From ca4eab69b9b1ed42f3128635ef1f278600b59118 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 8 Dec 2011 17:49:56 -0600 Subject: SH-2680 Bring back blurred edges on objects closer than the near focal plane. --- .../app_settings/shaders/class1/deferred/cofF.glsl | 7 ++-- .../shaders/class1/deferred/dofCombineF.glsl | 2 +- .../shaders/class1/deferred/postDeferredF.glsl | 40 +++++++++++++++++++--- 3 files changed, 41 insertions(+), 8 deletions(-) (limited to 'indra/newview/app_settings/shaders') diff --git a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl index 88fe3c3dee..e612efba61 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl @@ -57,7 +57,7 @@ float getDepth(vec2 pos_screen) float calc_cof(float depth) { - float sc = abs(depth-focal_distance)/-depth*blur_constant; + float sc = (depth-focal_distance)/-depth*blur_constant; sc /= magnification; @@ -79,9 +79,10 @@ void main() vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); float sc = calc_cof(depth); - sc = min(abs(sc), max_cof); + sc = min(sc, max_cof); + sc = max(sc, -max_cof); vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); gl_FragColor.rgb = diff.rgb + bloom.rgb; - gl_FragColor.a = sc/max_cof; + gl_FragColor.a = sc/max_cof*0.5+0.5; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl index 21453aefaa..01e3505359 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl @@ -48,7 +48,7 @@ void main() vec4 diff = texture2DRect(lightMap, vary_fragcoord.xy); - float a = min(diff.a * max_cof*res_scale*res_scale, 1.0); + float a = min(abs(diff.a*2.0-1.0) * max_cof*res_scale*res_scale, 1.0); if (a > 0.25 && a < 0.75) { //help out the transition a bit diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index 4603d99c5e..18d451bf87 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -42,7 +42,7 @@ void dofSample(inout vec4 diff, inout float w, float min_sc, vec2 tc) { vec4 s = texture2DRect(diffuseRect, tc); - float sc = s.a*max_cof; + float sc = abs(s.a*2.0-1.0)*max_cof; if (sc > min_sc) //sampled pixel is more "out of focus" than current sample radius { @@ -57,6 +57,20 @@ void dofSample(inout vec4 diff, inout float w, float min_sc, vec2 tc) } } +void dofSampleNear(inout vec4 diff, inout float w, float min_sc, vec2 tc) +{ + vec4 s = texture2DRect(diffuseRect, tc); + + float wg = 0.25; + + // de-weight dull areas to make highlights 'pop' + wg += s.r+s.g+s.b; + + diff += wg*s; + + w += wg; +} + void main() { vec2 tc = vary_fragcoord.xy; @@ -66,12 +80,30 @@ void main() { float w = 1.0; - float sc = diff.a*max_cof; - + float sc = (diff.a*2.0-1.0)*max_cof; + float PI = 3.14159265358979323846264; // sample quite uniformly spaced points within a circle, for a circular 'bokeh' + if (sc > 0.5) + { + while (sc > 0.5) + { + int its = int(max(1.0,(sc*3.7))); + for (int i=0; i 0.5) { int its = int(max(1.0,(sc*3.7))); @@ -86,7 +118,7 @@ void main() sc -= 1.0; } } - + diff /= w; } -- cgit v1.3 From 9fa68f0da363cd3c20dbb079f5d2901a45dfea5f Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 14 Dec 2011 17:55:36 -0600 Subject: SH-2743 Fix for shader compiler error on some GL 3.x implementations. --- indra/llrender/llglslshader.cpp | 2 +- indra/llrender/llglslshader.h | 1 + indra/llrender/llshadermgr.cpp | 18 ++++++++++++------ .../shaders/class1/deferred/alphaSkinnedV.glsl | 3 --- indra/newview/llviewershadermgr.cpp | 5 ++++- 5 files changed, 18 insertions(+), 11 deletions(-) (limited to 'indra/newview/app_settings/shaders') diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp index 5a6f3d8292..6b2852670a 100644 --- a/indra/llrender/llglslshader.cpp +++ b/indra/llrender/llglslshader.cpp @@ -66,7 +66,7 @@ BOOL shouldChange(const LLVector4& v1, const LLVector4& v2) LLShaderFeatures::LLShaderFeatures() : calculatesLighting(false), isShiny(false), isFullbright(false), hasWaterFog(false), hasTransport(false), hasSkinning(false), hasObjectSkinning(false), hasAtmospherics(false), isSpecular(false), -hasGamma(false), hasLighting(false), calculatesAtmospherics(false), mIndexedTextureChannels(0), disableTextureIndex(false), +hasGamma(false), hasLighting(false), isAlphaLighting(false), calculatesAtmospherics(false), mIndexedTextureChannels(0), disableTextureIndex(false), hasAlphaMask(false) { } diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h