From 39803f29c6b8dec710fb4b0244a81734bd95644a Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Fri, 5 Apr 2019 11:39:14 -0700 Subject: Fix spec gone wild in ALM water rendering. --- indra/newview/app_settings/shaders/class1/deferred/waterF.glsl | 7 ++----- 1 file changed, 2 insertions(+), 5 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index c3c8683f6b..e0af521511 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -153,12 +153,9 @@ void main() vec4 pos = vary_position; - //color.rgb = atmosTransport(color.rgb); - //color.rgb = scaleSoftClipFrag(color.rgb) * 0; - vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz); - frag_data[0] = vec4(color.rgb, 1); // diffuse - frag_data[1] = vec4(specular * 0.4, 0.75); // speccolor, spec + frag_data[0] = vec4(color.rgb, 0.25); // diffuse + frag_data[1] = vec4(specular * 0.15, 0.5); // speccolor, spec frag_data[2] = vec4(encode_normal(screenspacewavef.xyz), 0.05, 0);// normalxy, 0, 0 } -- cgit v1.2.3 From fff2aecf7f96de9e53620887210487a48dd45580 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Fri, 5 Apr 2019 14:35:55 -0700 Subject: SL-10821 Fix directionality of da and preserve bumps on completely shadowed areas. --- .../newview/app_settings/shaders/class1/deferred/alphaF.glsl | 7 ++++--- .../app_settings/shaders/class1/deferred/materialF.glsl | 5 +++-- .../app_settings/shaders/class1/deferred/softenLightF.glsl | 12 +++++++----- .../app_settings/shaders/class2/deferred/softenLightF.glsl | 5 +++-- indra/newview/llviewershadermgr.cpp | 4 ++-- 5 files changed, 19 insertions(+), 14 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 1bc576a4ec..68a735e813 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -194,7 +194,8 @@ void main() vec3 light_dir = (sun_up_factor == 1) ? sun_dir: moon_dir; float da = dot(norm.xyz, light_dir.xyz); - + da = clamp(da, -1.0, 1.0); + float final_da = da; final_da = clamp(final_da, 0.0f, 1.0f); final_da = pow(final_da, 1.0/1.3); @@ -204,13 +205,13 @@ void main() color.rgb = amblit; color.a = final_alpha; - float ambient = abs(da); + float ambient = da; ambient *= 0.5; ambient *= ambient; ambient = max(0.9, ambient); // keeps shadows dark ambient = 1.0 - ambient; - vec3 sun_contrib = min(final_da, shadow) * sunlit; + vec3 sun_contrib = mix(final_da, min(final_da, shadow), 0.1) * sunlit; color.rgb *= ambient; color.rgb += sun_contrib; diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 4e24e61018..8691e729ee 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -296,18 +296,19 @@ void main() vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; float da = dot(norm.xyz, light_dir.xyz); + da = clamp(da, -1.0, 1.0); float final_da = da; final_da = clamp(final_da, 0.0, 1.0); final_da = pow(final_da, 1.0 / 1.3); - float ambient = abs(da); + float ambient = da; ambient *= 0.5; ambient *= ambient; ambient = max(0.9, ambient); ambient = 1.0 - ambient; - vec3 sun_contrib = min(final_da, shadow) * sunlit; + vec3 sun_contrib = mix(final_da, min(final_da, shadow), 0.1) * sunlit; col.rgb = amblit; col.rgb *= ambient; diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index e44b441727..361ed40eaf 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -86,13 +86,15 @@ void main() float envIntensity = norm.z; norm.xyz = getNorm(tc); + float light_gamma = 1.0/1.3; vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; float da = dot(normalize(norm.xyz), light_dir.xyz); - da = clamp(da, 0.0, 1.0); + da = clamp(da, -1.0, 1.0); - float light_gamma = 1.0/1.3; - da = pow(da, light_gamma); + float final_da = da; + final_da = clamp(final_da, 0.0, 1.0); + final_da = pow(final_da, light_gamma); vec4 diffuse = texture2DRect(diffuseRect, tc); @@ -107,12 +109,12 @@ void main() calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten); - float ambient = min(abs(da), 1.0); + float ambient = da; ambient *= 0.5; ambient *= ambient; ambient = 1.0 - ambient; - vec3 sun_contrib = da * sunlit; + vec3 sun_contrib = final_da * sunlit; col.rgb = amblit; col.rgb *= ambient; diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 92888e0fd2..688e4e1d59 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -99,6 +99,7 @@ void main() vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; float da = dot(normalize(norm.xyz), light_dir.xyz); + da = clamp(da, -1.0, 1.0); vec4 diffuse = texture2DRect(diffuseRect, tc); @@ -122,13 +123,13 @@ void main() calcFragAtmospherics(pos.xyz, ambocc, sunlit, amblit, additive, atten); - float ambient = abs(da); + float ambient = da; ambient *= 0.5; ambient *= ambient; ambient = max(0.9, ambient); ambient = 1.0 - ambient; - vec3 sun_contrib = min(scol, final_da) * sunlit; + vec3 sun_contrib = mix(final_da, min(scol, final_da), 0.1) * sunlit; col.rgb = amblit; col.rgb *= ambient; diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 952ff3ec9f..c6d727430c 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -2110,7 +2110,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredSoftenProgram.mFeatures.hasTransport = true; gDeferredSoftenProgram.mFeatures.hasGamma = true; gDeferredSoftenProgram.mFeatures.isDeferred = true; - gDeferredSoftenProgram.mFeatures.hasShadows = true; + gDeferredSoftenProgram.mFeatures.hasShadows = use_sun_shadow; gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -2143,7 +2143,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredSoftenWaterProgram.mFeatures.hasTransport = true; gDeferredSoftenWaterProgram.mFeatures.hasGamma = true; gDeferredSoftenWaterProgram.mFeatures.isDeferred = true; - gDeferredSoftenWaterProgram.mFeatures.hasShadows = true; + gDeferredSoftenWaterProgram.mFeatures.hasShadows = use_sun_shadow; if (gSavedSettings.getBOOL("RenderDeferredSSAO")) { //if using SSAO, take screen space light map into account as if shadows are enabled -- cgit v1.2.3 From fe589170d3faa5ca681baca7b9a664e2d851cd6e Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Fri, 5 Apr 2019 15:54:21 -0700 Subject: SL-10896 Fix deferred water soften prog lightnorm getting stomped with rotated lightnorm, because it's a water shader and needs water atmo uniform values, but it's a deferred lighting shader that needs not-so-rotated lightnorms. Make sunlight_color not get auto-updated so we can get the correct value from mSunDiffuse. Remove mix to preserve bumps as it was washing out shadows. --- indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/materialF.glsl | 2 +- indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl | 2 +- indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl | 2 +- indra/newview/llsettingsvo.cpp | 2 +- indra/newview/pipeline.cpp | 1 + 6 files changed, 6 insertions(+), 5 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 68a735e813..6e693bd33b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -211,7 +211,7 @@ void main() ambient = max(0.9, ambient); // keeps shadows dark ambient = 1.0 - ambient; - vec3 sun_contrib = mix(final_da, min(final_da, shadow), 0.1) * sunlit; + vec3 sun_contrib = min(final_da, shadow) * sunlit; color.rgb *= ambient; color.rgb += sun_contrib; diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 8691e729ee..4a47311eb7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -308,7 +308,7 @@ void main() ambient = max(0.9, ambient); ambient = 1.0 - ambient; - vec3 sun_contrib = mix(final_da, min(final_da, shadow), 0.1) * sunlit; + vec3 sun_contrib = min(final_da, shadow) * sunlit; col.rgb = amblit; col.rgb *= ambient; diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 688e4e1d59..12115082a9 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -129,7 +129,7 @@ void main() ambient = max(0.9, ambient); ambient = 1.0 - ambient; - vec3 sun_contrib = mix(final_da, min(scol, final_da), 0.1) * sunlit; + vec3 sun_contrib = min(scol, final_da) * sunlit; col.rgb = amblit; col.rgb *= ambient; diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl index 7bfdb9f753..40c521cd2c 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl @@ -152,7 +152,7 @@ void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, + tmpAmbient)); //brightness of surface both sunlight and ambient - sunlit = srgb_to_linear(sunlight.rgb); + sunlit = vec3(sunlight.rgb* 0.5); amblit = vec3(tmpAmbient * .25); additive = normalize(additive); additive *= vec3(1.0 - exp(-temp2.z * distance_multiplier)) * 0.5; diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index 10a0527fe2..6556380f28 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -719,7 +719,7 @@ LLSettingsSky::parammapping_t LLSettingsVOSky::getParameterMap() const param_map[SETTING_CLOUD_VARIANCE] = DefaultParam(LLShaderMgr::CLOUD_VARIANCE, sky_defaults[SETTING_CLOUD_VARIANCE]); param_map[SETTING_GLOW] = DefaultParam(LLShaderMgr::GLOW, sky_defaults[SETTING_GLOW]); param_map[SETTING_MAX_Y] = DefaultParam(LLShaderMgr::MAX_Y, sky_defaults[SETTING_MAX_Y]); - param_map[SETTING_SUNLIGHT_COLOR] = DefaultParam(LLShaderMgr::SUNLIGHT_COLOR, sky_defaults[SETTING_SUNLIGHT_COLOR]); + //param_map[SETTING_SUNLIGHT_COLOR] = DefaultParam(LLShaderMgr::SUNLIGHT_COLOR, sky_defaults[SETTING_SUNLIGHT_COLOR]); param_map[SETTING_MOON_BRIGHTNESS] = DefaultParam(LLShaderMgr::MOON_BRIGHTNESS, sky_defaults[SETTING_MOON_BRIGHTNESS]); param_map[SETTING_SKY_MOISTURE_LEVEL] = DefaultParam(LLShaderMgr::MOISTURE_LEVEL, sky_defaults[SETTING_SKY_MOISTURE_LEVEL]); param_map[SETTING_SKY_DROPLET_RADIUS] = DefaultParam(LLShaderMgr::DROPLET_RADIUS, sky_defaults[SETTING_SKY_DROPLET_RADIUS]); diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 260292d3fb..7139788c18 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -8612,6 +8612,7 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget* screen_target) LLEnvironment& environment = LLEnvironment::instance(); soften_shader.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0); + soften_shader.uniform4fv(LLShaderMgr::LIGHTNORM, 1, environment.getClampedLightNorm().mV); { LLGLDepthTest depth(GL_FALSE); -- cgit v1.2.3