Merge viewer-eep

meow-7.2.2
Ansariel 2020-01-08 00:24:24 +01:00
commit 2fb5e6e6b1
4 changed files with 186 additions and 168 deletions

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@ -1000,7 +1000,7 @@ LLVector3 LLSettingsSky::getLightDirection() const
return mMoonDirection;
}
return -LLVector3::z_axis;
return LLVector3::z_axis_neg;
}
LLColor3 LLSettingsSky::getLightDiffuse() const

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@ -48,13 +48,13 @@ vec3 linear_to_srgb(vec3 cs);
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#define frag_color gl_FragColor
#endif
#ifdef HAS_SUN_SHADOW
float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
#endif
uniform samplerCube environmentMap;
@ -86,12 +86,12 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
{
vec3 col = vec3(0);
//get light vector
vec3 lv = lp.xyz-v;
//get light vector
vec3 lv = lp.xyz-v;
//get distance
float dist = length(lv);
float da = 1.0;
//get distance
float dist = length(lv);
float da = 1.0;
dist /= la;
@ -108,14 +108,14 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
return col;
}*/
if (dist > 0.0 && la > 0.0)
{
//normalize light vector
lv = normalize(lv);
//distance attenuation
float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
dist_atten *= dist_atten;
if (dist > 0.0 && la > 0.0)
{
//normalize light vector
lv = normalize(lv);
//distance attenuation
float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
dist_atten *= dist_atten;
dist_atten *= 2.0f;
if (dist_atten <= 0.0)
@ -123,19 +123,19 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
return col;
}
// spotlight coefficient.
float spot = max(dot(-ln, lv), is_pointlight);
da *= spot*spot; // GL_SPOT_EXPONENT=2
// spotlight coefficient.
float spot = max(dot(-ln, lv), is_pointlight);
da *= spot*spot; // GL_SPOT_EXPONENT=2
//angular attenuation
da *= dot(n, lv);
//angular attenuation
da *= dot(n, lv);
float lit = 0.0f;
float lit = 0.0f;
float amb_da = ambiance;
if (da >= 0)
{
lit = max(da * dist_atten,0.0);
lit = max(da * dist_atten,0.0);
col = lit * light_col * diffuse;
amb_da += (da*0.5+0.5) * ambiance;
}
@ -146,35 +146,35 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
// SL-10969 need to see why these are blown out
//col.rgb += amb_da * light_col * diffuse;
if (spec.a > 0.0)
{
//vec3 ref = dot(pos+lv, norm);
vec3 h = normalize(lv+npos);
float nh = dot(n, h);
float nv = dot(n, npos);
float vh = dot(npos, h);
float sa = nh;
float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
if (spec.a > 0.0)
{
//vec3 ref = dot(pos+lv, norm);
vec3 h = normalize(lv+npos);
float nh = dot(n, h);
float nv = dot(n, npos);
float vh = dot(npos, h);
float sa = nh;
float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
if (nh > 0.0)
{
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
vec3 speccol = lit*scol*light_col.rgb*spec.rgb;
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
if (nh > 0.0)
{
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
vec3 speccol = lit*scol*light_col.rgb*spec.rgb;
speccol = clamp(speccol, vec3(0), vec3(1));
col += speccol;
col += speccol;
float cur_glare = max(speccol.r, speccol.g);
cur_glare = max(cur_glare, speccol.b);
glare = max(glare, speccol.r);
glare += max(cur_glare, 0.0);
}
}
}
float cur_glare = max(speccol.r, speccol.g);
cur_glare = max(cur_glare, speccol.b);
glare = max(glare, speccol.r);
glare += max(cur_glare, 0.0);
}
}
}
return max(col, vec3(0.0,0.0,0.0));
return max(col, vec3(0.0,0.0,0.0));
}
#else
@ -218,7 +218,7 @@ VARYING vec2 vary_texcoord0;
vec2 encode_normal(vec3 n);
void main()
void main()
{
vec2 pos_screen = vary_texcoord0.xy;
@ -272,12 +272,13 @@ void main()
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_EMISSIVE)
final_color.a = diffuse_linear.a;
final_color.rgb *= 0.5;
#endif
final_color.a = max(final_color.a, emissive_brightness);
// Texture
// [x] Full Bright Object
// [x] Full Bright (emissive_brightness >= 1.0)
// Shininess (specular)
// [X] Texture
// Environment Intensity = 1
@ -292,14 +293,24 @@ void main()
// We remap the environment intensity to closely simulate what non-EEP is doing.
// At midnight the brightness is exact.
// At midday the brightness is very close.
#ifdef HAS_SKIN
vec4 final_normal = vec4(abnormal, env_intensity, 0.0);
#else
float ei = env_intensity*0.5 + 0.5;
vec4 final_normal = vec4(abnormal, ei, 0.0);
vec3 color = vec3(0.0);
float al = 0.0;
if (emissive_brightness >= 1.0)
{
#ifdef HAS_SPECULAR_MAP
float ei = env_intensity*0.5 + 0.5;
final_normal = vec4(abnormal, ei, 0.0);
#endif
color.rgb = final_color.rgb;
al = vertex_color.a;
}
vec4 final_specular = spec;
final_specular.a = specular_color.a;
#ifdef HAS_SPECULAR_MAP
@ -307,167 +318,173 @@ void main()
final_normal.z *= spec.a;
#endif
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
//forward rendering, output just lit RGBA
vec3 pos = vary_position;
float shadow = 1.0f;
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
if (emissive_brightness < 1.0)
{
//forward rendering, output just lit RGBA
vec3 pos = vary_position;
float shadow = 1.0f;
#ifdef HAS_SUN_SHADOW
shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen);
shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen);
#endif
spec = final_specular;
float envIntensity = final_normal.z;
spec = final_specular;
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
float envIntensity = final_normal.z;
vec3 color = vec3(0.0);
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
float bloom = 0.0;
vec3 sunlit;
vec3 amblit;
vec3 additive;
vec3 atten;
float bloom = 0.0;
vec3 sunlit;
vec3 amblit;
vec3 additive;
vec3 atten;
calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false);
calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false);
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
float da = dot(norm.xyz, normalize(light_dir.xyz));
float final_da = clamp(da, 0.0, 1.0);
float da = dot(norm.xyz, normalize(light_dir.xyz));
float final_da = clamp(da, 0.0, 1.0);
float ambient = da;
ambient *= 0.5;
ambient *= ambient;
ambient = (1.0 - ambient);
float ambient = da;
ambient *= 0.5;
ambient *= ambient;
ambient = (1.0 - ambient);
vec3 sun_contrib = min(final_da, shadow) * sunlit;
// vec3 debug_sun_contrib = sun_contrib;
vec3 sun_contrib = min(final_da, shadow) * sunlit;
#if !defined(AMBIENT_KILL)
color.rgb = amblit;
color.rgb *= ambient;
color.rgb = amblit;
color.rgb *= ambient;
#endif
vec3 post_ambient = color.rgb;
//vec3 debug_post_ambient = color.rgb;
#if !defined(SUNLIGHT_KILL)
color.rgb += sun_contrib;
color.rgb += sun_contrib;
#endif
vec3 post_sunlight = color.rgb;
//vec3 debug_post_sunlight = color.rgb;
color.rgb *= diffuse_srgb.rgb;
vec3 post_diffuse = color.rgb;
//color.rgb *= diffuse_srgb.rgb;
color.rgb *= diffuse_linear.rgb; // SL-12006
float glare = 0.0;
//vec3 debug_post_diffuse = color.rgb;
if (spec.a > 0.0) // specular reflection
{
vec3 npos = -normalize(pos.xyz);
float glare = 0.0;
//vec3 ref = dot(pos+lv, norm);
vec3 h = normalize(light_dir.xyz+npos);
float nh = dot(norm.xyz, h);
float nv = dot(norm.xyz, npos);
float vh = dot(npos, h);
float sa = nh;
float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
if (nh > 0.0)
if (spec.a > 0.0) // specular reflection
{
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
vec3 sp = sun_contrib*scol / 16.0f;
sp = clamp(sp, vec3(0), vec3(1));
bloom = dot(sp, sp) / 6.0;
vec3 npos = -normalize(pos.xyz);
//vec3 ref = dot(pos+lv, norm);
vec3 h = normalize(light_dir.xyz+npos);
float nh = dot(norm.xyz, h);
float nv = dot(norm.xyz, npos);
float vh = dot(npos, h);
float sa = nh;
float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
if (nh > 0.0)
{
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
vec3 sp = sun_contrib*scol / 16.0f;
sp = clamp(sp, vec3(0), vec3(1));
bloom = dot(sp, sp) / 6.0;
#if !defined(SUNLIGHT_KILL)
color += sp * spec.rgb;
color += sp * spec.rgb;
#endif
}
}
}
vec3 post_spec = color.rgb;
//vec3 debug_post_spec = color.rgb;
if (envIntensity > 0.0)
{
//add environmentmap
vec3 env_vec = env_mat * refnormpersp;
vec3 reflected_color = textureCube(environmentMap, env_vec).rgb;
if (envIntensity > 0.0)
{
//add environmentmap
vec3 env_vec = env_mat * refnormpersp;
vec3 reflected_color = textureCube(environmentMap, env_vec).rgb;
#if !defined(SUNLIGHT_KILL)
color = mix(color.rgb, reflected_color, envIntensity);
color = mix(color.rgb, reflected_color, envIntensity);
#endif
float cur_glare = max(reflected_color.r, reflected_color.g);
cur_glare = max(cur_glare, reflected_color.b);
cur_glare *= envIntensity*4.0;
glare += cur_glare;
}
float cur_glare = max(reflected_color.r, reflected_color.g);
cur_glare = max(cur_glare, reflected_color.b);
cur_glare *= envIntensity*4.0;
glare += cur_glare;
}
vec3 post_env = color.rgb;
//vec3 debug_post_env = color.rgb;
color = atmosFragLighting(color, additive, atten);
color = atmosFragLighting(color, additive, atten);
//convert to linear space before adding local lights
color = srgb_to_linear(color);
//convert to linear space before adding local lights
color = srgb_to_linear(color);
vec3 post_atmo = color.rgb;
//vec3 debug_post_atmo = color.rgb;
vec3 npos = normalize(-pos.xyz);
vec3 light = vec3(0,0,0);
vec3 npos = normalize(-pos.xyz);
#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse_linear.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w );
vec3 light = vec3(0,0,0);
LIGHT_LOOP(1)
LIGHT_LOOP(2)
LIGHT_LOOP(3)
LIGHT_LOOP(4)
LIGHT_LOOP(5)
LIGHT_LOOP(6)
LIGHT_LOOP(7)
#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse_linear.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w );
glare = min(glare, 1.0);
float al = max(diffuse_linear.a,glare)*vertex_color.a;
LIGHT_LOOP(1)
LIGHT_LOOP(2)
LIGHT_LOOP(3)
LIGHT_LOOP(4)
LIGHT_LOOP(5)
LIGHT_LOOP(6)
LIGHT_LOOP(7)
glare = min(glare, 1.0);
al = max(diffuse_linear.a,glare)*vertex_color.a;
#if !defined(LOCAL_LIGHT_KILL)
color.rgb += light.rgb;
color.rgb += light.rgb;
#endif
color = scaleSoftClipFrag(color);
color = scaleSoftClipFrag(color);
// (only) post-deferred needs inline gamma correction
color.rgb = linear_to_srgb(color.rgb);
// (only) post-deferred needs inline gamma correction
color.rgb = linear_to_srgb(color.rgb);
//color.rgb = amblit;
//color.rgb = vec3(ambient);
//color.rgb = sunlit;
//color.rgb = post_ambient;
//color.rgb = debug_post_ambient;
//color.rgb = vec3(final_da);
//color.rgb = sun_contrib;
//color.rgb = post_sunlight;
//color.rgb = debug_sun_contrib;
//color.rgb = debug_post_sunlight;
//color.rgb = diffuse_srgb.rgb;
//color.rgb = post_diffuse;
//color.rgb = post_spec;
//color.rgb = post_env;
//color.rgb = post_atmo;
//color.rgb = debug_post_diffuse;
//color.rgb = debug_post_spec;
//color.rgb = debug_post_env;
//color.rgb = debug_post_atmo;
#ifdef WATER_FOG
vec4 temp = applyWaterFogView(pos, vec4(color.rgb, al));
color.rgb = temp.rgb;
al = temp.a;
vec4 temp = applyWaterFogView(pos, vec4(color.rgb, al));
color.rgb = temp.rgb;
al = temp.a;
#endif
} // !fullbright
frag_color.rgb = color.rgb;
frag_color.a = al;
#else
#else // if DIFFUSE_ALPHA_MODE_BLEND ...
// deferred path
frag_data[0] = final_color;
frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent.
@ -475,4 +492,3 @@ vec3 post_atmo = color.rgb;
#endif
}

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@ -100,7 +100,9 @@ void main()
float fa = light_col[i].a+1.0;
float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
dist_atten *= dist_atten;
dist_atten *= 2.0;
// Tweak falloff slightly to match pre-EEP attenuation
dist_atten *= 2.2;
dist_atten *= noise;

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@ -641,17 +641,17 @@ void LLSettingsVOSky::updateSettings()
LLVector3 sun_direction = getSunDirection();
LLVector3 moon_direction = getMoonDirection();
F32 dp = getLightDirection() * LLVector3(0.0f, 0.0f, 1.0f);
if (dp < 0)
{
dp = 0;
}
dp = llmax(dp, 0.1f);
// Want the dot prod of sun w/ high noon vector (0,0,1), which is just the z component
F32 dp = llmax(sun_direction[2], 0.0f); // clamped to 0 when sun is down
// Since WL scales everything by 2, there should always be at least a 2:1 brightness ratio
// between sunlight and point lights in windlight to normalize point lights.
// Since WL scales everything by 2, there should always be at least a 2:1 brightness ratio
// between sunlight and point lights in windlight to normalize point lights.
//
// After some A/B comparison of relesae vs EEP, tweak to allow strength to fall below 2
// at night, for better match. (mSceneLightStrength is a divisor, so lower value means brighter
// local lights)
F32 sun_dynamic_range = llmax(gSavedSettings.getF32("RenderSunDynamicRange"), 0.0001f);
mSceneLightStrength = 2.0f * (1.0f + sun_dynamic_range * dp);
mSceneLightStrength = 2.0f * (0.75f + sun_dynamic_range * dp);
gSky.setSunAndMoonDirectionsCFR(sun_direction, moon_direction);
gSky.setSunTextures(getSunTextureId(), getNextSunTextureId());