From bdb53fd56d56c659941e7e63f83cefc366acef6d Mon Sep 17 00:00:00 2001 From: RunitaiLinden Date: Thu, 16 Nov 2023 16:46:12 -0600 Subject: SL-20611 Make haze effect local lights -- move sky and water haze to their own passes and unify sky and water haze in forward rendering shaders. --- indra/newview/app_settings/shaders/class3/environment/waterF.glsl | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class3/environment/waterF.glsl') diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl index ddade462be..af0460fa8b 100644 --- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl @@ -34,7 +34,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); vec3 scaleSoftClipFragLinear(vec3 l); vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten); void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); -vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit); +vec4 applyWaterFogViewLinear(vec3 pos, vec4 color); // PBR interface vec2 BRDF(float NoV, float roughness); @@ -223,7 +223,6 @@ void main() refPos = getPositionWithNDC(vec3(distort2 * 2.0 - vec2(1.0), depth * 2.0 - 1.0)); } - fb = applyWaterFogViewLinear(refPos, fb, sunlit); #else vec4 fb = applyWaterFogViewLinear(viewVec*2048.0, vec4(1.0), sunlit_linear); #endif -- cgit v1.2.3 From 964f9e74d5e97fc46fc74d6afff97dad5c6381c3 Mon Sep 17 00:00:00 2001 From: RunitaiLinden Date: Fri, 17 Nov 2023 10:10:58 -0600 Subject: SL-20611 followup -- remove now unused glsl files. Fix transparent water. --- indra/newview/app_settings/shaders/class3/environment/waterF.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class3/environment/waterF.glsl') diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl index af0460fa8b..8bc5f3cc50 100644 --- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl @@ -224,7 +224,7 @@ void main() } #else - vec4 fb = applyWaterFogViewLinear(viewVec*2048.0, vec4(1.0), sunlit_linear); + vec4 fb = applyWaterFogViewLinear(viewVec*2048.0, vec4(1.0)); #endif // fudge sample on other side of water to be a tad darker -- cgit v1.2.3 From 68875523e09f9fe06fc4b3cd5225995bb13966c3 Mon Sep 17 00:00:00 2001 From: RunitaiLinden Date: Thu, 30 Nov 2023 12:01:45 -0600 Subject: SL-20611 Incorporate water haze into new post effect atmospherics goodness --- indra/newview/app_settings/shaders/class3/environment/waterF.glsl | 3 --- 1 file changed, 3 deletions(-) (limited to 'indra/newview/app_settings/shaders/class3/environment/waterF.glsl') diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl index 8bc5f3cc50..f53bc2e13e 100644 --- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl @@ -32,7 +32,6 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); #endif vec3 scaleSoftClipFragLinear(vec3 l); -vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten); void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); vec4 applyWaterFogViewLinear(vec3 pos, vec4 color); @@ -281,8 +280,6 @@ void main() color = ((1.0 - f) * color) + fb.rgb; - color = atmosFragLightingLinear(color, additive, atten); - float spec = min(max(max(punctual.r, punctual.g), punctual.b), 0.05); frag_color = max(vec4(color, spec), vec4(0)); -- cgit v1.2.3 From f3b87145775d3803306036d1e31fa39177f2600e Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 11 Dec 2023 15:28:25 -0600 Subject: SL-20611 Followup -- fix for artifacts on water surface from GPUs that don't like to read from a depth buffer that is bound for writing --- indra/newview/app_settings/shaders/class3/environment/waterF.glsl | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'indra/newview/app_settings/shaders/class3/environment/waterF.glsl') diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl index f53bc2e13e..b364e454e8 100644 --- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl @@ -76,7 +76,7 @@ uniform sampler2D bumpMap2; uniform float blend_factor; #ifdef TRANSPARENT_WATER uniform sampler2D screenTex; -uniform sampler2D screenDepth; +uniform sampler2D depthMap; #endif uniform sampler2D refTex; @@ -210,7 +210,7 @@ void main() #ifdef TRANSPARENT_WATER vec4 fb = texture(screenTex, distort2); - float depth = texture(screenDepth, distort2).r; + float depth = texture(depthMap, distort2).r; vec3 refPos = getPositionWithNDC(vec3(distort2*2.0-vec2(1.0), depth*2.0-1.0)); if (refPos.z > pos.z-0.05) @@ -218,7 +218,7 @@ void main() //we sampled an above water sample, don't distort distort2 = distort; fb = texture(screenTex, distort2); - depth = texture(screenDepth, distort2).r; + depth = texture(depthMap, distort2).r; refPos = getPositionWithNDC(vec3(distort2 * 2.0 - vec2(1.0), depth * 2.0 - 1.0)); } -- cgit v1.2.3