sample; frag_color = diff; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl index 4d24b4de9a..8b4cac3e64 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl @@ -33,6 +33,6 @@ void main() { //transform vertex vec4 pos = vec4(position.xyz, 1.0); - gl_Position = pos; + gl_Position = pos; vary_fragcoord = (pos.xy*0.5+0.5); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index f028b303f7..0090155e5c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -91,10 +91,8 @@ void main() vary_LightNormPosDot = rel_pos_lightnorm_dot; // Initialize temp variables - vec3 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; - float scale = cube_snapshot*0.75+1; - sunlight *= scale; - + vec3 sunlight = (sun_up_factor == 1) ? sunlight_color*2.0 : moonlight_color; + // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes vec3 light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y); -- cgit v1.2.3 From 81c440a4a962a314d85cee854365e6593b72e87c Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 28 Mar 2023 15:51:29 -0500 Subject: DRTVWR-559 Dynamic exposure followup -- balance moon brightness and add glow to exposure sample. --- indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl | 3 ++- .../app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/skyV.glsl | 2 +- 4 files changed, 5 insertions(+), 4 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl index 5ca210863e..3a7552d23e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl @@ -114,7 +114,7 @@ void main() float rel_pos_len = length(rel_pos); // Initialize temp variables - vec3 sunlight = sunlight_color; + vec3 sunlight = sunlight_color*2.0; vec3 light_atten; // Sunlight attenuation effect (hue and brightness) due to atmosphere diff --git a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl index 6994a20b79..d0269735fd 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl @@ -30,6 +30,7 @@ out vec4 frag_color; uniform sampler2D diffuseRect; +uniform sampler2D emissiveRect; uniform float dt; void main() @@ -50,7 +51,7 @@ void main() { vec2 tc = vec2(x,y); w += 1.0; - col += texture(diffuseRect, tc).rgb; + col += texture(diffuseRect, tc).rgb + texture(emissiveRect, tc).rgb; } } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index 87725affe7..834cf9dc43 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -110,7 +110,7 @@ vec3 toneMap(vec3 color) { float exp_sample = texture(exposureMap, vec2(0.5,0.5)).r; - float exp_scale = clamp(0.1/exp_sample, 0.4, 8.0); + float exp_scale = clamp(0.1/exp_sample, 0.5, 8.0); color *= exposure * exp_scale; #ifdef TONEMAP_ACES_NARKOWICZ diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index 0090155e5c..08fbc4bce8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -91,7 +91,7 @@ void main() vary_LightNormPosDot = rel_pos_lightnorm_dot; // Initialize temp variables - vec3 sunlight = (sun_up_factor == 1) ? sunlight_color*2.0 : moonlight_color; + vec3 sunlight = (sun_up_factor == 1) ? sunlight_color*2.0 : moonlight_color*0.5; // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes -- cgit v1.2.3 From b130831106d058f0be5414a9a3bcaa99636c7bc0 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 29 Mar 2023 13:24:07 -0500 Subject: DRTVWR-559 Dynamic exposure followup -- stochastic sampling, weight based on luminance and distance to center of screen, rebalance night, don't rely on blending not clamping R16F. --- .../shaders/class1/deferred/exposureF.glsl | 45 +++++++++++++++++----- .../class1/deferred/postDeferredGammaCorrect.glsl | 3 +- .../app_settings/shaders/class1/deferred/skyV.glsl | 2 +- 3 files changed, 37 insertions(+), 13 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl index d0269735fd..689929fe38 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl @@ -31,12 +31,22 @@ out vec4 frag_color; uniform sampler2D diffuseRect; uniform sampler2D emissiveRect; +uniform sampler2D exposureMap; + uniform float dt; +uniform vec2 noiseVec; + +// calculate luminance the same way LLColor4::calcHSL does +float lum(vec3 col) +{ + float mx = max(max(col.r, col.g), col.b); + float mn = min(min(col.r, col.g), col.b); + return (mx + mn) * 0.5; +} void main() { - int samples = 16; - float step = 1.0/(samples-4); + float step = 1.0/32.0; float start = step; float end = 1.0-step; @@ -45,23 +55,38 @@ void main() vec3 col; + vec2 nz = noiseVec * step * 0.5; + for (float x = start; x <= end; x += step) { for (float y = start; y <= end; y += step) { - vec2 tc = vec2(x,y); - w += 1.0; - col += texture(diffuseRect, tc).rgb + texture(emissiveRect, tc).rgb; + vec2 tc = vec2(x,y) + nz; + vec3 c = texture(diffuseRect, tc).rgb + texture(emissiveRect, tc).rgb; + float L = max(lum(c), 0.25); + + float d = length(vec2(0.5)-tc); + d = 1.0-d; + d *= d; + d *= d; + d *= d; + L *= d; + + w += L; + + col += c * L; } } col /= w; - // calculate luminance the same way LLColor4::calcHSL does - float mx = max(max(col.r, col.g), col.b); - float mn = min(min(col.r, col.g), col.b); - float lum = (mx + mn) * 0.5; + float L = lum(col); + + float s = clamp(0.1/L, 0.5, 4.0); + + float prev = texture(exposureMap, vec2(0.5,0.5)).r; + s = mix(prev, s, min(dt*2.0, 0.04)); - frag_color = vec4(lum, lum, lum, dt); + frag_color = vec4(s, s, s, dt); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index 834cf9dc43..4ac1ff9368 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -108,9 +108,8 @@ uniform float gamma; vec3 toneMap(vec3 color) { - float exp_sample = texture(exposureMap, vec2(0.5,0.5)).r; + float exp_scale = texture(exposureMap, vec2(0.5,0.5)).r; - float exp_scale = clamp(0.1/exp_sample, 0.5, 8.0); color *= exposure * exp_scale; #ifdef TONEMAP_ACES_NARKOWICZ diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index 08fbc4bce8..fc6291d438 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -91,7 +91,7 @@ void main() vary_LightNormPosDot = rel_pos_lightnorm_dot; // Initialize temp variables - vec3 sunlight = (sun_up_factor == 1) ? sunlight_color*2.0 : moonlight_color*0.5; + vec3 sunlight = (sun_up_factor == 1) ? sunlight_color*2.0 : moonlight_color*0.75; // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes -- cgit v1.2.3 From f5fb3ae27140d7455956ba7264dc0a545fb2ec3c Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 29 Mar 2023 16:53:19 -0500 Subject: DRTVWR-559 Drop the upper bound on exposure. --- indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl index 689929fe38..ff37f9e4b3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl @@ -82,7 +82,7 @@ void main() float L = lum(col); - float s = clamp(0.1/L, 0.5, 4.0); + float s = clamp(0.1/L, 0.5, 2.0); float prev = texture(exposureMap, vec2(0.5,0.5)).r; s = mix(prev, s, min(dt*2.0, 0.04)); -- cgit v1.2.3 From 6162b9208a087f78eba609d3fe9da5c8385f7ade Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 30 Mar 2023 10:41:04 -0500 Subject: DRTVWR-559 Add RenderAutomaticReflectionProbes control. Tweak automatic exposure. --- indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl | 4 ++-- .../shaders/class1/deferred/postDeferredGammaCorrect.glsl | 1 - 2 files changed, 2 insertions(+), 3 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl index ff37f9e4b3..b325f55576 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl @@ -46,7 +46,7 @@ float lum(vec3 col) void main() { - float step = 1.0/32.0; + float step = 1.0/16.0; float start = step; float end = 1.0-step; @@ -82,7 +82,7 @@ void main() float L = lum(col); - float s = clamp(0.1/L, 0.5, 2.0); + float s = clamp(0.1/L, 0.5, 2.5); float prev = texture(exposureMap, vec2(0.5,0.5)).r; s = mix(prev, s, min(dt*2.0, 0.04)); diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index 4ac1ff9368..221de0b095 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -125,7 +125,6 @@ vec3 toneMap(vec3 color) // this factor is based on the exposure correction of Krzysztof Narkowicz in his // implemetation of ACES tone mapping color *= 1.0/0.6; - //color /= 0.6; color = toneMapACES_Hill(color); #endif -- cgit v1.2.3 From b5917fbd16022e4c4d2cf7ef41b21fdea4828c9e Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 30 Mar 2023 13:14:23 -0500 Subject: DRTVWR-559 Reduce probe flashing and exposure flickering. --- indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl | 8 +++++--- 1 file changed, 5 insertions(+), 3 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl index b325f55576..1c1984e8ee 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl @@ -55,13 +55,13 @@ void main() vec3 col; - vec2 nz = noiseVec * step * 0.5; + //vec2 nz = noiseVec * step * 0.5; for (float x = start; x <= end; x += step) { for (float y = start; y <= end; y += step) { - vec2 tc = vec2(x,y) + nz; + vec2 tc = vec2(x,y); // + nz; vec3 c = texture(diffuseRect, tc).rgb + texture(emissiveRect, tc).rgb; float L = max(lum(c), 0.25); @@ -84,9 +84,11 @@ void main() float s = clamp(0.1/L, 0.5, 2.5); + float prev = texture(exposureMap, vec2(0.5,0.5)).r; - s = mix(prev, s, min(dt*2.0, 0.04)); + s = mix(prev, s, min(dt*2.0*abs(prev-s), 0.04)); + frag_color = vec4(s, s, s, dt); } -- cgit v1.2.3 From 46702c4e80e96cd8dbe7f37d5c14fbb1830e798d Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 30 Mar 2023 18:19:32 -0500 Subject: DRTVWR-559 Auto exposure tuning. --- .../newview/app_settings/shaders/class1/deferred/exposureF.glsl | 9 ++++----- indra/newview/app_settings/shaders/class1/deferred/skyV.glsl | 2 +- 2 files changed, 5 insertions(+), 6 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl index 1c1984e8ee..861b78c961 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl @@ -36,12 +36,11 @@ uniform sampler2D exposureMap; uniform float dt; uniform vec2 noiseVec; -// calculate luminance the same way LLColor4::calcHSL does + float lum(vec3 col) { - float mx = max(max(col.r, col.g), col.b); - float mn = min(min(col.r, col.g), col.b); - return (mx + mn) * 0.5; + vec3 l = vec3(0.2126, 0.7152, 0.0722); + return dot(l, col); } void main() @@ -82,7 +81,7 @@ void main() float L = lum(col); - float s = clamp(0.1/L, 0.5, 2.5); + float s = clamp(0.175/L, 0.125, 1.3); float prev = texture(exposureMap, vec2(0.5,0.5)).r; diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index fc6291d438..62d134188c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -91,7 +91,7 @@ void main() vary_LightNormPosDot = rel_pos_lightnorm_dot; // Initialize temp variables - vec3 sunlight = (sun_up_factor == 1) ? sunlight_color*2.0 : moonlight_color*0.75; + vec3 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes -- cgit v1.2.3 From c0958922c3b3015fd7f17781a79032050b2ed387 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 30 Mar 2023 18:41:34 -0500 Subject: DRTVWR-559 Auto exposure tuning (fix horizon). --- indra/newview/app_settings/shaders/class1/deferred/skyV.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index 62d134188c..0090155e5c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -91,7 +91,7 @@ void main() vary_LightNormPosDot = rel_pos_lightnorm_dot; // Initialize temp variables - vec3 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; + vec3 sunlight = (sun_up_factor == 1) ? sunlight_color*2.0 : moonlight_color; // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes -- cgit v1.2.3 From b44ad50f75724a5d9e53bd52d2724111568caf24 Mon Sep 17 00:00:00 2001 From: "Jonathan \"Geenz\" Goodman" Date: Fri, 31 Mar 2023 10:54:19 -0700 Subject: Move glow extract to be after tonemapping. SL-19513 --- .../app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index 4ac1ff9368..7b4b62f0eb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -34,7 +34,6 @@ out vec4 frag_color; #endif uniform sampler2D diffuseRect; -uniform sampler2D emissiveRect; uniform sampler2D exposureMap; uniform vec2 screen_res; @@ -184,7 +183,7 @@ vec3 legacyGamma(vec3 color) void main() { //this is the one of the rare spots where diffuseRect contains linear color values (not sRGB) - vec4 diff = texture2D(diffuseRect, vary_fragcoord) + texture2D(emissiveRect, vary_fragcoord); + vec4 diff = texture2D(diffuseRect, vary_fragcoord); diff.rgb = toneMap(diff.rgb); diff.rgb = legacyGamma(diff.rgb); -- cgit v1.2.3 From 698966f8e7ddcc0b123a83d7c4e381778f8cd8ab Mon Sep 17 00:00:00 2001 From: RunitaiLinden Date: Tue, 4 Apr 2023 12:29:12 -0500 Subject: =?UTF-8?q?SL-19538=20Remove=20hacky=20ambiance=20scale=20and=20ta?= =?UTF-8?q?ke=20the=20mittens=20off=20probe=20a=E2=80=A6=20(#151)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit * SL-19538 Remove hacky ambiance scale and take the mittens off probe ambiance values. Fix for sky brightening being done in sRGB space. --- indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl | 4 ++-- indra/newview/app_settings/shaders/class1/deferred/skyV.glsl | 2 +- 2 files changed, 3 insertions(+), 3 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index 3a15fd1111..03df9fd4a1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -44,7 +44,6 @@ vec4 applyWaterFogView(vec3 pos, vec4 color); vec3 srgb_to_linear(vec3 cs); vec3 linear_to_srgb(vec3 cl); vec3 fullbrightAtmosTransport(vec3 light); -vec3 fullbrightScaleSoftClip(vec3 light); #ifdef HAS_ALPHA_MASK uniform float minimum_alpha; @@ -88,8 +87,9 @@ void main() #endif #ifndef IS_HUD - color.rgb = fullbrightAtmosTransport(color.rgb); color.rgb = srgb_to_linear(color.rgb); + color.rgb = fullbrightAtmosTransport(color.rgb); + #endif frag_color.rgb = color.rgb; diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index 0090155e5c..62d134188c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -91,7 +91,7 @@ void main() vary_LightNormPosDot = rel_pos_lightnorm_dot; // Initialize temp variables - vec3 sunlight = (sun_up_factor == 1) ? sunlight_color*2.0 : moonlight_color; + vec3 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes -- cgit v1.2.3 From 1f79379bf215c5368337c64b4f72c7c9ef3e09c2 Mon Sep 17 00:00:00 2001 From: RunitaiLinden Date: Wed, 5 Apr 2023 11:55:51 -0500 Subject: SL-19538 Followup -- tune exposure parameters and clamp local light ambiance. Make render targets 16F and scrube NaNs (thanks Rye). Update midday. (#154) --- indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl index 861b78c961..4c860cdde0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl @@ -36,6 +36,7 @@ uniform sampler2D exposureMap; uniform float dt; uniform vec2 noiseVec; +uniform vec3 dynamic_exposure_params; float lum(vec3 col) { @@ -81,7 +82,7 @@ void main() float L = lum(col); - float s = clamp(0.175/L, 0.125, 1.3); + float s = clamp(dynamic_exposure_params.x/L, dynamic_exposure_params.y, dynamic_exposure_params.z); float prev = texture(exposureMap, vec2(0.5,0.5)).r; -- cgit v1.2.3 From 5bf60f5d9e722f6210572fd92e79e9994abd2ec1 Mon Sep 17 00:00:00 2001 From: RunitaiLinden Date: Wed, 5 Apr 2023 16:48:34 -0500 Subject: =?UTF-8?q?SL-19538=20Followup=20--=20fix=20for=20dynamic=20exposu?