From cba1807a9164442880dbcbd48e1faff7a82153c7 Mon Sep 17 00:00:00 2001 From: "Jonathan \"Geenz\" Goodman" Date: Thu, 2 Jan 2025 14:42:49 -0500 Subject: #3326 Skip ambient probe sampling when we're in classic mode. Ensure that our passed in ambient lighting is the only thing that gets applied. (#3327) --- .../shaders/class3/deferred/reflectionProbeF.glsl | 12 ++++++++++-- 1 file changed, 10 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class3/deferred') diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl index 5dfa196cf6..a975b1f121 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl @@ -38,6 +38,8 @@ uniform float max_probe_lod; uniform bool transparent_surface; +uniform int classic_mode; + #define MAX_REFMAP_COUNT 256 // must match LL_MAX_REFLECTION_PROBE_COUNT layout (std140) uniform ReflectionProbes @@ -739,7 +741,10 @@ void doProbeSample(inout vec3 ambenv, inout vec3 glossenv, vec3 refnormpersp = reflect(pos.xyz, norm.xyz); - ambenv = sampleProbeAmbient(pos, norm, amblit); + ambenv = amblit; + + if (classic_mode == 0) + ambenv = sampleProbeAmbient(pos, norm, amblit); float lod = (1.0-glossiness)*reflection_lods; glossenv = sampleProbes(pos, normalize(refnormpersp), lod); @@ -845,7 +850,10 @@ void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 refnormpersp = reflect(pos.xyz, norm.xyz); - ambenv = sampleProbeAmbient(pos, norm, amblit); + ambenv = amblit; + + if (classic_mode == 0) + ambenv = sampleProbeAmbient(pos, norm, amblit); if (glossiness > 0.0) { -- cgit v1.2.3 From 8d57388a9ec67c6fb4dc2a17c0317f71ea294681 Mon Sep 17 00:00:00 2001 From: Rye Date: Thu, 9 Jan 2025 20:02:54 -0500 Subject: Fix world going black and white in certain locations on apple gpu (#2558) --- indra/newview/app_settings/shaders/class3/deferred/materialF.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class3/deferred') diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl index 7f871c0d5e..5708fc319f 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl @@ -140,7 +140,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe float amb_da = ambiance; if (da >= 0) { - lit = max(da * dist_atten, 0.0); + lit = clamp(da * dist_atten, 0.0, 1.0); col = lit * light_col * diffuse; amb_da += (da*0.5 + 0.5) * ambiance; } -- cgit v1.2.3 From 460e77c47eb8167b1dc2c45bbd8ae4ff6937bcdb Mon Sep 17 00:00:00 2001 From: "Jonathan \"Geenz\" Goodman" Date: Thu, 30 Jan 2025 01:59:45 -0500 Subject: #3456 Water improvements to get us closer to 6.6.17 (#3490) * A lot of tweaking for water. * Get water much closer to 6.6.17. This won't produce 1:1 results, but it should be much closer to where we once were. --- indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class3/deferred') diff --git a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl index 2bf785e773..ee49b4baae 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl @@ -56,7 +56,7 @@ void main() vec4 pos = getPositionWithDepth(tc, depth); vec4 fogged = getWaterFogView(pos.xyz); - + fogged.a = max(pow(fogged.a, 1.7), 0); frag_color = max(fogged, vec4(0)); //output linear since local lights will be added to this shader's results } -- cgit v1.2.3 From 317cd6e66e65256eda6441c06fa32e55eee99fa3 Mon Sep 17 00:00:00 2001 From: "Jonathan \"Geenz\" Goodman" Date: Thu, 6 Feb 2025 02:44:16 -0500 Subject: Add some haze to the distance on water. (#3508) * #3507 Add distance haze to water to get us closer to 6.6.17's appearance. --- .../newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl | 3 --- 1 file changed, 3 deletions(-) (limited to 'indra/newview/app_settings/shaders/class3/deferred') diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl index a975b1f121..136b3dd966 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl @@ -789,9 +789,6 @@ void sampleReflectionProbesWater(inout vec3 ambenv, inout vec3 glossenv, probeIndex[probeInfluences++] = 0; doProbeSample(ambenv, glossenv, tc, pos, norm, glossiness, false, amblit); - - // fudge factor to get PBR water at a similar luminance ot legacy water - glossenv *= 0.4; } void debugTapRefMap(vec3 pos, vec3 dir, float depth, int i, inout vec4 col) -- cgit v1.2.3 From 93a88e602545828c0298b20ff0375f191d1f6d9a Mon Sep 17 00:00:00 2001 From: "Jonathan \"Geenz\" Goodman" Date: Fri, 7 Feb 2025 05:55:47 -0500 Subject: Water Exclusion Surfaces (#3517) * #3455 Add support for water exclusion surfaces --- .../app_settings/shaders/class3/deferred/waterHazeF.glsl | 14 ++++++++++++++ 1 file changed, 14 insertions(+) (limited to 'indra/newview/app_settings/shaders/class3/deferred') diff --git a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl index ee49b4baae..091c25d15e 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl @@ -35,13 +35,25 @@ vec4 getWaterFogView(vec3 pos); uniform int above_water; +uniform sampler2D exclusionTex; + void main() { vec2 tc = vary_fragcoord.xy/vary_fragcoord.w*0.5+0.5; float depth = getDepth(tc.xy); + float mask = texture(exclusionTex, tc.xy).r; if (above_water > 0) { + // Just discard if we're in the exclusion mask. + // The previous invisiprim hack we're replacing would also crank up water fog desntiy. + // But doing that makes exclusion surfaces very slow as we'd need to render even more into the mask. + // - Geenz 2025-02-06 + if (mask < 1) + { + discard; + } + // we want to depth test when the camera is above water, but some GPUs have a hard time // with depth testing against render targets that are bound for sampling in the same shader // so we do it manually here @@ -51,12 +63,14 @@ void main() { discard; } + } vec4 pos = getPositionWithDepth(tc, depth); vec4 fogged = getWaterFogView(pos.xyz); fogged.a = max(pow(fogged.a, 1.7), 0); + frag_color = max(fogged, vec4(0)); //output linear since local lights will be added to this shader's results } -- cgit v1.2.3