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. --- .../class1/deferred/postDeferredGammaCorrect.glsl | 3 ++- .../shaders/class1/interface/reflectionmipF.glsl | 20 +------------------- 2 files changed, 3 insertions(+), 20 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1') 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 diff --git a/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl b/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl index 9f7706fe36..45267e4403 100644 --- a/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl @@ -26,29 +26,11 @@ out vec4 frag_color; uniform sampler2D diffuseRect; -uniform sampler2D depthMap; - -uniform float resScale; -uniform float znear; -uniform float zfar; in vec2 vary_texcoord0; -// get linear depth value given a depth buffer sample d and znear and zfar values -float linearDepth(float d, float znear, float zfar); - void main() { - float depth = texture(depthMap, vary_texcoord0.xy).r; - float dist = linearDepth(depth, znear, zfar); - - // convert linear depth to distance - vec3 v; - v.xy = vary_texcoord0.xy / 512.0 * 2.0 - 1.0; - v.z = 1.0; - v = normalize(v); - dist /= v.z; - vec3 col = texture(diffuseRect, vary_texcoord0.xy).rgb; - frag_color = vec4(col, dist/256.0); + frag_color = vec4(col, 0.0); } -- cgit v1.2.3