= =?UTF-8?q?re=20having=20large=20gaps=20in=20it=E2=80=A6=20(#157)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit * SL-19538 Followup -- fix for dynamic exposure having large gaps in its luminance sampling. * SL-19538 Followup -- review feedback changes. --- .../shaders/class1/deferred/exposureF.glsl | 38 +--------------- .../shaders/class1/deferred/luminanceF.glsl | 52 ++++++++++++++++++++++ 2 files changed, 54 insertions(+), 36 deletions(-) create mode 100644 indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl index 4c860cdde0..3eda2b9050 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl @@ -29,7 +29,6 @@ out vec4 frag_color; -uniform sampler2D diffuseRect; uniform sampler2D emissiveRect; uniform sampler2D exposureMap; @@ -46,45 +45,12 @@ float lum(vec3 col) void main() { - float step = 1.0/16.0; + vec2 tc = vec2(0.5,0.5); - float start = step; - float end = 1.0-step; - - float w = 0.0; - - vec3 col; - - //vec2 nz = noiseVec * step * 0.5; - - for (float x = start; x <= end; x += step) - { - for (float y = start; y <= end; y += step) - { - vec2 tc = vec2(x,y); // + nz; - vec3 c = texture(diffuseRect, tc).rgb + texture(emissiveRect, tc).rgb; - float L = max(lum(c), 0.25); - - float d = length(vec2(0.5)-tc); - d = 1.0-d; - d *= d; - d *= d; - d *= d; - L *= d; - - w += L; - - col += c * L; - } - } - - col /= w; - - float L = lum(col); + float L = textureLod(emissiveRect, tc, 8).r; float s = clamp(dynamic_exposure_params.x/L, dynamic_exposure_params.y, dynamic_exposure_params.z); - float prev = texture(exposureMap, vec2(0.5,0.5)).r; s = mix(prev, s, min(dt*2.0*abs(prev-s), 0.04)); diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl new file mode 100644 index 0000000000..e63e666778 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl @@ -0,0 +1,52 @@ +/** + * @file luminanceF.glsl + * + * $LicenseInfo:firstyear=2023&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2023, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + + +/*[EXTRA_CODE_HERE]*/ + +// take a luminance sample of diffuseRect and emissiveRect + +out vec4 frag_color; + +in vec2 vary_fragcoord; + +uniform sampler2D diffuseRect; +uniform sampler2D emissiveRect; + +float lum(vec3 col) +{ + vec3 l = vec3(0.2126, 0.7152, 0.0722); + return dot(l, col); +} + +void main() +{ + vec2 tc = vary_fragcoord*0.6+0.2; + vec3 c = texture(diffuseRect, tc).rgb + texture(emissiveRect, tc).rgb; + float L = lum(c); + + frag_color = vec4(L); +} + -- cgit v1.2.3 From bb79718c8f0050569c80a1bfe4dd428321706d1a Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 6 Apr 2023 13:21:25 -0500 Subject: SL-19538 Followup -- scrub all possible sources of NaNs, make dynamic exposure controls not persist, limit exposure range, and do a debug gl pass. --- .../newview/app_settings/shaders/class1/deferred/blurLightF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl | 7 ++----- .../app_settings/shaders/class1/deferred/deferredUtil.glsl | 2 +- .../app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl | 7 ++----- .../shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl | 7 ++----- .../shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl | 7 ++----- indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl | 7 ++----- .../app_settings/shaders/class1/deferred/diffuseIndexedF.glsl | 7 ++----- indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl | 2 +- .../newview/app_settings/shaders/class1/deferred/fullbrightF.glsl | 3 +-- .../newview/app_settings/shaders/class1/deferred/highlightF.glsl | 7 ++----- indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl | 7 ++----- indra/newview/app_settings/shaders/class1/deferred/materialF.glsl | 3 ++- .../newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl | 8 ++++---- .../shaders/class1/deferred/postDeferredGammaCorrect.glsl | 7 ++----- indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl | 7 ++----- indra/newview/app_settings/shaders/class1/deferred/treeF.glsl | 7 ++----- 18 files changed, 33 insertions(+), 66 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index 93a85cad40..cc79b450ac 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -115,7 +115,7 @@ void main() col /= defined_weight.xyxx; //col.y *= col.y; - frag_color = col; + frag_color = max(col, vec4(0)); #ifdef IS_AMD_CARD // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts. diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl index 749ec3a6ac..c18bca066d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl @@ -25,11 +25,7 @@ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif +out vec4 frag_data[4]; uniform float minimum_alpha; uniform sampler2D diffuseMap; @@ -65,4 +61,5 @@ void main() //frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested vec3 nvn = normalize(tnorm); frag_data[2] = vec4(encode_normal(nvn), vertex_color.a, GBUFFER_FLAG_HAS_ATMOS); + frag_data[3] = vec4(0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 4bf16b50bf..aa61e10c7f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -531,7 +531,7 @@ vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, specContrib *= NdotL; specContrib = max(specContrib, vec3(0)); - return color; + return clamp(color, vec3(0), vec3(10)); } vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl index 3bf148502c..afc05b8bb5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl @@ -25,11 +25,7 @@ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif +out vec4 frag_data[4]; uniform float minimum_alpha; @@ -54,5 +50,6 @@ void main() frag_data[1] = vec4(0,0,0,0); // spec vec3 nvn = normalize(vary_normal); frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS); + frag_data[3] = vec4(0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl index e15239b59d..078197f9a8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl @@ -25,11 +25,7 @@ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif +out vec4 frag_data[4]; VARYING vec3 vary_normal; @@ -53,4 +49,5 @@ void main() frag_data[1] = vec4(0,0,0,0); vec3 nvn = normalize(vary_normal); frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS); + frag_data[3] = vec4(0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl index b0ff233414..307dda6b73 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl @@ -25,11 +25,7 @@ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif +out vec4 frag_data[4]; uniform float minimum_alpha; @@ -53,5 +49,6 @@ void main() frag_data[1] = vec4(0,0,0,0); // spec vec3 nvn = normalize(vary_normal); frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS); + frag_data[3] = vec4(0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl index b2d2e2fa71..24e290c614 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl @@ -25,11 +25,7 @@ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif +out vec4 frag_data[4]; uniform sampler2D diffuseMap; @@ -47,5 +43,6 @@ void main() //frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested vec3 nvn = normalize(vary_normal); frag_data[2] = vec4(encode_normal(nvn.xyz), vertex_color.a, GBUFFER_FLAG_HAS_ATMOS); + frag_data[3] = vec4(0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl index b4bc114dd5..be870b2424 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl @@ -25,11 +25,7 @@ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif +out vec4 frag_data[4]; VARYING vec3 vary_normal; VARYING vec4 vertex_color; @@ -49,4 +45,5 @@ void main() frag_data[1] = vec4(spec, vertex_color.a); // spec vec3 nvn = normalize(vary_normal); frag_data[2] = vec4(encode_normal(nvn.xyz), vertex_color.a, GBUFFER_FLAG_HAS_ATMOS); + frag_data[3] = vec4(0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl index fb97cd95b4..17e24a2bf2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl @@ -41,6 +41,6 @@ void main() vec4 color = diffuseLookup(vary_texcoord0.xy)*vertex_color; color.rgb = fullbrightAtmosTransport(color.rgb); - frag_color = color; + frag_color = max(color, vec4(0)); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl index 3eda2b9050..7ed8e4c8ce 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl @@ -55,6 +55,6 @@ void main() s = mix(prev, s, min(dt*2.0*abs(prev-s), 0.04)); - frag_color = vec4(s, s, s, dt); + frag_color = max(vec4(s, s, s, dt), vec4(0.0)); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index 03df9fd4a1..b5eae3a1d5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -92,7 +92,6 @@ void main() #endif - frag_color.rgb = color.rgb; - frag_color.a = color.a; + frag_color = max(color, vec4(0)); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl index 75f914cb02..74df43b7c3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl @@ -23,11 +23,7 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif +out vec4 frag_data[4]; uniform vec4 color; uniform sampler2D diffuseMap; @@ -39,4 +35,5 @@ void main() frag_data[0] = color*texture2D(diffuseMap, vary_texcoord0.xy); frag_data[1] = vec4(0.0); frag_data[2] = vec4(0.0, 1.0, 0.0, GBUFFER_FLAG_SKIP_ATMOS); + frag_data[3] = vec4(0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl index 51afda2791..5e67442b3a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl @@ -25,11 +25,7 @@ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif +out vec4 frag_data[4]; uniform float minimum_alpha; @@ -58,4 +54,5 @@ void main() frag_data[0] = vec4(col.rgb, 0.0); frag_data[1] = spec; frag_data[2] = vec4(encode_normal(norm.xyz),0,GBUFFER_FLAG_HAS_ATMOS); + frag_data[3] = vec4(0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 4b98e6708f..4dee23372f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -32,7 +32,7 @@ #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) out vec4 frag_color; #else -out vec4 frag_data[3]; +out vec4 frag_data[4]; #endif void main() @@ -44,6 +44,7 @@ void main() frag_data[0] = vec4(0.5, 0, 1, 0); // gbuffer is sRGB for legacy materials frag_data[1] = vec4(0); // XYZ = Specular color. W = Specular exponent. frag_data[2] = vec4(0); // XY = Normal. Z = Env. intensity. W = 1 skip atmos (mask off fog) + frag_data[3] = vec4(0); #endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl index 6659e67a7a..8e5a6c90e0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl @@ -101,10 +101,10 @@ void main() //emissive = vNt * 0.5 + 0.5; //emissive = tnorm*0.5+0.5; // See: C++: addDeferredAttachments(), GLSL: softenLightF - frag_data[0] = vec4(col, 0.0); // Diffuse - frag_data[1] = vec4(spec.rgb,vertex_color.a); // PBR linear packed Occlusion, Roughness, Metal. - frag_data[2] = vec4(encode_normal(tnorm), vertex_color.a, GBUFFER_FLAG_HAS_PBR); // normal, environment intensity, flags - frag_data[3] = vec4(emissive,0); // PBR sRGB Emissive + frag_data[0] = max(vec4(col, 0.0), vec4(0)); // Diffuse + frag_data[1] = max(vec4(spec.rgb,vertex_color.a), vec4(0)); // PBR linear packed Occlusion, Roughness, Metal. + frag_data[2] = max(vec4(encode_normal(tnorm), vertex_color.a, GBUFFER_FLAG_HAS_PBR), vec4(0)); // normal, environment intensity, flags + frag_data[3] = max(vec4(emissive,0), vec4(0)); // PBR sRGB Emissive } #else diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index bdbc0056f8..3cfad5498b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -190,10 +190,7 @@ void main() vec3 seed = (diff.rgb+vec3(1.0))*vec3(tc.xy, tc.x+tc.y); vec3 nz = vec3(noise(seed.rg), noise(seed.gb), noise(seed.rb)); diff.rgb += nz*0.003; - //diff.rgb = nz; - - //float exp_sample = texture(exposureMap, vec2(0.5,0.5)).r; - //diff.g = exp_sample; - frag_color = diff; + + frag_color = max(diff, vec4(0)); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl index d6c14c48c9..3464212c84 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl @@ -25,11 +25,7 @@ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif +out vec4 frag_data[4]; uniform sampler2D detail_0; uniform sampler2D detail_1; @@ -64,5 +60,6 @@ void main() frag_data[1] = vec4(0.0,0.0,0.0,-1.0); vec3 nvn = normalize(vary_normal); frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS); + frag_data[3] = vec4(0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl index dc0e5b0ce3..d857e47b90 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl @@ -25,11 +25,7 @@ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif +out vec4 frag_data[4]; uniform sampler2D diffuseMap; @@ -53,4 +49,5 @@ void main() frag_data[1] = vec4(0,0,0,0); vec3 nvn = normalize(vary_normal); frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS); + frag_data[3] = vec4(0); } -- cgit v1.2.3 From b127e1bd12442953801eb6b53f052aa69d8ee580 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 6 Apr 2023 18:58:24 -0500 Subject: SL-19538 Nudge sun brightness and replace "gamma" with an exposure scaler approximation --- .../class1/deferred/postDeferredGammaCorrect.glsl | 17 +++++++++++++---- 1 file changed, 13 insertions(+), 4 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index 3cfad5498b..ae6bdbba95 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -105,11 +105,11 @@ vec3 toneMapACES_Hill(vec3 color) uniform float exposure; uniform float gamma; -vec3 toneMap(vec3 color) +vec3 toneMap(vec3 color, float gs) { float exp_scale = texture(exposureMap, vec2(0.5,0.5)).r; - color *= exposure * exp_scale; + color *= exposure * exp_scale * gs; #ifdef TONEMAP_ACES_NARKOWICZ color = toneMapACES_Narkowicz(color); @@ -179,12 +179,21 @@ vec3 legacyGamma(vec3 color) return color; } +float legacyGammaApprox() +{ + //TODO -- figure out how to plumb this in as a uniform + float c = 0.5; + float gc = 1.0-pow(c, gamma); + + return gc/c * gamma; +} + void main() { //this is the one of the rare spots where diffuseRect contains linear color values (not sRGB) vec4 diff = texture2D(diffuseRect, vary_fragcoord); - diff.rgb = toneMap(diff.rgb); - diff.rgb = legacyGamma(diff.rgb); + + diff.rgb = toneMap(diff.rgb, legacyGammaApprox()); vec2 tc = vary_fragcoord.xy*screen_res*4.0; vec3 seed = (diff.rgb+vec3(1.0))*vec3(tc.xy, tc.x+tc.y); -- cgit v1.2.3 From 72a0408401e4fa8f22ec8a70584bf90e5f0ccc73 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 6 Apr 2023 22:55:51 -0500 Subject: SL-19538 Back off on sun brightening a bit, remove errant brightening of clouds, and update midday to not be red shifted. --- indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl index 3a7552d23e..61eee69a16 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl @@ -114,7 +114,7 @@ void main() float rel_pos_len = length(rel_pos); // Initialize temp variables - vec3 sunlight = sunlight_color*2.0; + vec3 sunlight = sunlight_color; vec3 light_atten; // Sunlight attenuation effect (hue and brightness) due to atmosphere @@ -166,7 +166,7 @@ void main() (blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient)); // CLOUDS - sunlight = sunlight_color; // SL-14707 reset color -- Clouds are unusually dim in EEP + sunlight = sunlight_color; off_axis = 1.0 / max(1e-6, lightnorm.y * 2.); sunlight *= exp(-light_atten * off_axis); -- cgit v1.2.3 From 2b2154f0217758b27b544d066024d922ba234d51 Mon Sep 17 00:00:00 2001 From: RunitaiLinden Date: Tue, 11 Apr 2023 15:09:58 -0500 Subject: SL-19564 Rebalance exposure and sky. Hack legacy diffuse map saturation and brightness to allow ACES Hill all the time. --- .../shaders/class1/deferred/exposureF.glsl | 7 +++++-- .../shaders/class1/deferred/fullbrightF.glsl | 2 ++ .../shaders/class1/deferred/luminanceF.glsl | 2 +- .../class1/deferred/postDeferredGammaCorrect.glsl | 22 +++++++--------------- 4 files changed, 15 insertions(+), 18 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl index 7ed8e4c8ce..81f1e9aed0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl @@ -48,8 +48,11 @@ void main() vec2 tc = vec2(0.5,0.5); float L = textureLod(emissiveRect, tc, 8).r; - - float s = clamp(dynamic_exposure_params.x/L, dynamic_exposure_params.y, dynamic_exposure_params.z); + float max_L = dynamic_exposure_params.x; + L = clamp(L, 0.0, max_L); + L /= max_L; + L = pow(L, 2.0); + float s = mix(dynamic_exposure_params.z, dynamic_exposure_params.y, L); float prev = texture(exposureMap, vec2(0.5,0.5)).r; diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index b5eae3a1d5..11532135dd 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -42,6 +42,7 @@ vec4 applyWaterFogView(vec3 pos, vec4 color); #endif vec3 srgb_to_linear(vec3 cs); +vec3 legacy_adjust(vec3 c); vec3 linear_to_srgb(vec3 cl); vec3 fullbrightAtmosTransport(vec3 light); @@ -87,6 +88,7 @@ void main() #endif #ifndef IS_HUD + color.rgb = legacy_adjust(color.rgb); color.rgb = srgb_to_linear(color.rgb); color.rgb = fullbrightAtmosTransport(color.rgb); diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl index e63e666778..e0eb91480e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl @@ -44,9 +44,9 @@ float lum(vec3 col) void main() { vec2 tc = vary_fragcoord*0.6+0.2; + tc.y -= 0.1; vec3 c = texture(diffuseRect, tc).rgb + texture(emissiveRect, tc).rgb; float L = lum(c); - frag_color = vec4(L); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index ae6bdbba95..de766d6bc7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -105,29 +105,21 @@ vec3 toneMapACES_Hill(vec3 color) uniform float exposure; uniform float gamma; +vec3 legacy_adjust_post(vec3 c); + vec3 toneMap(vec3 color, float gs) { float exp_scale = texture(exposureMap, vec2(0.5,0.5)).r; color *= exposure * exp_scale * gs; -#ifdef TONEMAP_ACES_NARKOWICZ - color = toneMapACES_Narkowicz(color); -#endif - -#ifdef TONEMAP_ACES_HILL color = toneMapACES_Hill(color); -#endif -#ifdef TONEMAP_ACES_HILL_EXPOSURE_BOOST - // boost exposure as discussed in https://github.com/mrdoob/three.js/pull/19621 - // this factor is based on the exposure correction of Krzysztof Narkowicz in his - // implemetation of ACES tone mapping - color *= 1.0/0.6; - color = toneMapACES_Hill(color); -#endif + color = linear_to_srgb(color); - return linear_to_srgb(color); + color = legacy_adjust_post(color); + + return color; } //=============================================================== @@ -181,7 +173,7 @@ vec3 legacyGamma(vec3 color) float legacyGammaApprox() { - //TODO -- figure out how to plumb this in as a uniform + //TODO -- figure out how to plumb this in as a uniform float c = 0.5; float gc = 1.0-pow(c, gamma); -- cgit v1.2.3 From b09e5324c75ba60b03476d60fe503209daeacbbf Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 11 Apr 2023 15:31:26 -0500 Subject: SL-19564 Document magic number. --- indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl index e0eb91480e..ee425f97fc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl @@ -44,7 +44,7 @@ float lum(vec3 col) void main() { vec2 tc = vary_fragcoord*0.6+0.2; - tc.y -= 0.1; + tc.y -= 0.1; // HACK - nudge exposure sample down a little bit to favor ground over sky vec3 c = texture(diffuseRect, tc).rgb + texture(emissiveRect, tc).rgb; float L = lum(c); frag_color = vec4(L); -- cgit v1.2.3 From 23365ca51aef2447efa07b0097a421ff864feec1 Mon Sep 17 00:00:00 2001 From: "Jonathan \"Geenz\" Goodman" Date: Wed, 12 Apr 2023 16:58:15 -0700 Subject: Fix for nameplates, HUD text generally. DRTVWR-559 SL-19524 SL-19513 --- .../app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl | 3 +++ 1 file changed, 3 insertions(+) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl index 1b868aee8d..004190dbd9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl @@ -34,6 +34,7 @@ out vec4 frag_color; #endif uniform sampler2D diffuseRect; +uniform sampler2D depthMap; uniform vec2 screen_res; VARYING vec2 vary_fragcoord; @@ -43,5 +44,7 @@ void main() vec4 diff = texture2D(diffuseRect, vary_fragcoord.xy); frag_color = diff; + + gl_FragDepth = texture(depthMap, vary_fragcoord.xy).r; } -- cgit v1.2.3 From f4274ba64e40b487dea2e7c0bfaee47232b55736 Mon Sep 17 00:00:00 2001 From: "Jonathan \"Geenz\" Goodman" Date: Fri, 14 Apr 2023 03:08:28 -0700 Subject: Move mipmap generation into LLRenderTarget. DRTVWR-583 --- .../deferred/postDeferredVisualizeBuffers.glsl | 47 ++++++++++++++++++++++ 1 file changed, 47 insertions(+) create mode 100644 indra/newview/app_settings/shaders/class1/deferred/postDeferredVisualizeBuffers.glsl (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredVisualizeBuffers.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredVisualizeBuffers.glsl new file mode 100644 index 0000000000..f75b8e2658 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredVisualizeBuffers.glsl @@ -0,0 +1,47 @@ +/** + * @file postDeferredNoDoFF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +#extension GL_ARB_texture_rectangle : enable + +/*[EXTRA_CODE_HERE]*/ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +uniform sampler2D diffuseRect; +uniform float mipLevel; + +VARYING vec2 vary_fragcoord; + +void main() +{ + vec4 diff = textureLod(diffuseRect, vary_fragcoord.xy, mipLevel); + + frag_color = diff; +} + -- cgit v1.2.3 From 03bd681564f0b0a630f6330ab9c61daa4856e5fe Mon Sep 17 00:00:00 2001 From: RunitaiLinden Date: Fri, 14 Apr 2023 19:24:21 -0500 Subject: DRTVWR-559 Balance night scenes against release, nudge glow down a smidge, remove exposure correction from legacy fullbright balance PBR materials against legacy. --- .../app_settings/shaders/class1/deferred/deferredUtil.glsl | 4 ++-- .../newview/app_settings/shaders/class1/deferred/emissiveF.glsl | 9 +++------ .../app_settings/shaders/class1/deferred/fullbrightF.glsl | 3 ++- indra/newview/app_settings/shaders/class1/deferred/skyV.glsl | 2 +- 4 files changed, 8 insertions(+), 10 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index aa61e10c7f..8797f89e4c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -387,7 +387,7 @@ vec3 pbrIbl(vec3 diffuseColor, { // retrieve a scale and bias to F0. See [1], Figure 3 vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0-perceptualRough); - vec3 diffuseLight = irradiance; + vec3 diffuseLight = irradiance*1.25; //magic 1.25 to balance with legacy materials vec3 specularLight = radiance; vec3 diffuse = diffuseLight * diffuseColor; @@ -563,7 +563,7 @@ vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v, vec3 ibl_spec; color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness, ibl_spec); - color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm, v, normalize(light_dir), specContrib) * sunlit * 2.75 * scol; + color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm, v, normalize(light_dir), specContrib) * sunlit * 3.9 * scol; //magic number to balance with legacy materials specContrib *= sunlit * 2.75 * scol; specContrib += ibl_spec; diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl index 17e24a2bf2..3c51a8e44c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl @@ -36,11 +36,8 @@ VARYING vec2 vary_texcoord0; void main() { - float shadow = 1.0; - - vec4 color = diffuseLookup(vary_texcoord0.xy)*vertex_color; - color.rgb = fullbrightAtmosTransport(color.rgb); - - frag_color = max(color, vec4(0)); + // NOTE: when this shader is used, only alpha is being written to + float a = diffuseLookup(vary_texcoord0.xy).a*vertex_color.a; + frag_color = vec4(0, 0, 0, a); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index 11532135dd..5515d8e2a3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -42,6 +42,7 @@ vec4 applyWaterFogView(vec3 pos, vec4 color); #endif vec3 srgb_to_linear(vec3 cs); +vec3 legacy_adjust_fullbright(vec3 c); vec3 legacy_adjust(vec3 c); vec3 linear_to_srgb(vec3 cl); vec3 fullbrightAtmosTransport(vec3 light); @@ -90,8 +91,8 @@ void main() #ifndef IS_HUD color.rgb = legacy_adjust(color.rgb); color.rgb = srgb_to_linear(color.rgb); + color.rgb = legacy_adjust_fullbright(color.rgb); color.rgb = fullbrightAtmosTransport(color.rgb); - #endif frag_color = max(color, vec4(0)); diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index 62d134188c..4fa9ae3633 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -91,7 +91,7 @@ void main() vary_LightNormPosDot = rel_pos_lightnorm_dot; // Initialize temp variables - vec3 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; + vec3 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color * 0.7; //magic 0.7 to match legacy color // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes -- cgit v1.2.3 From c46d392984b5f2ba9d92f3eeb6c7b103c6507368 Mon Sep 17 00:00:00 2001 From: Rye Mutt Date: Mon, 17 Apr 2023 11:05:43 -0400 Subject: Fix moon texture being incorrectly multiplied by the global light color (#174) --- indra/newview/app_settings/shaders/class1/deferred/moonF.glsl | 5 ----- 1 file changed, 5 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl index fabc61eb5e..573b522068 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl @@ -30,7 +30,6 @@ out vec4 frag_data[4]; uniform vec4 color; -uniform vec3 moonlight_color; uniform vec3 moon_dir; uniform float moon_brightness; uniform sampler2D diffuseMap; @@ -53,11 +52,7 @@ void main() discard; } - - c.rgb *= moonlight_color.rgb; c.rgb *= moon_brightness; - - c.rgb *= fade; c.a *= fade; frag_data[0] = vec4(0); -- cgit v1.2.3 From d048fa142c2babe25bb79f9423cc84bb2f813f7e Mon Sep 17 00:00:00 2001 From: Cosmic Linden Date: Fri, 14 Apr 2023 15:03:36 -0700 Subject: SL-19561: Fix missing shadows on PBR alpha mask animeshes. TODO: Why did this work for the equivalent non-rigged prim? --- .../class1/deferred/shadowAlphaMaskSkinnedV.glsl | 66 ---------------------- .../shaders/class1/deferred/shadowAlphaMaskV.glsl | 18 ++++++ 2 files changed, 18 insertions(+), 66 deletions(-) delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskSkinnedV.glsl (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskSkinnedV.glsl deleted file mode 100644 index 61c9e60744..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskSkinnedV.glsl +++ /dev/null @@ -1,66 +0,0 @@ -/** - * @file shadowAlphaMaskSkinnedV.glsl - * - * $LicenseInfo:firstyear=2021&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2011, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -uniform mat4 texture_matrix0; -uniform mat4 modelview_matrix; -uniform mat4 projection_matrix; -uniform float shadow_target_width; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; - -VARYING vec4 post_pos; -VARYING float target_pos_x; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -void passTextureIndex(); - -mat4 getObjectSkinnedTransform(); - -void main() -{ - //transform vertex - vec4 pre_pos = vec4(position.xyz, 1.0); - - mat4 mat = getObjectSkinnedTransform(); - - mat = modelview_matrix * mat; - - vec4 pos = mat * pre_pos; - pos = projection_matrix * pos; - - target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; - - post_pos = pos; - - gl_Position = pos; - - passTextureIndex(); - - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - vertex_color = diffuse_color; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl index 40f8fc9894..2249a7f239 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl @@ -24,7 +24,12 @@ */ uniform mat4 texture_matrix0; +#if defined(HAS_SKIN) +uniform mat4 modelview_matrix; +uniform mat4 projection_matrix; +#else uniform mat4 modelview_projection_matrix; +#endif uniform float shadow_target_width; ATTRIBUTE vec3 position; @@ -38,11 +43,24 @@ VARYING vec2 vary_texcoord0; void passTextureIndex(); +#if defined(HAS_SKIN) +mat4 getObjectSkinnedTransform(); +#endif + void main() { //transform vertex +#if defined(HAS_SKIN) + vec4 pre_pos = vec4(position.xyz, 1.0); + mat4 mat = getObjectSkinnedTransform(); + mat = modelview_matrix * mat; + vec4 pos = mat * pre_pos; + pos = projection_matrix * pos; +#else vec4 pre_pos = vec4(position.xyz, 1.0); vec4 pos = modelview_projection_matrix * pre_pos; +#endif + target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; post_pos = pos; -- cgit v1.2.3 From 005a5fa207d158995217cb9ecf5c214c8b2354cc Mon Sep 17 00:00:00 2001 From: Cosmic Linden Date: Fri, 21 Apr 2023 13:26:24 -0700 Subject: SL-19606: Fix missing GLTF texture transforms in PBR alpha mask/alpha blend shadows --- .../shaders/class1/deferred/shadowAlphaMaskF.glsl | 8 +++---- .../shaders/class1/deferred/shadowAlphaMaskV.glsl | 25 +++++++++++----------- 2 files changed, 17 insertions(+), 16 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl index 68e9addc1b..eb2ba68415 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl @@ -33,10 +33,10 @@ out vec4 frag_color; uniform sampler2D diffuseMap; -VARYING vec4 post_pos; -VARYING float target_pos_x; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec4 post_pos; +in float target_pos_x; +in vec4 vertex_color; +in vec2 vary_texcoord0; uniform float minimum_alpha; void main() diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl index 2249a7f239..72a07fa3d0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl @@ -27,26 +27,27 @@ uniform mat4 texture_matrix0; #if defined(HAS_SKIN) uniform mat4 modelview_matrix; uniform mat4 projection_matrix; +mat4 getObjectSkinnedTransform(); #else uniform mat4 modelview_projection_matrix; #endif + +uniform vec4[2] texture_base_color_transform; +vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); + uniform float shadow_target_width; -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec4 diffuse_color; +in vec2 texcoord0; -VARYING vec4 post_pos; -VARYING float target_pos_x; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec4 post_pos; +out float target_pos_x; +out vec4 vertex_color; +out vec2 vary_texcoord0; void passTextureIndex(); -#if defined(HAS_SKIN) -mat4 getObjectSkinnedTransform(); -#endif - void main() { //transform vertex @@ -69,6 +70,6 @@ void main() passTextureIndex(); - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + vary_texcoord0 = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0); vertex_color = diffuse_color; } -- cgit v1.2.3 From 78bb75989e36b9598852e7dcce05dce37ab0ebe1 Mon Sep 17 00:00:00 2001 From: RunitaiLinden Date: Fri, 21 Apr 2023 17:19:39 -0500 Subject: DRTVWR-559 Nudge legacy sky ambient to be more like release. Incidental decruft --- .../app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl | 1 - 1 file changed, 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index de766d6bc7..82d7bb9835 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -38,7 +38,6 @@ uniform sampler2D exposureMap; uniform vec2 screen_res; VARYING vec2 vary_fragcoord; -uniform float display_gamma; vec3 linear_to_srgb(vec3 cl); -- cgit v1.2.3 From 88adfdcee4941dbc57725c8251c3435fbca1792e Mon Sep 17 00:00:00 2001 From: RunitaiLinden Date: Wed, 26 Apr 2023 20:47:04 -0500 Subject: DRTVWR-559 