Fix for bad fullbright shiny shininess values and inconsistency between materialF and fullbrightShinyF

meow-7.2.2
Runitai Linden 2020-03-24 11:22:01 -05:00
parent 3e472948db
commit 3d22273726
6 changed files with 51 additions and 129 deletions

View File

@ -1370,7 +1370,7 @@ void LLRender::syncMatrices()
}
if (shader->mFeatures.hasLighting || shader->mFeatures.calculatesLighting)
if (shader->mFeatures.hasLighting || shader->mFeatures.calculatesLighting || shader->mFeatures.calculatesAtmospherics)
{ //also sync light state
syncLightState();
}

View File

@ -38,12 +38,20 @@ uniform sampler2D diffuseMap;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
VARYING vec3 vary_texcoord1;
VARYING vec4 vary_position;
uniform samplerCube environmentMap;
vec3 fullbrightShinyAtmosTransport(vec3 light);
vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
vec3 fullbrightScaleSoftClip(vec3 light);
void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
vec3 linear_to_srgb(vec3 c);
vec3 srgb_to_linear(vec3 c);
void main()
{
#ifdef HAS_DIFFUSE_LOOKUP
@ -52,20 +60,28 @@ void main()
vec4 color = texture2D(diffuseMap, vary_texcoord0.xy);
#endif
color.rgb *= vertex_color.rgb;
vec3 pos = vary_position.xyz/vary_position.w;
vec3 sunlit;
vec3 amblit;
vec3 additive;
vec3 atten;
calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false);
vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);
float env_intensity = vertex_color.a;
color.rgb = mix(color.rgb, envColor.rgb, env_intensity);
color.rgb = pow(color.rgb,vec3(2.2f,2.2f,2.2f));
//color.rgb = srgb_to_linear(color.rgb);
color.rgb = fullbrightShinyAtmosTransport(color.rgb);
color.rgb = fullbrightAtmosTransportFrag(color.rgb, additive, atten);
color.rgb = fullbrightScaleSoftClip(color.rgb);
color.a = 1.0;
color.rgb = pow(color.rgb, vec3(1.0/2.2));
//color.rgb = linear_to_srgb(color.rgb);
frag_color = color;
}

View File

@ -45,7 +45,7 @@ ATTRIBUTE vec2 texcoord0;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
VARYING vec3 vary_texcoord1;
VARYING vec4 vary_position;
void main()
{
@ -53,7 +53,7 @@ void main()
vec4 vert = vec4(position.xyz,1.0);
passTextureIndex();
vec4 pos = (modelview_matrix * vert);
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
vary_position = gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
vec3 norm = normalize(normal_matrix * normal);
vec3 ref = reflect(pos.xyz, -norm);

