From 98b2fed85fd459012ed2b859ea40a3f56d27c0e8 Mon Sep 17 00:00:00 2001 From: "Graham Linden graham@lindenlab.com" Date: Mon, 12 Mar 2018 17:52:04 +0100 Subject: De-duplicate shader code for encoding and decoding normals to/from gbuffer format. --- .../app_settings/shaders/class2/deferred/sunLightF.glsl | 17 +---------------- 1 file changed, 1 insertion(+), 16 deletions(-) (limited to 'indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index 265da8df99..aa5e99a2f7 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -67,22 +67,7 @@ uniform float shadow_offset; uniform float spot_shadow_bias; uniform float spot_shadow_offset; -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; -} +vec3 decode_normal (vec2 enc); vec4 getPosition(vec2 pos_screen) { -- cgit v1.2.3 From 67ab0084f87c40bf31d7fadded55cc9ea6299ca2 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Tue, 12 Jun 2018 18:42:07 +0100 Subject: Fix env panel forward action. Make env panel update environment when jumping frame to frame. Add separate funcs for sun/moon vectors in various coord systems. Make haze glow only pay attention to sun (i.e. fix sun glow when moon is near horizon in daytime). --- .../newview/app_settings/shaders/class2/deferred/sunLightF.glsl | 9 +++++++-- 1 file changed, 7 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index aa5e99a2f7..11ccdf638c 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -59,6 +59,7 @@ uniform mat4 inv_proj; uniform vec2 screen_res; uniform vec2 proj_shadow_res; uniform vec3 sun_dir; +uniform vec3 moon_dir; uniform vec2 shadow_res; uniform float shadow_bias; @@ -139,10 +140,14 @@ void main() }*/ float shadow = 0.0; - float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz)); + float da_sun = dot(norm, sun_dir.xyz); + float da_moon = dot(norm, moon_dir.xyz); + float da = max(da_sun, da_moon); + + float dp_directional_light = max(0.0, da); vec3 shadow_pos = pos.xyz; - vec3 offset = sun_dir.xyz * (1.0-dp_directional_light); + vec3 offset = ((da_sun > da_moon) ? sun_dir.xyz : moon_dir.xyz) * (1.0-dp_directional_light); vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0); -- cgit v1.2.3 From facc678391417c5fa8ca659adc1d449bba2fd349 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Thu, 9 Aug 2018 22:46:47 +0100 Subject: MAINT-8951 Remove moon_dir related shader code causing sunlight shadow artifacting. --- .../newview/app_settings/shaders/class2/deferred/sunLightF.glsl | 9 ++------- 1 file changed, 2 insertions(+), 7 deletions(-) (limited to 'indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index 11ccdf638c..aa5e99a2f7 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -59,7 +59,6 @@ uniform mat4 inv_proj; uniform vec2 screen_res; uniform vec2 proj_shadow_res; uniform vec3 sun_dir; -uniform vec3 moon_dir; uniform vec2 shadow_res; uniform float shadow_bias; @@ -140,14 +139,10 @@ void main() }*/ float shadow = 0.0; - float da_sun = dot(norm, sun_dir.xyz); - float da_moon = dot(norm, moon_dir.xyz); - float da = max(da_sun, da_moon); - - float dp_directional_light = max(0.0, da); + float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz)); vec3 shadow_pos = pos.xyz; - vec3 offset = ((da_sun > da_moon) ? sun_dir.xyz : moon_dir.xyz) * (1.0-dp_directional_light); + vec3 offset = sun_dir.xyz * (1.0-dp_directional_light); vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0); -- cgit v1.2.3 From 2929998982f37221a58b9fa8037748a2e905f4b1 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Tue, 6 Nov 2018 19:33:04 +0000 Subject: Move to using a shared deferredUtil object for getting pos/norm from gbuffer. Eliminate 20+ callsites with copy-paste of getPosition and/or getNorm code. Make pipeline use getShadowTarget/releaseShadowTarget consistently. --- .../shaders/class2/deferred/sunLightF.glsl | 26 +++++----------------- 1 file changed, 5 insertions(+), 21 deletions(-) (limited to 'indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index aa5e99a2f7..c4018ca61a 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -67,20 +67,9 @@ uniform float shadow_offset; uniform float spot_shadow_bias; uniform float spot_shadow_offset; +vec3 getNorm(vec2 pos_screen); vec3 decode_normal (vec2 enc); - -vec4 getPosition(vec2 pos_screen) -{ - float depth = texture2DRect(depthMap, pos_screen.xy).r; - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - 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; -} +vec4 getPosition(vec2 pos_screen); float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) { @@ -123,14 +112,9 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_scr void main() { - vec2 pos_screen = vary_fragcoord.xy; - - //try