From 124c5cf4a781e50f81e7266a1af5f83b36777651 Mon Sep 17 00:00:00 2001 From: "Michael Pohoreski (Ptolemy Linden)" Date: Tue, 17 Dec 2019 23:34:54 +0000 Subject: [PATCH 1/8] SL-12472 to address SL-11406 --- .../shaders/class1/deferred/materialF.glsl | 13 ++++++++----- 1 file changed, 8 insertions(+), 5 deletions(-) diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 52c69b46ea..2b5fa3979b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -277,7 +277,7 @@ void main() final_color.a = max(final_color.a, emissive_brightness); // Texture - // [x] Full Bright Object + // [x] Full Bright (emissive_brightness > 0.0) // Shininess (specular) // [X] Texture // Environment Intensity = 1 @@ -292,11 +292,14 @@ 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); + +#ifdef HAS_SPECULAR_MAP + if( emissive_brightness > 0.0) + { + float ei = env_intensity*0.5 + 0.5; + final_normal = vec4(abnormal, ei, 0.0); + } #endif vec4 final_specular = spec; From 874368d4f30b59640e843d7e30c612dd0d0baa75 Mon Sep 17 00:00:00 2001 From: "Michael Pohoreski (Ptolemy Linden)" Date: Wed, 18 Dec 2019 01:48:44 +0000 Subject: [PATCH 2/8] Future-proof Full Bright --- .../app_settings/shaders/class1/deferred/materialF.glsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 2b5fa3979b..1be1595a47 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -277,7 +277,7 @@ void main() final_color.a = max(final_color.a, emissive_brightness); // Texture - // [x] Full Bright (emissive_brightness > 0.0) + // [x] Full Bright (emissive_brightness >= 1.0) // Shininess (specular) // [X] Texture // Environment Intensity = 1 @@ -295,7 +295,7 @@ void main() vec4 final_normal = vec4(abnormal, env_intensity, 0.0); #ifdef HAS_SPECULAR_MAP - if( emissive_brightness > 0.0) + if( emissive_brightness >= 1.0) { float ei = env_intensity*0.5 + 0.5; final_normal = vec4(abnormal, ei, 0.0); From b3e11083cc31abfa7cebf2c3acc6aeebfc1f4205 Mon Sep 17 00:00:00 2001 From: Dave Houlton Date: Thu, 19 Dec 2019 18:04:32 -0700 Subject: [PATCH 3/8] SL-11606 fix to match EEP light falloff vs release --- indra/llinventory/llsettingssky.cpp | 2 +- .../shaders/class1/deferred/multiPointLightF.glsl | 4 +++- indra/newview/llsettingsvo.cpp | 14 +++++++------- 3 files changed, 11 insertions(+), 9 deletions(-) diff --git a/indra/llinventory/llsettingssky.cpp b/indra/llinventory/llsettingssky.cpp index c4ce3af157..8d0b37d01f 100644 --- a/indra/llinventory/llsettingssky.cpp +++ b/indra/llinventory/llsettingssky.cpp @@ -1000,7 +1000,7 @@ LLVector3 LLSettingsSky::getLightDirection() const return mMoonDirection; } - return -LLVector3::z_axis; + return LLVector3::z_axis_neg; } LLColor3 LLSettingsSky::getLightDiffuse() const diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index 3607f5a086..dcc3750a8f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -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; diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index bbee94287d..32398aa609 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -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. + // + // 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 * (0.65f + sun_dynamic_range * dp); gSky.setSunAndMoonDirectionsCFR(sun_direction, moon_direction); gSky.setSunTextures(getSunTextureId(), getNextSunTextureId()); From 4ec316871563ffafc39ffb69fee48b80cee9c2f5 Mon Sep 17 00:00:00 2001 From: Dave Houlton Date: Fri, 20 Dec 2019 10:29:46 -0700 Subject: [PATCH 4/8] SL-11606 final tweak of non-ALM lights strength --- indra/newview/llsettingsvo.