View File

@ -24,6 +24,12 @@
*/
// VARYING param funcs
uniform vec3 sun_dir;
uniform vec3 moon_dir;
uniform int sun_up_factor;
void setSunlitColor(vec3 v);
void setAmblitColor(vec3 v);
void setAdditiveColor(vec3 v);
@ -32,124 +38,19 @@ void setPositionEye(vec3 v);
vec3 getAdditiveColor();
//VARYING vec4 vary_CloudUVs;
//VARYING float vary_CloudDensity;
// Inputs
uniform vec4 morphFactor;
uniform vec3 camPosLocal;
//uniform vec4 camPosWorld;
uniform vec4 lightnorm;
uniform vec4 sunlight_color;
uniform vec4 ambient;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
uniform float haze_horizon;
uniform float haze_density;
uniform float cloud_shadow;
uniform float density_multiplier;
uniform float distance_multiplier;
uniform float max_y;
uniform vec4 glow;
void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
void calcAtmospherics(vec3 inPositionEye) {
vec3 P = inPositionEye;
setPositionEye(P);
//(TERRAIN) limit altitude
if (P.y > max_y) P *= (max_y / P.y);
if (P.y < -max_y) P *= (-max_y / P.y);
vec3 tmpLightnorm = lightnorm.xyz;
vec3 Pn = normalize(P);
float Plen = length(P);
vec4 temp1 = vec4(0);
vec3 temp2 = vec3(0);
vec4 blue_weight;
vec4 haze_weight;
vec4 sunlight = sunlight_color;
vec4 light_atten;
//sunlight attenuation effect (hue and brightness) due to atmosphere
//this is used later for sunlight modulation at various altitudes
light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
//I had thought blue_density and haze_density should have equal weighting,
//but attenuation due to haze_density tends to seem too strong
temp1 = blue_density + vec4(haze_density);
blue_weight = blue_density / temp1;
haze_weight = vec4(haze_density) / temp1;
//(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
temp2.y = max(0.0, tmpLightnorm.y);
temp2.y = 1. / temp2.y;
sunlight *= exp( - light_atten * temp2.y);
// main atmospheric scattering line integral
temp2.z = Plen * density_multiplier;
// Transparency (-> temp1)
// ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati
// compiler gets confused.
temp1 = exp(-temp1 * temp2.z * distance_multiplier);
//final atmosphere attenuation factor
setAtmosAttenuation(temp1.rgb);
//vary_AtmosAttenuation = distance_multiplier / 10000.;
//vary_AtmosAttenuation = density_multiplier * 100.;
//vary_AtmosAttenuation = vec4(Plen / 100000., 0., 0., 1.);
//compute haze glow
//(can use temp2.x as temp because we haven't used it yet)
temp2.x = dot(Pn, tmpLightnorm.xyz);
temp2.x = 1. - temp2.x;
//temp2.x is 0 at the sun and increases away from sun
temp2.x = max(temp2.x, .03); //was glow.y
//set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
temp2.x *= glow.x;
//higher glow.x gives dimmer glow (because next step is 1 / "angle")
temp2.x = pow(temp2.x, glow.z);
//glow.z should be negative, so we're doing a sort of (1 / "angle") function
//add "minimum anti-solar illumination"
temp2.x += .25;
//increase ambient when there are more clouds
vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5;
//haze color
setAdditiveColor(
vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient)
+ (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x
+ tmpAmbient)));
//brightness of surface both sunlight and ambient
setSunlitColor(vec3(sunlight * .5));
setAmblitColor(vec3(tmpAmbient * .25));
setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1));
// vary_SunlitColor = vec3(0);
// vary_AmblitColor = vec3(0);
// vary_AdditiveColor = vec4(Pn, 1.0);
/*
const float cloudShadowScale = 100.;
// Get cloud uvs for shadowing
vec3 cloudPos = inPositionEye + camPosWorld - cloudShadowScale / 2.;
vary_CloudUVs.xy = cloudPos.xz / cloudShadowScale;
// We can take uv1 and multiply it by (TerrainSpan / CloudSpan)
// cloudUVs *= (((worldMaxZ - worldMinZ) * 20) /40000.);
vary_CloudUVs *= (10000./40000.);
// Offset by sun vector * (CloudAltitude / CloudSpan)
vary_CloudUVs.x += tmpLightnorm.x / tmpLightnorm.y * (3000./40000.);
vary_CloudUVs.y += tmpLightnorm.z / tmpLightnorm.y * (3000./40000.);
*/
vec3 P = inPositionEye;
setPositionEye(P);
vec3 tmpsunlit = vec3(1);
vec3 tmpamblit = vec3(1);
vec3 tmpaddlit = vec3(1);
vec3 tmpattenlit = vec3(1);
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
calcAtmosphericVars(inPositionEye, light_dir, 1, tmpsunlit, tmpamblit, tmpaddlit, tmpattenlit, false);
setSunlitColor(tmpsunlit);
setAmblitColor(tmpamblit);
setAdditiveColor(tmpaddlit);
setAtmosAttenuation(tmpattenlit);
}

View File

@ -1423,9 +1423,9 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
static const GLfloat SHININESS_TO_ALPHA[4] =
{
0.0000f,
0.3333f,
0.6666f,
1.0000f
0.25f,
0.5f,
0.75f
};
llassert(tep->getShiny() <= 3);

View File

@ -2146,8 +2146,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredFullbrightShinyProgram.mName = "Deferred FullbrightShiny Shader";
gDeferredFullbrightShinyProgram.mFeatures.calculatesAtmospherics = true;
gDeferredFullbrightShinyProgram.mFeatures.hasAtmospherics = true;
gDeferredFullbrightShinyProgram.mFeatures.hasGamma = true;
gDeferredFullbrightShinyProgram.mFeatures.hasTransport = true;
gDeferredFullbrightShinyProgram.mFeatures.hasSrgb = true;
gDeferredFullbrightShinyProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels-1;
gDeferredFullbrightShinyProgram.mShaderFiles.clear();
gDeferredFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyV.glsl", GL_VERTEX_SHADER_ARB));
@ -2161,6 +2163,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredSkinnedFullbrightProgram.mName = "Skinned Fullbright Shader";
gDeferredSkinnedFullbrightProgram.mFeatures.calculatesAtmospherics = true;
gDeferredSkinnedFullbrightProgram.mFeatures.hasAtmospherics = true;
gDeferredSkinnedFullbrightProgram.mFeatures.hasGamma = true;
gDeferredSkinnedFullbrightProgram.mFeatures.hasTransport = true;
gDeferredSkinnedFullbrightProgram.mFeatures.hasObjectSkinning = true;
@ -2178,10 +2181,12 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredSkinnedFullbrightShinyProgram.mName = "Skinned Fullbright Shiny Shader";
gDeferredSkinnedFullbrightShinyProgram.mFeatures.calculatesAtmospherics = true;
gDeferredSkinnedFullbrightShinyProgram.mFeatures.hasAtmospherics = true;
gDeferredSkinnedFullbrightShinyProgram.mFeatures.hasGamma = true;
gDeferredSkinnedFullbrightShinyProgram.mFeatures.hasTransport = true;
gDeferredSkinnedFullbrightShinyProgram.mFeatures.hasObjectSkinning = true;
gDeferredSkinnedFullbrightShinyProgram.mFeatures.disableTextureIndex = true;
gDeferredSkinnedFullbrightShinyProgram.mFeatures.hasSrgb = true;
gDeferredSkinnedFullbrightShinyProgram.mShaderFiles.clear();
gDeferredSkinnedFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinySkinnedV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSkinnedFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB));