From 2b2154f0217758b27b544d066024d922ba234d51 Mon Sep 17 00:00:00 2001 From: RunitaiLinden Date: Tue, 11 Apr 2023 15:09:58 -0500 Subject: SL-19564 Rebalance exposure and sky. Hack legacy diffuse map saturation and brightness to allow ACES Hill all the time. --- .../shaders/class3/deferred/multiPointLightF.glsl | 2 ++ .../shaders/class3/deferred/multiSpotLightF.glsl | 3 ++- .../app_settings/shaders/class3/deferred/pointLightF.glsl | 3 ++- .../app_settings/shaders/class3/deferred/softenLightF.glsl | 13 +++++++++++-- .../app_settings/shaders/class3/deferred/spotLightF.glsl | 2 ++ 5 files changed, 19 insertions(+), 4 deletions(-) (limited to 'indra/newview/app_settings/shaders/class3/deferred') diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl index 23ba95949a..5a2924afe5 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl @@ -58,6 +58,7 @@ vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensi vec2 getScreenXY(vec4 clip); vec2 getScreenCoord(vec4 clip); vec3 srgb_to_linear(vec3 c); +vec3 legacy_adjust(vec3 c); // Util vec3 hue_to_rgb(float hue); @@ -131,6 +132,7 @@ void main() } else { + diffuse.rgb = legacy_adjust(diffuse.rgb); diffuse = srgb_to_linear(diffuse); spec.rgb = srgb_to_linear(spec.rgb); diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl index 30b7895157..33e5b2346c 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl @@ -83,6 +83,7 @@ vec3 getProjectedLightSpecularColor(vec3 pos, vec3 n); vec2 getScreenXY(vec4 clip); vec2 getScreenCoord(vec4 clip); vec3 srgb_to_linear(vec3 cs); +vec3 legacy_adjust(vec3 c); vec4 texture2DLodSpecular(vec2 tc, float lod); vec4 getPosition(vec2 pos_screen); @@ -182,7 +183,7 @@ void main() } else { - + diffuse = legacy_adjust(diffuse); diffuse = srgb_to_linear(diffuse); spec.rgb = srgb_to_linear(spec.rgb); diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl index 30b96ce8dc..471e5e7fd3 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl @@ -63,6 +63,7 @@ vec4 getPosition(vec2 pos_screen); vec2 getScreenXY(vec4 clip); vec2 getScreenCoord(vec4 clip); vec3 srgb_to_linear(vec3 c); +vec3 legacy_adjust(vec3 c); float getDepth(vec2 tc); vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, @@ -121,7 +122,7 @@ void main() { discard; } - + diffuse = legacy_adjust(diffuse); diffuse = srgb_to_linear(diffuse); spec.rgb = srgb_to_linear(spec.rgb); diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index e1206cc844..8f5bd6141a 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -83,9 +83,12 @@ float getDepth(vec2 pos_screen); vec3 linear_to_srgb(vec3 c); vec3 srgb_to_linear(vec3 c); +vec3 legacy_adjust(vec3 c); uniform vec4 waterPlane; +uniform int cube_snapshot; + #ifdef WATER_FOG vec4 applyWaterFogViewLinear(vec3 pos, vec4 color); #endif @@ -207,12 +210,18 @@ void main() else if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS)) { //should only be true of WL sky, just port over base color value - color = srgb_to_linear(texture2D(emissiveRect, tc).rgb); - color *= sun_up_factor * sky_hdr_scale + 1.0; + color = texture2D(emissiveRect, tc).rgb; + color = srgb_to_linear(color); + if (sun_up_factor > 0) + { + color *= sky_hdr_scale + 1.0; + } } else { // legacy shaders are still writng sRGB to gbuffer + baseColor.rgb = legacy_adjust(baseColor.rgb); + baseColor.rgb = srgb_to_linear(baseColor.rgb); spec.rgb = srgb_to_linear(spec.rgb); diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl index 33ea2129cf..3d06bb27a5 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -91,6 +91,7 @@ vec3 getProjectedLightSpecularColor(vec3 pos, vec3 n); vec2 getScreenXY(vec4 clip_point); vec2 getScreenCoord(vec4 clip_point); vec3 srgb_to_linear(vec3 c); +vec3 legacy_adjust(vec3 c); vec4 texture2DLodSpecular(vec2 tc, float lod); vec4 getPosition(vec2 pos_screen); @@ -189,6 +190,7 @@ void main() } else { + diffuse = legacy_adjust(diffuse); diffuse = srgb_to_linear(diffuse); spec.rgb = srgb_to_linear(spec.rgb); -- cgit v1.2.3