From b52699091da791a1349daf66d405f27ca2568ea9 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 7 Feb 2023 11:40:56 -0600 Subject: SL-19147 Water quality pass. Remove gl_FragDepth writes from sky rendering (optimization). Incidental decruft. --- .../shaders/class3/environment/underWaterF.glsl | 4 +- .../shaders/class3/environment/waterF.glsl | 134 +++++++++++---------- 2 files changed, 73 insertions(+), 65 deletions(-) (limited to 'indra/newview/app_settings/shaders/class3/environment') diff --git a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl index a5e0adf8fa..83454631d4 100644 --- a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl @@ -55,7 +55,7 @@ VARYING vec4 littleWave; VARYING vec4 view; in vec3 vary_position; -vec4 applyWaterFogViewLinear(vec3 pos, vec4 color); +vec4 applyWaterFogViewLinearNoClip(vec3 pos, vec4 color, vec3 sunlit); void main() { @@ -77,5 +77,5 @@ void main() vec4 fb = vec4(waterFogColorLinear, 0.0); #endif - frag_color = applyWaterFogViewLinear(vary_position, fb); + frag_color = applyWaterFogViewLinearNoClip(vary_position, fb, vec3(1)); } diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl index b792feee2a..98e8d189c5 100644 --- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl @@ -37,6 +37,10 @@ void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, ou vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit); // PBR interface +vec2 BRDF(float NoV, float roughness); + +void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor); + vec3 pbrIbl(vec3 diffuseColor, vec3 specularColor, vec3 radiance, // radiance map sample @@ -52,6 +56,22 @@ vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, vec3 v, // surface point to camera vec3 l); //surface point to light +vec3 pbrBaseLight(vec3 diffuseColor, + vec3 specularColor, + float metallic, + vec3 pos, + vec3 norm, + float perceptualRoughness, + vec3 light_dir, + vec3 sunlit, + float scol, + vec3 radiance, + vec3 irradiance, + vec3 colorEmissive, + float ao, + vec3 additive, + vec3 atten); + uniform sampler2D bumpMap; uniform sampler2D bumpMap2; uniform float blend_factor; @@ -112,8 +132,6 @@ vec3 getPositionWithNDC(vec3 ndc); void main() { - vec4 color; - vN = vary_normal; vT = vary_tangent; vB = cross(vN, vT); @@ -151,30 +169,28 @@ void main() vec3 waver = wavef*3; - wavef = transform_normal(wavef); + vec3 up = transform_normal(vec3(0,0,1)); + float vdu = -dot(viewVec, up)*2; + + vec3 wave_ibl = wavef; + wave_ibl.z *= 2.0; + wave_ibl = transform_normal(normalize(wave_ibl)); - //wavef.z *= max(-viewVec.z, 0.1); + vec3 norm = transform_normal(normalize(wavef)); + + vdu = clamp(vdu, 0, 1); + wavef.z *= max(vdu*vdu*vdu, 0.1); wavef = normalize(wavef); - //get base fresnel components - - vec3 df = vec3( - dot(viewVec, wave1), - dot(viewVec, (wave2 + wave3) * 0.5), - dot(viewVec, wave3) - ) * fresnelScale + fresnelOffset; - + //wavef = vec3(0, 0, 1); + wavef = transform_normal(wavef); + float dist2 = dist; dist = max(dist, 5.0); float dmod = sqrt(dist); - float df1 = df.x + df.y + df.z; - - - - //figure out distortion vector (ripply) vec2 distort2 = distort + waver.xy * refScale / max(dmod, 1.0); @@ -203,66 +219,58 @@ void main() fb = applyWaterFogViewLinear(refPos, fb, sunlit); #else - vec4 fb = vec4(waterFogColorLinear.rgb, 