index 2a6c050eac..00b4b0dbd4 100644 --- a/indra/llrender/llglslshader.h +++ b/indra/llrender/llglslshader.h @@ -36,6 +36,7 @@ public: bool calculatesLighting; bool calculatesAtmospherics; bool hasLighting; // implies no transport (it's possible to have neither though) + bool isAlphaLighting; // indicates lighting shaders need not be linked in (lighting performed directly in alpha shader to match deferred lighting functions) bool isShiny; bool isFullbright; // implies no lighting bool isSpecular; diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index 85c4bab7a9..1a03aeebb7 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -107,10 +107,13 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) { return FALSE; } - - if (!shader->attachObject("lighting/sumLightsSpecularV.glsl")) + + if (!features->isAlphaLighting) { - return FALSE; + if (!shader->attachObject("lighting/sumLightsSpecularV.glsl")) + { + return FALSE; + } } if (!shader->attachObject("lighting/lightSpecularV.glsl")) @@ -125,9 +128,12 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) return FALSE; } - if (!shader->attachObject("lighting/sumLightsV.glsl")) + if (!features->isAlphaLighting) { - return FALSE; + if (!shader->attachObject("lighting/sumLightsV.glsl")) + { + return FALSE; + } } if (!shader->attachObject("lighting/lightV.glsl")) @@ -296,7 +302,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) } shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1); } - } + } } // NOTE order of shader object attaching is VERY IMPORTANT!!! diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl index b09441f7eb..0170ad4b55 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl @@ -30,7 +30,6 @@ ATTRIBUTE vec3 normal; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec2 texcoord0; -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); mat4 getObjectSkinnedTransform(); void calcAtmospherics(vec3 inPositionEye); @@ -38,8 +37,6 @@ float calcDirectionalLight(vec3 n, vec3 l); vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); -vec3 scaleDownLight(vec3 light); -vec3 scaleUpLight(vec3 light); VARYING vec3 vary_position; VARYING vec3 vary_ambient; diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index bddc07b395..5de363e03c 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -1103,11 +1103,12 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() { gDeferredSkinnedAlphaProgram.mName = "Deferred Skinned Alpha Shader"; gDeferredSkinnedAlphaProgram.mFeatures.hasObjectSkinning = true; - gDeferredSkinnedAlphaProgram.mFeatures.calculatesLighting = true; gDeferredSkinnedAlphaProgram.mFeatures.calculatesAtmospherics = true; gDeferredSkinnedAlphaProgram.mFeatures.hasGamma = true; gDeferredSkinnedAlphaProgram.mFeatures.hasAtmospherics = true; + gDeferredSkinnedAlphaProgram.mFeatures.calculatesLighting = true; gDeferredSkinnedAlphaProgram.mFeatures.hasLighting = true; + gDeferredSkinnedAlphaProgram.mFeatures.isAlphaLighting = true; gDeferredSkinnedAlphaProgram.mFeatures.disableTextureIndex = true; gDeferredSkinnedAlphaProgram.mShaderFiles.clear(); gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaSkinnedV.glsl", GL_VERTEX_SHADER_ARB)); @@ -1235,6 +1236,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAlphaProgram.mFeatures.hasGamma = true; gDeferredAlphaProgram.mFeatures.hasAtmospherics = true; gDeferredAlphaProgram.mFeatures.hasLighting = true; + gDeferredAlphaProgram.mFeatures.isAlphaLighting = true; gDeferredAlphaProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels if (mVertexShaderLevel[SHADER_DEFERRED] < 1) { @@ -1398,6 +1400,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAvatarAlphaProgram.mFeatures.hasGamma = true; gDeferredAvatarAlphaProgram.mFeatures.hasAtmospherics = true; gDeferredAvatarAlphaProgram.mFeatures.hasLighting = true; + gDeferredAvatarAlphaProgram.mFeatures.isAlphaLighting = true; gDeferredAvatarAlphaProgram.mFeatures.disableTextureIndex = true; gDeferredAvatarAlphaProgram.mShaderFiles.clear(); gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaV.glsl", GL_VERTEX_SHADER_ARB)); -- cgit v1.3