From c7479098f5a60de0e14e18d427067338f0f6c6a6 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 13 Jun 2013 14:33:59 -0500 Subject: NORSPEC-261 Better blending of environment map. --- .../shaders/class2/deferred/softenLightF.glsl | 80 +++++++++++----------- 1 file changed, 39 insertions(+), 41 deletions(-) (limited to 'indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 520b3bbd47..eb83fab6b5 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -78,38 +78,38 @@ vec3 vary_AtmosAttenuation; uniform mat4 inv_proj; uniform vec2 screen_res; -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ - vec2 sn; - sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); - return sn; -} - -vec3 decode_normal (vec2 enc) -{ - vec3 n; - n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); - n.z = sqrt(1.0f - dot(n.xy,n.xy)); - return n; -} -#else -vec2 encode_normal(vec3 n) -{ - float f = sqrt(8 * n.z + 8); - return n.xy / f + 0.5; -} - -vec3 decode_normal (vec2 enc) -{ - 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 n; -} +#ifdef SINGLE_FP_ONLY +vec2 encode_normal(vec3 n) +{ + vec2 sn; + sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); + return sn; +} + +vec3 decode_normal (vec2 enc) +{ + vec3 n; + n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); + n.z = sqrt(1.0f - dot(n.xy,n.xy)); + return n; +} +#else +vec2 encode_normal(vec3 n) +{ + float f = sqrt(8 * n.z + 8); + return n.xy / f + 0.5; +} + +vec3 decode_normal (vec2 enc) +{ + 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 n; +} #endif vec4 getPosition_d(vec2 pos_screen, float depth) @@ -374,23 +374,21 @@ void main() } - col = mix(col.rgb, pow(diffuse.rgb, vec3(1.0/2.2)), diffuse.a); - - + col = mix(col.rgb, diffuse.rgb, diffuse.a); + if (envIntensity > 0.0) { //add environmentmap vec3 env_vec = env_mat * refnormpersp; - float exponent = mix(2.2, 1.0, diffuse.a); - vec3 refcol = pow(textureCube(environmentMap, env_vec).rgb, vec3(exponent))*exponent; + + vec3 refcol = textureCube(environmentMap, env_vec).rgb; - col = mix(col.rgb, refcol, + col = mix(pow(col.rgb, vec3(1.0/2.2)), refcol, envIntensity); - } + col = pow(col, vec3(2.2)); - float exponent = mix(1.0, 2.2, diffuse.a); - col = pow(col, vec3(exponent)); + } if (norm.w < 0.5) { -- cgit v1.2.3 From 8d67ad3d86cbc57631c4b56926ff9a0ea5b82897 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 13 Jun 2013 18:13:30 -0500 Subject: NORSPEC-261 No more magic numbers, parity between forward and deferred rendering WRT to windlight and legacy shininess. Reviewed by Graham (a little bit). --- .../shaders/class2/deferred/softenLightF.glsl | 35 +++++++++++++++------- 1 file changed, 25 insertions(+), 10 deletions(-) (limited to 'indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index eb83fab6b5..67bac1f7c2 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -254,9 +254,13 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { + tmpAmbient))); //brightness of surface both sunlight and ambient - setSunlitColor(pow(vec3(sunlight * .5), vec3(global_gamma)) * global_gamma); + /*setSunlitColor(pow(vec3(sunlight * .5), vec3(global_gamma)) * global_gamma); setAmblitColor(pow(vec3(tmpAmbient * .25), vec3(global_gamma)) * global_gamma); - setAdditiveColor(pow(getAdditiveColor() * vec3(1.0 - temp1), vec3(global_gamma)) * global_gamma); + setAdditiveColor(pow(getAdditiveColor() * vec3(1.0 - temp1), vec3(global_gamma)) * global_gamma);*/ + + setSunlitColor(vec3(sunlight * .5)); + setAmblitColor(vec3(tmpAmbient * .25)); + setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); } vec3 atmosLighting(vec3 light) @@ -332,7 +336,14 @@ void main() float da = max(dot(norm.xyz, sun_dir.xyz), 0.0); + float light_gamma = 1.0/1.3; + da = pow(da, light_gamma); + + vec4 diffuse = texture2DRect(diffuseRect, tc); + + //convert to gamma space + diffuse.rgb = pow(diffuse.rgb, vec3(1.0/2.2)); vec3 col; float bloom = 0.0; @@ -340,7 +351,12 @@ void main() vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); 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; calcAtmospherics(pos.xyz, ambocc); @@ -353,7 +369,7 @@ void main() col.rgb *= ambient; - col += atmosAffectDirectionalLight(max(min(da, scol) * 2.6, 0.0)); + col += atmosAffectDirectionalLight(max(min(da, scol), 0.0)); col *= diffuse.rgb; @@ -374,28 +390,27 @@ void main() } - col = mix(col.rgb, diffuse.rgb, diffuse.a); - + col = mix(col, diffuse.rgb, diffuse.a); + if (envIntensity > 0.0) { //add environmentmap vec3 env_vec = env_mat * refnormpersp; - vec3 refcol = textureCube(environmentMap, env_vec).rgb; - col = mix(pow(col.rgb, vec3(1.0/2.2)), refcol, + col = mix(col.rgb, refcol, envIntensity); - col = pow(col, vec3(2.2)); - } - + if (norm.w < 0.5) { col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a); col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a); } + col = pow(col, vec3(2.2)); + //col = vec3(1,0,1); //col.g = envIntensity; } -- cgit v1.2.3