doing an unproject here - - vec4 pos = getPosition(pos_screen); - - vec3 norm = texture2DRect(normalMap, pos_screen).xyz; - norm = decode_normal(norm.xy); // unpack norm + vec2 pos_screen = vary_fragcoord.xy; + vec4 pos = getPosition(pos_screen); + vec3 norm = getNorm(pos_screen); /*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL { -- cgit v1.2.3 From db270df7cc00c1e2519749831e7e98c2c10e3ee6 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Fri, 9 Nov 2018 18:31:29 +0000 Subject: Back out changes causing broken shadows and other render shenanigans. --- .../shaders/class2/deferred/sunLightF.glsl | 26 +++++++++++++++++----- 1 file changed, 21 insertions(+), 5 deletions(-) (limited to 'indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index c4018ca61a..aa5e99a2f7 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -67,9 +67,20 @@ uniform float shadow_offset; uniform float spot_shadow_bias; uniform float spot_shadow_offset; -vec3 getNorm(vec2 pos_screen); vec3 decode_normal (vec2 enc); -vec4 getPosition(vec2 pos_screen); + +vec4 getPosition(vec2 pos_screen) +{ + float depth = texture2DRect(depthMap, pos_screen.xy).r; + vec2 sc = pos_screen.xy*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + 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; +} float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) { @@ -112,9 +123,14 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_scr void main() { - vec2 pos_screen = vary_fragcoord.xy; - vec4 pos = getPosition(pos_screen); - vec3 norm = getNorm(pos_screen); + vec2 pos_screen = vary_fragcoord.xy; + + //try doing an unproject here + + vec4 pos = getPosition(pos_screen); + + vec3 norm = texture2DRect(normalMap, pos_screen).xyz; + norm = decode_normal(norm.xy); // unpack norm /*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL { -- cgit v1.2.3 From b6fa72d3c4d02527f6d118eadc9ba1ac48a297f5 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Mon, 3 Dec 2018 15:33:15 -0800 Subject: SL-10055 Modify handling of directional light to prefer sun when it is up but use moon dir/color when it is alone in the sky. Modify handling of shader in shaders to get some shadowing of ambient and nighttime shadowing. --- .../app_settings/shaders/class2/deferred/sunLightF.glsl | 14 ++++++++++---- 1 file changed, 10 insertions(+), 4 deletions(-) (limited to 'indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index aa5e99a2f7..f2d04c95fe 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -59,6 +59,7 @@ uniform mat4 inv_proj; uniform vec2 screen_res; uniform vec2 proj_shadow_res; uniform vec3 sun_dir; +uniform vec3 moon_dir; uniform vec2 shadow_res; uniform float shadow_bias; @@ -138,11 +139,16 @@ void main() return; }*/ - float shadow = 0.0; - float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz)); - + float shadow = 0.0; + float dp_sun = dot(norm, normalize(sun_dir.xyz)); + float dp_moon = dot(norm, normalize(moon_dir.xyz)); + float dp_directional_light = max(dp_sun, dp_moon); + dp_directional_light = clamp(dp_directional_light, 0.0, 1.0); + + vec3 light_direction = (dp_moon > dp_sun) ? moon_dir : sun_dir; + vec3 shadow_pos = pos.xyz; - vec3 offset = sun_dir.xyz * (1.0-dp_directional_light); + vec3 offset = light_direction.xyz * (1.0-dp_directional_light); vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0); -- cgit v1.2.3 From 7e9033821a96a9d6e80b58fafb4c7da63807b9d4 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Thu, 6 Dec 2018 10:59:11 -0800 Subject: De-duplicate deferred gbuffer access for getPosition/getNorm. De-duplicate ambient occlusion shader code and move to new aoUtil.glsl Split shared shadow tap funcs into shadowUtil.glsl --- .../shaders/class2/deferred/sunLightF.glsl | 39 ++++++++-------------- 1 file changed, 14 insertions(+), 25 deletions(-) (limited to 'indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index f2d04c95fe..5f8f3114a1 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -68,22 +68,13 @@ uniform float shadow_offset; uniform float spot_shadow_bias; uniform float spot_shadow_offset; -vec3 decode_normal (vec2 enc); +vec3 getNorm(vec2 pos_screen); +vec4 getPosition(vec2 pos_screen); -vec4 getPosition(vec2 pos_screen) -{ - float depth = texture2DRect(depthMap, pos_screen.xy).r; - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - 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; -} +float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen); +float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen); -float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) +float pcfShadowLegacy(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) { stc.xyz /= stc.w; stc.z += shadow_bias; @@ -102,7 +93,7 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) return shadow*0.2; } -float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) +float pcfSpotShadowLegacy(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) { stc.xyz /= stc.w; stc.z += spot_shadow_bias*scl; @@ -128,10 +119,8 @@ void main() //try doing an unproject here - vec4 pos = getPosition(pos_screen); - - vec3 norm = texture2DRect(normalMap, pos_screen).xyz; - norm = decode_normal(norm.xy); // unpack norm + vec4 pos = getPosition(pos_screen); + vec3 norm = getNorm(pos_screen); /*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL { @@ -174,7 +163,7 @@ void main() float w = 1.0; w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; - shadow += pcfShadow(shadowMap3, lpos, 0.25, pos_screen)*w; + shadow += pcfShadowLegacy(shadowMap3, lpos, 0.25, pos_screen)*w; weight += w; shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); } @@ -186,7 +175,7 @@ void main() float w = 1.0; w -= max(spos.z-far_split.y, 0.0)/transition_domain.y; w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; - shadow += pcfShadow(shadowMap2, lpos, 0.5, pos_screen)*w; + shadow += pcfShadowLegacy(shadowMap2, lpos, 0.5, pos_screen)*w; weight += w; } @@ -197,7 +186,7 @@ void main() float w = 1.0; w -= max(spos.z-far_split.x, 0.0)/transition_domain.x; w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; - shadow += pcfShadow(shadowMap1, lpos, 0.75, pos_screen)*w; + shadow += pcfShadowLegacy(shadowMap1, lpos, 0.75, pos_screen)*w; weight += w; } @@ -208,7 +197,7 @@ void main() float w = 1.0; w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; - shadow += pcfShadow(shadowMap0, lpos, 1.0, pos_screen)*w; + shadow += pcfShadowLegacy(shadowMap0, lpos, 1.0, pos_screen)*w; weight += w; } @@ -242,11 +231,11 @@ void main() //spotlight shadow 1 vec4 lpos = shadow_matrix[4]*spos; - frag_color[2] = pcfSpotShadow(shadowMap4, lpos, 0.8, pos_screen); + frag_color[2] = pcfSpotShadowLegacy(shadowMap4, lpos, 0.8, pos_screen); //spotlight shadow 2 lpos = shadow_matrix[5]*spos; - frag_color[3] = pcfSpotShadow(shadowMap5, lpos, 0.8, pos_screen); + frag_color[3] = pcfSpotShadowLegacy(shadowMap5, lpos, 0.8, pos_screen); //frag_color.rgb = pos.xyz; //frag_color.b = shadow; -- cgit v1.2.3 From c007e1197c521a1b48736cbba29e7c7dadf39c20 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Fri, 4 Jan 2019 13:26:47 -0800 Subject: Convert to using shared shadow sampling function (reduce duplicated code blocks in several shaders). --- .../shaders/class2/deferred/sunLightF.glsl | 203 ++------------------- 1 file changed, 11 insertions(+), 192 deletions(-) (limited to 'indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index 5f8f3114a1..fc5756beef 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -35,208 +35,27 @@ out vec4 frag_color; //class 2, shadows, no SSAO -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; -uniform sampler2DShadow shadowMap0; -uniform sampler2DShadow shadowMap1; -uniform sampler2DShadow shadowMap2; -uniform sampler2DShadow shadowMap3; -uniform sampler2DShadow shadowMap4; -uniform sampler2DShadow shadowMap5; - - // Inputs -uniform mat4 shadow_matrix[6]; -uniform vec4 shadow_clip; -uniform float ssao_radius; -uniform float ssao_max_radius; -uniform float ssao_factor; -uniform float ssao_factor_inv; - VARYING vec2 vary_fragcoord; -uniform mat4 inv_proj; -uniform vec2 screen_res; -uniform vec2 proj_shadow_res; uniform vec3 sun_dir; -uniform vec3 moon_dir; - -uniform vec2 shadow_res; uniform float shadow_bias; -uniform float shadow_offset; - -uniform float spot_shadow_bias; -uniform float spot_shadow_offset; vec3 getNorm(vec2 pos_screen); +vec3 decode_normal (vec2 enc); vec4 getPosition(vec2 pos_screen); -float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen); -float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen); - -float pcfShadowLegacy(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) -{ - stc.xyz /= stc.w; - stc.z += shadow_bias; - - stc.x = floor(stc.x*shadow_res.x + fract(pos_screen.y*0.666666666))/shadow_res.x; // add some jitter to X sample pos according to Y to disguise the snapping going on here - float cs = shadow2D(shadowMap, stc.xyz).x; - - float shadow = cs; - - shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; - shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; - shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; - shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; - - - return shadow*0.2; -} - -float pcfSpotShadowLegacy(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) -{ - stc.xyz /= stc.w; - stc.z += spot_shadow_bias*scl; - 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 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; - - return shadow*0.2; -} +float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); +float sampleSpotShadow(vec3 pos, vec3 norm, int index, 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); - - /*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL - { - frag_color = vec4(0.0); // doesn't matter - return; - }*/ - - float shadow = 0.0; - float dp_sun = dot(norm, normalize(sun_dir.xyz)); - float dp_moon = dot(norm, normalize(moon_dir.xyz)); - float dp_directional_light = max(dp_sun, dp_moon); - dp_directional_light = clamp(dp_directional_light, 0.0, 1.0); - - vec3 light_direction = (dp_moon > dp_sun) ? moon_dir : sun_dir; - - vec3 shadow_pos = pos.xyz; - vec3 offset = light_direction.xyz * (1.0-dp_directional_light); - - vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0); - - if (spos.z > -shadow_clip.w) - { - if (dp_directional_light == 0.0) - { - // if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup - shadow = 0.0; - } - else - { - vec4 lpos; - - vec4 near_split = shadow_clip*-0.75; - vec4 far_split = shadow_clip*-1.25; - vec4 transition_domain = near_split-far_split; - float weight = 0.0; - - if (spos.z < near_split.z) - { - lpos = shadow_matrix[3]*spos; - - float w = 1.0; - w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; - shadow += pcfShadowLegacy(shadowMap3, lpos, 0.25, pos_screen)*w; - weight += w; - shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); - } - - if (spos.z < near_split.y && spos.z > far_split.z) - { - lpos = shadow_matrix[2]*spos; - - float w = 1.0; - w -= max(spos.z-far_split.y, 0.0)/transition_domain.y; - w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; - shadow += pcfShadowLegacy(shadowMap2, lpos, 0.5, pos_screen)*w; - weight += w; - } - - if (spos.z < near_split.x && spos.z > far_split.y) - { - lpos = shadow_matrix[1]*spos; - - float w = 1.0; - w -= max(spos.z-far_split.x, 0.0)/transition_domain.x; - w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; - shadow += pcfShadowLegacy(shadowMap1, lpos, 0.75, pos_screen)*w; - weight += w; - } - - if (spos.z > far_split.x) - { - lpos = shadow_matrix[0]*spos; - - float w = 1.0; - w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; - - shadow += pcfShadowLegacy(shadowMap0, lpos, 1.0, pos_screen)*w; - weight += w; - } - - - shadow /= weight; - - // take the most-shadowed value out of these two: - // * the blurred sun shadow in the light (shadow) map - // * an unblurred dot product between the sun and this norm - // the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting - shadow = min(shadow, dp_directional_light); - - //lpos.xy /= lpos.w*32.0; - //if (fract(lpos.x) < 0.1 || fract(lpos.y) < 0.1) - //{ - // shadow = 0.0; - //} - - } - } - else - { - // more distant than the shadow map covers - shadow = 1.0; - } - - frag_color[0] = shadow; - frag_color[1] = 1.0; - - spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0); - - //spotlight shadow 1 - vec4 lpos = shadow_matrix[4]*spos; - frag_color[2] = pcfSpotShadowLegacy(shadowMap4, lpos, 0.8, pos_screen); - - //spotlight shadow 2 - lpos = shadow_matrix[5]*spos; - frag_color[3] = pcfSpotShadowLegacy(shadowMap5, lpos, 0.8, pos_screen); - - //frag_color.rgb = pos.xyz; - //frag_color.b = shadow; + vec2 pos_screen = vary_fragcoord.xy; + vec4 pos = getPosition(pos_screen); + vec3 norm = getNorm(pos_screen); + + frag_color.r = sampleDirectionalShadow(pos.xyz, norm, pos_screen); + frag_color.g = 1.0f; + frag_color.b = sampleSpotShadow(pos.xyz, norm, 0, pos_screen); + frag_color.a = sampleSpotShadow(pos.xyz, norm, 1, pos_screen); } -- cgit v1.2.3 From acbc7f4cddd6ad999c2bc7690c10b85a414a8102 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Wed, 30 Jan 2019 08:37:07 -0800 Subject: SL-10415, SL-10434 Further tweaking of directional shadow sampling to balance between peter-panning and shadow acne. Move stars to just this side of the sky some to reduce parallax. Remove decodeNormF and uses of decode_normal in favor of unified use of getNorm (try to help the Intel HD x000 compiler learn to link correctly). --- indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl | 1 - 1 file changed, 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index fc5756beef..8abdeae5ae 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -42,7 +42,6 @@ uniform vec3 sun_dir; uniform float shadow_bias; vec3 getNorm(vec2 pos_screen); -vec3 decode_normal (vec2 enc); vec4 getPosition(vec2 pos_screen); float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); -- cgit v1.2.3