From 51f2504cfea834dbb8fb0c543e40182abab0ac7f Mon Sep 17 00:00:00 2001 From: "Jonathan \"Geenz\" Goodman" Date: Wed, 5 Mar 2025 19:23:24 -0500 Subject: AMD NaN and inf propagation mitigation - #3663 (#3664) #3663 On AMD, the world may be rendered in really strange colors. --- indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class3') diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index aac75a0739..948387a6ed 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -104,6 +104,7 @@ vec3 pbrBaseLight(vec3 diffuseColor, vec3 atten); GBufferInfo getGBuffer(vec2 screenpos); +vec3 clampHDRRange(vec3 color); void adjustIrradiance(inout vec3 irradiance, float ambocc) { @@ -278,6 +279,7 @@ void main() float final_scale = 1; if (classic_mode > 0) final_scale = 1.1; - frag_color.rgb = max(color.rgb * final_scale, vec3(0)); //output linear since local lights will be added to this shader's results + + frag_color.rgb = clampHDRRange(color.rgb * final_scale); //output linear since local lights will be added to this shader's results frag_color.a = 0.0; } -- cgit v1.2.3 From 59495b81cc64305231c18d2538a9f4a8bddd5194 Mon Sep 17 00:00:00 2001 From: "Jonathan \"Geenz\" Goodman" Date: Wed, 5 Mar 2025 19:42:30 -0500 Subject: Hide shoreline fade behind a shader variant. (#3665) #3650 Fixed transparent particles over water make the water look black under their transparent parts --- indra/newview/app_settings/shaders/class3/environment/waterF.glsl | 2 ++ 1 file changed, 2 insertions(+) (limited to 'indra/newview/app_settings/shaders/class3') diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl index 2121088405..24c086dabe 100644 --- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl @@ -263,7 +263,9 @@ void main() vec3 refPos = getPositionWithNDC(vec3(distort*2.0-vec2(1.0), depth*2.0-1.0)); // Calculate some distance fade in the water to better assist with refraction blending and reducing the refraction texture's "disconnect". +#ifdef SHORELINE_FADE fade = max(0,min(1, (pos.z - refPos.z) / 10)) * water_mask; +#endif distort2 = mix(distort, distort2, min(1, fade * 10)); depth = texture(depthMap, distort2).r; -- cgit v1.2.3 From aa060ae56c62869bb1d0f590e9a6eb681aabcefc Mon Sep 17 00:00:00 2001 From: "Jonathan \"Geenz\" Goodman" Date: Wed, 5 Mar 2025 19:51:59 -0500 Subject: Quick fix for water exclusion. (#3666) * Fix for water exclusion when shoreline fade is disabled. --- indra/newview/app_settings/shaders/class3/environment/waterF.glsl | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class3') diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl index 24c086dabe..1b7b0c1937 100644 --- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl @@ -264,8 +264,11 @@ void main() // Calculate some distance fade in the water to better assist with refraction blending and reducing the refraction texture's "disconnect". #ifdef SHORELINE_FADE - fade = max(0,min(1, (pos.z - refPos.z) / 10)) * water_mask; + fade = max(0,min(1, (pos.z - refPos.z) / 10)) +#else + fade = 1 * water_mask; #endif + distort2 = mix(distort, distort2, min(1, fade * 10)); depth = texture(depthMap, distort2).r; -- cgit v1.2.3 From 5e5d466628f3576bb48b63f143502ea914f79bca Mon Sep 17 00:00:00 2001 From: "Jonathan \"Geenz\" Goodman" Date: Mon, 24 Mar 2025 17:59:13 -0400 Subject: Readd probe count setting (#3793) * Readd max probe count. Disable dynamic probe allocation by default (for now). --- indra/newview/app_settings/shaders/class3/environment/waterF.glsl | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class3') diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl index 1b7b0c1937..e57aa69731 100644 --- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl @@ -26,6 +26,7 @@ // class3/environment/waterF.glsl #define WATER_MINIMAL 1 +#define SHORELINE_FADE 1 out vec4 frag_color; @@ -264,7 +265,7 @@ void main() // Calculate some distance fade in the water to better assist with refraction blending and reducing the refraction texture's "disconnect". #ifdef SHORELINE_FADE - fade = max(0,min(1, (pos.z - refPos.z) / 10)) + fade = max(0,min(1, (pos.z - refPos.z) / 10)); #else fade = 1 * water_mask; #endif -- cgit v1.2.3 From 74254c9524e66d13a061312a629cc404a6c64a54 Mon Sep 17 00:00:00 2001 From: "Jonathan \"Geenz\" Goodman" Date: Wed, 26 Mar 2025 10:28:01 -0400 Subject: Disable shoreline fade. (#3811) --- indra/newview/app_settings/shaders/class3/environment/waterF.glsl | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) (limited to 'indra/newview/app_settings/shaders/class3') diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl index e57aa69731..349f3b9a67 100644 --- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl @@ -26,7 +26,6 @@ // class3/environment/waterF.glsl #define WATER_MINIMAL 1 -#define SHORELINE_FADE 1 out vec4 frag_color; @@ -267,9 +266,9 @@ void main() #ifdef SHORELINE_FADE fade = max(0,min(1, (pos.z - refPos.z) / 10)); #else - fade = 1 * water_mask; + fade = 1; #endif - + fade *= water_mask; distort2 = mix(distort, distort2, min(1, fade * 10)); depth = texture(depthMap, distort2).r; -- cgit v1.2.3