Add "No Post" mode and refactor "Scene Gamma" into "Brightness" for adjusting legacy gamma when probe ambiance is 0 and dynamic exposure when probe ambiance is not zero. --- .../class1/deferred/postDeferredGammaCorrect.glsl | 31 ++++++++++------------ 1 file changed, 14 insertions(+), 17 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index 82d7bb9835..31cad591be 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -104,20 +104,20 @@ vec3 toneMapACES_Hill(vec3 color) uniform float exposure; uniform float gamma; -vec3 legacy_adjust_post(vec3 c); - -vec3 toneMap(vec3 color, float gs) +vec3 toneMap(vec3 color) { +#ifndef NO_POST float exp_scale = texture(exposureMap, vec2(0.5,0.5)).r; - color *= exposure * exp_scale * gs; + color *= exposure * exp_scale; color = toneMapACES_Hill(color); +#else + color *= 0.6; +#endif color = linear_to_srgb(color); - color = legacy_adjust_post(color); - return color; } @@ -170,22 +170,19 @@ vec3 legacyGamma(vec3 color) return color; } -float legacyGammaApprox() -{ - //TODO -- figure out how to plumb this in as a uniform - float c = 0.5; - float gc = 1.0-pow(c, gamma); - - return gc/c * gamma; -} - void main() { //this is the one of the rare spots where diffuseRect contains linear color values (not sRGB) vec4 diff = texture2D(diffuseRect, vary_fragcoord); - diff.rgb = toneMap(diff.rgb, legacyGammaApprox()); - + diff.rgb = toneMap(diff.rgb); + +#if LEGACY_GAMMA +#ifndef NO_POST + diff.rgb = legacyGamma(diff.rgb); +#endif +#endif + vec2 tc = vary_fragcoord.xy*screen_res*4.0; vec3 seed = (diff.rgb+vec3(1.0))*vec3(tc.xy, tc.x+tc.y); vec3 nz = vec3(noise(seed.rg), noise(seed.gb), noise(seed.rb)); -- cgit v1.2.3 From ecc66f7ce230007d2e77b2f186abf782c9fe774a Mon Sep 17 00:00:00 2001 From: Brad Linden Date: Fri, 28 Apr 2023 09:18:35 -0700 Subject: Fix for mac shader loading failure freeze at startup SL-19668 --- .../app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index 31cad591be..80816912da 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -177,7 +177,7 @@ void main() diff.rgb = toneMap(diff.rgb); -#if LEGACY_GAMMA +#ifdef LEGACY_GAMMA #ifndef NO_POST diff.rgb = legacyGamma(diff.rgb); #endif -- cgit v1.2.3 From 51318d1808cb8e1212b24c5971ce9187b2e5e8ba Mon Sep 17 00:00:00 2001 From: Cosmic Linden Date: Thu, 27 Apr 2023 17:55:31 -0700 Subject: SL-19644: Bind the shader on every shadow alpha blend call --- .../app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl | 6 ++++++ 1 file changed, 6 insertions(+) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl index 72a07fa3d0..ddb2881766 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl @@ -32,8 +32,10 @@ mat4 getObjectSkinnedTransform(); uniform mat4 modelview_projection_matrix; #endif +#if defined(GLTF) uniform vec4[2] texture_base_color_transform; vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); +#endif uniform float shadow_target_width; @@ -70,6 +72,10 @@ void main() passTextureIndex(); +#if defined(GLTF) vary_texcoord0 = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0); +#else + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; +#endif vertex_color = diffuse_color; } -- cgit v1.2.3 From 0fedb22d77bc67cd5c619537d985b905fe57e385 Mon Sep 17 00:00:00 2001 From: Cosmic Linden Date: Fri, 28 Apr 2023 09:44:05 -0700 Subject: SL-19644: Entirely separate files for GLTF alpha shadows --- .../class1/deferred/pbrShadowAlphaMaskF.glsl | 50 +++++++++++++++ .../class1/deferred/pbrShadowAlphaMaskV.glsl | 75 ++++++++++++++++++++++ .../shaders/class1/deferred/shadowAlphaMaskF.glsl | 3 - .../shaders/class1/deferred/shadowAlphaMaskV.glsl | 9 --- 4 files changed, 125 insertions(+), 12 deletions(-) create mode 100644 indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskV.glsl (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl new file mode 100644 index 0000000000..5ef9bb6805 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl @@ -0,0 +1,50 @@ +/** + * @file pbrShadowAlphaMaskF.glsl + * + * $LicenseInfo:firstyear=2023&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2023, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +uniform sampler2D diffuseMap; + +in vec4 post_pos; +in float target_pos_x; +in vec4 vertex_color; +in vec2 vary_texcoord0; +uniform float minimum_alpha; + +void main() +{ + float alpha = diffuseLookup(vary_texcoord0.xy).a; + + if (alpha < minimum_alpha) + { + discard; + } + + frag_color = vec4(1,1,1,1); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskV.glsl new file mode 100644 index 0000000000..4fb5fbcf06 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskV.glsl @@ -0,0 +1,75 @@ +/** + * @file pbrShadowAlphaMaskV.glsl + * + * $LicenseInfo:firstyear=2023&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2023, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +uniform mat4 texture_matrix0; +#if defined(HAS_SKIN) +uniform mat4 modelview_matrix; +uniform mat4 projection_matrix; +mat4 getObjectSkinnedTransform(); +#else +uniform mat4 modelview_projection_matrix; +#endif + +uniform vec4[2] texture_base_color_transform; +vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); + +uniform float shadow_target_width; + +in vec3 position; +in vec4 diffuse_color; +in vec2 texcoord0; + +out vec4 post_pos; +out float target_pos_x; +out vec4 vertex_color; +out vec2 vary_texcoord0; + +void passTextureIndex(); + +void main() +{ + //transform vertex +#if defined(HAS_SKIN) + vec4 pre_pos = vec4(position.xyz, 1.0); + mat4 mat = getObjectSkinnedTransform(); + mat = modelview_matrix * mat; + vec4 pos = mat * pre_pos; + pos = projection_matrix * pos; +#else + vec4 pre_pos = vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * pre_pos; +#endif + + target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; + + post_pos = pos; + + gl_Position = pos; + + passTextureIndex(); + + vary_texcoord0 = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0); + vertex_color = diffuse_color; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl index eb2ba68415..8c9b6f8190 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl @@ -48,8 +48,6 @@ void main() discard; } -#if !defined(GLTF) - #if !defined(IS_FULLBRIGHT) alpha *= vertex_color.a; #endif @@ -66,7 +64,6 @@ void main() discard; } } -#endif frag_color = vec4(1,1,1,1); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl index ddb2881766..26db1a5d4d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl @@ -32,11 +32,6 @@ mat4 getObjectSkinnedTransform(); uniform mat4 modelview_projection_matrix; #endif -#if defined(GLTF) -uniform vec4[2] texture_base_color_transform; -vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); -#endif - uniform float shadow_target_width; in vec3 position; @@ -72,10 +67,6 @@ void main() passTextureIndex(); -#if defined(GLTF) - vary_texcoord0 = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0); -#else vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; -#endif vertex_color = diffuse_color; } -- cgit v1.2.3 From 339e02ef3311ad5c1197dfca2955a0c202b7c408 Mon Sep 17 00:00:00 2001 From: "Jonathan \"Geenz\" Goodman" Date: Thu, 11 May 2023 21:19:58 -0700 Subject: Finally get glossy SSR up. DRTVWR-583 --- .../app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl index d054305767..1a85d70256 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl @@ -30,7 +30,7 @@ float random (vec2 uv) return 0; } -float tapScreenSpaceReflection(int totalSamples, vec2 tc, vec3 viewPos, vec3 n, inout vec4 collectedColor, sampler2D source) +float tapScreenSpaceReflection(int totalSamples, vec2 tc, vec3 viewPos, vec3 n, inout vec4 collectedColor, sampler2D source, float glossiness) { collectedColor = vec4(0); return 0; -- cgit v1.2.3 From cdc9852f052d804f8b25564ab7d90eb2b79cddd4 Mon Sep 17 00:00:00 2001 From: RunitaiLinden Date: Mon, 15 May 2023 11:01:24 -0500 Subject: SL-19709 Fix for fullbright shiny not factoring out exposure and flickering fullbright alpha. Incidental decruft. --- .../app_settings/shaders/class1/deferred/emissiveF.glsl | 2 -- .../shaders/class1/deferred/fullbrightF.glsl | 17 ++++++++++++++--- .../app_settings/shaders/class1/deferred/shadowF.glsl | 2 -- 3 files changed, 14 insertions(+), 7 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl index 3c51a8e44c..c8d6e395a3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl @@ -29,8 +29,6 @@ out vec4 frag_color; -vec3 fullbrightAtmosTransport(vec3 light); - VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index 5515d8e2a3..631ffc9625 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -45,7 +45,8 @@ vec3 srgb_to_linear(vec3 cs); vec3 legacy_adjust_fullbright(vec3 c); vec3 legacy_adjust(vec3 c); vec3 linear_to_srgb(vec3 cl); -vec3 fullbrightAtmosTransport(vec3 light); +vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten); +void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); #ifdef HAS_ALPHA_MASK uniform float minimum_alpha; @@ -79,8 +80,18 @@ void main() color.rgb *= vertex_color.rgb; -#ifdef WATER_FOG vec3 pos = vary_position; + +#ifndef IS_HUD + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; + calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false); +#endif + +#ifdef WATER_FOG + vec4 fogged = applyWaterFogView(pos, vec4(color.rgb, final_alpha)); color.rgb = fogged.rgb; color.a = fogged.a; @@ -92,7 +103,7 @@ void main() color.rgb = legacy_adjust(color.rgb); color.rgb = srgb_to_linear(color.rgb); color.rgb = legacy_adjust_fullbright(color.rgb); - color.rgb = fullbrightAtmosTransport(color.rgb); + color.rgb = atmosFragLighting(color.rgb, additive, atten); #endif frag_color = max(color, vec4(0)); diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl index 406a7ef3b3..370aa75d04 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl @@ -23,8 +23,6 @@ * $/LicenseInfo$ */ -/*[EXTRA_CODE_HERE]*/ - out vec4 frag_color; void main() -- cgit v1.2.3 From c827d32ebedeaa46ed75a91ae779f6547fc0d090 Mon Sep 17 00:00:00 2001 From: RunitaiLinden Date: Wed, 17 May 2023 18:09:36 -0500 Subject: SL-19655 Decruft legacy GLSL shaders and now unused build queues. --- .../shaders/class1/deferred/alphaV.glsl | 18 +++++++-------- .../shaders/class1/deferred/aoUtil.glsl | 4 ++-- .../class1/deferred/avatarAlphaMaskShadowF.glsl | 12 ++++------ .../class1/deferred/avatarAlphaShadowF.glsl | 12 ++++------ .../class1/deferred/avatarAlphaShadowV.glsl | 12 +++++----- .../shaders/class1/deferred/avatarEyesV.glsl | 14 ++++++------ .../shaders/class1/deferred/avatarF.glsl | 10 +++------ .../shaders/class1/deferred/avatarShadowV.glsl | 6 ++--- .../shaders/class1/deferred/avatarV.glsl | 12 +++++----- .../shaders/class1/deferred/blurLightF.glsl | 8 +------ .../shaders/class1/deferred/blurLightV.glsl | 4 ++-- .../shaders/class1/deferred/bumpF.glsl | 14 ++++++------ .../shaders/class1/deferred/bumpV.glsl | 20 ++++++++--------- .../shaders/class1/deferred/cloudsV.glsl | 22 +++++++++--------- .../app_settings/shaders/class1/deferred/cofF.glsl | 12 +++------- .../shaders/class1/deferred/deferredUtil.glsl | 12 +++++----- .../shaders/class1/deferred/diffuseAlphaMaskF.glsl | 8 +++---- .../class1/deferred/diffuseAlphaMaskIndexedF.glsl | 6 ++--- .../class1/deferred/diffuseAlphaMaskNoColorF.glsl | 6 ++--- .../shaders/class1/deferred/diffuseF.glsl | 8 +++---- .../shaders/class1/deferred/diffuseIndexedF.glsl | 6 ++--- .../shaders/class1/deferred/diffuseNoColorV.glsl | 10 ++++----- .../shaders/class1/deferred/diffuseV.glsl | 14 ++++++------ .../shaders/class1/deferred/dofCombineF.glsl | 20 ++++++----------- .../shaders/class1/deferred/emissiveF.glsl | 6 ++--- .../shaders/class1/deferred/emissiveV.glsl | 10 ++++----- .../shaders/class1/deferred/exposureF.glsl | 2 -- .../shaders/class1/deferred/fullbrightF.glsl | 2 -- .../shaders/class1/deferred/fullbrightShinyV.glsl | 16 ++++++------- .../shaders/class1/deferred/fullbrightV.glsl | 12 +++++----- .../shaders/class1/deferred/fxaaF.glsl | 4 ++-- .../shaders/class1/deferred/genbrdflutF.glsl | 2 +- .../shaders/class1/deferred/genbrdflutV.glsl | 4 ++-- .../shaders/class1/deferred/highlightF.glsl | 4 ++-- .../shaders/class1/deferred/impostorF.glsl | 8 +++---- .../shaders/class1/deferred/impostorV.glsl | 6 ++--- .../shaders/class1/deferred/materialV.glsl | 26 +++++++++++----------- .../shaders/class1/deferred/moonF.glsl | 2 -- .../shaders/class1/deferred/normgenF.glsl | 18 +++++---------- .../shaders/class1/deferred/normgenV.glsl | 8 +++---- .../class1/deferred/pbrShadowAlphaMaskF.glsl | 4 ---- .../shaders/class1/deferred/pbrglowF.glsl | 4 ++-- .../shaders/class1/deferred/pbropaqueF.glsl | 12 +++++----- .../shaders/class1/deferred/postDeferredF.glsl | 14 ++++-------- .../class1/deferred/postDeferredGammaCorrect.glsl | 10 ++------- .../class1/deferred/postDeferredNoDoFF.glsl | 10 ++------- .../shaders/class1/deferred/postDeferredNoTCV.glsl | 4 ++-- .../shaders/class1/deferred/postDeferredV.glsl | 6 ++--- .../deferred/postDeferredVisualizeBuffers.glsl | 8 +------ .../shaders/class1/deferred/shadowAlphaMaskF.glsl | 4 ---- .../shaders/class1/deferred/shadowCubeV.glsl | 2 +- .../shaders/class1/deferred/shadowSkinnedV.glsl | 2 +- .../app_settings/shaders/class1/deferred/skyV.glsl | 2 +- .../shaders/class1/deferred/starsF.glsl | 4 ++-- .../shaders/class1/deferred/starsV.glsl | 12 +++++----- .../shaders/class1/deferred/sunDiscF.glsl | 2 -- .../shaders/class1/deferred/sunDiscV.glsl | 8 +++---- .../shaders/class1/deferred/terrainF.glsl | 22 +++++++++--------- .../shaders/class1/deferred/terrainV.glsl | 18 +++++++-------- .../shaders/class1/deferred/treeF.glsl | 8 +++---- .../shaders/class1/deferred/treeShadowF.glsl | 2 +- .../class1/deferred/treeShadowSkinnedV.glsl | 4 ++-- .../shaders/class1/deferred/treeV.glsl | 12 +++++----- 63 files changed, 248 insertions(+), 326 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 6a93bc2fd2..4c9d813c9c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -33,19 +33,19 @@ uniform mat4 projection_matrix; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; +in vec3 position; #ifdef USE_INDEXED_TEX void passTextureIndex(); #endif -ATTRIBUTE vec3 normal; +in vec3 normal; #ifdef USE_VERTEX_COLOR -ATTRIBUTE vec4 diffuse_color; +in vec4 diffuse_color; #endif -ATTRIBUTE vec2 texcoord0; +in vec2 texcoord0; #ifdef HAS_SKIN mat4 getObjectSkinnedTransform(); @@ -55,15 +55,15 @@ mat4 getSkinnedTransform(); #endif #endif -VARYING vec3 vary_fragcoord; -VARYING vec3 vary_position; +out vec3 vary_fragcoord; +out vec3 vary_position; #ifdef USE_VERTEX_COLOR -VARYING vec4 vertex_color; +out vec4 vertex_color; #endif -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_norm; +out vec2 vary_texcoord0; +out vec3 vary_norm; uniform float near_clip; diff --git a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl index 37fe8287be..da467cd5da 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl @@ -43,7 +43,7 @@ vec2 getScreenCoordinateAo(vec2 screenpos) float getDepthAo(vec2 pos_screen) { - float depth = texture2D(depthMap, pos_screen).r; + float depth = texture(depthMap, pos_screen).r; return depth; } @@ -79,7 +79,7 