From 94abe75dea90ee91dd044161d8587279b0bfae13 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Sun, 21 Jul 2013 08:15:21 -0700 Subject: NORSPEC-315 NORSPEC-316 NORSPEC-312 fix various haze and gamma correction issues, alpha-blend objects still missing haze underwater --- .../app_settings/shaders/class1/deferred/alphaF.glsl | 2 +- .../shaders/class1/deferred/fullbrightAlphaMaskF.glsl | 7 ++++--- .../app_settings/shaders/class1/deferred/fullbrightF.glsl | 5 +++-- .../app_settings/shaders/class1/deferred/materialF.glsl | 12 ++++++++++++ .../app_settings/shaders/class1/deferred/softenLightF.glsl | 13 ++++++------- .../app_settings/shaders/class1/deferred/waterF.glsl | 5 ++++- 6 files changed, 30 insertions(+), 14 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1') diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 640e273415..b64852f17b 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -281,7 +281,7 @@ void main() color.rgb += diff.rgb * vary_pointlight_col_linear * col.rgb; color.rgb = linear_to_srgb(color.rgb); - + //color.rgb = vec3(1,0,1); frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightAlphaMaskF.glsl index 3d93583e1e..a74256de81 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightAlphaMaskF.glsl @@ -71,7 +71,8 @@ void main() vec4 color = texture2D(diffuseMap, vary_texcoord0.xy); #endif - if (color.a < minimum_alpha) + float final_alpha = color.a * vertex_color.a; + if (final_alpha < minimum_alpha) { discard; } @@ -83,8 +84,8 @@ void main() color.rgb = fullbrightScaleSoftClip(color.rgb); color.rgb = linear_to_srgb(color.rgb); - + //color.rgb = vec3(1,0,1); frag_color.rgb = color.rgb; - frag_color.a = color.a; + frag_color.a = final_alpha; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index 33c07a6e08..5876efedec 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -69,14 +69,15 @@ void main() vec4 color = texture2D(diffuseMap, vary_texcoord0.xy); #endif - color.rgb *= vertex_color.rgb; + color.rgb = srgb_to_linear(color.rgb); + color.rgb *= vertex_color.rgb; color.rgb = fullbrightAtmosTransport(color.rgb); color.rgb = fullbrightScaleSoftClip(color.rgb); color.rgb = linear_to_srgb(color.rgb); - + //color.rgb = vec3(1,0,1); frag_color.rgb = 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 9ce4d89df7..954a27b698 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -266,6 +266,13 @@ vec4 getPosition_d(vec2 pos_screen, float depth) return pos; } +#ifndef WATER_FOG +vec3 getPositionEye() +{ + return vary_PositionEye; +} +#endif + vec3 getSunlitColor() { return vary_SunlitColor; @@ -728,6 +735,10 @@ void main() glare = min(glare, 1.0); float al = max(diffcol.a,glare)*vertex_color.a; + + //convert to gamma space for display on screen + col.rgb = linear_to_srgb(col.rgb); + #ifdef WATER_FOG vec4 temp = applyWaterFogDeferred(pos, vec4(col.rgb, al)); col.rgb = temp.rgb; @@ -738,6 +749,7 @@ void main() frag_color.a = al; #else + //final_color.rgb = vec3(1,0,1); frag_data[0] = final_color; frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent. frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity. diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 953f0189f0..950512a79d 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -436,16 +436,15 @@ void main() if (norm.w < 0.5) { col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a); - - #ifdef WATER_FOG - vec4 fogged = applyWaterFogDeferred(pos,vec4(col, bloom)); - col = fogged.rgb; - bloom = fogged.a; - #endif - col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a); } + #ifdef WATER_FOG + vec4 fogged = applyWaterFogDeferred(pos,vec4(col, bloom)); + col = fogged.rgb; + bloom = fogged.a; + #endif + col = srgb_to_linear(col); //col = vec3(1,0,1); diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index 17288873c8..7415415290 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -192,7 +192,10 @@ void main() //wavef = normalize(wavef); vec3 screenspacewavef = (norm_mat*vec4(wavef, 1.0)).xyz; - frag_data[0] = vec4(linear_to_srgb(color.rgb), 0.5); // diffuse + // this is needed for materials in reflections, but not otherwise + // + //frag_data[0] = vec4(linear_to_srgb(color.rgb), 0.5); // diffuse + frag_data[0] = vec4(color.rgb, 0.5); // diffuse frag_data[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec frag_data[2] = vec4(encode_normal(screenspacewavef), 0.0, 0.0); // normalxyz, displace } -- cgit v1.2.3