From 3237923e10a34d14ac4aac17400811cb1c7c3bdf Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Thu, 16 Aug 2018 00:31:39 +0100 Subject: MAINT-3699 new shaders supporting alpha blend/mask rigged content. Make shader loading debug logging of uniforms use ShaderUniform to make supression simpler. --- .../deferred/attachmentAlphaMaskShadowF.glsl | 64 +++++++++++++++++ .../class1/deferred/attachmentAlphaShadowF.glsl | 68 ++++++++++++++++++ .../class1/deferred/attachmentAlphaShadowV.glsl | 74 +++++++++++++++++++ .../class1/deferred/avatarAlphaMaskShadowF.glsl | 65 +++++++++++++++++ .../class1/deferred/avatarAlphaShadowF.glsl | 68 ++++++++++++++++++ .../class1/deferred/avatarAlphaShadowV.glsl | 82 ++++++++++++++++++++++ 6 files changed, 421 insertions(+) create mode 100644 indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowV.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl (limited to 'indra/newview/app_settings/shaders/class1') diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl new file mode 100644 index 0000000000..a08550d69c --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl @@ -0,0 +1,64 @@ +/** + * @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 * vertex_color.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); + +#if !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 new file mode 100644 index 0000000000..b54c580ce9 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowF.glsl @@ -0,0 +1,68 @@ +/** + * @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 !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); + +#if !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 new file mode 100644 index 0000000000..31b93dc36a --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowV.glsl @@ -0,0 +1,74 @@ +/** + * @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; +uniform float shadow_target_width; + +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; + +mat4 getObjectSkinnedTransform(); +void passTextureIndex(); + +#if !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 !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/avatarAlphaMaskShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl new file mode 100644 index 0000000000..b8ce54bcb1 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl @@ -0,0 +1,65 @@ +/** + * @file treeShadowF.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; + +#if !DEPTH_CLAMP +VARYING vec4 post_pos; +#endif + +VARYING float target_pos_x; +VARYING float pos_w; +VARYING vec2 vary_texcoord0; + +void main() +{ + float alpha = texture2D(diffuseMap, vary_texcoord0.xy).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); + +#if !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 new file mode 100644 index 0000000000..ef49b6f4e8 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl @@ -0,0 +1,68 @@ +/** + * @file avatarAlphaShadowF.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; + +#if !DEPTH_CLAMP +VARYING vec4 post_pos; +#endif + +VARYING float pos_w; +VARYING float target_pos_x; +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) // treat as semi-transparent + { + if (fract(0.5*floor(target_pos_x / pos_w )) < 0.25) + { + discard; + } + } + + frag_color = vec4(1,1,1,1); + +#if !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 new file mode 100644 index 0000000000..d1d7ece6fe --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl @@ -0,0 +1,82 @@ +/** + * @file avatarShadowV.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 texture_matrix0; +uniform mat4 projection_matrix; +uniform float shadow_target_width; + +mat4 getSkinnedTransform(); +void passTextureIndex(); + +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; + +#if !DEPTH_CLAMP +VARYING vec4 post_pos; +#endif +VARYING float pos_w; +VARYING float target_pos_x; +VARYING vec2 vary_texcoord0; +VARYING vec4 vertex_color; + +void main() +{ + vec4 pos; + vec3 norm; + + vec4 pos_in = vec4(position.xyz, 1.0); + mat4 trans = getSkinnedTransform(); + 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); + + pos = projection_matrix * pos; + + target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; + + pos_w = pos.w; + + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + + vertex_color = diffuse_color; +#if !DEPTH_CLAMP + post_pos = pos; + + gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); +#else + gl_Position = pos; +#endif + + passTextureIndex(); +} + -- cgit v1.2.3 From 1d2cbc2baad178bc896fd35d9ce2496574e988d9 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Wed, 12 Sep 2018 18:41:34 +0100 Subject: SL-4178 make deferred version of highlight shader that fills in zero spec and env intensity to keep the shiny down --- .../shaders/class1/deferred/highlightF.glsl | 42 ++++++++++++++++++++++ 1 file changed, 42 insertions(+) create mode 100644 indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl (limited to 'indra/newview/app_settings/shaders/class1') diff --git a/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl new file mode 100644 index 0000000000..1adeb9237c --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl @@ -0,0 +1,42 @@ +/** + * @file highlightF.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 + * $/LicenseInfo$ + */ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_data[3]; +#else +#define frag_data gl_FragData +#endif + +uniform vec4 color; +uniform sampler2D diffuseMap; + +VARYING vec2 vary_texcoord0; + +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); +} -- cgit v1.2.3 From 53abfe53bd91e7d81ffbf037b807e2e8b226d2f2 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Tue, 18 Sep 2018 17:53:35 +0100 Subject: SL-1835 Make attachmentAlphaMaskShadow frag shader ignore vert alpha which can be incorrect. Make discard test in attachmentAlphaMaskShadow match other shadow shaders more closely. Fix highlightF shader compile error. --- .../shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl | 4 ++-- indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl | 2 +- 2 files changed, 3 insertions(+), 3 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1') diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl index a08550d69c..c64b6ba240 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl @@ -41,7 +41,7 @@ VARYING vec4 vertex_color; void main() { - float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a * vertex_color.a; + float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a; if (alpha < 0.05) // treat as totally transparent { @@ -50,7 +50,7 @@ void main() if (alpha < minimum_alpha) // treat as semi-transparent { - if (fract(0.5*floor(target_pos_x / pos_w )) < 0.25) + //if (fract(0.5*floor(target_pos_x / pos_w )) < 0.25) { discard; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl index 1adeb9237c..90566393d2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl @@ -36,7 +36,7 @@ VARYING vec2 vary_texcoord0; void main() { - frag_data[0] = color*texture2D(diffuseMap, vary_texcoord0.xy)); + 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); } -- cgit v1.2.3 From a158c879578822a116e3f6a8c5dbbd1a14bb8c83 Mon Sep 17 00:00:00 2001 From: Geenz Date: Sat, 30 Mar 2019 17:22:54 -0700 Subject: Hide sRGB decode behind a flag, and make sure that sRGB decodes is strictly opt-in. --- .../newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl | 3 --- 1 file changed, 3 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1') diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 57916eb3e5..6489508c00 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -78,7 +78,6 @@ vec3 linear_to_srgb(vec3 cl); 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)); @@ -98,7 +97,6 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) 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)); @@ -116,7 +114,6 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) 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); -- cgit v1.2.3 From 558eaef3ea09ff560c1fead65f1d1b3b75b4bdc5 Mon Sep 17 00:00:00 2001 From: Geenz Date: Mon, 1 Apr 2019 23:09:43 -0700 Subject: Make sure that atmospheric calcs aren't done twice. The atomospherics were being applied both in the G-buffer and during the sun light pass. This ensures that is not the case. Additionally, re-enable specular on the water plane, scale the bloom factor to something more reasonable, and also someone broke specular on emissive surfaces. That's fixed too now. --- .../app_settings/shaders/class1/deferred/softenLightF.glsl | 4 ++-- .../newview/app_settings/shaders/class1/deferred/waterF.glsl | 11 ++++------- 2 files changed, 6 insertions(+), 9 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index a39a73f1b6..a04a24955e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -130,11 +130,11 @@ void main() // add the two types of shiny together vec3 spec_contrib = dumbshiny * spec.rgb; - bloom = dot(spec_contrib, spec_contrib) / 6; + bloom = dot(spec_contrib, spec_contrib) / 32; col += spec_contrib; } - col = mix(col.rgb, diffuse.rgb, diffuse.a); + col.rgb += diffuse.a * diffuse.rgb; if (envIntensity > 0.0) { //add environmentmap diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index be5e3538a7..9a8a098a19 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -153,21 +153,18 @@ void main() vec2 distort2 = distort+wavef.xy*refScale * 0.33/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 * 0.99999); vec4 pos = vary_position; - color.rgb += spec * specular; - - color.rgb = atmosTransport(color.rgb); - color.rgb = scaleSoftClipFrag(color.rgb); + //color.rgb = atmosTransport(color.rgb); + //color.rgb = scaleSoftClipFrag(color.rgb) * 0; vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz); frag_data[0] = vec4(color.rgb, 1); // diffuse - frag_data[1] = vec4(0); // speccolor, spec - frag_data[2] = vec4(encode_normal(screenspacewavef.xyz*0.5+0.5), 0.05, 0);// normalxy, 0, 0 + frag_data[1] = vec4(specular, 0.75); // speccolor, spec + frag_data[2] = vec4(encode_normal(screenspacewavef.xyz), 0.05, 0);// normalxy, 0, 0 } -- cgit v1.2.3 From 6b54c48dff9a38a0a1410ed9bcd06d2667320df3 Mon Sep 17 00:00:00 2001 From: Geenz Date: Mon, 1 Apr 2019 23:25:48 -0700 Subject: Scale the specular contribution to account for brighter highlights. This is more or less to achieve the non-ALM bloom behavior in most circumstances. Why scale it? Normalized blinn-phong gets brighter the higher the specular exponent. As it stood, the old spec contribution was extremely bright despite looking "correct". This is largely eyeballed, but generally looks better for all light sources applied to the surface of the water. --- .../app_settings/shaders/class1/deferred/softenLightF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/waterF.glsl | 10 ++-------- 2 files changed, 3 insertions(+), 9 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index a04a24955e..cbeab3fc72 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -130,7 +130,7 @@ void main() // add the two types of shiny together vec3 spec_contrib = dumbshiny * spec.rgb; - bloom = dot(spec_contrib, spec_contrib) / 32; + bloom = dot(spec_contrib, spec_contrib) / 6; col += spec_contrib; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index 9a8a098a19..c3c8683f6b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -142,13 +142,7 @@ void main() 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 * 0.33/max(dmod*df1, 1.0); @@ -165,6 +159,6 @@ void main() vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz); frag_data[0] = vec4(color.rgb, 1); // diffuse - frag_data[1] = vec4(specular, 0.75); // speccolor, spec + frag_data[1] = vec4(specular * 0.4, 0.75); // speccolor, spec frag_data[2] = vec4(encode_normal(screenspacewavef.xyz), 0.05, 0);// normalxy, 0, 0 } -- cgit v1.2.3 From f07a1741e91fe44423d27585e4eeb7b69542e299 Mon Sep 17 00:00:00 2001 From: Geenz Date: Tue, 2 Apr 2019 01:28:57 -0700 Subject: Make sure emissive is actually handled with atmospherics consistently. --- .../newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index cbeab3fc72..2df55f6cfc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -145,8 +145,10 @@ void main() if (norm.w < 0.5) { - col = mix(atmosFragLighting(col, additive, atten), fullbrightAtmosTransportFrag(col, additive, atten), diffuse.a); - col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a); + //col = mix(atmosFragLighting(col, additive, atten), fullbrightAtmosTransportFrag(col, additive, atten), diffuse.a); + //col = mix(scaleSoftClipFrag(col), fullbrightScaleSoftClipFrag(col, additive, atten), diffuse.a); + col = atmosFragLighting(col, additive, atten); + col = scaleSoftClipFrag(col); } #ifdef WATER_FOG -- cgit v1.2.3 From e4bac71ac38f04eca96f4e3c932b51bd0d7432a1 