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen) { float ret = 1.0; vec3 pos_world = pos.xyz; - vec2 noise_reflect = texture2D(noiseMap, pos_screen.xy * (screen_res / 128)).xy; + vec2 noise_reflect = texture(noiseMap, pos_screen.xy * (screen_res / 128)).xy; float angle_hidden = 0.0; float points = 0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl index 44f67899e4..f1dc1159d0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl @@ -23,22 +23,18 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform float minimum_alpha; uniform sampler2D diffuseMap; -VARYING float target_pos_x; -VARYING float pos_w; -VARYING vec2 vary_texcoord0; +in float target_pos_x; +in float pos_w; +in vec2 vary_texcoord0; void main() { - float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a; + float alpha = texture(diffuseMap, vary_texcoord0.xy).a; if (alpha < 0.05) // treat as totally transparent { diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl index 9a0024ede9..097e28aa0c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl @@ -23,24 +23,20 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform float minimum_alpha; uniform sampler2D diffuseMap; -VARYING float pos_w; -VARYING float target_pos_x; -VARYING vec2 vary_texcoord0; +in float pos_w; +in float target_pos_x; +in vec2 vary_texcoord0; uniform vec4 color; void main() { - float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a * color.a; + float alpha = texture(diffuseMap, vary_texcoord0.xy).a * color.a; if (alpha < 0.05) // treat as totally transparent { diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl index dfe7077db5..57e0b2b59f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl @@ -30,13 +30,13 @@ uniform float shadow_target_width; mat4 getSkinnedTransform(); void passTextureIndex(); -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec3 normal; +in vec2 texcoord0; -VARYING float pos_w; -VARYING float target_pos_x; -VARYING vec2 vary_texcoord0; +out float pos_w; +out float target_pos_x; +out vec2 vary_texcoord0; void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl index 01ffb862f7..83b0ba096c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl @@ -27,14 +27,14 @@ uniform mat3 normal_matrix; uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec3 normal; +in vec4 diffuse_color; +in vec2 texcoord0; -VARYING vec3 vary_normal; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec3 vary_normal; +out vec4 vertex_color; +out vec2 vary_texcoord0; void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl index 22b3bd1463..6ebe4ce251 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl @@ -25,24 +25,20 @@ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif uniform sampler2D diffuseMap; uniform float minimum_alpha; -VARYING vec3 vary_normal; -VARYING vec2 vary_texcoord0; +in vec3 vary_normal; +in vec2 vary_texcoord0; vec2 encode_normal(vec3 n); void main() { - vec4 diff = texture2D(diffuseMap, vary_texcoord0.xy); + vec4 diff = texture(diffuseMap, vary_texcoord0.xy); if (diff.a < minimum_alpha) { diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl index ac8a483a6a..5c64d48399 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl @@ -27,9 +27,9 @@ uniform mat4 projection_matrix; mat4 getSkinnedTransform(); -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec3 normal; +in vec2 texcoord0; void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl index 1bd8fee7c9..bc0c11ec46 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl @@ -25,16 +25,16 @@ uniform mat4 projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec3 normal; +in vec2 texcoord0; mat4 getSkinnedTransform(); -ATTRIBUTE vec4 weight; +in vec4 weight; -VARYING vec3 vary_normal; -VARYING vec2 vary_texcoord0; +out vec3 vary_normal; +out vec2 vary_texcoord0; void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index cc79b450ac..08baf98686 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -23,15 +23,9 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable - /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform sampler2D normalMap; uniform sampler2D lightMap; @@ -43,7 +37,7 @@ uniform vec2 screen_res; uniform vec3 kern[4]; uniform float kern_scale; -VARYING vec2 vary_fragcoord; +in vec2 vary_fragcoord; vec4 getPosition(vec2 pos_screen); vec3 getNorm(vec2 pos_screen); diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl index 5e0f01981b..5abaa1f2a6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl @@ -23,9 +23,9 @@ * $/LicenseInfo$ */ -ATTRIBUTE vec3 position; +in vec3 position; -VARYING vec2 vary_fragcoord; +out vec2 vary_fragcoord; uniform vec2 screen_res; void main() diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl index c18bca066d..35f483f633 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl @@ -31,18 +31,18 @@ uniform float minimum_alpha; uniform sampler2D diffuseMap; uniform sampler2D bumpMap; -VARYING vec3 vary_mat0; -VARYING vec3 vary_mat1; -VARYING vec3 vary_mat2; +in vec3 vary_mat0; +in vec3 vary_mat1; +in vec3 vary_mat2; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec4 vertex_color; +in vec2 vary_texcoord0; vec2 encode_normal(vec3 n); void main() { - vec4 col = texture2D(diffuseMap, vary_texcoord0.xy); + vec4 col = texture(diffuseMap, vary_texcoord0.xy); if(col.a < minimum_alpha) { @@ -50,7 +50,7 @@ void main() } col *= vertex_color; - vec3 norm = texture2D(bumpMap, vary_texcoord0.xy).rgb * 2.0 - 1.0; + vec3 norm = texture(bumpMap, vary_texcoord0.xy).rgb * 2.0 - 1.0; vec3 tnorm = vec3(dot(norm,vary_mat0), dot(norm,vary_mat1), diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl index d90891aa20..3af2eab1e4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl @@ -27,17 +27,17 @@ uniform mat3 normal_matrix; uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec4 tangent; +in vec3 position; +in vec4 diffuse_color; +in vec3 normal; +in vec2 texcoord0; +in vec4 tangent; -VARYING vec3 vary_mat0; -VARYING vec3 vary_mat1; -VARYING vec3 vary_mat2; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec3 vary_mat0; +out vec3 vary_mat1; +out vec3 vary_mat2; +out vec4 vertex_color; +out vec2 vary_texcoord0; #ifdef HAS_SKIN mat4 getObjectSkinnedTransform(); diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl index 61eee69a16..98314d39d3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl @@ -25,23 +25,23 @@ uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec2 texcoord0; ////////////////////////////////////////////////////////////////////////// // The vertex shader for creating the atmospheric sky /////////////////////////////////////////////////////////////////////////////// // Output parameters -VARYING vec3 vary_CloudColorSun; -VARYING vec3 vary_CloudColorAmbient; -VARYING float vary_CloudDensity; - -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec2 vary_texcoord3; -VARYING float altitude_blend_factor; +out vec3 vary_CloudColorSun; +out vec3 vary_CloudColorAmbient; +out float vary_CloudDensity; + +out vec2 vary_texcoord0; +out vec2 vary_texcoord1; +out vec2 vary_texcoord2; +out vec2 vary_texcoord3; +out float altitude_blend_factor; // Inputs uniform vec3 camPosLocal; diff --git a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl index 929b4e17b1..d95a33a6be 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl @@ -23,15 +23,9 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable - /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform sampler2D diffuseRect; uniform sampler2D depthMap; @@ -47,7 +41,7 @@ uniform float max_cof; uniform mat4 inv_proj; uniform vec2 screen_res; -VARYING vec2 vary_fragcoord; +in vec2 vary_fragcoord; float calc_cof(float depth) { @@ -68,13 +62,13 @@ void main() { vec2 tc = vary_fragcoord.xy; - float z = texture2D(depthMap, tc).r; + float z = texture(depthMap, tc).r; z = z*2.0-1.0; vec4 ndc = vec4(0.0, 0.0, z, 1.0); vec4 p = inv_proj*ndc; float depth = p.z/p.w; - vec4 diff = texture2D(diffuseRect, vary_fragcoord.xy); + vec4 diff = texture(diffuseRect, vary_fragcoord.xy); float sc = calc_cof(depth); sc = min(sc, max_cof); diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 8797f89e4c..55e45ce0af 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -144,7 +144,7 @@ vec2 getScreenCoordinate(vec2 screenpos) // Method #4: Spheremap Transform, Lambert Azimuthal Equal-Area projection vec3 getNorm(vec2 screenpos) { - vec2 enc = texture2D(normalMap, screenpos.xy).xy; + vec2 enc = texture(normalMap, screenpos.xy).xy; vec2 fenc = enc*4-2; float f = dot(fenc,fenc); float g = sqrt(1-f/4); @@ -170,7 +170,7 @@ vec3 getNormalFromPacked(vec4 packedNormalEnvIntensityFlags) // See: C++: addDeferredAttachments(), GLSL: softenLightF vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity) { - vec4 packedNormalEnvIntensityFlags = texture2D(normalMap, screenpos.xy); + vec4 packedNormalEnvIntensityFlags = texture(normalMap, screenpos.xy); n = getNormalFromPacked( packedNormalEnvIntensityFlags ); envIntensity = packedNormalEnvIntensityFlags.z; return packedNormalEnvIntensityFlags; @@ -190,7 +190,7 @@ float linearDepth01(float d, float znear, float zfar) float getDepth(vec2 pos_screen) { - float depth = texture2D(depthMap, pos_screen).r; + float depth = texture(depthMap, pos_screen).r; return depth; } @@ -199,7 +199,7 @@ vec4 getTexture2DLodAmbient(vec2 tc, float lod) #ifndef FXAA_GLSL_120 vec4 ret = textureLod(projectionMap, tc, lod); #else - vec4 ret = texture2D(projectionMap, tc); + vec4 ret = texture(projectionMap, tc); #endif ret.rgb = srgb_to_linear(ret.rgb); @@ -215,7 +215,7 @@ vec4 getTexture2DLodDiffuse(vec2 tc, float lod) #ifndef FXAA_GLSL_120 vec4 ret = textureLod(projectionMap, tc, lod); #else - vec4 ret = texture2D(projectionMap, tc); + vec4 ret = texture(projectionMap, tc); #endif ret.rgb = srgb_to_linear(ret.rgb); @@ -262,7 +262,7 @@ vec4 texture2DLodSpecular(vec2 tc, float lod) #ifndef FXAA_GLSL_120 vec4 ret = textureLod(projectionMap, tc, lod); #else - vec4 ret = texture2D(projectionMap, tc); + vec4 ret = texture(projectionMap, tc); #endif ret.rgb = srgb_to_linear(ret.rgb); diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl index afc05b8bb5..6f3b94f734 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl @@ -31,15 +31,15 @@ uniform float minimum_alpha; uniform sampler2D diffuseMap; -VARYING vec3 vary_normal; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec3 vary_normal; +in vec4 vertex_color; +in vec2 vary_texcoord0; vec2 encode_normal(vec3 n); void main() { - vec4 col = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color; + vec4 col = texture(diffuseMap, vary_texcoord0.xy) * vertex_color; if (col.a < minimum_alpha) { diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl index 078197f9a8..e5f2af2c53 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl @@ -27,12 +27,12 @@ out vec4 frag_data[4]; -VARYING vec3 vary_normal; +in vec3 vary_normal; uniform float minimum_alpha; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec4 vertex_color; +in vec2 vary_texcoord0; vec2 encode_normal(vec3 n); diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl index 307dda6b73..234f096ed5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl @@ -31,14 +31,14 @@ uniform float minimum_alpha; uniform sampler2D diffuseMap; -VARYING vec3 vary_normal; -VARYING vec2 vary_texcoord0; +in vec3 vary_normal; +in vec2 vary_texcoord0; vec2 encode_normal(vec3 n); void main() { - vec4 col = texture2D(diffuseMap, vary_texcoord0.xy); + vec4 col = texture(diffuseMap, vary_texcoord0.xy); if (col.a < minimum_alpha) { diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl index 24e290c614..68fb8bf499 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl @@ -29,15 +29,15 @@ out vec4 frag_data[4]; uniform sampler2D diffuseMap; -VARYING vec3 vary_normal; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec3 vary_normal; +in vec4 vertex_color; +in vec2 vary_texcoord0; vec2 encode_normal(vec3 n); void main() { - vec3 col = vertex_color.rgb * texture2D(diffuseMap, vary_texcoord0.xy).rgb; + vec3 col = vertex_color.rgb * texture(diffuseMap, vary_texcoord0.xy).rgb; frag_data[0] = vec4(col, 0.0); frag_data[1] = vertex_color.aaaa; // spec //frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl index be870b2424..93d561504e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl @@ -27,9 +27,9 @@ out vec4 frag_data[4]; -VARYING vec3 vary_normal; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec3 vary_normal; +in vec4 vertex_color; +in vec2 vary_texcoord0; vec2 encode_normal(vec3 n); vec3 linear_to_srgb(vec3 c); diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl index 9461e3e32e..13cc612fab 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl @@ -27,13 +27,13 @@ uniform mat3 normal_matrix; uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec3 normal; +in vec2 texcoord0; -VARYING vec3 vary_normal; +out vec3 vary_normal; -VARYING vec2 vary_texcoord0; +out vec2 vary_texcoord0; void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl index d64bcefade..2402cc3b70 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl @@ -27,15 +27,15 @@ uniform mat3 normal_matrix; uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec4 diffuse_color; +in vec3 normal; +in vec2 texcoord0; -VARYING vec3 vary_normal; +out vec3 vary_normal; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec4 vertex_color; +out vec2 vary_texcoord0; void passTextureIndex(); diff --git a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl index d9c0e590c8..3b9b8ae696 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl @@ -23,15 +23,9 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable - /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform sampler2D diffuseRect; uniform sampler2D lightMap; @@ -44,14 +38,14 @@ uniform float res_scale; uniform float dof_width; uniform float dof_height; -VARYING vec2 vary_fragcoord; +in vec2 vary_fragcoord; vec4 dofSample(sampler2D tex, vec2 tc) { tc.x = min(tc.x, dof_width); tc.y = min(tc.y, dof_height); - return texture2D(tex, tc); + return texture(tex, tc); } void main() @@ -60,7 +54,7 @@ void main() vec4 dof = dofSample(diffuseRect, vary_fragcoord.xy*res_scale); - vec4 diff = texture2D(lightMap, vary_fragcoord.xy); + vec4 diff = texture(lightMap, vary_fragcoord.xy); float a = min(abs(diff.a*2.0-1.0) * max_cof*res_scale*res_scale, 1.0); @@ -69,10 +63,10 @@ void main() float sc = a/res_scale; vec4 col; - col = texture2D(lightMap, vary_fragcoord.xy+vec2(sc,sc)/screen_res); - col += texture2D(lightMap, vary_fragcoord.xy+vec2(-sc,sc)/screen_res); - col += texture2D(lightMap, vary_fragcoord.xy+vec2(sc,-sc)/screen_res); - col += texture2D(lightMap, vary_fragcoord.xy+vec2(-sc,-sc)/screen_res); + col = texture(lightMap, vary_fragcoord.xy+vec2(sc,sc)/screen_res); + col += texture(lightMap, vary_fragcoord.xy+vec2(-sc,sc)/screen_res); + col += texture(lightMap, vary_fragcoord.xy+vec2(sc,-sc)/screen_res); + col += texture(lightMap, vary_fragcoord.xy+vec2(-sc,-sc)/screen_res); diff = mix(diff, col*0.25, a); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl index c8d6e395a3..9e61b6b894 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl @@ -23,14 +23,12 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable - /*[EXTRA_CODE_HERE]*/ out vec4 frag_color; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec4 vertex_color; +in vec2 vary_texcoord0; void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl index 08b1147ab0..5a0913a970 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl @@ -27,18 +27,18 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; +in vec3 position; void passTextureIndex(); -ATTRIBUTE vec4 emissive; -ATTRIBUTE vec2 texcoord0; +in vec4 emissive; +in vec2 texcoord0; void calcAtmospherics(vec3 inPositionEye); vec3 atmosAmbient(); vec3 atmosAffectDirectionalLight(float lightIntensity); -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec4 vertex_color; +out vec2 vary_texcoord0; #ifdef HAS_SKIN mat4 getObjectSkinnedTransform(); diff --git a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl index 81f1e9aed0..9ac4ceb37e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl @@ -23,8 +23,6 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable - /*[EXTRA_CODE_HERE]*/ out vec4 frag_color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index 631ffc9625..385cd51969 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -23,8 +23,6 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable - /*[EXTRA_CODE_HERE]*/ out vec4 frag_color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl index 0e461b4004..5795384b47 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl @@ -36,16 +36,16 @@ uniform vec4 origin; -ATTRIBUTE vec3 position; +in vec3 position; void passTextureIndex(); -ATTRIBUTE vec3 normal; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; +in vec3 normal; +in vec4 diffuse_color; +in vec2 texcoord0; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_texcoord1; -VARYING vec3 vary_position; +out vec4 vertex_color; +out vec2 vary_texcoord0; +out vec3 vary_texcoord1; +out vec3 vary_position; #ifdef HAS_SKIN mat4 getObjectSkinnedTransform(); diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl index e565722164..77e63e6360 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl @@ -28,20 +28,20 @@ uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; +in vec3 position; void passTextureIndex(); -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; +in vec4 diffuse_color; +in vec2 texcoord0; void calcAtmospherics(vec3 inPositionEye); vec3 atmosAmbient(); vec3 atmosAffectDirectionalLight(float lightIntensity); -VARYING vec3 vary_position; +out vec3 vary_position; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec4 vertex_color; +out vec2 vary_texcoord0; #ifdef HAS_SKIN mat4 getObjectSkinnedTransform(); diff --git a/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl index 50d697ae12..cd56ed0adf 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl @@ -2093,8 +2093,8 @@ uniform sampler2D depthMap; uniform vec2 rcp_screen_res; uniform vec4 rcp_frame_opt; uniform vec4 rcp_frame_opt2; -VARYING vec2 vary_fragcoord; -VARYING vec2 vary_tc; +in vec2 vary_fragcoord; +in vec2 vary_tc; void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl b/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl index 9e6c853015..e40d070268 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl @@ -49,7 +49,7 @@ SOFTWARE. /*[EXTRA_CODE_HERE]*/ -VARYING vec2 vary_uv; +in vec2 vary_uv; out vec4 outColor; diff --git a/indra/newview/app_settings/shaders/class1/deferred/genbrdflutV.glsl b/indra/newview/app_settings/shaders/class1/deferred/genbrdflutV.glsl index 682244478b..3a1572996f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/genbrdflutV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/genbrdflutV.glsl @@ -25,9 +25,9 @@ uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; +in vec3 position; -VARYING vec2 vary_uv; +out vec2 vary_uv; void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl index 74df43b7c3..748fcbed80 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl @@ -28,11 +28,11 @@ out vec4 frag_data[4]; uniform vec4 color; uniform sampler2D diffuseMap; -VARYING vec2 vary_texcoord0; +in vec2 vary_texcoord0; void main() { - frag_data[0] = color*texture2D(diffuseMap, vary_texcoord0.xy); + frag_data[0] = color*texture(diffuseMap, vary_texcoord0.xy); frag_data[1] = vec4(0.0); frag_data[2] = vec4(0.0, 1.0, 0.0, GBUFFER_FLAG_SKIP_ATMOS); frag_data[3] = vec4(0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl index 5e67442b3a..aae595f619 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl @@ -34,22 +34,22 @@ uniform sampler2D diffuseMap; uniform sampler2D normalMap; uniform sampler2D specularMap; -VARYING vec2 vary_texcoord0; +in vec2 vary_texcoord0; vec3 linear_to_srgb(vec3 c); vec2 encode_normal (vec3 n); void main() { - vec4 col = texture2D(diffuseMap, vary_texcoord0.xy); + vec4 col = texture(diffuseMap, vary_texcoord0.xy); if (col.a < minimum_alpha) { discard; } - vec4 norm = texture2D(normalMap, vary_texcoord0.xy); - vec4 spec = texture2D(specularMap, vary_texcoord0.xy); + vec4 norm = texture(normalMap, vary_texcoord0.xy); + vec4 spec = texture(specularMap, vary_texcoord0.xy); frag_data[0] = vec4(col.rgb, 0.0); frag_data[1] = spec; diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl index 42266e9378..444c54a31e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl @@ -26,10 +26,10 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec2 texcoord0; -VARYING vec2 vary_texcoord0; +out vec2 vary_texcoord0; void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl index d41e0b202b..7cdddfe8db 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl @@ -43,38 +43,38 @@ uniform mat4 modelview_projection_matrix; uniform mat4 modelview_matrix; #endif -VARYING vec3 vary_position; +out vec3 vary_position; #endif uniform mat4 texture_matrix0; -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec4 diffuse_color; +in vec3 normal; +in vec2 texcoord0; #ifdef HAS_NORMAL_MAP -ATTRIBUTE vec4 tangent; -ATTRIBUTE vec2 texcoord1; +in vec4 tangent; +in vec2 texcoord1; out vec3 vary_tangent; flat out float vary_sign; out vec3 vary_normal; -VARYING vec2 vary_texcoord1; +out vec2 vary_texcoord1; #else -VARYING vec3 vary_normal; +out vec3 vary_normal; #endif #ifdef HAS_SPECULAR_MAP -ATTRIBUTE vec2 texcoord2; -VARYING vec2 vary_texcoord2; +in vec2 texcoord2; +out vec2 vary_texcoord2; #endif -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec4 vertex_color; +out vec2 vary_texcoord0; void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl index 573b522068..f3e7b2ee72 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl @@ -23,8 +23,6 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable - /*[EXTRA_CODE_HERE]*/ out vec4 frag_data[4]; diff --git a/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl b/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl index 7a941674b8..05dced0026 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl @@ -23,19 +23,13 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable - /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform sampler2D alphaMap; -VARYING vec2 vary_texcoord0; +in vec2 vary_texcoord0; uniform float stepX; uniform float stepY; @@ -43,12 +37,12 @@ uniform float norm_scale; void main() { - float c = texture2D(alphaMap, vary_texcoord0).r; + float c = texture(alphaMap, vary_texcoord0).r; - vec3 right = vec3(norm_scale, 0, (texture2D(alphaMap, vary_texcoord0+vec2(stepX, 0)).r-c)*255); - vec3 left = vec3(-norm_scale, 0, (texture2D(alphaMap, vary_texcoord0-vec2(stepX, 0)).r-c)*255); - vec3 up = vec3(0, -norm_scale, (texture2D(alphaMap, vary_texcoord0-vec2(0, stepY)).r-c)*255); - vec3 down = vec3(0, norm_scale, (texture2D(alphaMap, vary_texcoord0+vec2(0, stepY)).r-c)*255); + vec3 right = vec3(norm_scale, 0, (texture(alphaMap, vary_texcoord0+vec2(stepX, 0)).r-c)*255); + vec3 left = vec3(-norm_scale, 0, (texture(alphaMap, vary_texcoord0-vec2(stepX, 0)).r-c)*255); + vec3 up = vec3(0, -norm_scale, (texture(alphaMap, vary_texcoord0-vec2(0, stepY)).r-c)*255); + vec3 down = vec3(0, norm_scale, (texture(alphaMap, vary_texcoord0+vec2(0, stepY)).r-c)*255); vec3 norm = cross(right, down) + cross(down, left) + cross(left,up) + cross(up, right); diff --git a/indra/newview/app_settings/shaders/class1/deferred/normgenV.glsl b/indra/newview/app_settings/shaders/class1/deferred/normgenV.glsl index 9bceae05b7..7896659ad3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/normgenV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/normgenV.glsl @@ -23,11 +23,11 @@ * $/LicenseInfo$ */ -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec2 texcoord0; -VARYING vec2 vary_fragcoord; -VARYING vec2 vary_texcoord0; +out vec2 vary_fragcoord; +out vec2 vary_texcoord0; void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl index 5ef9bb6805..e06f3a5f44 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl @@ -23,11 +23,7 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform sampler2D diffuseMap; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl index 1c36aa6b50..b74b2e6a83 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl @@ -47,7 +47,7 @@ vec3 srgb_to_linear(vec3 c); void main() { - vec4 basecolor = texture2D(diffuseMap, base_color_texcoord.xy).rgba; + vec4 basecolor = texture(diffuseMap, base_color_texcoord.xy).rgba; if (basecolor.a < minimum_alpha) { @@ -55,7 +55,7 @@ void main() } vec3 emissive = emissiveColor; - emissive *= srgb_to_linear(texture2D(emissiveMap, emissive_texcoord.xy).rgb); + emissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb); float lum = max(max(emissive.r, emissive.g), emissive.b); lum *= vertex_emissive.a; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl index 8e5a6c90e0..faa273b834 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl @@ -62,7 +62,7 @@ uniform mat3 normal_matrix; void main() { - vec4 basecolor = texture2D(diffuseMap, base_color_texcoord.xy).rgba; + vec4 basecolor = texture(diffuseMap, base_color_texcoord.xy).rgba; if (basecolor.a < minimum_alpha) { discard; @@ -71,7 +71,7 @@ void main() vec3 col = vertex_color.rgb * srgb_to_linear(basecolor.rgb); // from mikktspace.com - vec3 vNt = texture2D(bumpMap, normal_texcoord.xy).xyz*2.0-1.0; + vec3 vNt = texture(bumpMap, normal_texcoord.xy).xyz*2.0-1.0; float sign = vary_sign; vec3 vN = vary_normal; vec3 vT = vary_tangent.xyz; @@ -84,13 +84,13 @@ void main() // occlusion 1.0 // roughness 0.0 // metal 0.0 - vec3 spec = texture2D(specularMap, metallic_roughness_texcoord.xy).rgb; + vec3 spec = texture(specularMap, metallic_roughness_texcoord.xy).rgb; spec.g *= roughnessFactor; spec.b *= metallicFactor; vec3 emissive = emissiveColor; - emissive *= srgb_to_linear(texture2D(emissiveMap, emissive_texcoord.xy).rgb); + emissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb); tnorm *= gl_FrontFacing ? 1.0 : -1.0; @@ -131,7 +131,7 @@ vec3 srgb_to_linear(vec3 c); void main() { - vec4 basecolor = texture2D(diffuseMap, base_color_texcoord.xy).rgba; + vec4 basecolor = texture(diffuseMap, base_color_texcoord.xy).rgba; if (basecolor.a < minimum_alpha) { discard; @@ -140,7 +140,7 @@ void main() vec3 col = vertex_color.rgb * srgb_to_linear(basecolor.rgb); vec3 emissive = emissiveColor; - emissive *= srgb_to_linear(texture2D(emissiveMap, emissive_texcoord.xy).rgb); + emissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb); col += emissive; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index 5ca39d6966..86e3f1acda 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -23,15 +23,9 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable - /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform sampler2D diffuseRect; @@ -40,11 +34,11 @@ uniform vec2 screen_res; uniform float max_cof; uniform float res_scale; -VARYING vec2 vary_fragcoord; +in vec2 vary_fragcoord; void dofSample(inout vec4 diff, inout float w, float min_sc, vec2 tc) { - vec4 s = texture2D(diffuseRect, tc); + vec4 s = texture(diffuseRect, tc); float sc = abs(s.a*2.0-1.0)*max_cof; @@ -63,7 +57,7 @@ void dofSample(inout vec4 diff, inout float w, float min_sc, vec2 tc) void dofSampleNear(inout vec4 diff, inout float w, float min_sc, vec2 tc) { - vec4 s = texture2D(diffuseRect, tc); + vec4 s = texture(diffuseRect, tc); float wg = 0.25; @@ -79,7 +73,7 @@ void main() { vec2 tc = vary_fragcoord.xy; - vec4 diff = texture2D(diffuseRect, vary_fragcoord.xy); + vec4 diff = texture(diffuseRect, vary_fragcoord.xy); { float w = 1.0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index 80816912da..a32296369c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -23,21 +23,15 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable - /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform sampler2D diffuseRect; uniform sampler2D exposureMap; uniform vec2 screen_res; -VARYING vec2 vary_fragcoord; +in vec2 vary_fragcoord; vec3 linear_to_srgb(vec3 cl); @@ -173,7 +167,7 @@ vec3 legacyGamma(vec3 color) void main() { //this is the one of the rare spots where diffuseRect contains linear color values (not sRGB) - vec4 diff = texture2D(diffuseRect, vary_fragcoord); + vec4 diff = texture(diffuseRect, vary_fragcoord); diff.rgb = toneMap(diff.rgb); diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl index 004190dbd9..bace9b8c90 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl @@ -23,25 +23,19 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable - /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform sampler2D diffuseRect; uniform sampler2D depthMap; uniform vec2 screen_res; -VARYING vec2 vary_fragcoord; +in vec2 vary_fragcoord; void main() { - vec4 diff = texture2D(diffuseRect, vary_fragcoord.xy); + vec4 diff = texture(diffuseRect, vary_fragcoord.xy); frag_color = diff; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl index 8b4cac3e64..7e8a5d68d4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl @@ -23,9 +23,9 @@ * $/LicenseInfo$ */ -ATTRIBUTE vec3 position; +in vec3 position; -VARYING vec2 vary_fragcoord; +out vec2 vary_fragcoord; uniform vec2 screen_res; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl index 86f0077edb..10b4b3e76c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl @@ -23,10 +23,10 @@ * $/LicenseInfo$ */ -ATTRIBUTE vec3 position; +in vec3 position; -VARYING vec2 vary_fragcoord; -VARYING vec2 vary_tc; +out vec2 vary_fragcoord; +out vec2 vary_tc; uniform vec2 tc_scale; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredVisualizeBuffers.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredVisualizeBuffers.glsl index f75b8e2658..2c17de311c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredVisualizeBuffers.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredVisualizeBuffers.glsl @@ -23,20 +23,14 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable - /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform sampler2D diffuseRect; uniform float mipLevel; -VARYING vec2 vary_fragcoord; +in vec2 vary_fragcoord; void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl index 8c9b6f8190..a8febabcc6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl @@ -25,11 +25,7 @@ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform sampler2D diffuseMap; diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl index 9608e89169..0f5f9ed289 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl @@ -25,7 +25,7 @@ uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; +in vec3 position; uniform vec3 box_center; uniform vec3 box_size; diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl index 186ba49969..9bbc63bce1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl @@ -26,7 +26,7 @@ uniform mat4 modelview_matrix; uniform mat4 projection_matrix; -ATTRIBUTE vec3 position; +in vec3 position; mat4 getObjectSkinnedTransform(); diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index 4fa9ae3633..17ce2dee5b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -25,7 +25,7 @@ uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; +in vec3 position; // SKY //////////////////////////////////////////////////////////////////////// // The vertex shader for creating the atmospheric sky diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl index 4f1756c367..b35d10c8a0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl @@ -48,8 +48,8 @@ void main() { // camera above water: class1\deferred\starsF.glsl // camera below water: class1\environment\starsF.glsl - vec4 col_a = texture2D(diffuseMap, vary_texcoord0.xy); - vec4 col_b = texture2D(diffuseMap, vary_texcoord0.xy); + vec4 col_a = texture(diffuseMap, vary_texcoord0.xy); + vec4 col_b = texture(diffuseMap, vary_texcoord0.xy); vec4 col = mix(col_b, col_a, blend_factor); col.rgb *= vertex_color.rgb; diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl index 37d1630252..726508607d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl @@ -27,13 +27,13 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; uniform float time; -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec4 diffuse_color; +in vec2 texcoord0; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; -VARYING vec2 screenpos; +out vec4 vertex_color; +out vec2 vary_texcoord0; +out vec2 screenpos; void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl index a85e6ebc66..fd343ed2dc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl @@ -23,8 +23,6 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable - /*[EXTRA_CODE_HERE]*/ out vec4 frag_data[4]; diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl index d3dfa882f0..9a8d791a1d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl @@ -27,11 +27,11 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec2 texcoord0; -VARYING vec2 vary_texcoord0; -VARYING float sun_fade; +out vec2 vary_texcoord0; +out float sun_fade; void calcAtmospherics(vec3 eye_pos); diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl index 3464212c84..f6d509e2c6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl @@ -33,10 +33,10 @@ uniform sampler2D detail_2; uniform sampler2D detail_3; uniform sampler2D alpha_ramp; -VARYING vec3 pos; -VARYING vec3 vary_normal; -VARYING vec4 vary_texcoord0; -VARYING vec4 vary_texcoord1; +in vec3 pos; +in vec3 vary_normal; +in vec4 vary_texcoord0; +in vec4 vary_texcoord1; vec2 encode_normal(vec3 n); @@ -44,14 +44,14 @@ void main() { /// Note: This should duplicate the blending functionality currently used for the terrain rendering. - vec4 color0 = texture2D(detail_0, vary_texcoord0.xy); - vec4 color1 = texture2D(detail_1, vary_texcoord0.xy); - vec4 color2 = texture2D(detail_2, vary_texcoord0.xy); - vec4 color3 = texture2D(detail_3, vary_texcoord0.xy); + vec4 color0 = texture(detail_0, vary_texcoord0.xy); + vec4 color1 = texture(detail_1, vary_texcoord0.xy); + vec4 color2 = texture(detail_2, vary_texcoord0.xy); + vec4 color3 = texture(detail_3, vary_texcoord0.xy); - float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a; - float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a; - float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a; + float alpha1 = texture(alpha_ramp, vary_texcoord0.zw).a; + float alpha2 = texture(alpha_ramp,vary_texcoord1.xy).a; + float alphaFinal = texture(alpha_ramp, vary_texcoord1.zw).a; vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal ); outColor.a = 0.0; // yes, downstream atmospherics diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl index f42cb6ff6d..f6d3b59e85 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl @@ -27,16 +27,16 @@ uniform mat3 normal_matrix; uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec2 texcoord1; +in vec3 position; +in vec3 normal; +in vec4 diffuse_color; +in vec2 texcoord0; +in vec2 texcoord1; -VARYING vec3 pos; -VARYING vec3 vary_normal; -VARYING vec4 vary_texcoord0; -VARYING vec4 vary_texcoord1; +out vec3 pos; +out vec3 vary_normal; +out vec4 vary_texcoord0; +out vec4 vary_texcoord1; uniform vec4 object_plane_s; uniform vec4 object_plane_t; diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl index d857e47b90..e2d87e68fa 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl @@ -29,9 +29,9 @@ out vec4 frag_data[4]; uniform sampler2D diffuseMap; -VARYING vec4 vertex_color; -VARYING vec3 vary_normal; -VARYING vec2 vary_texcoord0; +in vec4 vertex_color; +in vec3 vary_normal; +in vec2 vary_texcoord0; uniform float minimum_alpha; @@ -39,7 +39,7 @@ vec2 encode_normal(vec3 n); void main() { - vec4 col = texture2D(diffuseMap, vary_texcoord0.xy); + vec4 col = texture(diffuseMap, vary_texcoord0.xy); if (col.a < minimum_alpha) { discard; diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl index c850a39d6f..7dcab640f2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl @@ -36,7 +36,7 @@ in vec2 vary_texcoord0; void main() { - float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a; + float alpha = texture(diffuseMap, vary_texcoord0.xy).a; if (alpha < minimum_alpha) { diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl index 5a7cf369b5..f5192c3009 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl @@ -27,8 +27,8 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec2 texcoord0; out vec2 vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl index 3b6571a24a..ce8a10712c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl @@ -27,13 +27,13 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; uniform mat3 normal_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec3 normal; +in vec2 texcoord0; -VARYING vec3 vary_normal; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec3 vary_normal; +out vec4 vertex_color; +out vec2 vary_texcoord0; void main() { -- cgit v1.2.3 From c12712aa9609325ba3247a67354e91e9342106d6 Mon Sep 17 00:00:00 2001 From: RunitaiLinden Date: Thu, 25 May 2023 13:09:03 -0500 Subject: DRTVWR-559 Fix for off-color fullbright alpha blinn-phong materials. Scrub some NaNs. --- indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl index ee425f97fc..c8afacf9bb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl @@ -47,6 +47,6 @@ void main() tc.y -= 0.1; // HACK - nudge exposure sample down a little bit to favor ground over sky vec3 c = texture(diffuseRect, tc).rgb + texture(emissiveRect, tc).rgb; float L = lum(c); - frag_color = vec4(L); + frag_color = vec4(max(L, 0.0)); } -- cgit v1.2.3 From 50ec54831de88926ca13c9a72d89006ceda6c355 Mon Sep 17 00:00:00 2001 From: RunitaiLinden Date: Thu, 1 Jun 2023 19:49:23 -0500 Subject: DRTVWR-559 Revert skies to be very close to release and disable tone mapping when probe ambiance is zero. Hack for desaturating legacy materials has been removed for performance and quality reasons. Adds a new setting for auto adjusting legacy skies. This is the PBR "opt out" button. If disabled, legacy skies will disable tonemapping, automatic probe ambiance, and HDR/exposure. If enabled, legacy skies will behave as if probe ambiance and HDR scale are 1.0, and ambient will be cut in half. HDR scale will act as a sky brightener, but will automatically adjust dynamic exposure so the sky will be properly exposed. If you want relatively even exposure all the time, set HDR Scale to 1.0. If you want a high range of exposures between indoor/dark areas and outdoor/bright areas, increase HDR Scale. Also tuned up SSAO (thanks Rye!). Reviewed with Brad. --- .../shaders/class1/deferred/fullbrightF.glsl | 4 ++-- .../class1/deferred/postDeferredGammaCorrect.glsl | 20 +++++++++----------- 2 files changed, 11 insertions(+), 13 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index 385cd51969..b752307d13 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -44,7 +44,7 @@ vec3 legacy_adjust_fullbright(vec3 c); vec3 legacy_adjust(vec3 c); vec3 linear_to_srgb(vec3 cl); vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten); -void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, 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); #ifdef HAS_ALPHA_MASK uniform float minimum_alpha; @@ -85,7 +85,7 @@ void main() vec3 amblit; vec3 additive; vec3 atten; - calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false); + calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten); #endif #ifdef WATER_FOG diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index a32296369c..53e4f02314 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -102,16 +102,12 @@ vec3 toneMap(vec3 color) { #ifndef NO_POST float exp_scale = texture(exposureMap, vec2(0.5,0.5)).r; - + color *= exposure * exp_scale; color = toneMapACES_Hill(color); -#else - color *= 0.6; #endif - color = linear_to_srgb(color); - return color; } @@ -158,10 +154,10 @@ float noise(vec2 x) { vec3 legacyGamma(vec3 color) { - color = 1. - clamp(color, vec3(0.), vec3(1.)); - color = 1. - pow(color, vec3(gamma)); // s/b inverted already CPU-side + vec3 c = 1. - clamp(color, vec3(0.), vec3(1.)); + c = 1. - pow(c, vec3(gamma)); // s/b inverted already CPU-side - return color; + return c; } void main() @@ -169,12 +165,14 @@ void main() //this is the one of the rare spots where diffuseRect contains linear color values (not sRGB) vec4 diff = texture(diffuseRect, vary_fragcoord); - diff.rgb = toneMap(diff.rgb); - #ifdef LEGACY_GAMMA -#ifndef NO_POST + diff.rgb = linear_to_srgb(diff.rgb); diff.rgb = legacyGamma(diff.rgb); +#else +#ifndef NO_POST + diff.rgb = toneMap(diff.rgb); #endif + diff.rgb = linear_to_srgb(diff.rgb); #endif vec2 tc = vary_fragcoord.xy*screen_res*4.0; -- cgit v1.2.3 From b0540f8189d28da66c143c5de961deaba7a86f17 Mon Sep 17 00:00:00 2001 From: RunitaiLinden Date: Thu, 1 Jun 2023 20:15:35 -0500 Subject: DRTVWR-559 Rebalance PBR against Blinn-Phong. --- indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 55e45ce0af..c8eaba6418 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -387,7 +387,7 @@ vec3 pbrIbl(vec3 diffuseColor, { // retrieve a scale and bias to F0. See [1], Figure 3 vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0-perceptualRough); - vec3 diffuseLight = irradiance*1.25; //magic 1.25 to balance with legacy materials + vec3 diffuseLight = irradiance; vec3 specularLight = radiance; vec3 diffuse = diffuseLight * diffuseColor; @@ -563,7 +563,7 @@ vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v, vec3 ibl_spec; color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness, ibl_spec); - color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm, v, normalize(light_dir), specContrib) * sunlit * 3.9 * scol; //magic number to balance with legacy materials + color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm, v, normalize(light_dir), specContrib) * sunlit * 3.0 * scol; //magic number to balance with legacy materials specContrib *= sunlit * 2.75 * scol; specContrib += ibl_spec; -- cgit v1.2.3 From bfdfa8dd93aa29f46060061f308121b23645f5ae Mon Sep 17 00:00:00 2001 From: Cosmic Linden Date: Fri, 2 Jun 2023 11:29:07 -0700 Subject: SL-19808: Fix orientation of PBR normal texture when texture transform and/or texture animation is applied --- .../shaders/class1/deferred/pbralphaV.glsl | 6 ++- .../shaders/class1/deferred/pbropaqueV.glsl | 8 ++-- .../shaders/class1/deferred/textureUtilV.glsl | 44 ++++++++++++++++++++++ 3 files changed, 52 insertions(+), 6 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl index e9515a9187..81482e2954 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl @@ -71,6 +71,7 @@ flat out float vary_sign; out vec3 vary_normal; vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); +vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); void main() @@ -94,12 +95,13 @@ void main() metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_transform, texture_matrix0); emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0); + vec3 tex_tangent = tangent_space_transform(tangent, normal.xyz, texture_normal_transform, texture_matrix0); #ifdef HAS_SKIN vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz; - vec3 t = (mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz; + vec3 t = (mat*vec4(tex_tangent.xyz+position.xyz,1.0)).xyz-pos.xyz; #else //HAS_SKIN vec3 n = normal_matrix * normal; - vec3 t = normal_matrix * tangent.xyz; + vec3 t = normal_matrix * tex_tangent.xyz; #endif //HAS_SKIN vary_tangent = normalize(t); diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl index e2c23ac8f0..2ad2a015fc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl @@ -61,6 +61,7 @@ flat out float vary_sign; out vec3 vary_normal; vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); +vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); void main() { @@ -83,12 +84,13 @@ void main() metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_transform, texture_matrix0); emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0); + vec3 tex_tangent = tangent_space_transform(tangent, normal.xyz, texture_normal_transform, texture_matrix0); #ifdef HAS_SKIN vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz; - vec3 t = (mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz; + vec3 t = (mat*vec4(tex_tangent.xyz+position.xyz,1.0)).xyz-pos.xyz; #else //HAS_SKIN vec3 n = normal_matrix * normal; - vec3 t = normal_matrix * tangent.xyz; + vec3 t = normal_matrix * tex_tangent.xyz; #endif vary_tangent = normalize(t); @@ -107,8 +109,6 @@ uniform mat4 modelview_projection_matrix; uniform mat4 texture_matrix0; uniform vec4[2] texture_base_color_transform; -uniform vec4[2] texture_normal_transform; -uniform vec4[2] texture_metallic_roughness_transform; uniform vec4[2] texture_emissive_transform; in vec3 position; diff --git a/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl index 71f7ec52c4..636dfed4ba 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl @@ -76,3 +76,47 @@ vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl return texcoord; } + +// Take the rotation only from both transforms and apply to the tangent. This +// accounts for the change of the topology of the normal texture when a texture +// rotation is applied to it. +// *HACK: Assume the imported GLTF model did not have both normal texture +// transforms and tangent vertices. The use