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index 32398aa609..d96f276a71 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -644,14 +644,14 @@ void LLSettingsVOSky::updateSettings() // 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 * (0.65f + sun_dynamic_range * dp); + mSceneLightStrength = 2.0f * (0.75f + sun_dynamic_range * dp); gSky.setSunAndMoonDirectionsCFR(sun_direction, moon_direction); gSky.setSunTextures(getSunTextureId(), getNextSunTextureId()); From c453a0df6fe9f2d6611e7368d3f1d17ba4d5f09e Mon Sep 17 00:00:00 2001 From: "Michael Pohoreski (Ptolemy Linden)" Date: Mon, 23 Dec 2019 23:15:03 +0000 Subject: [PATCH 5/8] SL-12006 pre-checkin --- .../shaders/class1/deferred/materialF.glsl | 424 +++++++++--------- 1 file changed, 215 insertions(+), 209 deletions(-) diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 1be1595a47..10a9e3a5b4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -47,142 +47,142 @@ vec3 linear_to_srgb(vec3 cs); #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif + #ifdef DEFINE_GL_FRAGCOLOR + out vec4 frag_color; + #else + #define frag_color gl_FragColor + #endif -#ifdef HAS_SUN_SHADOW -float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); -#endif + #ifdef HAS_SUN_SHADOW + float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); + #endif -uniform samplerCube environmentMap; -uniform sampler2D lightFunc; + uniform samplerCube environmentMap; + uniform sampler2D lightFunc; -// Inputs -uniform vec4 morphFactor; -uniform vec3 camPosLocal; -uniform mat3 env_mat; + // Inputs + uniform vec4 morphFactor; + uniform vec3 camPosLocal; + uniform mat3 env_mat; -uniform vec3 sun_dir; -uniform vec3 moon_dir; -VARYING vec2 vary_fragcoord; + uniform vec3 sun_dir; + uniform vec3 moon_dir; + VARYING vec2 vary_fragcoord; -VARYING vec3 vary_position; + VARYING vec3 vary_position; -uniform mat4 proj_mat; -uniform mat4 inv_proj; -uniform vec2 screen_res; + uniform mat4 proj_mat; + uniform mat4 inv_proj; + uniform vec2 screen_res; -uniform vec4 light_position[8]; -uniform vec3 light_direction[8]; -uniform vec4 light_attenuation[8]; -uniform vec3 light_diffuse[8]; + uniform vec4 light_position[8]; + uniform vec3 light_direction[8]; + uniform vec4 light_attenuation[8]; + uniform vec3 light_diffuse[8]; -float getAmbientClamp(); + float getAmbientClamp(); -vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance) -{ - vec3 col = vec3(0); - - //get light vector - vec3 lv = lp.xyz-v; - - //get distance - float dist = length(lv); - float da = 1.0; - - dist /= la; - - /* clip to projector bounds - vec4 proj_tc = proj_mat * lp; - - if (proj_tc.z < 0 - || proj_tc.z > 1 - || proj_tc.x < 0 - || proj_tc.x > 1 - || proj_tc.y < 0 - || proj_tc.y > 1) - { - return col; - }*/ - - if (dist > 0.0 && la > 0.0) + vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance) { - //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; + vec3 col = vec3(0); - if (dist_atten <= 0.0) - { - return col; - } + //get light vector + vec3 lv = lp.xyz-v; - // spotlight coefficient. - float spot = max(dot(-ln, lv), is_pointlight); - da *= spot*spot; // GL_SPOT_EXPONENT=2 + //get distance + float dist = length(lv); + float da = 1.0; - //angular attenuation - da *= dot(n, lv); + dist /= la; - float lit = 0.0f; + /* clip to projector bounds + vec4 proj_tc = proj_mat * lp; - float amb_da = ambiance; - if (da >= 0) - { - lit = max(da * dist_atten,0.0); - col = lit * light_col * diffuse; - amb_da += (da*0.5+0.5) * ambiance; - } - amb_da += (da*da*0.5 + 0.5) * ambiance; - amb_da *= dist_atten; - amb_da = min(amb_da, 1.0f - lit); - - // SL-10969 need to see why these are blown out - //col.rgb += amb_da * light_col * diffuse; - - if (spec.a > 0.0) + if (proj_tc.z < 0 + || proj_tc.z > 1 + || proj_tc.x < 0 + || proj_tc.x > 1 + || proj_tc.y < 0 + || proj_tc.y > 1) { - //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; + return col; + }*/ - float gtdenom = 2 * nh; - float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); - - if (nh > 0.0) + 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) { - 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; + return col; + } - 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); + // spotlight coefficient. + float spot = max(dot(-ln, lv), is_pointlight); + da *= spot*spot; // GL_SPOT_EXPONENT=2 + + //angular attenuation + da *= dot(n, lv); + + float lit = 0.0f; + + float amb_da = ambiance; + if (da >= 0) + { + lit = max(da * dist_atten,0.0); + col = lit * light_col * diffuse; + amb_da += (da*0.5+0.5) * ambiance; + } + amb_da += (da*da*0.5 + 0.5) * ambiance; + amb_da *= dist_atten; + amb_da = min(amb_da, 1.0f - lit); + + // 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; + + 