0.0); + vec4 fb = applyWaterFogViewLinear(viewVec*1024.0, vec4(0.5), sunlit); #endif - vec3 v = -viewVec; - float NdotV = clamp(abs(dot(wavef.xyz, v)), 0.001, 1.0); - - float metallic = fresnelOffset * 0.1; // fudge -- use fresnelOffset as metalness - float roughness = 0.1; - float gloss = 1.0 - roughness; + float metallic = 0.0; + float perceptualRoughness = 0.1; + float gloss = 1.0 - perceptualRoughness; + + vec3 irradiance = vec3(0); + vec3 radiance = vec3(0); + sampleReflectionProbes(irradiance, radiance, distort2, pos.xyz, wave_ibl.xyz, gloss); - vec3 baseColor = vec3(0.25); - vec3 f0 = vec3(0.04); - vec3 diffuseColor = baseColor.rgb * (vec3(1.0) - f0); - diffuseColor *= gloss; + irradiance = vec3(0); - vec3 specularColor = mix(f0, baseColor.rgb, metallic); + vec3 diffuseColor; + vec3 specularColor; + calcDiffuseSpecular(vec3(1), metallic, diffuseColor, specularColor); - vec3 refnorm = normalize(wavef + vary_normal); - //vec3 refnorm = wavef; - - vec3 irradiance = vec3(0); - vec3 radiance = vec3(0); - sampleReflectionProbes(irradiance, radiance, distort, pos, refnorm, gloss, true); - radiance *= 0.5; - irradiance = fb.rgb; + vec3 v = -normalize(pos.xyz); - color.rgb = pbrIbl(diffuseColor, specularColor, radiance, irradiance, gloss, NdotV, 0.0); + float scol = 1.0; + vec3 colorEmissive = vec3(0); + float ao = 1.0; + vec3 light_dir = transform_normal(lightDir); - // fudge -- for punctual lighting, pretend water is metallic - diffuseColor = vec3(0); - specularColor = vec3(1); - roughness = 0.1; - float scol = 1.0; // TODO -- incorporate shadow map + perceptualRoughness = 0.0; + metallic = 1.0; - //color.rgb += pbrPunctual(diffuseColor, specularColor, roughness, metallic, wavef, v, vary_light_dir) * sunlit * 2.75 * scol; + float NdotV = clamp(abs(dot(norm, v)), 0.001, 1.0); - //get specular component - float spec = clamp(dot(vary_light_dir, (reflect(viewVec, wavef))), 0.0, 1.0); + vec3 punctual = pbrPunctual(vec3(0), specularColor, 0.1, metallic, normalize(wavef+up*max(dist, 32.0)/32.0*(1.0-vdu)), v, normalize(light_dir)); - //harden specular - spec = pow(spec, 128.0); + vec3 color = punctual * sunlit * 2.75 * scol; - color.rgb += spec * specular; + color = atmosFragLightingLinear(color, additive, atten); + color = scaleSoftClipFragLinear(color); - color.rgb = atmosFragLightingLinear(color.rgb, additive, atten); - color.rgb = scaleSoftClipFragLinear(color.rgb); + vec3 ibl = pbrIbl(vec3(0), vec3(1), radiance, vec3(0), ao, NdotV, 0.0); - color.a = 0.f; - //color.rgb = fb.rgb; - //color.rgb = vec3(depth*depth*depth*depth); - //color.rgb = srgb_to_linear(normalize(refPos) * 0.5 + 0.5); - //color.rgb = srgb_to_linear(normalize(pos) * 0.5 + 0.5); - //color.rgb = srgb_to_linear(wavef * 0.5 + 0.5); + color += ibl; - //color.rgb = radiance; - frag_color = color; + float nv = clamp(abs(dot(norm.xyz, v)), 0.001, 1.0); + vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0); + float f = 1.0-brdf.y; //1.0 - (brdf.x+brdf.y); + f *= 0.9; + f *= f; -#if defined(WATER_EDGE) - gl_FragDepth = 0.9999847f; -#endif - + f = clamp(f, 0, 1); + //fb.rgb *= 1.; + + color = mix(color, fb.rgb, f); + float spec = min(max(max(punctual.r, punctual.g), punctual.b), 0.05); + + frag_color = vec4(color, spec); //*sunAngle2); } -- cgit v1.2.3