of this function is inconsistent +// with the GLTF sample viewer when that is the case. See getNormalInfo in +// https://raw.githubusercontent.com/KhronosGroup/glTF-Sample-Viewer/47a191931461a6f2e14de48d6da0f0eb6ec2d147/source/Renderer/shaders/material_info.glsl +// We may want to account for this case during GLTF model import. +// -Cosmic,2023-06-06 +vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform, mat4 sl_animation_transform) +{ + vec2 weights = vec2(0, 1); + + // Apply texture animation first to avoid shearing and other artifacts (rotation only) + mat2 sl_rot_scale; + sl_rot_scale[0][0] = sl_animation_transform[0][0]; + sl_rot_scale[0][1] = sl_animation_transform[0][1]; + sl_rot_scale[1][0] = sl_animation_transform[1][0]; + sl_rot_scale[1][1] = sl_animation_transform[1][1]; + weights = sl_rot_scale * weights; + // Remove scale + weights = normalize(weights); + + // Convert to left-handed coordinate system + weights.y = -weights.y; + + // Apply KHR_texture_transform (rotation only) + float khr_rotation = khr_gltf_transform[0].z; + mat2 khr_rotation_mat = mat2( + cos(khr_rotation),-sin(khr_rotation), + sin(khr_rotation), cos(khr_rotation) + ); + weights = khr_rotation_mat * weights; + + // Convert back to right-handed coordinate system + weights.y = -weights.y; + + // Similar to the MikkTSpace-compatible method of extracting the binormal + // from the normal and tangent, as seen in the fragment shader + vec3 vertex_binormal = vertex_tangent.w * cross(vertex_normal, vertex_tangent.xyz); + + return (weights.x * vertex_binormal.xyz) + (weights.y * vertex_tangent.xyz); +} -- cgit v1.2.3 From 3c34ad044cb5cef858d9b0d1708417d4f3dba086 Mon Sep 17 00:00:00 2001 From: Cosmic Linden Date: Wed, 7 Jun 2023 15:05:07 -0700 Subject: SL-19808: Move tangent_space_transform calculation to the very end --- .../app_settings/shaders/class1/deferred/pbralphaV.glsl | 11 ++++++----- .../app_settings/shaders/class1/deferred/pbropaqueV.glsl | 11 ++++++----- 2 files changed, 12 insertions(+), 10 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl index 81482e2954..6b960fae33 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl @@ -95,18 +95,19 @@ void main() metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_transform, texture_matrix0); emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0); - vec3 tex_tangent = tangent_space_transform(tangent, normal.xyz, texture_normal_transform, texture_matrix0); #ifdef HAS_SKIN vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz; - vec3 t = (mat*vec4(tex_tangent.xyz+position.xyz,1.0)).xyz-pos.xyz; + vec3 t = (mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz; #else //HAS_SKIN vec3 n = normal_matrix * normal; - vec3 t = normal_matrix * tex_tangent.xyz; + vec3 t = normal_matrix * tangent.xyz; #endif //HAS_SKIN - vary_tangent = normalize(t); + n = normalize(n); + + vary_tangent = normalize(tangent_space_transform(vec4(t, tangent.w), n, texture_normal_transform, texture_matrix0)); vary_sign = tangent.w; - vary_normal = normalize(n); + vary_normal = n; vertex_color = diffuse_color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl index 2ad2a015fc..160ae7a215 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl @@ -84,18 +84,19 @@ void main() metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_transform, texture_matrix0); emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0); - vec3 tex_tangent = tangent_space_transform(tangent, normal.xyz, texture_normal_transform, texture_matrix0); #ifdef HAS_SKIN vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz; - vec3 t = (mat*vec4(tex_tangent.xyz+position.xyz,1.0)).xyz-pos.xyz; + vec3 t = (mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz; #else //HAS_SKIN vec3 n = normal_matrix * normal; - vec3 t = normal_matrix * tex_tangent.xyz; + vec3 t = normal_matrix * tangent.xyz; #endif - vary_tangent = normalize(t); + n = normalize(n); + + vary_tangent = normalize(tangent_space_transform(vec4(t, tangent.w), n, texture_normal_transform, texture_matrix0)); vary_sign = tangent.w; - vary_normal = normalize(n); + vary_normal = n; vertex_color = diffuse_color; } -- cgit v1.2.3 From 3305fbe1cf5fe3faa6dc5479aa29e6c891ee943f Mon Sep 17 00:00:00 2001 From: RunitaiLinden Date: Wed, 14 Jun 2023 17:26:30 -0500 Subject: SL-19838 Fix for transparent PBR materials always casting shadows. --- .../class1/deferred/pbrShadowAlphaBlendF.glsl | 56 ++++++++++++++++++++++ .../class1/deferred/pbrShadowAlphaMaskF.glsl | 2 +- 2 files changed, 57 insertions(+), 1 deletion(-) create mode 100644 indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaBlendF.glsl (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaBlendF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaBlendF.glsl new file mode 100644 index 0000000000..79425ad716 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaBlendF.glsl @@ -0,0 +1,56 @@ +/** + * @file pbrShadowAlphaBlendF.glsl + * + * $LicenseInfo:firstyear=2023&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2023, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +out vec4 frag_color; + +uniform sampler2D diffuseMap; + +in vec4 post_pos; +in float target_pos_x; +in vec4 vertex_color; +in vec2 vary_texcoord0; +uniform float minimum_alpha; + +void main() +{ + float alpha = texture(diffuseMap,vary_texcoord0.xy).a; + + alpha *= vertex_color.a; + + if (alpha < 0.05) // treat as totally transparent + { + discard; + } + + if (alpha < 0.88) // treat as semi-transparent + { + if (fract(0.5*floor(target_pos_x / post_pos.w )) < 0.25) + { + discard; + } + } + + frag_color = vec4(1,1,1,1); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl index e06f3a5f44..1d1545be7e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl @@ -35,7 +35,7 @@ uniform float minimum_alpha; void main() { - float alpha = diffuseLookup(vary_texcoord0.xy).a; + float alpha = texture(diffuseMap,vary_texcoord0.xy).a; if (alpha < minimum_alpha) { -- cgit v1.2.3 From 3a1b60b2baa80218a79bf33cf983bd28df4f2343 Mon Sep 17 00:00:00 2001 From: RunitaiLinden Date: Thu, 22 Jun 2023 17:10:24 -0500 Subject: SL-19785 Fix for blown out skies from Glow Focus. Add notification when editing legacy skies. --- indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl index e0e97bb938..f6870c3ff0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl @@ -110,7 +110,7 @@ void main() // Combine vec3 color; color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient); - color.rgb= max(vec3(0), color.rgb); + color.rgb = clamp(color.rgb, vec3(0), vec3(1)); color.rgb *= 2.0; /// Gamma correct for WL (soft clip effect). -- cgit v1.2.3 From 79223b63a2d1d5947b7955ebfa79054b897265d9 Mon Sep 17 00:00:00 2001 From: RunitaiLinden Date: Wed, 28 Jun 2023 13:47:14 -0500 Subject: SL-19842 Sanity clamp sky brightness. --- indra/newview/app_settings/shaders/class1/deferred/skyF.glsl | 1 + 1 file changed, 1 insertion(+) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl index cc4c3b5dce..9d9ba49d82 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl @@ -84,6 +84,7 @@ void main() color.rgb += rainbow(optic_d); color.rgb += halo_22; color.rgb *= 2.; + color.rgb = clamp(color.rgb, vec3(0), vec3(5)); frag_data[0] = vec4(0); frag_data[1] = vec4(0); -- cgit v1.2.3 From 43cd4e84bc01abcf2820b9557abe761fbf5e8432 Mon Sep 17 00:00:00 2001 From: RunitaiLinden Date: Wed, 6 Sep 2023 10:31:03 -0500 Subject: SL-19842 WIP -- Change how probe ambiance mixes with sky ambient. --- .../app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index 53e4f02314..64e6bc9da2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -105,7 +105,8 @@ vec3 toneMap(vec3 color) color *= exposure * exp_scale; - color = toneMapACES_Hill(color); + // mix ACES and Linear here as a compromise to avoid over-darkening legacy content + color = mix(toneMapACES_Hill(color), color, 0.333); #endif return color; -- cgit v1.2.3 From 41433fdb08b50e4721b2285a045cc8f14e82433c Mon Sep 17 00:00:00 2001 From: RunitaiLinden Date: Mon, 2 Oct 2023 15:16:53 -0500 Subject: SL-20394 Remove "glare" effect from PBR alpha shaders. --- .../shaders/class1/deferred/deferredUtil.glsl | 52 +++------------------- 1 file changed, 6 insertions(+), 46 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index c8eaba6418..f9ebf33b4a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -382,8 +382,7 @@ vec3 pbrIbl(vec3 diffuseColor, vec3 irradiance, // irradiance map sample float ao, // ambient occlusion factor float nv, // normal dot view vector - float perceptualRough, - out vec3 specContrib) + float perceptualRough) { // retrieve a scale and bias to F0. See [1], Figure 3 vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0-perceptualRough); @@ -393,23 +392,9 @@ vec3 pbrIbl(vec3 diffuseColor, vec3 diffuse = diffuseLight * diffuseColor; vec3 specular = specularLight * (specularColor * brdf.x + brdf.y); - specContrib = specular * ao; - return (diffuse + specular) * ao; } -vec3 pbrIbl(vec3 diffuseColor, - vec3 specularColor, - vec3 radiance, // radiance map sample - vec3 irradiance, // irradiance map sample - float ao, // ambient occlusion factor - float nv, // normal dot view vector - float perceptualRough) -{ - vec3 specContrib; - return pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, nv, perceptualRough, specContrib); -} - // Encapsulate the various inputs used by the various functions in the shading equation // We store values in this struct to simplify the integration of alternative implementations @@ -475,8 +460,7 @@ vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 n, // normal vec3 v, // surface point to camera - vec3 l, //surface point to light - out vec3 specContrib) //specular contribution (exposed to alpha shaders to calculate "glare") + vec3 l) //surface point to light { // make sure specular highlights from punctual lights don't fall off of polished surfaces perceptualRoughness = max(perceptualRoughness, 8.0/255.0); @@ -524,28 +508,13 @@ vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, // Calculation of analytical lighting contribution vec3 diffuseContrib = (1.0 - F) * diffuse(pbrInputs); - specContrib = F * G * D / (4.0 * NdotL * NdotV); + vec3 specContrib = F * G * D / (4.0 * NdotL * NdotV); // Obtain final intensity as reflectance (BRDF) scaled by the energy of the light (cosine law) vec3 color = NdotL * (diffuseContrib + specContrib); - specContrib *= NdotL; - specContrib = max(specContrib, vec3(0)); - return clamp(color, vec3(0), vec3(10)); } -vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, - float perceptualRoughness, - float metallic, - vec3 n, // normal - vec3 v, // surface point to camera - vec3 l) //surface point to light -{ - vec3 specContrib; - - return pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n, v, l, specContrib); -} - void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor) { vec3 f0 = vec3(0.04); @@ -554,30 +523,21 @@ void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor specularColor = mix(f0, baseColor, metallic); } -vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v, vec3 norm, float perceptualRoughness, vec3 light_dir, vec3 sunlit, float scol, vec3 radiance, vec3 irradiance, vec3 colorEmissive, float ao, vec3 additive, vec3 atten, out vec3 specContrib) +vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v, vec3 norm, float perceptualRoughness, vec3 light_dir, vec3 sunlit, float scol, vec3 radiance, vec3 irradiance, vec3 colorEmissive, float ao, vec3 additive, vec3 atten) { vec3 color = vec3(0); float NdotV = clamp(abs(dot(norm, v)), 0.001, 1.0); - vec3 ibl_spec; - color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness, ibl_spec); + color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness); - color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm, v, normalize(light_dir), specContrib) * sunlit * 3.0 * scol; //magic number to balance with legacy materials - specContrib *= sunlit * 2.75 * scol; - specContrib += ibl_spec; + color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm, v, normalize(light_dir)) * sunlit * 3.0 * scol; //magic number to balance with legacy materials color += colorEmissive; return color; } -vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v, vec3 norm, float perceptualRoughness, vec3 light_dir, vec3 sunlit, float scol, vec3 radiance, vec3 irradiance, vec3 colorEmissive, float ao, vec3 additive, vec3 atten) -{ - vec3 specContrib; - return pbrBaseLight(diffuseColor, specularColor, metallic, v, norm, perceptualRoughness, light_dir, sunlit, scol, radiance, irradiance, colorEmissive, ao, additive, atten, specContrib); -} - uniform vec4 waterPlane; uniform float waterSign; -- cgit v1.2.3 From 478703e3c82df7b5751d80007264468bf44cb379 Mon Sep 17 00:00:00 2001 From: RunitaiLinden Date: Wed, 11 Oct 2023 14:20:47 -0500 Subject: SL-20440 Fix for projector ambiance destroying PBR shading. Also fix longstanding bug with hard line in projector ambiance lighting. Incidental decruft of legacy_adjust and LOCAL_LIGHT_KILL, etc. --- indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl | 4 ---- 1 file changed, 4 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index b752307d13..5d58cc91cd 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -40,8 +40,6 @@ vec4 applyWaterFogView(vec3 pos, vec4 color); #endif vec3 srgb_to_linear(vec3 cs); -vec3 legacy_adjust_fullbright(vec3 c); -vec3 legacy_adjust(vec3 c); vec3 linear_to_srgb(vec3 cl); vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten); void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); @@ -98,9 +96,7 @@ void main() #endif #ifndef IS_HUD - color.rgb = legacy_adjust(color.rgb); color.rgb = srgb_to_linear(color.rgb); - color.rgb = legacy_adjust_fullbright(color.rgb); color.rgb = atmosFragLighting(color.rgb, additive, atten); #endif -- cgit v1.2.3 From fe2e3e4702c2b2d8ac9030fff295174d0e9a7358 Mon Sep 17 00:00:00 2001 From: "Jonathan \"Geenz\" Goodman" Date: Tue, 17 Oct 2023 14:47:01 -0700 Subject: Fix for SL-19283 --- indra/newview/app_settings/shaders/class1/deferred/moonF.glsl | 3 +++ indra/newview/app_settings/shaders/class1/deferred/moonV.glsl | 3 ++- 2 files changed, 5 insertions(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl index f3e7b2ee72..183354b9bd 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl @@ -57,5 +57,8 @@ void main() frag_data[1] = vec4(0.0); frag_data[2] = vec4(0.0, 0.0, 0.0, GBUFFER_FLAG_HAS_ATMOS); frag_data[3] = vec4(c.rgb, c.a); + + // Added and commented out for a ground truth. Do not uncomment - Geenz + //gl_FragDepth = 0.999985f; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl index 032245a01c..c2a1dccb33 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl @@ -39,7 +39,8 @@ void main() vec4 pos = (modelview_projection_matrix * vert); // smash to *almost* far clip plane -- stars are still behind - pos.z = pos.w*0.999999; + // SL-19283 - finagle the moon position to be between clouds and stars. + pos.z = pos.w*0.999991; gl_Position = pos; vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; -- cgit v1.2.3