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; + + 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 -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif + #else + #ifdef DEFINE_GL_FRAGCOLOR + out vec4 frag_data[3]; + #else + #define frag_data gl_FragData + #endif #endif uniform sampler2D diffuseMap; @@ -218,7 +218,7 @@ VARYING vec2 vary_texcoord0; vec2 encode_normal(vec3 n); -void main() +void main() { vec2 pos_screen = vary_texcoord0.xy; @@ -294,6 +294,9 @@ void main() // At midday the brightness is very close. vec4 final_normal = vec4(abnormal, env_intensity, 0.0); + vec3 color = vec3(0.0); + float al = 0.0; + #ifdef HAS_SPECULAR_MAP if( emissive_brightness >= 1.0) { @@ -301,8 +304,9 @@ void main() final_normal = vec4(abnormal, ei, 0.0); } #endif + vec4 final_specular = spec; - + final_specular.a = specular_color.a; #ifdef HAS_SPECULAR_MAP @@ -310,143 +314,143 @@ 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) + { + //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 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; #if !defined(SUNLIGHT_KILL) - color.rgb += sun_contrib; + color.rgb += sun_contrib; #endif vec3 post_sunlight = color.rgb; - color.rgb *= diffuse_srgb.rgb; - + color.rgb *= diffuse_srgb.rgb; + vec3 post_diffuse = color.rgb; - float glare = 0.0; + float glare = 0.0; - if (spec.a > 0.0) // specular reflection - { - vec3 npos = -normalize(pos.xyz); + if (spec.a > 0.0) // specular reflection + { + 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; + //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; -#endif - } - } + float gtdenom = 2 * nh; + float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); -vec3 post_spec = color.rgb; + 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; + #endif + } + } - if (envIntensity > 0.0) - { - //add environmentmap - vec3 env_vec = env_mat * refnormpersp; - - vec3 reflected_color = textureCube(environmentMap, env_vec).rgb; + vec3 post_spec = color.rgb; -#if !defined(SUNLIGHT_KILL) - 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; - } + 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); + #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; + } vec3 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 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); @@ -462,15 +466,17 @@ vec3 post_atmo = color.rgb; //color.rgb = 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 + } 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. From a6f7de660f942419bc0ec4632b87b77157cd058b Mon Sep 17 00:00:00 2001 From: "Michael Pohoreski (Ptolemy Linden)" Date: Mon, 23 Dec 2019 23:48:33 +0000 Subject: [PATCH 6/8] Fix SL-12006: Fullbright with specular map, Alpha Mode Emissive, and wrong Diffuse for Alpha Mode Blend --- .../shaders/class1/deferred/materialF.glsl | 16 +++++++++++----- 1 file changed, 11 insertions(+), 5 deletions(-) diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 10a9e3a5b4..c072d44e63 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -272,6 +272,7 @@ 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); @@ -297,13 +298,16 @@ void main() vec3 color = vec3(0.0); float al = 0.0; -#ifdef HAS_SPECULAR_MAP - if( emissive_brightness >= 1.0) + 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; @@ -316,6 +320,7 @@ void main() #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) + if (emissive_brightness < 1.0) { //forward rendering, output just lit RGBA vec3 pos = vary_position; @@ -366,7 +371,8 @@ vec3 post_ambient = color.rgb; vec3 post_sunlight = color.rgb; - color.rgb *= diffuse_srgb.rgb; + //color.rgb *= diffuse_srgb.rgb; + color.rgb *= diffuse_linear.rgb; // SL-12006 vec3 post_diffuse = color.rgb; @@ -470,7 +476,7 @@ vec3 post_atmo = color.rgb; color.rgb = temp.rgb; al = temp.a; #endif - } + } // !fullbright frag_color.rgb = color.rgb; frag_color.a = al; From 2eb8b9af5a14ffa4a27b2c7d4f5985c2d5d00d6c Mon Sep 17 00:00:00 2001 From: "Michael Pohoreski (Ptolemy Linden)" Date: Tue, 24 Dec 2019 00:01:25 +0000 Subject: [PATCH 7/8] De-tabify --- .../shaders/class1/deferred/materialF.glsl | 406 +++++++++--------- 1 file