From e9dbee00262a437e4b3f971b37ea636e92032133 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Tue, 21 May 2019 16:00:45 -0700 Subject: SL-11238 Fix ambient light inputs to the renderer. Fix 3rd sky shader w/ mistaken density mod conversion. Make ambient clamp apply to all modes. Tune ALM ambient clamp to match non-ALM. --- .../app_settings/shaders/class2/deferred/skyF.glsl | 7 +++++-- .../shaders/class2/deferred/softenLightF.glsl | 19 ++++++++++--------- 2 files changed, 15 insertions(+), 11 deletions(-) (limited to 'indra/newview/app_settings/shaders/class2/deferred') diff --git a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl index eb95890e08..dca2862b5a 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl @@ -88,6 +88,7 @@ vec3 halo22(float d) /// Soft clips the light with a gamma correction vec3 scaleSoftClip(vec3 light); +vec3 srgb_to_linear(vec3 c); void main() { @@ -194,10 +195,12 @@ void main() color.rgb += halo_22; - color *= 2.; + color.rgb *= 2.; + color.rgb = scaleSoftClip(color.rgb); + color.rgb = srgb_to_linear(color.rgb); /// Gamma correct for WL (soft clip effect). - frag_data[0] = vec4(scaleSoftClip(color.rgb), 1.0); + frag_data[0] = vec4(color.rgb, 1.0); 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 } diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 1b2b835ad1..94abcf08ed 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -24,6 +24,7 @@ */ #extension GL_ARB_texture_rectangle : enable +#extension GL_ARB_shader_texture_lod : enable /*[EXTRA_CODE_HERE]*/ @@ -87,14 +88,11 @@ void main() float da = dot(normalize(norm.xyz), light_dir.xyz); da = clamp(da, -1.0, 1.0); - - float final_da = da; final_da = clamp(final_da, 0.0, 1.0); - vec4 diffuse_srgb = texture2DRect(diffuseRect, tc); - vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a); - + vec4 diffuse_linear = texture2DRect(diffuseRect, tc); + vec4 diffuse_srgb = vec4(linear_to_srgb(diffuse_linear.rgb), diffuse_linear.a); // clamping to alpha value kills underwater shadows... //scol = max(scol_ambocc.r, diffuse_linear.a); @@ -116,7 +114,10 @@ void main() float ambient = da; ambient *= 0.5; ambient *= ambient; - ambient = min(getAmbientClamp(), 1.0 - ambient); + + float ambient_clamp = getAmbientClamp() + 0.1; + ambient = (1.0 - ambient); + ambient *= ambient_clamp; vec3 sun_contrib = min(scol, final_da) * sunlit; @@ -129,7 +130,7 @@ vec3 post_ambient = color.rgb; vec3 post_sunlight = color.rgb; - color.rgb *= diffuse_srgb.rgb; + color.rgb *= diffuse_linear.rgb; vec3 post_diffuse = color.rgb; @@ -155,7 +156,7 @@ vec3 post_diffuse = color.rgb; float scontrib = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); vec3 sp = sun_contrib*scontrib / 16.0; sp = clamp(sp, vec3(0), vec3(1)); - bloom += dot (sp, sp) / 6.0; + bloom += dot(sp, sp) / 6.0; color += sp * spec.rgb; } } @@ -163,7 +164,7 @@ vec3 post_diffuse = color.rgb; vec3 post_spec = color.rgb; #ifndef WATER_FOG - color.rgb += diffuse_srgb.a * diffuse_srgb.rgb; + color.rgb = mix(color.rgb, diffuse_srgb.rgb, diffuse_srgb.a); #endif if (envIntensity > 0.0) -- cgit v1.2.3