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. --- .../app_settings/shaders/class1/deferred/deferredUtil.glsl | 11 +++++++++++ .../app_settings/shaders/class1/deferred/postDeferredF.glsl | 3 +++ .../shaders/class1/deferred/postDeferredGammaCorrect.glsl | 5 ++++- .../shaders/class1/deferred/postDeferredNoDoFF.glsl | 2 ++ .../shaders/class1/deferred/postDeferredTonemap.glsl | 3 +++ .../app_settings/shaders/class3/deferred/softenLightF.glsl | 4 +++- 6 files changed, 26 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders') diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 94711be473..0283104a76 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -80,6 +80,17 @@ vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten); vec4 decodeNormal(vec4 norm); +vec3 clampHDRRange(vec3 color) +{ + // Why do this? + // There are situations where the color range will go to something insane - potentially producing infs and NaNs even. + // This is a safety measure to prevent that. + // As to the specific number there - allegedly some HDR displays expect values to be in the 0-11.2 range. Citation needed. + // -Geenz 2025-03-05 + color = mix(color, vec3(0.0), isnan(color)); + return clamp(color, vec3(0.0), vec3(11.2)); +} + float calcLegacyDistanceAttenuation(float distance, float falloff) { float dist_atten = 1.0 - clamp((distance + falloff)/(1.0 + falloff), 0.0, 1.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index 9797bcd2ce..4e737492a7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -69,6 +69,8 @@ void dofSampleNear(inout vec4 diff, inout float w, float min_sc, vec2 tc) w += wg; } +vec3 clampHDRRange(vec3 color); + void main() { vec2 tc = vary_fragcoord.xy; @@ -120,5 +122,6 @@ void main() diff /= w; } + diff.rgb = clampHDRRange(diff.rgb); frag_color = diff; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index befd2ae6da..4ccc6f54a8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -43,6 +43,8 @@ vec3 legacyGamma(vec3 color) return c; } +vec3 clampHDRRange(vec3 color); + void main() { //this is the one of the rare spots where diffuseRect contains linear color values (not sRGB) @@ -53,6 +55,7 @@ void main() diff.rgb = legacyGamma(diff.rgb); #endif - frag_color = max(diff, vec4(0)); + diff.rgb = clampHDRRange(diff.rgb); + frag_color = diff; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl index 32b0a1ac8e..c05b4eed7a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl @@ -71,6 +71,7 @@ float noise(vec2 x) { //============================= +vec3 clampHDRRange(vec3 color); void main() @@ -84,6 +85,7 @@ void main() diff.rgb += nz*0.003; #endif + diff.rgb = clampHDRRange(diff.rgb); frag_color = diff; gl_FragDepth = texture(depthMap, vary_fragcoord.xy).r; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredTonemap.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredTonemap.glsl index c4610bffac..1f01c7f16a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredTonemap.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredTonemap.glsl @@ -34,6 +34,8 @@ in vec2 vary_fragcoord; vec3 linear_to_srgb(vec3 cl); vec3 toneMap(vec3 color); +vec3 clampHDRRange(vec3 color); + void main() { //this is the one of the rare spots where diffuseRect contains linear color values (not sRGB) @@ -45,6 +47,7 @@ void main() diff.rgb = clamp(diff.rgb, vec3(0.0), vec3(1.0)); #endif + diff.rgb = clampHDRRange(diff.rgb); //debugExposure(diff.rgb); frag_color = max(diff, vec4(0)); } 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') 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') 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 5ce0c5858c387346b7b8923ec55b4cee3f1c4d12 Mon Sep 17 00:00:00 2001 From: "Jonathan \"Geenz\" Goodman" Date: Tue, 11 Mar 2025 00:40:36 -0400 Subject: #3409 Make maximum probe count adjustable. (#3709) * #3409 Make probe count adjustable to better accomodate low VRAM scenarios --- indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl | 1 + 1 file changed, 1 insertion(+) (limited to 'indra/newview/app_settings/shaders') diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 0283104a76..dba9c46332 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -87,6 +87,7 @@ vec3 clampHDRRange(vec3 color) // This is a safety measure to prevent that. // As to the specific number there - allegedly some HDR displays expect values to be in the 0-11.2 range. Citation needed. // -Geenz 2025-03-05 + color = mix(color, vec3(1), isinf(color)); color = mix(color, vec3(0.0), isnan(color)); return clamp(color, vec3(0.0), vec3(11.2)); } -- cgit v1.2.3 From 32c7d3064f04899547ee4dea48969c6ceb8554e9 Mon Sep 17 00:00:00 2001 From: "Jonathan \"Geenz\" Goodman" Date: Fri, 21 Mar 2025 09:33:23 -0400 Subject: Dynamic Probe Allocation (#3787) * #3788 Support dynamic probe allocation. * #3738 Mitigate probe flashing * #3735 Mitigate realtime probes flashing --- .../newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl | 1 + 1 file changed, 1 insertion(+) (limited to 'indra/newview/app_settings/shaders') diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index 205d4bff6d..5089b9e31e 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -154,6 +154,7 @@ void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, ou if (classic_mode < 1) { amblit = srgb_to_linear(amblit); + amblit = vec3(dot(amblit, vec3(0.2126, 0.7152, 0.0722))); sunlit = srgb_to_linear(sunlit); } -- 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') 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') 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