changed, 203 insertions(+), 203 deletions(-) diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index c072d44e63..72e61095f2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -47,142 +47,142 @@ vec3 linear_to_srgb(vec3 cs); #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) - #ifdef DEFINE_GL_FRAGCOLOR - out vec4 frag_color; - #else - #define frag_color gl_FragColor - #endif + #ifdef DEFINE_GL_FRAGCOLOR + out vec4 frag_color; + #else + #define frag_color gl_FragColor + #endif - #ifdef HAS_SUN_SHADOW - float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); - #endif + #ifdef HAS_SUN_SHADOW + float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); + #endif - uniform samplerCube environmentMap; - uniform sampler2D lightFunc; + uniform samplerCube environmentMap; + uniform sampler2D lightFunc; - // Inputs - uniform vec4 morphFactor; - uniform vec3 camPosLocal; - uniform mat3 env_mat; + // Inputs + uniform vec4 morphFactor; + uniform vec3 camPosLocal; + uniform mat3 env_mat; - uniform vec3 sun_dir; - uniform vec3 moon_dir; - VARYING vec2 vary_fragcoord; + uniform vec3 sun_dir; + uniform vec3 moon_dir; + VARYING vec2 vary_fragcoord; - VARYING vec3 vary_position; + VARYING vec3 vary_position; - uniform mat4 proj_mat; - uniform mat4 inv_proj; - uniform vec2 screen_res; + uniform mat4 proj_mat; + uniform mat4 inv_proj; + uniform vec2 screen_res; - uniform vec4 light_position[8]; - uniform vec3 light_direction[8]; - uniform vec4 light_attenuation[8]; - uniform vec3 light_diffuse[8]; + uniform vec4 light_position[8]; + uniform vec3 light_direction[8]; + uniform vec4 light_attenuation[8]; + uniform vec3 light_diffuse[8]; - float getAmbientClamp(); + float getAmbientClamp(); - vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance) - { - vec3 col = vec3(0); + vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance) + { + 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; + dist /= la; - /* clip to projector bounds - vec4 proj_tc = proj_mat * lp; + /* clip to projector bounds + vec4 proj_tc = proj_mat * lp; - if (proj_tc.z < 0 - || proj_tc.z > 1 - || proj_tc.x < 0 - || proj_tc.x > 1 - || proj_tc.y < 0 - || proj_tc.y > 1) - { - return col; - }*/ + if (proj_tc.z < 0 + || proj_tc.z > 1 + || proj_tc.x < 0 + || proj_tc.x > 1 + || proj_tc.y < 0 + || proj_tc.y > 1) + { + 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; - dist_atten *= 2.0f; + 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) - { - return col; - } + if (dist_atten <= 0.0) + { + 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); - col = lit * light_col * diffuse; - amb_da += (da*0.5+0.5) * ambiance; - } - amb_da += (da*da*0.5 + 0.5) * ambiance; - amb_da *= dist_atten; - amb_da = min(amb_da, 1.0f - lit); + float amb_da = ambiance; + if (da >= 0) + { + lit = max(da * dist_atten,0.0); + col = lit * light_col * diffuse; + amb_da += (da*0.5+0.5) * ambiance; + } + amb_da += (da*da*0.5 + 0.5) * ambiance; + amb_da *= dist_atten; + amb_da = min(amb_da, 1.0f - lit); - // SL-10969 need to see why these are blown out - //col.rgb += amb_da * light_col * diffuse; + // 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; - speccol = clamp(speccol, vec3(0), vec3(1)); - col += speccol; + 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; - 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 - #ifdef DEFINE_GL_FRAGCOLOR - out vec4 frag_data[3]; - #else - #define frag_data gl_FragData - #endif + #else + #ifdef DEFINE_GL_FRAGCOLOR + out vec4 frag_data[3]; + #else + #define frag_data gl_FragData + #endif #endif uniform sampler2D diffuseMap; @@ -295,8 +295,8 @@ void main() // At midday the brightness is very close. vec4 final_normal = vec4(abnormal, env_intensity, 0.0); - vec3 color = vec3(0.0); - float al = 0.0; + vec3 color = vec3(0.0); + float al = 0.0; if (emissive_brightness >= 1.0) { @@ -305,8 +305,8 @@ void main() final_normal = vec4(abnormal, ei, 0.0); #endif - color.rgb = final_color.rgb; - al = vertex_color.a; + color.rgb = final_color.rgb; + al = vertex_color.a; } vec4 final_specular = spec; @@ -320,143 +320,143 @@ void main() #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) - if (emissive_brightness < 1.0) - { - //forward rendering, output just lit RGBA - vec3 pos = vary_position; + if (emissive_brightness < 1.0) + { + //forward rendering, output just lit RGBA + vec3 pos = vary_position; - float shadow = 1.0f; + 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; + spec = final_specular; - float envIntensity = final_normal.z; + float envIntensity = final_normal.z; - vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; + 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 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; #if !defined(SUNLIGHT_KILL) - color.rgb += sun_contrib; + color.rgb += sun_contrib; #endif vec3 post_sunlight = color.rgb; - //color.rgb *= diffuse_srgb.rgb; - color.rgb *= diffuse_linear.rgb; // SL-12006 + //color.rgb *= diffuse_srgb.rgb; + color.rgb *= diffuse_linear.rgb; // SL-12006 vec3 post_diffuse = color.rgb; - float glare = 0.0; + float glare = 0.0; - if (spec.a > 0.0) // specular reflection - { - vec3 npos = -normalize(pos.xyz); + if (spec.a > 0.0) // specular reflection + { + 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; + //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)); + 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; - #endif - } - } + 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; + #endif + } + } - vec3 post_spec = color.rgb; + vec3 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); - #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; - } + #if !defined(SUNLIGHT_KILL) + 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; + } vec3 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 npos = normalize(-pos.xyz); + vec3 npos = normalize(-pos.xyz); - vec3 light = vec3(0,0,0); + vec3 light = vec3(0,0,0); #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 ); - LIGHT_LOOP(1) - LIGHT_LOOP(2) - LIGHT_LOOP(3) - LIGHT_LOOP(4) - LIGHT_LOOP(5) - LIGHT_LOOP(6) - LIGHT_LOOP(7) + 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; + 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); @@ -472,11 +472,11 @@ vec3 post_atmo = color.rgb; //color.rgb = 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 + } // !fullbright frag_color.rgb = color.rgb; frag_color.a = al; From 090803733455a09c9763d16106ad055c2532e61d Mon Sep 17 00:00:00 2001 From: "Michael Pohoreski (Ptolemy Linden)" Date: Tue, 24 Dec 2019 01:37:40 +0000 Subject: [PATCH 8/8] Cleanup indentation and commented out debug color stage vectors --- .../shaders/class1/deferred/materialF.glsl | 273 +++++++++--------- 1 file changed, 137 insertions(+), 136 deletions(-) diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 72e61095f2..f4e041eb5c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -47,142 +47,142 @@ vec3 linear_to_srgb(vec3 cs); #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) - #ifdef DEFINE_GL_FRAGCOLOR - out vec4 frag_color; - #else - #define frag_color gl_FragColor - #endif +#ifdef DEFINE_GL_FRAGCOLOR + out vec4 frag_color; +#else + #define frag_color gl_FragColor +#endif - #ifdef HAS_SUN_SHADOW +#ifdef HAS_SUN_SHADOW float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); - #endif +#endif - uniform samplerCube environmentMap; - uniform sampler2D lightFunc; +uniform samplerCube environmentMap; +uniform sampler2D lightFunc; - // Inputs - uniform vec4 morphFactor; - uniform vec3 camPosLocal; - uniform mat3 env_mat; +// Inputs +uniform vec4 morphFactor; +uniform vec3 camPosLocal; +uniform mat3 env_mat; - uniform vec3 sun_dir; - uniform vec3 moon_dir; - VARYING vec2 vary_fragcoord; +uniform vec3 sun_dir; +uniform vec3 moon_dir; +VARYING vec2 vary_fragcoord; - VARYING vec3 vary_position; +VARYING vec3 vary_position; - uniform mat4 proj_mat; - uniform mat4 inv_proj; - uniform vec2 screen_res; +uniform mat4 proj_mat; +uniform mat4 inv_proj; +uniform vec2 screen_res; - uniform vec4 light_position[8]; - uniform vec3 light_direction[8]; - uniform vec4 light_attenuation[8]; - uniform vec3 light_diffuse[8]; +uniform vec4 light_position[8]; +uniform vec3 light_direction[8]; +uniform vec4 light_attenuation[8]; +uniform vec3 light_diffuse[8]; - float