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Tue, 2 Apr 2019 14:14:19 -0700 Subject: Fix shader link fail from forward decl of wrong soft clip func in class 1. Fix trying to bind diffuse maps for shader without uniform in shadow shaders. Clean up merge fail around mShaderLevel namechange. --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 5 +---- 1 file changed, 1 insertion(+), 4 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 2df55f6cfc..e22240727c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -73,8 +73,7 @@ vec3 fullbrightAtmosTransportFrag(vec3 l, vec3 additive, vec3 atten); void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); -vec3 scaleSoftClip(vec3 l); -vec3 fullbrightScaleSoftClip(vec3 l); +vec3 scaleSoftClipFrag(vec3 l); vec4 getPositionWithDepth(vec2 pos_screen, float depth); @@ -145,8 +144,6 @@ void main() if (norm.w < 0.5) { - //col = mix(atmosFragLighting(col, additive, atten), fullbrightAtmosTransportFrag(col, additive, atten), diffuse.a); - //col = mix(scaleSoftClipFrag(col), fullbrightScaleSoftClipFrag(col, additive, atten), diffuse.a); col = atmosFragLighting(col, additive, atten); col = scaleSoftClipFrag(col); } -- cgit v1.2.3 From 4a0f3db9a4d741d3c2f9bf4c028670de587f3330 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Tue, 2 Apr 2019 16:21:51 -0700 Subject: SL-10857 Juggle forced frag depths for moon/sun/stars/sky to get depth fighting with distant terrain...wait for it...sorted. --- 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 +- indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl | 4 ++-- 5 files changed, 6 insertions(+), 6 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1') diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl index e257b668c8..7732cf986e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl @@ -64,6 +64,6 @@ void main() frag_data[1] = vec4(0.0); frag_data[2] = vec4(0.0f); - gl_FragDepth = 0.9996f; + gl_FragDepth = 0.99985f; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl index f8172cae17..72b7aa9036 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl @@ -58,6 +58,6 @@ void main() frag_data[1] = vec4(0.0,0.0,0.0,0.0); frag_data[2] = vec4(0.5,0.5,0.0,1.0); //1.0 in norm.w masks off fog - gl_FragDepth = 0.999f; + 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 8a98d6a489..bac79a9fdc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl @@ -62,6 +62,6 @@ void main() frag_data[1] = vec4(0.0f); frag_data[2] = vec4(0.0, 1.0, 0.0, 1.0); - gl_FragDepth = 0.9998; + 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 1fb337498c..d06cb43129 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl @@ -59,6 +59,6 @@ void main() frag_data[1] = vec4(0.0f); frag_data[2] = vec4(0.0, 1.0, 0.0, 1.0); - gl_FragDepth = 0.9997f; + gl_FragDepth = 0.99988f; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl index d7b2a9cc8e..f73fc0079b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl @@ -66,8 +66,8 @@ void main() outColor = applyWaterFogView(pos.xyz, outColor); #endif - frag_data[0] = vec4(outColor.rgb, 0.0); - frag_data[1] = vec4(0,0,0,0); + frag_data[0] = vec4(outColor.rgb, 1.0); + frag_data[1] = vec4(0.66,0.86,0.66,0.05f); vec3 nvn = normalize(vary_normal); frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, 0.0); } -- cgit v1.2.3 From 4170f7b1601203e8953672c42bfb320d7c715a92 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Tue, 2 Apr 2019 17:26:16 -0700 Subject: SL-10855 Apply sRGB colorspace to deferred cloud output. --- indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1') diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl index 3fcb416601..9535cd6870 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl @@ -55,6 +55,7 @@ VARYING float altitude_blend_factor; /// Soft clips the light with a gamma correction vec3 scaleSoftClip(vec3 light); +vec3 linear_to_srgb(vec3 c); vec4 cloudNoise(vec2 uv) { @@ -119,7 +120,7 @@ void main() vec4 color; color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient); color.rgb= max(vec3(0), color.rgb); - color *= 2.; + color.rgb = linear_to_srgb(color.rgb); /// Gamma correct for WL (soft clip effect). frag_data[0] = vec4(scaleSoftClip(color.rgb), alpha1); -- cgit v1.2.3