getAmbientClamp(); +float getAmbientClamp(); - vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance) +vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance) +{ + vec3 col = vec3(0); + + //get light vector + vec3 lv = lp.xyz-v; + + //get distance + float dist = length(lv); + float da = 1.0; + + dist /= la; + + /* clip to projector bounds + vec4 proj_tc = proj_mat * lp; + + if (proj_tc.z < 0 + || proj_tc.z > 1 + || proj_tc.x < 0 + || proj_tc.x > 1 + || proj_tc.y < 0 + || proj_tc.y > 1) { - vec3 col = vec3(0); + return col; + }*/ - //get light vector - vec3 lv = lp.xyz-v; + 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; - //get distance - float dist = length(lv); - float da = 1.0; - - dist /= la; - - /* clip to projector bounds - vec4 proj_tc = proj_mat * lp; - - if (proj_tc.z < 0 - || proj_tc.z > 1 - || proj_tc.x < 0 - || proj_tc.x > 1 - || proj_tc.y < 0 - || proj_tc.y > 1) + if (dist_atten <= 0.0) { - 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; - dist_atten *= 2.0f; - - if (dist_atten <= 0.0) - { - return col; - } - - // spotlight coefficient. - float spot = max(dot(-ln, lv), is_pointlight); - da *= spot*spot; // GL_SPOT_EXPONENT=2 - - //angular attenuation - da *= dot(n, lv); - - float lit = 0.0f; - - float amb_da = ambiance; - if (da >= 0) - { - lit = max(da * dist_atten,0.0); - col = lit * light_col * diffuse; - amb_da += (da*0.5+0.5) * ambiance; - } - amb_da += (da*da*0.5 + 0.5) * ambiance; - amb_da *= dist_atten; - amb_da = min(amb_da, 1.0f - lit); - - // 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; - - 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; - - 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 col; } - return max(col, vec3(0.0,0.0,0.0)); + // spotlight coefficient. + float spot = max(dot(-ln, lv), is_pointlight); + da *= spot*spot; // GL_SPOT_EXPONENT=2 + + //angular attenuation + da *= dot(n, lv); + + float lit = 0.0f; + + float amb_da = ambiance; + if (da >= 0) + { + lit = max(da * dist_atten,0.0); + col = lit * light_col * diffuse; + amb_da += (da*0.5+0.5) * ambiance; + } + amb_da += (da*da*0.5 + 0.5) * ambiance; + amb_da *= dist_atten; + amb_da = min(amb_da, 1.0f - lit); + + // 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; + + 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; + + 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); + } + } } - #else - #ifdef DEFINE_GL_FRAGCOLOR - out vec4 frag_data[3]; - #else - #define frag_data gl_FragData - #endif + return max(col, vec3(0.0,0.0,0.0)); +} + +#else +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_data[3]; +#else +#define frag_data gl_FragData +#endif #endif uniform sampler2D diffuseMap; @@ -358,23 +358,25 @@ void main() vec3 sun_contrib = min(final_da, shadow) * sunlit; +// vec3 debug_sun_contrib = sun_contrib; + #if !defined(AMBIENT_KILL) 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; #endif -vec3 post_sunlight = color.rgb; +//vec3 debug_post_sunlight = color.rgb; //color.rgb *= diffuse_srgb.rgb; color.rgb *= diffuse_linear.rgb; // SL-12006 -vec3 post_diffuse = color.rgb; +//vec3 debug_post_diffuse = color.rgb; float glare = 0.0; @@ -399,13 +401,13 @@ vec3 post_diffuse = color.rgb; vec3 sp = sun_contrib*scol / 16.0f; sp = clamp(sp, vec3(0), vec3(1)); bloom = dot(sp, sp) / 6.0; - #if !defined(SUNLIGHT_KILL) +#if !defined(SUNLIGHT_KILL) color += sp * spec.rgb; - #endif +#endif } } - vec3 post_spec = color.rgb; +//vec3 debug_post_spec = color.rgb; if (envIntensity > 0.0) { @@ -414,23 +416,23 @@ vec3 post_diffuse = color.rgb; vec3 reflected_color = textureCube(environmentMap, env_vec).rgb; - #if !defined(SUNLIGHT_KILL) +#if !defined(SUNLIGHT_KILL) color = mix(color.rgb, reflected_color, envIntensity); - #endif +#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; } -vec3 post_env = color.rgb; +//vec3 debug_post_env = color.rgb; color = atmosFragLighting(color, additive, atten); //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); @@ -461,15 +463,15 @@ vec3 post_atmo = 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)); @@ -490,4 +492,3 @@ vec3 post_atmo = color.rgb; #endif } -